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Section 31 Package


AirborneRob

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Hey fellow trekkies ;) In my ongoing conversion of Start Trek into HERO, i have had some great input from from a few folks and i am in need of some recommendations. I have several basic packages outlined and i am working on a few unorthodox packages that i feel should be a part of the conversion. One is how i should treat a Section 31 Operator. I went through and listed every skill that i think would fit into their Tradecraft and it gets very expensive as a package. Im thinking just keep the package to several core skills and such with a healthy CP pool to allow for maximum flexibility for character creation ( which is obviously a good thing ) or just draw it up as i have it and let the cost fall where it may. With what i have as of now, the only player choices really fall into them picking what AK's, CK's and a couple PS's (<--- To enhance a cover?) they feel they should have. According to the few DS 9 episodes that featured these guys, they were represented as the penultimate spys. I am also working on the Starfleet Rangers, Starfleet Operational Detachment Sierra ( Starfleets version of Delta ). Any thoughts would be appreciated, ty.

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Re: Section 31 Package

 

Ok, this is what i feel would represent a good first draft for a Section 31 Operative:

 

3 Acting

3 Analyze: Espionage Skills

3 Analyze: Computers

3 Analyze: Security Systems

3 Bugging

3 Charm

0 Computer Programming ( Everyman )

0 Concealment ( Everyman )

0 Conversation ( Everyman )

0 Deduction ( Everyman )

3 Cryptography

2 AK: Pick one

2 CK: Pick one

4 Language: Pick one

2 PS: Pick one

3 Security Systems

3 Sleight of Hand

8 +2 SL's ( Tradecraft Skills )

TF: Shuttlecraft ( Everyman )

+ 20 CP's to spend

 

Perks:

 

3 Anonymity

2 Deep Cover

3 Security Clearance ( New Operator-Secret Only )

5 Membership ( Powerful Organization but New Operator )

 

Complications:

 

20 Hunted, Section 31 ( MoPow, Extensive NCI, Very Freq, Only Watching )

20 Subject to Orders ( Very Freq, Major )

 

How does the first draft look at first blush?

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Re: Section 31 Package

 

Ok, this is what i feel would represent a good first draft for a Section 31 Operative:

 

3 Acting

3 Analyze: Espionage Skills

3 Analyze: Computers

3 Analyze: Security Systems

3 Bugging

3 Charm

0 Computer Programming ( Everyman )

0 Concealment ( Everyman )

0 Conversation ( Everyman )

0 Deduction ( Everyman )

3 Cryptography

2 AK: Pick one

2 CK: Pick one

4 Language: Pick one

2 PS: Pick one

3 Security Systems

3 Sleight of Hand

8 +2 SL's ( Tradecraft Skills )

TF: Shuttlecraft ( Everyman )

+ 20 CP's to spend

 

Perks:

 

3 Anonymity

2 Deep Cover

3 Security Clearance ( New Operator-Secret Only )

5 Membership ( Powerful Organization but New Operator )

 

Complications:

 

20 Hunted, Section 31 ( MoPow, Extensive NCI, Very Freq, Only Watching )

20 Subject to Orders ( Very Freq, Major )

 

How does the first draft look at first blush?

 

Just at a first look it generally looks good. I might add the additional skill of "Systems Operation: Tricorder" since the Tricorder and/or PADD seem as ubiquitous in the ST world as a laptop or smart-phone is today in ours. Most folks can do some basic things with such gear but to really get the most "bang for your buck" you have to have developed some basic skills/tricks. The Systems Op skill would simulate that for the bureau agent(s).

 

Somewhere I have an HDC file (or three) that might be of use in this situation...If I can find them on my hard drive I'll review them and post a follow up.

 

-Carl-

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