View Full Version : Trek Hero PDF available
Eodin
Apr 16th, '03, 09:17 PM
It's patchy and needs a lot more work, but for any Trek fans who want to use the info, I've posted TrekHero.pdf at http://rbrucecom.tripod.com/
I've got package deals, Federation races, some weapons, tricorders, etc, but there's lots of work to go.
Any CONSTRUCTIVE criticism appreciated, but REMEMBER that it is very much a work in progress getting all my notes from 20 years ago hauled together and converted to 5E.
Aroooo
Apr 17th, '03, 10:30 AM
Very impressive! If this is what you call 'patchy,' I can't wait to see final :)
Aroooo
JohnTaber
Apr 17th, '03, 11:03 AM
I AGREE! VERY NICE! :)
I am not planning on Star Trek but I can definitely see stuff that I want to do for my setting... ;)
Thag13
Apr 17th, '03, 01:57 PM
VERY nice spring board to use for a star Trek game.
Add in MR Long's free Star Trek downloads at the star Trek RPG site , Your set to go.
Great Work!!!
Eodin
Apr 17th, '03, 07:23 PM
Thanks, I'm glad people like it so far. I wanted to get some of the basic stuff out there where people could use it. As I get more stuff added, I'll let the group know.
GamePhil
Apr 17th, '03, 11:03 PM
Have you proposed the link to Ben to be put on the Hero Games Links page? I didn't see it there.
Eodin
Apr 18th, '03, 06:52 AM
That hadn't even occured to me...if someone wants to propose it to Ben, be my guest.:)
Dr.Unpossible
Apr 19th, '03, 01:03 PM
Just downloading and reading it now. Thanks for the great work. Has me cracking open my ole FASA StarTrek RPG. The one based on the Original Series.
P.S. heres the link to TrekRPG.net
http://www.trek-rpg.net (http://)
And heres the link to the free downloadable PDF books
http://www.trek-rpg.net/trek/index2.htm (http://)
by our Favorite Feller, Steve Long. Also if I recall, there are other downloads there, under other links on the site.
Eodin
Apr 21st, '03, 09:20 PM
The next minor update has been made...some Klingon racial and IKS packages, some starship-related information, a few SF mission ideas (such as they are).
Eodin
Apr 26th, '03, 09:52 PM
4/23/03, and more stuff added...pay scales, psychotricorder, some other miscellaneous stuff. One of these days I'll get TUV and tackle some of the starships, but that's in the future.
nHammer
Apr 27th, '03, 07:42 AM
Cool Stuff. I don't know if I would use the stuff, but I appreciate your hard work. Good job.
I don't know if this stuff could be made apart of the Hero Games website. Copyrights and Trademarks and stuff like that. The way it is now is just fan related stuff, but I don't think Hero Games has a right to support this information.
Captain Obvious
Apr 27th, '03, 08:06 AM
Isn't that what the links page is, though? Fan-based stuff? I'd love to see this (and more) linked straight from the Hero website. At least, this should be part of the Circle of Heroes webring. Even in its current incomplete form it's too good to just keep for the in-crowd....
nHammer
Apr 27th, '03, 10:05 AM
Good point.
Yeah the links page. I had a brain fart. I thought the suggestion was to put it on the Hero Games websites.
Eodin
Apr 27th, '03, 12:50 PM
I have sent an email to Ben suggesting it for the Hero Links page. We'll see what happens.
Al_Beddow
Apr 27th, '03, 05:04 PM
Thank you... first once over looks good. Lots of ideas for stuff in my Star Hero campaign.
Eodin
Apr 30th, '03, 10:06 PM
Next minor update made...Federation government, some worlds info, can't remember what else...need sleep ;-)
Eodin
May 2nd, '03, 10:57 PM
Next update has been made...Romulans, Merchants and commerce, trade talks system, fixed some costing errors, and other stuff.
Mightybec
May 5th, '03, 10:10 PM
This is great stuff. I look forward to your updates.
Mightybec
Eodin
May 6th, '03, 07:12 PM
No Trek Hero updates yet ... family matters taking precedence. On another note, I haven't heard anything back from Ben yet, so I don't know if they're going to put my web page on the Links or not.
I'm hoping to get some updates done this week. Keep your fingers crossed. :)
Eodin
May 8th, '03, 09:34 PM
Next minor update made...added some worlds information, some tech goodies including portable antigravs, and some miscellaneous information.
Eodin
May 10th, '03, 07:46 PM
Okay, here's another update. Some stuff for Megacorps, crimes, pricing, two merchant characters from the Rigel Queen, and some other miscellaneous stuff.
Out of curiuosity, is anyone using any of this material in their campaigns...Star Trek or otherwise? I'd love to hear if you are and how it worked (or didn't).
Xandarr
May 11th, '03, 07:00 PM
Originally posted by Eodin
Out of curiuosity, is anyone using any of this material in their campaigns...Star Trek or otherwise? I'd love to hear if you are and how it worked (or didn't).
Can't say that I've used the material yet. I have a hard enough time getting my group together 2 times a month to play Fantasy Hero. However, I do keep up with the updates, and what I have read so far is great.
Sometimes, it just helps to know that someone out there appreciates the work you've done.
Thanks again,
Steve
Citizen Keen
May 11th, '03, 08:50 PM
This is _incredibly_ solid. You have my respect.
One piece of constructive criticism:
Your racial packages include psychological limitations, that might not always be present. What if I wanted to play a Romulan raised by Klingons: Might I not then have a Warrior Code instead of a Sense of Duty? Just a thought.
Syberdwarf2
May 11th, '03, 09:29 PM
Originally posted by Citizen Keen
a Romulan raised by Klingons
Kahless is rolling around in his grave.......
Eodin
May 11th, '03, 09:40 PM
Hmmm...duly noted. The psych disads are meant to represent what a typical person of that race has, not the exceptions. I'll see what I come up with. Thanks for catching that!!
Hermit
May 12th, '03, 02:10 AM
Very nice work Eodin. Makes me long for Sci Fi Star Trek marathon day :)
ImperialOne
May 17th, '03, 07:26 AM
The document is fantastic. I have yet to actually use it, but I play/Narrate Decipher's CODA (previous ICON) Trek. My players are old Champions players. ANy chance you'll make a section or version for TNG/DS9/Voyager era?
Charles
Eodin
May 17th, '03, 11:32 AM
I'm working on some maps and miscellaneous stuff, so my next update may take a bit longer. That and my wife's having spine surgery this coming week, so we'll see what I get accomplished this week.
ANy chance you'll make a section or version for TNG/DS9/Voyager era?
Perhaps, but not in the near future. I don't have anywhere near the number of TNG/DS9/Voyager resources as I do TOS resources, and I'd have to search a lot of web pages for raw info. Still, I'll take a look at my "Star Trek TNG Officers Manual" and "Star Trek TNG Technical Manual" and see.
Eodin
May 17th, '03, 10:46 PM
Not as much done today as I wanted but there's a map of Federation space with Klingon/Romulan/Gorn borders, stats on the Galileo Shuttle and Aqua Shuttle, 2 more of the crew of the Rigel Queen, and some more info on Klingon and Romulan empires. A few other tidbits as well.
I didn't change the social limitations being in the Racial packages yet, and I may not if it get's too messy.
As far as TNG/DS9/Voyager era, that's definitely a different book. I may do that one day, once I'm relatively happy with this one. If anyone has any GOOD web sites with information I could use to extrapolate histories and building equipment, let me know or send me an email.
Until next time, may the Great Bird of the Galaxy keep all your tribbles small.:)
ImperialOne
May 19th, '03, 07:15 AM
Gaming Resources for any post The Original Series (TOS) TreK:
Well, there was the who ICON Trek collection of books from Last Unicorn Games. There was quite a bit of inofmration and source material there. Steve Long wrote the Deep Space Nine rules/setting book. All the books had to be vetted by Paramount as well, so there won't be mcuh breaking with Trek approve canon.
The new license holders, Decipher games, have their cinematic rules system (CODA) for Star Trek (as well as Lord of the Rings). It is a fine system, but it is designed for a wider audience per se, not the detail that Hero system fans adore. Quite a bit of source tidbits in the four books released to this point as well. An aliens sourcebook is due out soon.
This website is considered the biggest player resource for Trek on the interent, check out the netbooks (all are free, many wriiten by Steve) as well as the discussion forums.
http://www.trek-rpg.net/trek/index2.htm
Hope this is a good start.
Eodin
May 29th, '03, 08:57 PM
TNGHero.pdf is now on my website, although it's a mishmash of the old and the new. (I basicly took a copy of the TrekHero, and starting making edits in various places.) There's package deals now for Ferengi, Cardassians, Bajorans and Betazeds, some conversion notes on Decipher 'Professional', 'Edges', and 'Flaws' into Hero terms, and othe miscellaneous stuff.
I bought Decipher's ST:RPG Player's Guide for something to read while staying with my wife in the hospital, and decided to work on it for a while. More later...
Agent333
May 30th, '03, 01:13 AM
All I can say is:
:eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek:
WOW!
Eodin, how the heck is my little vampire conversion 'sposed to compete with this? The quality is excellent, it looks almost professional, and it's a good read. Are you bucking for a job in the RPG market somewhere? A fully fleshed out version of this would absolutely blow my mind, I'm sure. Very good job, sir.
Please let me know what program you used for the layout. My MSWord documents would never look this good.
Darth Sarcastic
May 30th, '03, 07:42 AM
Kudos to you (that's a good thing...I think) on the HERO-Trek stuff in general. IMHO I think you could keep adding stuff to the TNG-HERO book and rename it to cover all the Trek era's. That's just me though.
Speedy recovery to your wife.
Eodin
May 30th, '03, 09:39 AM
Agent333, I used MS Word 2000 to create the document before running it through PDF995. I used to be a Tech Writer and Layout manager years ago. I do have to say that much of the racial descriptions for TNG/DS9 races was pulled from various web sites, so I can't claim anything other than the racial packages I created on those.
And no, I'm not bucking for an RPG job...I have a great job as a programmer/analyst. I'm just giving back to the gaming community that's given me so much fun over the years.
ImperialOne
May 31st, '03, 03:15 PM
The TNG Hero is off to a great start!
I was reviewing things, realizing that things can always be changed by the GM, but I wonder about the derived values of for the phaser. When you constructed them for Trek Hero (since the values in TNG Hero appear to be the same thus far), did you draw any inspiration from the Multi Purpose Energy Weapon on page 154 of Space Hero? According to Steve, he created it based on a TNG phaser (down to the "Heat Rocks" setting).
In comparison (basically the same as yours with wide angle settings for each option as well), I note that your Disintegrate setting for damage is 18+2D6 based on RKA 8d6 explosion... whereas the MPEW listed RKA 6d6 NND (except for Energy Fields). What do you think? I like the RKA 8D6, but the NND is also quite attractive as well. I personally think that with the lethality of phasers in the Trek universe (heck, you see it in the Decipher rules, settings 9 to 16 in a phaser are all 'Kill' results, the precursor ICON rules simply kept on piling on more dice with even bigger bonuses to damage).
Also, the number of charges available for the various weapons seem a bit less in comparison... then again, the MPEW is a 608 point item.
Anyway, food for thought. Keep up the excellent work. By the way, Decipher recently released the Aliens sourcebook, nearly 60 aliens developed.
