Shaft Posted August 4, 2009 Report Share Posted August 4, 2009 Here is a template that I am using for a Star Trek HERO game that I am planning to run for my gaming group. The player characters will be 175 pts (100 base, 75 pts in disadvs, with 50 pts assigned thanks to Starfleet), and I double the cost of Primary Characteristics at 13 and secondary characteristics at 6 (for PD/ED/REC), 3 (for SPD) and 30 (for END/STUN). Generic Starfleet NPCs are anywhere from 110 pts to 150 pts assuming they have minimal experience after Starfleet training. CHARACTERISTICS Val Char Pts 10 STR 0 11 DEX 3 13 CON 6 11 BODY 2 13 INT 3 (10 INT for Non-Comms) 11 EGO 2 13 PRE 3 10 COM 0 4 PD 2 4 ED 3 3 SPD 9 5 REC 5 26 END 26 0 26 25 STUN 23 2 25 7" Run 2 2" Swim 0 2" Leap 0 35 Total Characteristics Points (32 for non-comms) MARTIAL ARTS MANEUVERS Cost Maneuver 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 2d6 +v/5, Target Falls 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on 13 Total Martial Arts Cost SKILLS Cost Name 0 Acting 8- 0 AK: Home Planet (Everyman) 11- 3 Breakfall 11- 3 Bureaucratics 12- Notes: Non-comms have this at 8- 0 Climbing 8- 5 Computer Programming (Personal Computers, Local Networks, Military Computers) 12- Notes: Non-comms only need this at 11- 0 Concealment 8- 0 Conversation (Everyman) 12- 0 Deduction (Everyman) 12- 0 Disguise 8- 3 Electronics 12- 0 Interrogation 8- 1 Mechanics 8- 2 Navigation (Space) 12- Notes: Non comms have this as a familiarity 3 Paramedics 12- Notes: Non-Comms only need this at 11- 3 Jack of All Trades 1 1) PS: Diplomacy (2 Active Points) 11- Notes: Non-comms don't have this 1 2) PS: Research (2 Active Points) 11- Notes: Non-comms don't have this 1 3) PS: Starfleet Officer/Member (2 Active Points) 11- 1 4) PS: Vacc-Suit (2 Active Points) 11- 1 5) PS: Zero-G Maneuvering (2 Active Points) 11- 0 Language: English (idiomatic) (4 Active Points) 0 Language: Native (idiomatic) (4 Active Points) 3 Scholar 1 1) KS: Federation History (2 Active Points) 11- 1 2) KS: Federation Law (2 Active Points) 11- 0 3) KS: Home Planet/Culture (Everyman Skill) 11- 1 4) KS: Starfleet History, Customs & Traditions (2 Active Points) 11- 3 Scientist Notes: Non-Comms don't have this and all Science skills are familiarities at 8- 1 1) SS: Astronomy 11- (2 Active Points) 1 2) SS: Mathematics 11- (2 Active Points) 1 3) SS: Physics 11- (2 Active Points) 1 4) SS: Xenology 11- (2 Active Points) 0 Seduction 8- 0 Shadowing 8- 0 Stealth 8- 2 Survival (Choice) 12- Notes: Non-comms only need this at 11- 7 Systems Operation (Communications Systems, Environmental Systems, FTL Sensors, Medical Sensors, Transporter) 12- Notes: Non-comms only need this at 11- 3 Tactics 12- Notes: Non-comms only need this at 11- 0 Tracking 8- 1 TF: Shuttlecraft Notes: Non-comms don't have this 2 WF: Beam Weapons, Unarmed Combat 56 Total Skills Cost PERKS Cost Name 6 Fringe Benefit: Security Clearance, Starfleet Officer Notes: Non-comms have Starfleet member instead of officer, it costs 2 less points. Their security clearance is also 1 point less (total cost 3 pts) 2 Reputation: Starfleet Officer (A large group) 11-, +1/+1d6 Notes: Non-comms don't get the rep bonus 8 Total Perks Cost TALENTS Cost Name 3 Panimmunity Treatments: Resistance to Disease +3 3 Total Talents Cost DISADVANTAGES Cost Disadvantage 0 Normal Characteristic Maxima 20 Social Limitation: Subject to Starfleet Orders (Very Frequently, Major) 15 Hunted: Starfleet 11- (Mo Pow, NCI, Watching) 10 Psychological Limitation: Sense of Duty to Starfleet/Federation (Common, Moderate) 5 Distinctive Features: Starfleet Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Others 0 Non-comms have less required skills and only require a 10 INT (as opposed to 13 INT for officers). As such, they can spend 15 less points. 1 Quirk: 1 Quirk: 1 Quirk: 1 Quirk: 1 Quirk: 75 Total Disadvantages Cost Cost: Academy Graduate 115 pts Non-Comm 100 pts Feedback welcome. Quote Link to comment Share on other sites More sharing options...
