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Star Trek HERO


Shaft

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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.

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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

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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

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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'.

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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.

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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.

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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

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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. ;)

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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.

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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.

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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.

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