Eodin
May 31st, '03, 07:46 PM
I have read (and re-read) the Multipurpose Energy Weapon, and have come to the conclusion that the GMs may choose whichever one they like. My personal feeling on the NND vs. any FF ED (1+) is it's not quite right. Phaser fire can bring down an energy wall (as in when the Enterprise fired on the forcewall surrounding Vaal), and can lead to abuse (20 PD 1 ED FF would be immunity to phasers). And if the Borg can adapt their forcefields to ignore phasers, then they've got more than 1 ED in their FF). That's my take, anyway.
I haven't finished refiguring the damage for all 16 settings, but I'm going to use the same style of damage as I did before...EBs and RKAs with Standard Effect components, but no NND. I will use increased/reduced END to make the use per level more appropriate.
:)
ImperialOne
May 31st, '03, 09:41 PM
I find your design views logical. It just goes to show how there are often more than one way to achieve a goal. I will look forward to seeing your adjustments for the phasers by srtting, as well as all other refinements to the TNG Hero pdf. I'll start thinking about ship design matters as they present themselves.
Charles
Eodin
Jun 1st, '03, 08:55 PM
Well, the next minor revision of TNGHero is up. Mostly some tweaks to the Racial packages, and to the phasers. I think there's a few other things, but that's mostly it at this point.
With the races, I still have to do the Dominion and Borg, and that's going to take me a little more thinking. And my brain is tired from figuring the phasers...
I redesigned the phasers to use charges instead of an END Battery, just because of the way the damages in each setting now work versus how much END they use under normal circumstances. I'm still not happy with the damage writeup...to convert 512 cubic meters of rock to rubble (5 DEF/ 25 BODY) means doing 55 BODY in an attack, which becomes an 18d6 RKA Attack. If a Borg drone can resist an 18d6 RKA (Setting 16 from a Phaser Rifle), thats a 108ED FF (60 ED FF if you stick to SE rules for the damage). Mama mia. Oh well. More to come.
Lord Liaden
Jun 2nd, '03, 04:05 AM
Eodin, perhaps the Borg forcefield could be written up as Missile Deflection, possibly with a Limitation that it only works versus an attack already used against another Borg, or with a lot of extra Skill Levels with that Lim.
ImperialOne
Jun 2nd, '03, 10:50 AM
You can now really understand the dilemma with phasers and their powers. Of course, in Star Trek, the GM can simply create some power to obviates the lethality of the weapons (plot device or what?).
Anyway, I think taking this approach with ratcheting up the RKA per setting works fine, when Last Unicorn Games did the damage tables for phasers, they increased the values astronomically as well up through setting 16. Decipher (which has similar designers, using a refined version of the LUG system), simply made setting 9 and higher a Kill (and they did quantify the amount of rock that can be blown/disintegrated).
I also like what you did with the charges for energy/shot use of the weapon and how you tied the strength of a charge to wide beam use. If I recall, didn't Captain Tracy is ST:TOS episode "Omega Glory" (?) said they killed "thousands of Coms" with their phasers in a pitched battle (and lost).
I still wonder about the NND for the MPEW, but thats me:)
Charles
Eodin
Jun 2nd, '03, 12:04 PM
Lord Liaden...THANKS! That's a perfect idea. My brain was so tired from number-crunching I was overlooking the obvious.
ImperialOne/Charles...what you could do with the NND if you want to give it a try...I'd do something like make the Defense either 10+ ED in the FF, or Hardened ED FF, or something similar. 1+ ED FF means phasers in starship combat would never do damage to another starship with its shields up.
ImperialOne
Jun 2nd, '03, 08:06 PM
I engaged Steve Long in an attempt to understand his thinking behind MPEW, here is a cut/paste just for our benefit:
"First, you're assuming the MPEW is a direct attempt to mirror a Trek phaser. That's not correct. It's obviously inspired by the phaser; I wouldn't deny that for a minute. But it's not a direct correlate, so complaining that "it's not quite right" or "it doesn't work just like a phaser ought to work" is missing the point, unless you're just using it as an example.
Second, the GM can define an NND defense as whatever he wants given the campaign's parameters. Though the rules generally forbid establishing "defense thresholds" for NNDs (like "defense is 10+ PD FF"), there's no reason a GM couldn't allow that if he wants to. It's a lot less problematic in a Heroic game where characters buy equipment with points and everyone has the same sort of weapon and knows how it works."
Hmmn. Something for me to reflect on, but I love your work as is.
;) ;) ;)
Eodin
Jun 2nd, '03, 09:51 PM
So the MPEW is just inspired by a phaser, it's not a phaser "without the lawyers". Okay, no problem then.
ImperialOne/Charles, when you've run a game or two with the material, let me know how it goes. I'm always interested in possible tweaks. Same goes for anyone else using the material. Rule #3 of writing...Feedback is Good.
:)
Now if I can get the Dominion and the Borg done, find some valid and readable UFP/Cardassian/Klingon/etc. starmaps to pull off the web, and build a few starships, that would make for a good week or two...
Peregrine
Jun 3rd, '03, 11:45 AM
Warning: I noticed that the material from TOS timeframe came from the old FASA game. Bear in mind that the TNG/DS9 era materials are intentionally different from the old FASA materials, so you won't find any consistency between the two sets of information.
Captain Obvious
Jun 3rd, '03, 08:31 PM
I was just looking at your TOS file again (nice work, once again), and thinking about your writeups for the Vulcan nerve pinch, and I think you can add the Concentration limitation to bring those points down some. Spock never really seemed to use the nerve pinch in the middle of a highly acrobatic fight...usually as a surprise move against a bored guard or a combatant who's being held by Kirk.
Still pretty expensive this way, but saving a few points here and there can't hurt. Maybe someone else can suggest some other appropriate limitations and we can tame this beast....
Eodin
Jun 4th, '03, 11:10 AM
I was doing a Google search for Trek stuff, and to my pleasant surprise I found that Ben has added my page to the Hero Links.:D
Thanks Ben!
Eodin
Jun 5th, '03, 11:03 PM
I've made some tweaks to the racial packages, and made my first stab at the Dominion changelings, vorta, jem'hadar and the Borg packages. Added some 23rd century vs. 24th century tidbits in a few places.
I haven't been able to find a 24th century Federation map with political borders yet online, and haven't had a chance to build any starships yet, but the work goes on.
Peregrine, I started with my FASA TrekHero and started editing to make TNGTrek, so please bear with me. As I have time and information, the FASA bits will be replaced as appropriate.
Captain Obvious, I'll have to give the Concentration limit some thought...I agree that expensive puppy needs to come down in cost if at all possible...
Peregrine
Jun 6th, '03, 07:56 PM
Originally posted by Eodin
Peregrine, I started with my FASA TrekHero and started editing to make TNGTrek, so please bear with me. As I have time and information, the FASA bits will be replaced as appropriate.
Don't misunderstand me... I love the FASATrek universe. I've set many games (face-to-face and PBeM) in my own variant of the FASATrek universe. I have tended to dislike where Paramount intentionally diverged from FASA's work. That said, it would take a full reinvention of the TNG/DS9 setting to make it consistent with FASATrek, so great has the divergence become. Pity.
Eodin
Jun 8th, '03, 06:15 PM
Added some stuff in the Starship building section...Impulse drives and Warp Drives. Added a placeholder for the Defiant, filling in bits as I get parts of the Starship Construction done.
Vondy
Jun 10th, '03, 08:09 PM
Originally posted by Captain Obvious
I was just looking at your TOS file again (nice work, once again), and thinking about your writeups for the Vulcan nerve pinch....
Why not: Nerve Strike + 2 DC (12 Points)? (3d6NND)
Captain Obvious
Jun 12th, '03, 11:44 AM
Thinking some more about that nerve pinch, it occurs to me that not only does Spock only use it against basically stationary targets, but they usually don't fall unconscious immediately either. He grabs them, they tense up for a second or two (as if stunned for a Phase), then they drop.
How about making this attack 5d6 NND (+1), Reduced END (+1/4), Continuous (+1), Concentration throughout (1/2 DCV, -1/2), HTH attack only (-1/2), humanoids only (-1/2) for 81 Active Points and 46 Total Points.
Or 10d6 NND (+1), Reduced END (+1/4), Concentration (1/2 DCV, -1/4), HTH attack only (-1/2), humanoids only (-1/2), Extra Time (extra phase, -3/4) for 112 Active and 37 Total cost (although the extra time limitation doesn't quite portray the time delay as well as a continuous attack).
Eodin
Jun 15th, '03, 09:36 AM
D-Man,
The only problem I would have with 3d6NND Nerve strike is that on average you get 11 STUN...it hurts but won't stun, much less knock out, an average humanoid. That also means they get to fight back, which never happened in the show. At a minimum of 5d6NND, at least they'd be stunned...that's my take anyway.
Captain Obvious,
I've added your 5d6Continuous version as Vulcan NP 1a into the manuscript, with the note as above about being stunned then eventually knocked out.
I've had little time to work on the manuscript this week, so no published updates yet. I am checking back as time permits, so if you have any suggested tweaks to the existing stuff please suggest them.
Aroooo
Jun 15th, '03, 11:52 AM
Originally posted by Captain Obvious
Thinking some more about that nerve pinch, it occurs to me that not only does Spock only use it against basically stationary targets, but they usually don't fall unconscious immediately either. He grabs them, they tense up for a second or two (as if stunned for a Phase), then they drop.
How about making this attack 5d6 NND (+1), Reduced END (+1/4), Continuous (+1), Concentration throughout (1/2 DCV, -1/2), HTH attack only (-1/2), humanoids only (-1/2) for 81 Active Points and 46 Total Points.
Or 10d6 NND (+1), Reduced END (+1/4), Concentration (1/2 DCV, -1/4), HTH attack only (-1/2), humanoids only (-1/2), Extra Time (extra phase, -3/4) for 112 Active and 37 Total cost (although the extra time limitation doesn't quite portray the time delay as well as a continuous attack).
Keep in mind though that a 5d6 Continuous attack can only get you a max of 30 points of effect. The Normal Char. Max for Stun is 50, so you may want to add a 2x total modifier (+1/4 I think) to the Continuous. That would give you 60 points of Stun damage - more that enough to stun the average humanoid.
Aroooo
Eodin
Jun 21st, '03, 06:50 PM
Well here's the next minor update. I added some med gadgets from TNG, did some document tweaking, and started making the Starship Tech section into a sort of Spacedock conversion how-to. (Hope you don't mind Steve !) It's not a rewrite or reiteration of Steve's material so much as 'if it's this in Spacedock it's that in Hero'. The big thing is going to be the weapons. Considering what a TNG Phaser Pistol can do, my mind boggles at what the Starship Phaser can do.
Arooo,
I'm not sure I understand about the +1/4 on Continuous...I thought as long as it was Continous they took damage each phase. If they take 5*3.5=18 STUN each phase, MOST will eventually go unconscious (though not like in the series).
Eodin
Jun 21st, '03, 06:57 PM
There might be some legal restraints in that I don't own the ICON System, though I do own the Spacedock book itself. But the problem's not so much legal hurdles as time. I simply don't have the time to work up conversions.
--Steve Long
Saw this message from Steve in another thread. Steve, I hope you don't mind me borrowing somewhat from Spacedock...it's not the material so much as how to convert and what my translation is that I'm putting in TNGHero.
Aroooo
Jun 21st, '03, 07:40 PM
Originally posted by Eodin
Arooo,
I'm not sure I understand about the +1/4 on Continuous...I thought as long as it was Continous they took damage each phase. If they take 5*3.5=18 STUN each phase, MOST will eventually go unconscious (though not like in the series).