Shaft Posted August 4, 2009 Author Report Share Posted August 4, 2009 Re: Star Trek HERO Starfleet members also select one of the following packages, based on their trade: Communications Officer (13 pts) 3 1) Cryptography 12- 6 2) +2 with Cryptography, Electronics & Systems Operation 1 3) PS: Communications Officer (Offset by Jack of All Trades) 11- 1 4) Security Systems 8- 2 5) Language (fluent conversation) Damage Control Technicians/Repair Crew (Non-comm position; 13 pts) 2 1) Weaponsmith (Energy Weapons) 12- 2 2) Mechanics (Added to familiarity) 12- 3 3) +1 with Electronics, Weaponsmith & Mechanics 1 4) PS: Damage Control Tech (Offset Jack of All Trades) 11- 3 5) Security Systems 12- 1 6) WF: Tractor Beam Engineering Officer (19 pts) 2 1) Weaponsmith (Energy Weapons) 12- 2 2) Mechanics (Added to familiarity) 12- 6 3) +2 with Electronics, Weaponsmith & Mechanics 1 4) PS: Starship Engineer (Offset Jack of All Trades) 11- 2 5) SS: Engineering (Offset by Scientist adder) 12- 1 6) SS: Warp Field Science (Offset by Scientist adder) 11- 3 7) Security Systems 12- 1 8) WF: Tractor Beam Helm/Navigation (12 pts) 5 1) Combat Piloting 12- 2 2) +1 with Navigation 1 3) PS: Helmsman/Navigator (Offset Jack of All Trades) 11- 2 4) +1 with Tactics 0 5) TF: Starship 2 6) WF: Photon Torpedoes, Starship Phasers 3 7) +1 with Starship Weaponry Medical Assistant (Non-comm position; 13 pts) 1 9) Forensic Medicine 8- 2 2) PS: Medical Assistant/Nurse/Paramedic, etc... 11- 2 3) SS: Diagnosis (Offset by Scientist adder) 12- 2 4) SS: Medecine (Offset by Scientist adder) 12- 2 5) SS: Physiology (Offset by Scientist adder) 12- 2 12) SS: Xenobiolology (Offset by Scientist adder) 12- 2 15) +1 with Systems Operation Medical Doctor (24 pts) 3 1) Forensic Medicine 12- 2 2) PS: Medical Doctor (Offset by Jack of all trades) 12- 5 3) SS: Diagnosis (Offset by Scientist adder) 15- 5 4) SS: Medecine (Offset by Scientist adder) 15- 4 5) SS: Physiology (Offset by Scientist adder) 14- 3 6) SS: Xenobiolology (Offset by Scientist adder) 13- 2 7) +1 with Systems Operation Operations Technician (Non-Comm; 11 pts) 6 1) +2 with Computer Programming, Electronics & Systems Operation 1 2) PS: Operations Officer (Offset by Jack of All Trades) 11- 3 3) Combat Piloting (Offsets TF: Shuttlecraft) 11- 3 4) Security Systems 12- 1 5) WF: Tractor Beam Science Officer (24 pts) 1 1) KS: Knowlege Skill 1 (Offset by scholar) 11- 1 2) KS: Knowlege Skill 2 (Offset by scholar) 11- 1 3) KS: Knowlege Skill 3 (Offset by scholar) 11- 1 4) KS: Knowlege Skill 4 (Offset by scholar) 11- 1 5) Language (basic conversation) 2 6) PS: Scientist (Offset by Jack of all trades) 12- 1 7) +1 with PS: Research 4 8) SS: Science Skill 1 (Offset by Scientist adder) 14- 4 9) SS: Science Skill 1 (Offset by Scientist adder) 14- 4 10) SS: Science Skill 1 (Offset by Scientist adder) 14- 4 11) +2 with Systems Operation Security/Marines (usually Non-comms; 29 pts) 3 1) +3 STR; +1 PD, +2 STUN 3 2) Climbing 11- 1 3) Fam w/Demolitions 8- 3 4) +1 with HtH maneuvers 4 5) +2 with Phasers 3 6) Fast Draw (Phaser) 11- 2 7) KS: Security Procedures (Offset by Scholar) 11- 2 8) PS: Security Agent/Marine 11- 1 9) fam /Security Systems 8- 3 10) Stealth 11- 1 11) fam w/Streetwise 8- 1 12) fam w/Weaponsmith (Energy Weapons) 8- 3 13) WF: Common Melee Weapons, Thrown Grenades Quote Link to comment Share on other sites More sharing options...