Never mind :) I was thinking Cumulative, not Continuous when I wrote that.
Aroooo
dbcowboy
Jun 25th, '03, 10:34 AM
Originally posted by Aroooo
Keep in mind though that a 5d6 Continuous attack can only get you a max of 30 points of effect. The Normal Char. Max for Stun is 50, so you may want to add a 2x total modifier (+1/4 I think) to the Continuous. That would give you 60 points of Stun damage - more that enough to stun the average humanoid.
This is my first crack at the nerve pinch idea so please forgive me if this approach has been examined and discarded previously. This attack doesn't seem like a normal attack, I don't have the impression that one person would be hurt any more/less based on the amount of stun they have. It acts like an NND but it's effects seem absolute and immediate (unconscious or not at all).
What if you treated this more as an entangle with the SFX that the target appears to fall unconscious. The entange could block all sense groups (to simulate the unconscious state). Other advantages like Takes No Damage, Cannot Be Escaped With Teleportation and Reduced Endurance may be appropriate. Actually, maybe you could give it Uncontrolled with an endurance reserve that was based on the target's Con or Ego or something to better represent how stronger individuals could recover (escape) faster than others.
For limitations I'm thinking things like No Range, Only Against Humanoids and maybe something like Negated by Successul First Aid or slapping/throwing water on target to simulate waking them up.
just some thoughts I had.
Eodin
Jun 29th, '03, 11:37 AM
I've added some stuff to the Starship construction section of TNGHero.pdf, but not as much as I need to. Also, don't go crazy when you see the phaser damages and shield forcefields. :eek: It seems way out there, but it's a first take anyway. When I'm more happy with it, I'll replicate the Starship construction stuff into the TrekHero.pdf.
I'd love to hear Steve's take on the damages, but since he's so busy doing great stuff, I'm not going to bother him (unless he feels like chiming in ;) .
dbcowboy,
I would agree that the Entangle (with modifications) might work if the effect was paralysis rather than unconsciousness. Since the target does actually go unconscious, I don't believe it's viable. Not trying to shoot you down, just my take on it.
Eodin
Jul 13th, '03, 09:42 PM
Well folks, in TNGHero.pdf I've added some thumbnail info on a number of other races (Acamarians, Pakleds, etc.), expanded a little in SFI mission types, did the rest of the Personal Advancement package deals, and some other stuff I can't remember. So far it's up to 70,000 words, 104 pages, 2.3MB... and there's still lots more I need to fix or add. :(
And when Fantasy Hero comes out, I want to redo my "Might & Magic inspired" world and put it out there. :cool:
And I still have to work, take care of my family, get my wife to physical therapy ...no problem :rolleyes:
Enjoy, folks! Next update will likely be end of July/first of August.
Nightfly
Jul 23rd, '03, 08:03 AM
Awesome work, the TREK HERO pdfs!!
In the TNG one I downloaded, it said to disregard (much of) the Defiant stats. I was just wondering if any more work has been done - or if there's a newer version to download that completes the Defiant.
I just yesterday picked up the Starships book for the Trek RPG, and it's clear the ship I'd most like to build would be the Defiant [but a smaller version].
Thanks for the brilliant work. A great beginning for guys like me, working to adapt Trek into the SH sys.
P.S. Besides SH, I do also have UV !
Nightmask
Jul 23rd, '03, 08:27 AM
These PDFs are great, ty! I might get 'nuff players to try them, but I will convert them to Fuzion rules.
Eodin
Jul 23rd, '03, 08:36 PM
Nightfly,
Too much family stuff going on right now to have any updates on the Defiant. I'm hoping to have some time between now and first of August to work on updates, but right now I'm lucky to get time to scan the board. Keep your fingers crossed and stay tuned...
Oh, and if you've picked up the Decipher Games Starship book, you should also download Steve's "Spacedock" PDF. Someone posted the URL in this thread about the fourth or fifth item.
Nightfly, Nightmask,
Thanks for the kind words. Since this is a "labor of love", that helps give me a nudge when everything else is crazy.
Nightfly
Jul 23rd, '03, 09:25 PM
Thanks for tip bro,
I just finished downloading all Steve's Trek netbooks :)
I can't wait to look 'em over.
Your TrekHero work was so awesome, I'm wanting to print it out into a book and have it bound at Kinko's.
You Rock!! Thanks Again!
Eodin
Jul 27th, '03, 08:10 PM
Well I've got the Defiant about 95% completed. It's lacking a cost on the computer, shuttles, warhead, and SDS, but I think everything else is there. And there have been corresponding updates to the chapter on starship construction.
When Steve said he didn't have time to convert Spacedock and the ships, I knew what he was saying, but now I KNOW what he was saying...you know?
Anyway, take a look at the Defiant writeup. If you notice something I missed or overlooked that I didn't list above, post a note.
Enjoy!:D
ImperialOne
Aug 31st, '03, 02:22 PM
Anything new?
Eodin
Sep 2nd, '03, 09:23 PM
ImperialOne,
Sorry to report nothing new as far as Trek Hero stuff. I want to make some more updates, but life keeps getting in the way. How goes the gaming?
When I get free enough to start making updates, is there anything in particular that y'all would like to see updated?
Jhaierr
Oct 5th, '03, 10:46 PM
I'm mainly looking for updates to the TNG Hero document. :) I think that some of the text still refers to TOS uniform colors, for instance (in the package deals section). If you could give it all a look-over and purge the old TOS references copied from the other document, that would be great! Also, it would be really nice to have a list of Star Fleet's ranks and their appropriate Perk costs. :)
I like Star Trek, but I don't know quite enough about it to be able to spot things like that, and I also don't know the command structure very well.
Aside from that, I love your TNG writeup. Awesome work, Eodin. I'm very impressed. My friends and I are probably going to run a "pilot episode" of TNG Hero in a couple of weeks, and we are definitely going to use your great document as a reference.
Eodin
Oct 19th, '03, 10:22 PM
I've added some things including ranks and perk costs, more alien race summaries, and other miscellany, but the biggest task is that I ported the whole thing into InDesign 2.0...now a 30-chapter book. Bought a copy and thought I'd give it a whirl. A lot of stuff is much cleaner than Word, but I haven't got all the imported text REformatted. So if you see some text that looks screwy, just be aware that I'm working on the rest of the cleanup.
Eodin
Oct 30th, '03, 06:58 PM
I've made the text cleanups, added some more graphics in the Medical section. I'm torn between using the expanded Electronics and Systems Ops at the 2 points per group - to be compatible with Star Hero/Terran Empire - or going back to the 1 point per group that I had been using. Oh well.
TheQuestionMan
Oct 31st, '03, 08:28 AM
Thanks for all your hard work . I will continue to look forward to your updates . Great stuff so far , keep it up .
PS : More art is great .
Jhaierr
Oct 31st, '03, 08:32 AM
This is looking just more and more awesome. You must spend HOURS working on this. A labor of love, I'm sure. :)
Eodin
Oct 31st, '03, 11:20 PM
For anyone who had trouble getting to the Tripod website, try this location to get the PDFs...
http://www.rbruce.com/hero/My_Hero_Games_Files.htm
Apparently the "bandwidth limit" on the Tripod site is getting pretty heavy.
Eodin
Nov 3rd, '03, 12:19 PM
Jhaierr, it definitely is.
BTW, If anyone has any canon info text that they think should be included in this, let me know.
Jhaierr
Nov 3rd, '03, 12:35 PM
I forgot to mention: Our one-shot(?) Star Trek adventure went very well. Everything seemed to be appropriate as far as characters went.
We didn't get to use the starship combat portion, though. Actually, I was curious if you have given it a run yet. Looking at the Defiant, it looked like two Defiants could never do damage to each other. I could be wrong, but it seems like the maximum attack would never cause the shields to hit their Ablative limitation at all.
I'm curious if Star Trek shields would work better as
Shields: BODY that costs END (non-persistent)
Threshold: Forcefield (which would be 1/3 or so of max BODY), max cannot go above remaining shield BODY, 0 END (since the BODY already has the Endurance cost)
Shield regeneration: Regeneration for the shield BODY
If I weren't at work, I would write this up with more detail and with more research. I'm mainly thinking about how the Spacedock shields work and trying to come up with a parallel.
What do you think?
Eodin
Nov 3rd, '03, 12:56 PM
Haven't had a chance to run any starship combat. The DEF and Ablative limitations on the shields are the items I'm most uncomfortable with -- as far as how the converted from Spacedock. If you find something that seems to work better, please let me know! I would PREFER to stay with the Ablative limitation, but I'm not locked into it.
Eodin
Nov 11th, '03, 10:17 PM
I've updated many of the characters in the "Rigel Queen" merchant section. Still pulling together the old character sheets and converting from the old Justice Inc/Danger International style/costs to my updated TNGHero style/costs. The big loser in the costs has been the Vulcan (Sorek), and I may just let his total be more than the 150 points that the other characters cost. Still, it WAS fun reminiscing about the old characters (and their players).
Galadorn
Nov 13th, '03, 01:28 PM
Excellent PDF. I can see where it's sketchy, but don't burn yourself out, many Star Trek races and organizations are intentionally left sketchy - not your fault. You can only do so much in a couple episodes you know. :o
ImperialOne
Nov 16th, '03, 09:22 AM
Eodin:
The evolution of TNGHero continues to unfold beautifully. It just occured to me the other day, as I was deconstructing some things, that you use a value of three as the "average" value of 1d6 (versus 3.5). An example is the phaser damage table on Page 98.
You show us the basis of the damage and then the actual damage listed as a digitally controlled weapon: i.e. at setting 8, I see a RKA 8d6 damage, translating to 21+1d6 damage. My interpertation is that you took 7d6 at three points of damage per die to derive the 21. My contention is that we should get that extra half point for a truer translation, so at this particular setting, we'd get (7 x 3.5)= 24.5 or 25 points + 1d6. The principle should apply throughout all derivations regarding d6 principles.
Anyway, it seems like a bit of a nitpick on my part, especially in light of the fine resource you've written. PLease accept it as constructive feedback:)
Charles
Eodin
Nov 16th, '03, 06:24 PM
Imperial One/Charles:
No criticism taken! The reason I use 3 vs. 3.5 is the Standard Effect Rule as per HERO Fifth Edition, page 72 (left column, bottom). It says specifically for the SE rule to use a flat 3 points per dice.
I think 3.5 would be better, as long as the half point is always rounded down (1d6 = 3, 2d6 = 7, etc.).
So I will leave it as the official 3 points per dice, and any GMs (myself included) who think 3.5 is better can easily adjust the damage in their own campaigns. :)
Eodin
Nov 22nd, '03, 09:28 PM
I've updated TNGTrek.pdf at ...
http://www.rbruce.com/hero/My_Hero_Games_Files.htm
The lycos web-page-modifier module is "temporarily unavailable", so if you want to see the latest version you'll have to go to the site listed above. I'll update the Lycos/Tripod site when it lets me.
What I've added is more characters and villains in various states of completion in the Merchant Characters section, and am about halfway through a rewrite of the Orion Ruse/aka The Ruse scenario for use in Hero Trek in the Scenarios section. (stay tuned for it's completion). [fyi, Orion Ruse was a good scenario, but was badly arranged ... the kind you have to read through 3 times just to know who's doing what.]