Shaft Posted August 4, 2009 Author Report Share Posted August 4, 2009 Re: Star Trek HERO Since Vulcans are so expensive, I am not counting the disads against the 75 pts that PCs get. However, with 180 pts, it would take a player's entire starting budget (115 (acedemy officer) + 24 (science officer) + 43 (racial cost) =182 pts) to play it. so a player would have to ask the GM for permission. Vulcans Pts STR +5 5 CON +3 6 INT +8 8 EGO +8 16 Enhanced Hearing +1 2 Simulate Deat 3 Eidetic Memory 5 Flash Defense vs sight 2 Lightning Calculator 3 Life Support: 1 hr sleep/day 1 Longevity (300 yrs) 2 Rapid Healing (Healing Trance) 5 Power: Telepathy (EGO) 13- 3 Mind Meld: Telepathy 7d6, 7 35 active No Range -1/2 Concentrate throughout, 0DCV 0DCV, unaware -1-1/2 Extra time: full phase -1/2 Incantations throughout -1/2 Gestures -1/4 Restrainable -1/2 Mental Awareness 13- 0 Nerve Pinch: 7d6 EB NND 53 active pts 19 No Range -1/2, Stun only -0, Restrainable -1/2, no KB -1/4 only on targets w/nervous system -1/2 Concentrate 1/2DCV -1/4 76 Psych Lim: Vulcan Logic (Comm, Total) -20 Psych Lim: Pacifist (Comm, Strong) -15 Cost 52 Quote Link to comment Share on other sites More sharing options...
Kraven Kor Posted August 4, 2009 Report Share Posted August 4, 2009 Re: Star Trek HERO Nice and modular, I like it. Not all Vulcans know the mind-meld and neck-pinch, you know. Might make your Vulcans a bit cheaper to take that out of the default package and leave it for the player to buy separately. Quote Link to comment Share on other sites More sharing options...
Ian Mackinder Posted August 5, 2009 Report Share Posted August 5, 2009 Re: Star Trek HERO Vulcans would also have some longevity. Their maximum lifespan was established as being around 250 in TOS. Probably a bit better by Next Gen, I would guess. Sarek was 102 in TOS's 'Journey To Babel', considered as being pretty much in his prime. On that basis, 40-50 would probably be seen as a youngster, which I think was the position taken in 'Enterprise'. Quote Link to comment Share on other sites More sharing options...
Manic Typist Posted August 5, 2009 Report Share Posted August 5, 2009 Re: Star Trek HERO ...huh, are Vulcans supposed to be stronger than humans? Quote Link to comment Share on other sites More sharing options...
Shaft Posted August 5, 2009 Author Report Share Posted August 5, 2009 Re: Star Trek HERO Vulcans would also have some longevity. Their maximum lifespan was established as being around 250 in TOS. Probably a bit better by Next Gen, I would guess. Sarek was 102 in TOS's 'Journey To Babel', considered as being pretty much in his prime. On that basis, 40-50 would probably be seen as a youngster, which I think was the position taken in 'Enterprise'. My rough notes had this as one of the first powers, so of course I missed it. Thanks for pointing it out- I've corrected it. Quote Link to comment Share on other sites More sharing options...
Shaft Posted August 5, 2009 Author Report Share Posted August 5, 2009 Re: Star Trek HERO ...huh' date=' are Vulcans supposed to be stronger than humans?[/quote'] Yes. It's note clear exactly much how stronger (some sources say twice as strong, others have said up to seven times). I opted for 2x as strong purely for point balance reasons. Quote Link to comment Share on other sites More sharing options...