I am thinking about modifying the Characters and Scenarios chapters from 2 chapters into 4 chapters [TOS Star Fleet, TOS Merchant, TNG Star Fleet, TNG Merchant] ...so that each chapter begins with player-character Heros, villains they've met, and then scenarios that have been run against those characters...but that may be more work than I want to do. Feedback please...would that be helpful to the readers for me to do that?
Also, please let me if there are any specific holes you would like to see filled (i.e. no Romulan star empire packages) that I may be able to track down info for.
And if anyone has some of the other Decipher Star Trek books, with tidbits that are reasonable to include in this PDF, a good Christmas present would be to send me a text file of the information that I can convert/use :D
Anyway, keep Trekkin' folks. Have a great Thanksgiving too!
Eodin
Nov 30th, '03, 12:15 AM
I've updated TNGTrek.pdf at ...
http://www.rbruce.com/hero/My_Hero_Games_Files.htm
since the Lycos/Tripod module is STILL unavailable.
I've finished
The Ruse and Profit Margin in the Missions chapter, more or less. I also ran all the chapters through a spell-checker, so most of my typos should be gone.
Hope everyone had a great Turkeyday!
projecktzero
Nov 30th, '03, 07:47 AM
I've been toying with the idea of running a Star Hero game. Something like a lower tech Star Trek. I thought I'd get my hands on GURPS Prime Directive and translate to Hero sys, but then I remembered TrekHero.
Thanks for all the effort you have put into this.
Eodin
Dec 8th, '03, 11:13 AM
Projectzero,
Looks like Seenar has posted some Prime Directive to HERO material, so you should be in good shape!
I pulled down a load of information last weekend on Klingons, and on Romulans and the way of D'era. Anybody know if the way of D'era is [still] considered canon material ?
ImperialOne
Dec 11th, '03, 06:32 PM
I do believe the LUG material is canon to the game only because a lot of the concepts were ported over (since the designers of LUG Trek and Decipher's CODA Trek are identical). That being said, let me provide you with the key points from the Romulan write-up in the ALIENS Sourcebook by Decipher released a couple of months ago (in CODA rules):
Special Abilities (Racial):
1- KEEN HEARING: The edge Skill Focus (Keen Hearing) for free.
2- The DISCIPLINE OF D'ERA: Trained from birth to serve the Romulan state, they exhibit much dedication and focus. This allows a +1 bonnus to all extended or combined tests in which they participate. Additionally, Romulans aren't easily distracted and do not suffer penalites for distraction.
3- GLORY: Romulans are preoccupied with appearing loyal to the empire. Those who place the empire over their own selves are celebrated. A Romulan with much glory is more likely to gain assistance from superiors and aid from supplicating citizens. As such, Romulan characters gain an enhance benefit from their Renown, improving their chances to persuade other Romulans. When making Influence, Intimidate, Negotiate, and Persuade tests involving other Romulans, the Romulan may add the full Renown modifier to favorably affect the dice roll. No special test is required for this bonus.
4- SURVEILLANCE: Romulnas are encouraged to watch their neighbors for signs of disloyalty. As such, they are adept at watching body language and registering voice stress to glean additional information from their observations. All Romulans therefore gain a +2 affinity bonus to Inquire tests from their Observe skill. Constant surveillance also makes them suspicious, granting Romulans a +1 species bonus to their Savvy tests.
SPECIES ADJUSTMENTS: +1 Strength -1 Presence
The Aliens book has data and background for 50+ alien species (from Andorians to Zaranites, including Humans, Q, Jem'Hadar, Founder...)
Charles
ImperialOne
Dec 13th, '03, 12:59 PM
Bump
Eodin
Dec 13th, '03, 05:22 PM
Imperial One:
Thanks for the info - I'll digest it for the next update :D
I've updated the TNGHero pdf at both locations. I was lucky enough to pull down some good Klingon info, and a small amount of Romulan info off the Web
I've added 3 options to the Vulcan package in the Federation Races chapter.
I've added a lot of weapons to the Weapons chapter, including Klingon Bat'leth, Vulcan Lirpa, Bajoran Phasers, etc.
I've added a LOT of information on Klingons (and some on Romulans) in the Other Races chapter (the one following the UFP governmental data.)
I've added a write-up for the PADD in the Electronics chapter.
And some miscellaneous things throughout.
The whole thing so far is now 195 pages, so make sure you've got plenty of paper in your printer tray ;)
Eodin
Dec 21st, '03, 07:08 PM
Okay, here's the next somewhat minor update...
I've added some ideas on canon-based Android characters in the Trade & Economy section under Automatons
I've increased the STR Min of the Bat'leth to 12 to be consistent.
I've added more information on Shields, Computers, Sensors, and a write-up for the EMH System (with EMH) in the Starship construction section.
Here's wishing a safe and Merry Christmas to everyone! :D
Nightfly
Jan 30th, '04, 12:55 AM
Awesome work Eodin!
Finally got around to getting your Dec update!
Wow, this version is about twice the size as the last TNG pdf I had of yours :)
Without fail, anytime I make a 5E-Trek character your pdf is an equal (if not greater) resource for the creation process than the official books [by Decipher].
Just wanted to let you know your efforts are sincerely appreciated, and utilized :)
Darth Sarcastic
Jan 30th, '04, 08:54 AM
Originally posted by Nightfly
Awesome work Eodin!
Without fail, anytime I make a 5E-Trek character your pdf is an equal (if not greater) resource for the creation process than the official books [by Decipher].
Just wanted to let you know your efforts are sincerely appreciated, and utilized :)
May I add a "Hell Yes!!" to that?
EB 3D6 Extreme Enthusiasm +1, Area Affect 6" Cone +1/2, Requires Incantation -1/4
Eodin
Jan 30th, '04, 10:48 AM
Missile Deflection, Reflection to Any, "Words of Gratitude" 18-
Drakkenkin
Jan 30th, '04, 03:30 PM
First I must say I love you work! I've tried to create 'books' like this before but they have never looked this good or had this much USEFUL in formation. I have only just downloaded it during this last Hr, did a number of searches and man am I impressed.
I was trying to think of something that was lacking but all I could come up with was info/packages for Tholians. For some reason I really liked the Tholians. I think it was because there was so little known about them and I wanted to know more. I would really like you to add more about them, but I don't know if you could if you tried! There just isn't that much about them anywhere.
I remember tidbits here and there like:
they may have been forced out of there home galaxy by another power and set up shop in ours.
They may have originally been scouts / World-Ship that were forgotten about / crashed.
their tech was destroyed in getting here in some way.
ETC.
But there was never any meat. In the show the only think I can remember them doing was saying basically "hay you get lost", giving them x units of time to comply and then slowly making a web around them. The web did something to them but I can remember what any more. :(
If anyone can remember what it did, could you help me create something like that? I was thinking of having them and their web in a game of mine (once I get it off the ground) or at least something like it...all I can remember was it was cool.
----
I may have missed it but is their a Gorn package?
Eodin
Jan 30th, '04, 07:56 PM
Thanks for the words of praise - I enjoyed creating it!
The Tholians are very likely a crystalline being, probably a spider-like creature as well, from the picture in "The Tholian Web". Conjecture is that they also perceive space (length, width, height) differently from humans, perhaps even existing in multiple dimensions. According to ST:The Next Generation, they sell a silk that has no equal, and it was the Betazoids that mediated the peace treaty between the Federation and the Tholians. Lt. Riker's father was one of the few survivors of an attack by the Tholians when the Federation and the Tholians were at war. That's about all there is that's known about the Tholians - anything else I'd put together would be pure conjecture.
The Gorns, slow-moving lizard-men, would be an easy package to put together.However, beyond the conflict over Cestus 3 colony, and the combat with Kirk, they were never mentioned -- even in ST:TNG.
The Tholian 'web' is an energy barrier, the web strands acting like a force wall or an entangle constructed as a barrier. The Enterprise was able to get out of the web by using the dimesional flux that was going on -- essentially using Extra-Dimensional Movement to get out of the barrier. I'd probably write it up as a heavy-duty Entangle, that was a continuous (+1) attack because the Tholian ships continously draw the strands of the web, Limitation - only a barrier (-1/2), and requires 2 ships working in tandem to draw the web (-1/2). The # of d6? probably on the order of 10d6 Entangle. It's also 1 hex (or more) wide thread, so Area of Effect (1" by 10") would not be out of the question.
I'd love to get the Decipher book on Star Trek races and convert it for use in the PDF, but I can't justify spending $40 on it right now -- too many other bills with priority. When I can justify the expenditure, that'll go in the PDF.
Drakkenkin
Jan 30th, '04, 08:23 PM
Thanks for more good information!
Originally posted by Eodin
The Tholians are very likely a crystalline being, probably a spider-like creature as well, from the picture in "The Tholian Web". Conjecture is that they also perceive space (length, width, height) differently from humans, perhaps even existing in multiple dimensions.
I was woundering why you felt they may be spider-like as well as the crystalline. Is it because of there tech, and why you feel they perceive 'reality' differently? Is that because of the screen view when Kirk talked with them?
Eodin
Jan 30th, '04, 08:42 PM
Based on the viewscreen when the Enterprise crew talks with Commander Loskene of the Tholian Assembly, the part of the creature we see looks to me to be a crystalline shape - very straight angles and such. The fact that their technology mimics sort of a spider's web, the fact that they sell silk (ST:TNG), and their attitude in general just gives me the impression of a spider-like quality. Again, conjecture only.
I don't remember which book I read it in, but some source suggested that since the Tholians were unaffected by the Interphase that affected the Enterprise & Defiant, that they were probably multi-dimensional beings. And either the Decipher book or another one mentions that the Tholian territory is disjointed - by human perception of dimensions, anyway.
Drakkenkin
Jan 30th, '04, 09:02 PM
All your conjecture sounds good to me. As long as people know that its conjecture and not fact it can be fun to theorize. At least I think so.
Do you know what they might mean by 'disjointed?' Seems a bit vague to me. I have a hard time creating an image of a disjointed pattern of colonized planets when the fact is you don't get to pick what planets will be good to colonize.
May be they mean disjointed in another way...
Eodin
Jan 31st, '04, 09:35 AM
My read on disjointed was disconnected territories, like islands in the ocean of space.
By the way, I was reading on Amazon.com last night... the author of "The Tholian Web" was going for a high-tech ghost story... the Defiant being the haunted house, the Captain caught in Interphase being the ghost, the Tholians being the spiders to cause fear, etc. Funny, I never even thought of the story that way...
Lord Liaden
Jan 31st, '04, 10:01 AM
Like everyone else, Eodin, I offer my praise and gratitude for your excellent work. :)
One other tidbit about the Tholians that I might suggest would be Spock's comment during The Tholian Web, when the Tholians attacked Enterprise precisely at the expiration of their deadline: "The renowned Tholian punctuality." Might be worth developing into a small Psych Lim or Reputation, perhaps broadened into "Precise," "Literal" or "Sticklers For Accuracy."
If you have any interest in info derived from later Trek series, the Tholians factored into an episode of last season's Enterprise. Sensor scans of their ships showed an interior temperature of around 200 degrees Celsius IIRC. That would certainly lend credence to your guess that they're crystalline in substance. Also their voices before translation were a harsh high-pitched squeeling, not unlike fingernails on a chalkboard.
Eodin
Jan 31st, '04, 01:43 PM
I think I saw that episode... didn't the corpse they find turn out to be part human, part vulcan, etc. and part Tholian ?
Lord Liaden
Jan 31st, '04, 02:16 PM
That's the episode. The corpse was apparently from the future, and had various DNA fragments in it, including human and Vulcan. No Tholian DNA mentioned, but I doubt Phlox would have recognized it if he'd seen it, Tholians being so secretive and all.
The Tholians were actually after the alleged time ship the corpse was found in, although their motives were never explained. And man, they were pretty tough antagonists! Four of their little ships crippled a Vulcan battle cruiser, and took out a whole flotilla of Suliban vessels.
Drakkenkin
Jan 31st, '04, 07:00 PM
Now that you tell me that Tholians Web was meant to be a 'ghost story' I can see it, but I would never seen it on my own.
I have to say that I don't watch Enterprise any more. I tried to watch it but I just couldn't get into it. The crew just seemed to much like unguided teenagers out on the town, then the earths best people, hand picked for such an important mission. Everyone seemed to fight and have problems with each other ( or just came off angry), they often ignored the federation rule book, and the Vulcan's had too much emotions and they seemed to be painted as being underhanded with secret bases and such.
I stopped watching when they went to some planet before making sure it was okay to land and they almost all died. Or was it the episode with the first evidence of time travel... can't remember.
I did like them using some old, less used races more. On it's own I think I could get into it but as part of the ST world I have a hard time with it.
I have a friend that just loves the show and we talk about it all the time... anyway I think I'm just a TOS snob. :) I always want everything to line up with it... Oh well. I hope you didn't mind my input, Just my thoughts.
DrTemp
Jan 31st, '04, 10:44 PM
Originally posted by Drakkenkin they often ignored the federation rule book, [/B]
That's because the Federation doesn't exist yet. ;)
and the Vulcan's had too much emotions and they seemed to be painted as being underhanded with secret bases and such.
Well, they are the major power of their time. What else could one expect than acting like one? Their emotions have always been there, that's pretty canon. There is one episode where it is revealed that "Vulcan mind-meld" is actually viewed as something really perverse by Vulcan society in 2151. That makes sense, I think. I always wondered why a culture that is so secret about heir inner feelings would share those very feelings willingly.
I did like them using some old, less used races more. On it's own I think I could get into it but as part of the ST world I have a hard time with it.
Actually this is a good explanation of how I enjoy the show. Just imagine it's parallel universe. Given all the time travel involved to date, that's even quite plausible, and parallel universes are actually ST canon, so...
:)
Eodin
Jan 31st, '04, 11:53 PM
Well,
I've taken my first stab at the Gorns and Tholians, and I'll get in posted in the next day or two... I'm generating the PDF now, but gotta get some sleep. Gonna go see 'Return of the King' tomorrow.
The Gorns and Tholians writeup will need some tweaking definitely, but it's a start.
Eodin
Feb 1st, '04, 06:42 PM
I have added the first draft of the Gorn and Tholians into the TNGHero.pdf at the 2 websites. I have not yet added it to the TrekHero.pdf.
For those who are interested, please take a look and give me some 'tweaking' feedback.
Drakkenkin
Feb 1st, '04, 07:19 PM
I think they look very nice. Especially given what you have to work with, and I like how you worked in a declaimer on the info not being cannon.
The only thing I noticed is that you might want to put the disad. 'only with other Tholians' on the mind link. I know it would not be much of a disad as they aren't likely to get together with other races, but I think it makes sense.
Also I was thinking it would make more sense if they grew new crystals on themselves and then, at some point, they brake off and grow into Tholians.
Drakkenkin
Drakkenkin
Feb 1st, '04, 09:38 PM
Originally posted by DrTemp
That's because the Federation doesn't exist yet. ;)
:)
Nevertheless, they have rules and regulations and they have an attitude of, basically, what do the people on earth know, and what do the high tech Vulcan's know, we're going to do what we want to do.
I would think that earth would have hand picked their best men and women to go on this mission. With a bases of past service record and mental e-val. I never got this feeling from the crew. More of the opposite. This may be done so that you can see them progress into a well formed group that works well together and know what they are doing, but I find the starting point of the crew to primitive. I could see their behavior if they were just a random selection, but they should be a veteran group well trained to work together. Everyone know that space is dangerous and if they crew can't work together they will all die and there goes the 'state of the art' space craft that you took forever to design and build.
Originally posted by DrTemp
Well, they are the major power of their time. What else could one expect than acting like one?
As with the original ST you could hope for the best. The Vulcan's are not human but the writer have them act human. Not all Supper powers need to be into secret bases and the quest for power. As far as we know they are still a major power. In the other time lines it never is stated that the Vulcans have lagged behind the humans, but in every series and movie they choose to use their tech and power to learn more not to do keep others in the dark or expand their reach.
Originally posted by DrTemp
Their emotions have always been there, that's pretty canon. There is one episode where it is revealed that "Vulcan mind-meld" is actually viewed as something really perverse by Vulcan society in 2151. That makes sense, I think. I always wondered why a culture that is so secret about heir inner feelings would share those very feelings willingly.
Ya' I can't really counter that point. There is even another episode were Saraks (SP? Spock's father) wife talks about him being proud of Spock and during the episode he shows his emotions VERY lightly. ( though that could be do to the fact he had some disease that, I think, affected his ability to control his emotions. It was compared to Alzheimer's) So it's true that Vulcans show their emotions a LITTLE, but they try and hide them most of the time. Once again I just felt they were not hiding there feeling to that extent.
Explanation; maybe the ones I saw on the show weren't that good ant controlling their emotions.
I guess, to me, they acted more like Romulans of the original series then Vulcans. Spy tech, lives sworn to the empire, and the government is after power- type of people. I'm not saying they are fully like this just more so.
Originally posted by DrTemp
Actually this is a good explanation of how I enjoy the show. Just imagine it's a parallel universe. Given all the time travel involved to date, that's even quite plausible, and parallel universes are actually ST canon, so...
:)
That sounds like a good way to do it. Kind of like watching ST in the parallel evil universe. :)
Drakkenkin
Eodin
Feb 1st, '04, 10:02 PM
Nevertheless, they have rules and regulations and they have an attitude of, basically, what do the people on earth know, and what do the high tech Vulcan's know, we're going to do what we want to do.
That's been a criticism for some time --- even though Roddenberry had been in the Air Force, many of the writers had/have no idea what life in the service is like, with rules and regulations and procedures. Without that background, the crew [of Enterprise and even TNG sometimes] appears more of a band of people than a ship's crew.
Actually this is a good explanation of how I enjoy the show. Just imagine it's a parallel universe. Given all the time travel involved to date, that's even quite plausible, and parallel universes are actually ST canon, so...
That's the feeling I have about Enterprise and ST:Nemesis. Enterprise is fine by itself, but it's strayed too far from TOS to be really canon-Trek.
The only thing I noticed is that you might want to put the disad. 'only with other Tholians' on the mind link. I know it would not be much of a disad as they aren't likely to get together with other races, but I think it makes sense.
That's a good idea. I'll do a little research and see how big or small it should be.
Also I was thinking it would make more sense if they grew new crystals on themselves and then, at some point, they break off and grow into Tholians.
That's not a bad idea. I was thinking about spiders laying eggs, but, like rock candy, crystals can seed other crystals which grow. I'll give that some thought.
DrTemp
Feb 2nd, '04, 04:12 AM
Originally posted by Drakkenkin
Nevertheless, they have rules and regulations
Do they? This is the very first mission of that kind. All former spaceships have Warp 1 to 3-drives, which means they need months or years to reach any foreign star.
It doesn't stretch my suspension of disbelief a lot to see people without any historical experience behind them act just as if they had no historical experience behind them.
Remember, they even had to invent a "tactical alert" because such a cpncept was obviously not needed before the NX-01's mission.
I would think that earth would have hand picked their best men and women to go on this mission. With a bases of past service record and mental e-val.
They are. It's all in the criteria by that those service records were written. ;)
That problem is known even in today's militaries- some people are excellent in training, but fail under more realistic circumstances, and vice versa (though the latter seems to be rather rare).
As with the original ST you could hope for the best. The Vulcan's are not human but the writer have them act human. Not all Supper powers need to be into secret bases and the quest for power.
[...]
I guess, to me, they acted more like Romulans of the original series then Vulcans. Spy tech, lives sworn to the empire, and the government is after power- type of people. I'm not saying they are fully like this just more so.
Well, any major power that wants to remain a major power needs to take steps to preserve its power, otherwise it, well, will stop to be a major power. Very soon. Given their Cold War against the Andorians, they have no choice but use these methods- the Andorians will, certainly.
Concerning the Romulans, well, they _are_ related to the Vulcans. And it _is_ pretty TOS canon that the Vulcans of the time did not inform the humans who the Romulans where, even though they knew it for certain- so a bit secrecy on the side of the Vulcans was always there, obviously.
BTW, the Earth-Romulan War will very likely take place in the series, given the timeframe. For a TV show, that could be really fun.
Nightfly
Feb 3rd, '04, 02:36 AM
I've been stating since the first epi that Archer has been more manipulated by higher-up mole Romulans than actual Vulcans.
As part of the temporal cold-war, I believe the Romulans (of Archer's day) would be likely to be a pawn in such an effort.
I don't personally believe Vulcans would choose to hold back Earth's progress, nor be so obviously aggressive, secretive, intolerant, etc.
If pattern holds... next season (provided they get one) will certainly see the addition of a new high-profile cast member [ala Se7en on VOY, or Worf on DS9].
I predict this series will build up to & end with the Romulan War, similar to the Dominion War & Janeway's Borg confrontations.
Just my theories :)
Dr. Anomaly
Feb 3rd, '04, 04:06 PM
So I'm not the only one convinced those overly-emotional 'Vulcans' are actually Romulans, eh? Good! ;)
Tom Carman
Feb 4th, '04, 10:39 AM
Originally posted by Eodin
That's the feeling I have about Enterprise and ST:Nemesis. Enterprise is fine by itself, but it's strayed too far from TOS to be really canon-Trek.
They have flat-out admitted this. "Crewman Daniels" (the future time agent) showed up and Capt. Archer was ready to rip him a new one: "Why didn't you warn us about these Xindi?!?" And Daniels answered that he hadn't known, because this wasn't supposed to be happening at all. I get the definate impression that A) the temporal Cold War has gotten hot, and B) there are more than just two sides involved, since it was the Sulibon's patron that told Archer about the Xindi.
Eodin
Feb 5th, '04, 09:33 PM
I'm uploading the TNGHero.pdf file with Drakkenkin's tweak to the Tholians. There's nothing else new in the document at t his time.
I'm finding myself somewhat burned-out on the TrekHero and TNGHero docs... there's stuff I want to add, but when I sit down to work on it, the inspiration just isn't there. IF I get requests to add things (like the Tholians and Gorn), I will do so as convenient, but my regular updates will be less frequent than in the past. At least until I get my inspiration back. :(
As far as Enterprise, I fully expect the Romulan War to enter the picture unless they get prematurely cancelled. How they handle that as opposed to what ST:TOS says about the Romulan War, with nuclear warheads and such, will be interesting.
Drakkenkin
Feb 5th, '04, 10:16 PM
Originally posted by Eodin
I'm finding myself somewhat burned-out on the TrekHero and TNGHero docs... there's stuff I want to add, but when I sit down to work on it, the inspiration just isn't there. IF I get requests to add things (like the Tholians and Gorn), I will do so as convenient, but my regular updates will be less frequent than in the past. At least until I get my inspiration back. :(
With all the work you put into it you should take a brake! The worst thing would be to hate your project of love. I think I may say this for all the people that subscribe to this thread, Thanks for all the hard work and the great job on the TrekHero Doc!