Shaft Posted August 5, 2009 Author Report Share Posted August 5, 2009 Re: Star Trek HERO Equipment Phaser I: Multipower, 135-point reserve, all slots 32 Boostable Charges (+1/2) (202 Active Points); all slots OAF (Phaser Pistol; -1), Real Weapon (-1/4) Notes: Phaser II increaes charges to 125 and active cost to 270 1) Stun Setting: Energy Blast 8d6, Variable Special Effects (Limited Group of SFX; +1/4), No Normal Defense (Forcefield; +1), Variable Advantage (+1/2 Advantages; +1) (130 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4) 2) Wide Stun Setting: Energy Blast 7d6, Area Of Effect (22" Cone; +1), No range -1/2, Two-Dimensional (-1/4), No Normal Defense (Forcefield; +1), Variable Advantage (+1/2 Advantages; +1) (131 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4) 3) Heavy Stun Setting: Energy Blast 13d6, No Normal Defense (Forcefield; +1) (130 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4) 4) Kill: Killing Attack - Ranged 3d6, No Normal Defense (Forcefield; +1), Does BODY (+1) (135 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4) 5) Disintegrate: Killing Attack - Ranged 4d6+1, Continuous (+1) (130 Active Points); OAF (Phaser Pistol; -1), Real Weapon (-1/4) 6) Overload: Killing Attack - Ranged 7d6, Explosion (+1/2), Nonselective Target (-1/4) (131 Active Points); 1 Charge which Never Recovers (-4), OAF (Phaser Pistol; -1), Extra Time (1 Minute, Only to Activate, -3/4), No Range (-1/2), Lockout (-1/2), Real Weapon (-1/4) Tricorder 1) EM sensors: Radio Perception/Transmission (Radio Group), Telescopic: +10 (15 Active Points); OAF (Tricorder; -1) 2) Detect Lifeforms 16- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Telescopic: +6 (27 Active Points); OAF (Tricorder; -1) 3) Detect Physical Properties 16- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic: +6 (32 Active Points); OAF (Tricorder; -1) Communicator: Radio Perception/Transmission (Radio Group), Telescopic: +10 (15 Active Points); OAF (Communicator; -1) 0 Quote Link to comment Share on other sites More sharing options...
Ian Mackinder Posted August 5, 2009 Report Share Posted August 5, 2009 Re: Star Trek HERO Also, very well-known (possibly typical) for Vulcans was a healing trance by which they could overcome especially serious illness / injury. Basically, they would go into an almost comatose state in order to heal and recover faster. Interestingly, to come fully out of this state, Vulcans would then need some kind of physical shock / stimulus. Saw this once in TOS ('A Private Little War', I think) - Spock used the healing trance to recover from injury. Later, he asked Nurse Chapel to hit him, to get him out of his trance. She hesitated, but Doctor M'Benga (who had worked on Vulcans before) immediately stepped in and began slapping Spock silly until he could get up. ... And let's not forget Pon Farr, either. Quote Link to comment Share on other sites More sharing options...
Eldos Posted August 5, 2009 Report Share Posted August 5, 2009 Re: Star Trek HERO Sounds like a cool game Shaft - I hope it all goes well for you. My only suggestions go to what your players are like. Hard core Trek fans, Hero fans, just friendly gamers? If found, much to my chargrin at times, that knowing your players is primary to pretty much everything. Quote Link to comment Share on other sites More sharing options...
Ian Mackinder Posted August 5, 2009 Report Share Posted August 5, 2009 Re: Star Trek HERO Sounds like a cool game Shaft - I hope it all goes well for you. My only suggestions go to what your players are like. Hard core Trek fans, Hero fans, just friendly gamers? If found, much to my chargrin at times, that knowing your players is primary to pretty much everything. Excellent point. Quote Link to comment Share on other sites More sharing options...
Sundog Posted August 5, 2009 Report Share Posted August 5, 2009 Re: Star Trek HERO Phaser Two was supposed to be more powerful than Phaser One (at least on Kill setting) - Kirk mentions this in Devil in the Dark (I am Geek, hear me roar...). Quote Link to comment Share on other sites More sharing options...
DrTemp Posted August 5, 2009 Report Share Posted August 5, 2009 Re: Star Trek HERO Not to spoil the fun, but maybe this one is useful in this context: http://www.starherofandom.com/h_trekhero/index.php Quote Link to comment Share on other sites More sharing options...
Shaft Posted August 9, 2009 Author Report Share Posted August 9, 2009 Re: Star Trek HERO I've done some tweaking with the point levels: Crewman-Recruit: 50 base, 75 disads (125 total) Crewmen Apprentice: 65 base, 75 disads (140 total) Midshipmen/Crewmen: 80 base, 75 disads (155 total) Ensigns/Petty Officers, 3rd Class: 95 base, 75 disads (170 total) Lt jgs/Petty Officers, 2nd Class: 110 base,75 disads (185 total) Lts/Petty Officers, 1st Class: 125 base, 75 disads (200 total) Lt Cmdrs/Chief Petty Officers: 140 base,75 disads (215 total) Cmdrs/Senior Petty Officers: 155 base, 75 disads (230 total) Captains/Master Chief Petty Officers: 170 base, 75 disads (245 pts) Non-comm ranks are from Star Fleet Battles. Those are for NPCs(who in many cases may only have 50 points in disads if they are generic with onyl the Starfleet disads). PCs will be 230 pts, with the Captain being 260 pts since PCs tend to be the elite of the elite. Quote Link to comment Share on other sites More sharing options...
Clonus Posted January 3, 2010 Report Share Posted January 3, 2010 Re: Star Trek HERO Abrams influenced ship designs. http://www.madshipyard.com/ships.htm Quote Link to comment Share on other sites More sharing options...
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