Drakkenkin
Aroooo
Feb 6th, '04, 05:10 AM
Originally posted by Eodin
I'm finding myself somewhat burned-out on the TrekHero and TNGHero docs... there's stuff I want to add, but when I sit down to work on it, the inspiration just isn't there. IF I get requests to add things (like the Tholians and Gorn), I will do so as convenient, but my regular updates will be less frequent than in the past. At least until I get my inspiration back. :(
Ah, writers block and burnout. I know the feeling all too well. Hope it gets better!
Aroooo
Captain Obvious
Feb 6th, '04, 04:32 PM
"Writing is an adventure. To begin with, it is a toy and an amusement. Then it becomes a mistress, then it becomes a master, then it becomes a tyrant. The last phase is that just as you are about to be reconciled to your servitude, you kill the monster and fling him to the public." Winston Churchill
I have to say you've done great work so far, Eodin. Try to keep this project in the amusement phase until you're ready to kill the monster...
Foxiekins
Feb 29th, '04, 12:18 PM
Here's my suggestion for the Vulcan Nerve Pinch, in case you lost my Email...
HA 2d6, NND (Defense is having at least 1 point of resistant PD; +1), Autofire x 3 (+1 & 1/4), Reduced END (half END; +1/2), User can abort END spending at any point (+1/4), (40 Active Points), Only work on Humanoids (-1/2), Hand-to-Hand Attack Only (-1/2). Total cost = 20.
10 STR can boost this to a 4d6 HA, and someone with 20 STR can do so with Casual STR, which only costs END once each phase... And the END cost of the HA is 1 per shot plus any END for STR...
So a Vulcan with 20 STR who makes his attack roll can apply 4d6 NND for 2 END... If they make the attack roll by 2, they can apply 8d6 NND for 3 END, and if they make it by 4, they can apply 12d6 NND for 4 END... And they can apply the NND in sets of 4d6, stopping at the point where their target passes out...
When Spock is creeping up on people, rather than that being the Concentrate Limitation, I'd suggest that it's an attempt to claim the Surprise Move modifier for +3 OCV...
Eodin
Feb 29th, '04, 07:35 PM
I got your email, no prob. (My antispam rules sometimes kill stuff I don't want killed.)
I'll pop your writeup into my (just purchased) copy of HeroDesigner 2, and next chance I get...
Caped Crusader
Mar 1st, '04, 02:19 AM
Question: Why Autofire for that Nerve Pinch?
Eodin
Mar 1st, '04, 07:15 PM
I've been looking over the writeup concept, and although it certainly brings down the Real cost, I'm not sure I'd ever allow autofire to be used only for costsavings this way.
That doesn't make it wrong, just not something I'd personally use. ;)
However, I'm true to my word, and I'll include it in the next incarnation of TNGHero/TrekHero as version 1b of the Vulcan Neck Pinch. :)
Foxiekins
Mar 2nd, '04, 09:20 PM
Originally posted by Caped Crusader
Question: Why Autofire for that Nerve Pinch?
Looking back to Eodin's original PDF, the high cost of the original version made it unlikely to see use... Version 1a was still a bit pricey, and since it was defined to be continuous over several phases, the victim could fight back, which Eodin commented never happened in the show...
Then I noticed that Autofire essentially did the same thing, but not stretched out over multiple phases, and thus might be a better model of the Nerve Pinch as depicted on TV for that reason...
I do wonder, though, why he didn't just model it as an INT drain to start with...
Eodin
Mar 2nd, '04, 10:22 PM
Well, besides Foxiekins version1b of the Nerve Pinch, I've added some more stuff but have to format it to be easy to read. I should hopefully be able to post it in the next evening or two, if luck holds.
I've added writeups for the Ferengi Energy Whip and the Jemhadar Polaron Beam pistol, added to the list of medicines/diseases/medical procedures in the Medicine chapter, and added some more information on the types of cons (Pigeon Drop, Block Party, etc.) and kidnappings (Golden Goose, Prisoner Swap, etc.) in the Crime and Criminals chapter.
Whenever I get it posted, I'll let the group know.
Eodin
Mar 3rd, '04, 08:22 PM
The updated file is now posted at both locations. :)
By the way, I've asked Arooo to host the files for me instead of leaving them on Tripod. :D When he and I get that done, I'll ask Ben to change the Star Hero links and post the changed URL here.
Then, I'll remove the files from Tripod and the rbruce sites. Should (hopefully) make things easier all around. :)
And if for some reason you don't know about Arooo's Star Hero Fandom site, go to http://www.starherofandom.com/ and check it out!
Eodin
Mar 4th, '04, 04:56 PM
The new site for the TrekHERO and TNGHero pdfs is http://www.starherofandom.com/h_trekhero/index.php :) thanks to Arooo.
I have removed the files from my secondary site, and will be removing them from the tripod site in the next day or two. Change your bookmarks accordingly...
ImperialOne
Mar 5th, '04, 10:47 AM
Awesome. Thanks to Aroo for hosting these fine books.
Charles
Aroooo
Mar 5th, '04, 11:51 AM
No problem. Just doing my part to make sure Star Hero remains a viable genre.
Aroooo
ImperialOne
Mar 6th, '04, 07:01 PM
I can't seem to load the pdf properly, as my Adobe Reader 6.0.1 (latest update) seems to hang. Is there something wrong with the set-up?
Charles
Eodin
Mar 6th, '04, 10:04 PM
Hmmm...I was able to open both files with my Adobe 6.0.5 Reader directly from the web site.
Xavier
Mar 9th, '04, 05:10 PM
Hi all, I'm new around here. I have recently been lurking here and noted the Star Trek book and though Cool, but I too have been having problems downloading. I got an I/O error, then my connection timed out. I assumed it was because I was on dail-up. Is this a bandwidth issue?
Eodin
Mar 9th, '04, 07:52 PM
Yeah, the TNGHero pdf is 4.5Meg, so on a dialup there could be problems...
Xavier and ImperialOne,
As a test, I have added a link on the Trek Hero web site to the 2 page Gorn chapter, which is only 195KB. Try that and let me know.
By the way, when I tested it and it launched my Adobe Reader, there was a 2-4 second period where Adobe Reader was blank and the browser siad "Done". Then it finished loading and the file was fine. I have DSL, so if you're using dial-up, that may fool your browser.
Anyway, let me know how the test goes - we'll try to get you fixed up somehow :)
Aroooo
Mar 10th, '04, 06:23 AM
I've noticed on some other email lists that the Acrobat plugin has been having problems reading version 6 pdf files, if the plug in is still from the v5 set.
What version of Acrobat were the PDF's done in?
Aroooo
Eodin
Mar 10th, '04, 09:01 AM
When I export the PDFs from InDesign, I can select either Acrobat 4 or Acrobat 5 compatibility, and I've been selecting 5.
Xavier
Mar 10th, '04, 04:17 PM
Thanks for the quick response Eodin
Hmm, well the test was no problem. Naturally it didn't take too long. I'm currently using the full version of Acrobat 5. Unfortunately multiple versions of acrobat don't seem to want to play nice with each other, so I have decided to go with my full version instead of the newest downloadable version.
Do you think there is any way the file can be broken down into several smaller files that are easier to download for the two or three of us ludites who are still confined (by cost or location) to dial-up? If not it's cool, but I figured it couldn't hurt to ask. :)
Eodin
Mar 10th, '04, 06:46 PM
I can export one or more selected chapters at a time, so that's no problem. The real problem is that the chapter on UFP races has a lot of pictures in it, and by itself it's a 2 Meg pdf file.
I'll do a little experimenting and see what I come with for pieces and parts.
Eodin
Mar 10th, '04, 07:38 PM
Okay, I've posted a version of the TNGHero pdf in 5 parts. I stepped the Compatibility down to Adobe Reader 4, and stepped the Graphics Quality from High to Medium. Give those a try and let me know...
Xavier
Mar 11th, '04, 09:29 AM
Dude!! Most excellent! Thank you. For the next several hours you are my favorite human. :)
I am gazing at the files in beatific joy. :p
zarglif69
Mar 11th, '04, 05:03 PM
I'm planning to teargas a Star Trek convention.
Eodin
Mar 11th, '04, 06:16 PM
???
zarglif69
Mar 11th, '04, 08:06 PM
Listen, I'm not a fanatical Hard SF person, but Star Trek is just fraught with unrealisms. The starship designs are unrealistic (those narrow struts should snap with stress!), the aliens are just humans with slanty eyebrows/forehead ridges and a stereotype attatched (cold and logical, short-tempered brute warriors, etc), or even worse, are exactly like Terran humans but are called aliens, and you CAN'T DRAW A BORDER IN DEEP SPACE AND CALL IT YOUR TERRITORY!!! THERE'S WAY TOO MUCH SPACE TO PATROL!!! Think about it: a thousand Enterprises, a billion even, should be able to slip abreast into the Romulan Neutral Zone, and if they're light-years from a system or other ships/stations, how can they be detected?
Eodin
Mar 11th, '04, 10:24 PM
I see. No offense, but if you're going to troll, please do so in a new thread. :(
I won't dispute any of the "unrealisms." It's space opera, and entertaining to a large number of us Trek fans. 'nuff said.
zarglif69
Mar 11th, '04, 11:12 PM
Originally posted by Eodin
I see. No offense, but if you're going to troll, please do so in a new thread. :(
I won't dispute any of the "unrealisms." It's space opera, and entertaining to a large number of us Trek fans. 'nuff said.
I'm not trolling. I'm making a perfectly valid point. Territory in space is measured in systems and structures, not in square kilometers of void.
EDIT: oh, and I have more posts than you.
Xavier
Mar 12th, '04, 05:39 AM
Originally posted by zarglif69
I'm planning to teargas a Star Trek convention.
And you are on this thread why??
No one is on this thread because they <I>"believe in"</I> Star Trek. We're here because it's entertaining.
And just to be clear, understand that your particular position on Star Trek has been argued (quite literally) for decades. So you are not exactly making a new point.
Eodin
Mar 12th, '04, 06:50 AM
Originally posted by zarglif69
EDIT: oh, and I have more posts than you.
I believe he's trying to increase his number of posts, as if this was a video game or something, instead of a communications board.
Xavier, I hope the PDFs were no trouble this time. Imperial One, have you had any luck yet?
ImperialOne
Mar 12th, '04, 05:53 PM
I have Adobe Acrobat 6. I actually still could not (by clicking the link), get the whole file to load before it timed me out. Keep in mind, I have a Asymmetric DSL line that is currently running at 412 kbps.
My solution? I simply right-clicked on the link and select the "Save Target As..." and I got the entire file within a few seconds.
As usual, great work with the ongoing tome. I was interested to see the alternative AVLD cost of phasers vs the NND. What do you prefer. Care to elaborate the thinking any further?
Charles
ImperialOne
Mar 12th, '04, 05:56 PM
BTW, the damage values for Klingon AM Disruptors (24th Century) at the Med Disrupt A and the Heavy Disrupt D settings on page 34 (table) are missing.
zarglif69
Mar 12th, '04, 06:33 PM
I'm going to shamelessly steal material from your PDF, put it into my homebrew universe, and call it my own.
EDIT: oh, and Eodin, read Hyperion. It's a good story, and may give you a good idea of how to do space opera properly.
Eodin
Mar 12th, '04, 06:51 PM
The damage is missing alright. Darn those special effects people ;)
I'll fix it for the next posting; for anyone who wants to write it in before that , they should be 36 + 1d6 and 51 + 1d6 respectively.
As far as the AVLD, that's just my personal take. Anyone who disagrees is certainly in their rights to change it.
With NND, damage is all or nothing. So if the defense is resistant ED, then a 1PD/1ED force field around the target makes the phaser useless against that target. And in a couple of episodes, IIRC, a force field prevented the character from taking damage.
On the other hand, if you look at starship combat, which is still phasers (just bigger), shield strength has a direct impact on the amount of damage the ship takes. Which is definitely not all-or-nothing.
So it's a personal decision on each GM's part, as far as having characters run around with a device that can fire an RKA (51 + 1d6), AVLD, Does BODY. One shot would completely take out a Terran Empire Wasp fighter.
Eodin
Mar 12th, '04, 06:55 PM
Who's the author of Hyperion? How long has it been out?
zarglif69
Mar 12th, '04, 07:21 PM
Dan Simmons. It was published in 1992. It was followed by The Fall of Hyperion. In 1996 I think, Endymion was published, followed by The Rise of Endymion.
Xavier
Mar 12th, '04, 07:22 PM
Eodin, Thanks. I was able to download without incident. It was slow, but it worked. I appreciate your help.
Dan Simmons was the author of Hyperion. I must concur with zarglif69, it was excellent. If you get Hyperion, don't forget Fall of Hyperion. I can't remember if I read it or not, been too many years :)
There is also Endymion and Rise of Endymion.
zarglif69
Mar 12th, '04, 07:27 PM
Originally posted by Xavier
Eodin, Thanks. I was able to download without incident. It was slow, but it worked. I appreciate your help.
Dan Simmons was the author of Hyperion. I must concur with zarglif69, it was excellent. If you get Hyperion, don't forget Fall of Hyperion. I can't remember if I read it or not, been too many years :)
There is also Endymion and Rise of Endymion.
You didn't read the Fall of Hyperion!?!? Hyperion is practically just an introduction to Fall of Hyperion.
Xavier
Mar 12th, '04, 07:31 PM
:) I know I should be ashamed, but honestly I think I read Hyperion probably two years after it was first published. I remember reading it, but it has been quite a while and things are a bit hazy. I keep getting little details of it mixed up with the Exordium series. Now that was a rocking piece of good sci fi space opera. It had everything.
Redmenace
Mar 13th, '04, 06:56 PM
The other night I asked one of my group what he'd like for his birthday. He said, jokingly, a Star Trek sourcebook with hero stats. He doesn't frequent the boards.
I think I'll have your PDFs laserwritten and bound for him.
Thanks Eodin and Aroooo, it is great to see such a grand display of generosity and creativity.
Eodin
Mar 13th, '04, 07:45 PM
zarglif69 and Xavier,
I'll take a look for Hyperion next time I'm in Barnes & Noble or Half-Price Books and see. :)
Redmenace,
It's our pleasure. Long live Star Hero! :)
Aroooo
Mar 13th, '04, 07:53 PM
Originally posted by Eodin
Redmenace,
It's our pleasure. Long live Star Hero! :)
Yup, what Eodin said :)
Aroooo
Eodin
Apr 4th, '04, 05:34 PM
I've added an hdt file (HD2) to the Trek Hero page for creating Trek Hero characters. There are some expanded skills (I've added Mediation/Negotiation as a subskill of Persuasion, for example), perks (Starship Military Ranks and Starship Commerce Ranks), talents (converted from Decipher, plus the Vulcan Nerve Pinch).
I've also posted this notice on the Star Hero Fandom board.
On a completely different note: for those of you who have enjoyed the TNGHero book, be sure and give a high-5 to ImperialOne - he's the one who put the bug in my ear to work on it; otherwise, there would only be the TrekHero book.
ImperialOne
Apr 5th, '04, 09:38 PM
Thanks for the acknowledgement, but it is your work... we simply are the adoring public. BTW, I do agree with AVLD for phasers (vs the NND)... it costs more, but it is more accurate.
I'll sned some data over the private messenger in a week or so.
Charles
Eodin
Apr 9th, '04, 11:15 PM
For those wondering about the fate of the FASA Trek version, I've added a FASATrek.pdf file to the Trek HERO page, which I've started added FASA Klingon, Romulan, and Orion information, after doing some cleanup work on the file.
Darth Sarcastic
Apr 11th, '04, 07:18 AM
For those wondering about the fate of the FASA Trek version, I've added a FASATrek.pdf file to the Trek HERO page, which I've started added FASA Klingon, Romulan, and Orion information, after doing some cleanup work on the file.
Mmmmm....FASA-Trek. Downloaded it, and aside from some formatting issues (I would think Eodin is aware of some of them) I'm enjoying it. Maybe even a little more than (dare I say it?) TNG and Trek-Hero? I've always enjoyed the FASA-Trek-verse, it was always flexible.
Kaeto
Apr 19th, '04, 06:26 PM
Tried to use the prefab but HD V2.30 don't even notice it's in the HD folder
The PDFs I loved though
Eodin
Apr 19th, '04, 06:32 PM
Tried to use the prefab but HD V2.30 don't even notice it's in the HD folder
The PDFs I loved though
Sorry! I should have put a note on the web page, but you have to go into the Hero Designer preferences and allow "Trek Hero" for those to show up in Hero Designer. I had the same problem I tried to use one of KillerShrike's files, and thought I had a bad file. Dan Simon had to clear it up for me.
Glad to hear you liked the PDFs. :)
Kaeto
Apr 22nd, '04, 02:41 AM
Got it in but it's just a blank template. No base points , no Disad point limit, no prefabs. Or did I do something wrong?
Eodin
Apr 22nd, '04, 01:23 PM
The Base Points, etc. are defined in your Rules file. You'll need to use the Heroic Template.
As far as Prefabs, that would be a Prefabs file, which I'm in the process of creating.
What the hdt file gives you essentially is the expanded skills and talents, so if you (1) Create new character with Heroic template, (2) Go to Skills and select Persuasion, you'll see the breakdowns of the Persuasion skills and select the one(s) that apply to that character.
When I get the Prefab file(s) finished, I'll post those, but that will be a little while.
Kaeto
Apr 22nd, '04, 02:47 PM
Thanks I guess I was just being stupid.
Eodin
Apr 22nd, '04, 08:43 PM
Not at all! In fact, just to show how much of a Hero Designer newbie I am, I told you partly wrong. The Rules file gives you the starting points (true), but the TrekHero.hdt (Trek Hero template) is used INSTEAD OF the Heroic Template to access the new/expanded skills.
I'm still learning my way around Hero Designer v2, so sorry to confuse you.
Eodin
Apr 24th, '04, 11:01 AM
I've added a whole bunch of Romulan info, package deals, and other info to the FASATrek.pdf.
Eodin
May 6th, '04, 08:50 PM
Next update made to FASATrek pdf - added the 4 alien races from The Federation - Joridians, Cygnans, Kaferians, Tiburons. Cleaned up most of the planet stats and descriptions in the UFP chapter. Started to add packages for the Orion Exploration Service, but not finished.
Next update of one of pdfs will likely be in June - traveling out to Virginia this month for a week on business, then family vacation for a week in Padre last week of this month.
One of the fans of the TNGHero pdf I compiled sent me a copy of Decipher's Star Trek Aliens as a thank you, so I'm going to have fun digesting and converting that as well. :)
Kaeto
May 7th, '04, 02:58 AM
Tried to download the file and it's broken.
Aroooo
May 7th, '04, 05:29 AM
Tried to download the file and it's broken.
I just checked it, and to be more specific, the download completes but the file won't open. It seems to be damaged. Rob, can you try uploading the file to the server again?
Aroooo
Eodin
May 7th, '04, 07:46 AM
Oh great. It'll have to wait until I get home this evening...
Eodin
May 7th, '04, 03:57 PM
Apparently my FTP died in the middle and didn't tell me. I've reloaded the FASATrek pdf, and it seems to work now.
Eodin
May 7th, '04, 11:00 PM
Okay, I guess I'm going to have to change my FTP software. My FTP Explorer (freeware) is acting funny. I've reloaded the file AGAIN, downloaded the uploaded file from the website to my desktop, and checked it. It works now.
Eodin
Jun 3rd, '04, 11:34 PM
Anyone have conversion links/ideas on LUGTrek to HERO ? I picked up a copy of Star Trek: Deep Space Nine at Half-Price Books, and have no idea on the numbers...
Aroooo
Jun 4th, '04, 07:19 AM
Anyone have conversion links/ideas on LUGTrek to HERO ? I picked up a copy of Star Trek: Deep Space Nine at Half-Price Books, and have no idea on the numbers...
Hunter might. We're gaming tonight, so if he doesn't check the boards before then I'll ask him.
Aroooo
Eodin
Jun 6th, '04, 10:53 AM
Thanks Tony! Let me know if you find out anything useful. :)
It's beginning to look to be something like STAT*4 and SKILL + (value-1), I think.
I'm wanting to include conversions of the Deep Space 9 crew from the LUGTrek DS9 book in the TNGHero.PDF.
Hunter
Jun 7th, '04, 11:27 AM
I've been in Stargate mode for a while, so at the moment I have no ideas on this. Hoever, I'll give it a look and see what I can come up with.
Eodin
Jun 7th, '04, 10:02 PM
I'm not familiar enough with the LUG system, but my rough conversion is:
LUG CHAR HERO CHAR
1 8
2 10
3 13-14
4 15
5 18-20
Skills = LUG Skill -1
Again, if Hunter (or anyone else) can refine it, I'd appreciate it. Here's a "data dump" conversion (sans packages) of Benjamin Sisko, given the above. Thoughts?
Benjamin Sisko
Val Char Points Total Roll Notes
15 STR 5 15 12- HTH Damage 3d6 END [1]
18 DEX 24 18 13- OCV 6 DCV 6
15 CON 10 15 12-
12 BODY 4 12 11-
20 INT 10 20 13- PER Roll 13-
15 EGO 10 15 12- ECV: 5
18 PRE 8 18 13- PRE Attack: 3 1/2d6
14 COM 2 14 12-
4 PD 1 4 4 PD (0 rPD)
4 ED 1 4 4 ED (0 rED)
3 SPD 2 3 Phases: 4, 8, 12
6 REC 0 6
30 END 0 30
28 STUN 0 28
6" Running 0 6"
2" Swimming 0 2"
3" Leaping 0 3" Total Characteristics Cost: 77
Cost Powers END
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR for holding on
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls
Perks
9 Contact: Bajoran Provisional Goverment, Organization Contact (x3) (9 Active Points) 12-
2 Reputation: Discoverer of the Wormhole (A large group) 11-, +1/+1d6
8 Fringe Benefit: Captain
3 Fringe Benefit: Emissary of the Prophets
Talents
5 DC: Bold (+1 Overall Level)
Skills
9 Bureaucratics 16-
4 PS: Cooking 13-
4 PS: Musician (Piano) 13-
4 PS: Sport (Baseball) 13-
2 Computer Programming (Data Mining and Retrieval) 13-
4 CuK: Human 13-
4 CuK: Bajoran 13-
10 Persuasion (Debate, Intimidation, Mediation/Negotiation) 15-
2 WF: Advanced Small Arms
9 +3 Advanced Small Arms
3 KS: Intelligence Techniques 12-
3 Paramedics 13-
3 KS: Federation History 12-
5 KS: Human History 14-
4 KS: Bajoran History 13-
2 Electronics (FTL Communications) 13-
2 Survival (Temperate/Subtropical Forests) 13-
1 WF: Bat'leth
4 SS: Warp Drive Engineering 14-
7 Concealment 15-
2 SS: Archaeology (Social Science) 11-
2 SS: Astrophysics (Space Science) 11-
3 Navigation (Space, Warpspace) 13-
9 Combat Piloting 16-
4 TF: Military Spacecraft, Personal Use Spacecraft
5 Systems Operation (Defensive Systems, Sensor Systems) 13-
8 Tactics (Starship Fleet) 16-
5 KS: Cardassian Starship Strategy 14-
5 KS: Dominion Starship Strategy 14-
5 KS: Tzenkethi Starship Strategy 14-
2 KS: Romulan Starship Strategy 11-
5 Stealth 14-
3 KS: Strategic Operations 12-
4 KS: Bajoran Theology 13-
4 KS: Earth Geography 13-
4 KS: Bajoran Geography 13-
Total Powers & Skills Cost: 201
Total Cost: 278
100+ Disadvantages
0 Normal Characteristic Maxima
10 Psychological Limitation: Code of Honor (Common, Moderate)
0 Rivalry: Professional (Captain Solok), Rival is Less Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
15 Psychological Limitation: Romantic Attachment: Cassidy Yates (Common, Strong)
5 Psychological Limitation: Vengeful (Uncommon, Moderate)
In the meantime, I'm also adding stuff to the FASATrek doc AND adding many of the Aliens from Decipher's Alien book to the TNGTrek doc... in my copious spare time...
Eodin
Jul 4th, '04, 04:55 PM
I've posted an update to the FASATrek pdf. My TNGHero is messed up (file size problems) after adding some of the writeups from Deciphers' Aliens book, and with my various Honey-Do projects, not sure how long the redo is going to take. And since a new PC is not in our budget right now, I'll have to spend time to break some of the larger chapters into smaller multiple chapters. (Sorry, Imperial One...)
Anyway, enjoy the FASATrek update.
Nightfly
Jul 5th, '04, 03:15 AM
Thanks so much for the ongoing updates!! I'm always dazzled by your labor (of love).
The Sisko writeup is pretty impressive. I believe I'll use it as the basis for a version you've just inspired me to make.
I've been really itchin to convert some Trek (2377) heroes to 5E so's my PCs can interact w/ them. I'd vote for Picard as the next post :winkgrin:
ImperialOne
Jul 6th, '04, 03:31 PM
NO problem... I am still chugging along with my own Trek project, The more I work on it, the more I am amazed by the quality and prolificness of your work.
Charles
Eodin
Jul 18th, '04, 11:38 AM
Nightfly - That conversion of Sisko is based on the Half-Price books copy of DS9 Roleplaying Book I found by accident. I'd have to find one with Picard to have a decent writeup of him. If anyone knows of any such LUG books, let me know and I'll take a look next time I'm in Half-Price Books.
ImperialOne (Charles) - Hope your Trek stuff is going well. Let me know if you want a sounding board on anything. No suggestions need be followed ;)
And now, here's a Sneak Preview of some of the race writeups I'll have in the updated TNGHero, thanks in a large part to ImperialOne's gift of Decipher's Aliens book
Antosians
Antosians are a peaceful race gifted with the power of cellular metamorphosis, a learned ability to control their own bodies. This allows them to change shape and take any form they wish, and to heal damage to their bodies (which is the reason they taught the methods to Garth of Izar in the first place). A character must first learn Antosian Healing before learning Antosian Shape Shifting. (Source: “Whom God Destroys”)
Where the Antosian information below builds on that provided in the Original Series, it is not canon.
Antosian Biology
Antosians are a humanoid race, and are outwardly identical to Terrans except for their emerald-green eyes and shorter stature. Adult Antosians (when not in another form) range in height from 4’0” to 5’0”.
Antosian Racial Package
Ability Cost
+1 DEX 3
Antosian Healing: Healing 3d6 (Regeneration; 3 BODY per Turn), Can Heal Limbs, Reduced END (0 END; +½) (52 Active Points); Extra Time (1 Turn; -1 1/4), Self Only (-½), Limited: Zero DCV while Regenerating (-¼). 17
Antosian Shape Shifting: Shape Shift (Sight, Hearing, and Touch Groups, any shape), Cellular, Imitation; Costs END to Change Shape Only (+¼) (70 Active Points); Automatically revert to original form if unconscious (-¼), Limited: Zero DCV during phase of transformation (-¼). 47
Disadvantages
-2 STR -2
-1 CON -2
-1 BODY -2
Total Cost of Package 61
Options
Psychological Limitation: Peaceful, Compassionate, or other appropriate limitation (Common, Moderate) -10
Antosian Homeworld
Antos is the seventh planet in the Socratii system, a world with five moons and 0.9G. The world has 30% available land mass, with an 18-hour day. It is a terrestrial world, with all the same terrain types as Earth.
Antos currently maintains relations with the Federation, but has declined full membership.
Antosian Society and Culture
The Antosian culture is one of peaceful reflection, caring and compassion for all life. In addition to their shapechanging ability, they are known for their eco-science skills.
Capellans
The Capellans are a humanoid race native to Capella IV, with warlike tendencies and severe codes of law and tradition. They are very quick, agile and strong, males averaging 7 feet tall. They believe that only the strong should survive, and refuse medical assistance.
Capellan Biology
Capellans are outwardly identical to humans. There are marked neurochemical differences, with less development in the areas of the brain that control impulsive aggressive nature. Capellans require more time and contact to form bonds with outsiders. To the Capellan brain, an outsider isn’t really a person, and triggers no depth of emotional response.
Capellan Racial Package
Ability Cost
+2 DEX 6
Heightened Reflexes: +2 Lightning Reflexes with All Actions 3
Disadvantages
None 0
Total Cost of Package 9
Options
Psychological Limitation: Believes Medical Care Is A Sign of Weakness (Common, Moderate) -10
Psychological Limitation: Bloodlust OR Oath Of Nonviolence (Common, Moderate) -10
Kligat Training: WF (Kligat) and Fast Draw (Common Missile) 4
Capellan Homeworld
Capella IV is a Class-M planet orbiting an A6V (dim white dwarf). It is rich in Topaline, a mineral that is vital to the life support systems of Federation (and Klingon) colonies. Although the planet has a variety of landscapes, low flat expanses and bare rock are common.
Capellan Society and Culture
The Capellans are scrupulously honest, and can be very dangerous if lied to. The principal weapon of the Capellans is the kligat, a cross between a boomerang and a throwing knife, accurate and deadly to distance of one hundred meters.
Capella IV became a player on the galactic stage in 2267 when the Klingons and the Federation both attempted to negotiate a mining treaty. High Teer Akaar favored signing with the Federation, which Maab favored signing with the Klingons. Maab killed the aging Akaar to support the Klingons. However, learning of the true nature of the Klingons, Maab later made himself a target so that his people could kill the Klingon. After Maab’s death, Leonard James Akaar became the child ruler, with his mother acting as Regent. She signed the treaty with the Federation.
The mining treaty brought wealth and change to the primitive Capellans. Although they retained their primitive tribal governments, they adapted technology to suit their lifestyle. It became common to see their large tents completed with generators and computers. When he became old enough to rule on his own, Leonard James Akaar sued for Federation membership, which was granted.
The government consists of the Ten Tribes, each led by a Teer. The High Teer (Leonard James Akaar) leads the Ten Tribes, with each Teer having a council voice. The new Capellans, with years of education and better opportunies, are markedly less prone to violence than where their forbears 75 years ago.
Those Capellans wishing to join Star Fleet must take the Oath of Nonviolence. Those Capellans who have served in Star Fleet to date have kept their Oath and served with distinction.
Gorn
An intelligent, bipedal reptilian species who fought against Captain Kirk on stardate 3045.6 under the assumption that the Federation was threatening the Gorn claim to the planet Cestus III.
After Gorn forces destroyed the Earth outpost on Cestus III claiming it was an intrusion into their space, the captain of the Gorn vessel and Captain Kirk were transported by the Metrons to a planet where each fought for the survival of his respective crew. Kirk won, but refused to kill the Gorn after realizing that the Gorn attack had been the result of a misunderstanding.
The Gorn are a reptillian race of warriors, prizing strength and endurance. What they lack in speed, they make up for in cunning.
Gorn Biology
Gorns are a humanoid-reptillian race, rarely seen inside the Federation. They are extremely strong and hardy, but their movements are slow, even in combat.
The top of the head is ridged with a structure that crosses the top and the head and over the eyebrows. The hide is tough and greenish, similar to the terran Crocodilian.
Their three-fingered hands are thick with short claws. There mouths are full of sharp teeth, which can cut and tear flesh easily.
Gorns language is like the sounds made by terran crocodilians, producing sounds from quiet hisses to fearsome roars and bellows. Their voices are raspy, and soft sounds come out as a hissing sound. Federation ambassadors often have difficult pronouncing Gorn words.
As reptilian predators, theirs senses are very keen.Their eyes are rough and silvery, with a membrane that protects their eyes in harsh conditions. However, their large nostrils are built to take in large amounts of oxygen, and their sense of smell is poor.
Gorns evolved from reptillian predators, similar to the terran crocodilian. Bony plates form a kind of armor in their thick skin. Their teeth, 30 to 40 in each jaw, are set into sockets in the jawbones and interlock when the mouth is closed.
The Gorns bear more similarity to lizards than humans internally, being cold-blooded and thus requiring warm habitations to survive. They have powerful lungs and a three-chambered heart.
The jaws are powerful, and unlike the terran crocodilian, are strong in both opening and closing power.
Gorn muscles are so strong and thick that they cannot move quickly.
Gorns are egg-laying creatures, laying fertilized [2 to 9] eggs that hatch into infants. Gorn mature faster than humans, reaching reproductive maturity at about the age of 14.
Gorn Racial Package
Ability Cost
+7 STR 7
-5 DEX -15
+4 CON 8
+3 BODY 6
-4 COM -2
Claws/Bite: HKA 1/2d6, Reduced Penetration (-1/4) 8
Tough Hide: Damage Resistance 4PD/2ED 3
Heavy: Knockback Resistance -1” 2
Protective Eye Membrane: Flash Defense [Sight], 2 points 2
Reptilian Senses: +2 PER to Sight and Hearing groups 4
Disadvantages
Awkward Runners: Running -3” (3” Base) -6
Poor Sense of Smell: -2 PER to Smell Group -2
Total Cost of Package 15
Options
Psychological Limitation: Competitive, Resolute, Determined, Poor Communicator or other appropriate limitation (Common, Moderate) -10
Gorn Homeworld
The Gorn homeworld lies slightly closer to its sun that Earth does to Sol, and has a smaller axial tilt. The planet’s atmosphere has a larger greenhouse effect, keeping the planet fairly warm. There are few mammals on their homeworld, and not larger than a Terran possum. However, dinosaur-like creatures roam the wild lands of their world.
Gorn Society and Culture
Many different factions split Gorn society. Gorn leaders take a long time to make decisions, and the factions work within the current rules until the final decision is made.
Several factions want to see the Federation driven away from Cestus III and the Gorn borders expanded. Since they are not allowed to kill, but nothing precludes them from causing problems, these factions cause various problems for the Federtion in the worlds near Cestus III.
On the other hand, there are several factions that believe that Gorn would be best served by peaceful relations and cooperation with the Federation. These factions send more representatives into Federation space to learn how to coexist with th