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Eodin

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Everything posted by Eodin

  1. Re: Miniaturized Manufacturing Units? FWIW, from the TNGHero pdf, Cost Industrial Replicator System 80 Industrial Replicator System: Multipower, 240-point reserve, all OIF Immobile (-1 1/2), Extra Time (Full phase; -1/2) 6u 1) Small Object Replication: Transform 4d6 (Major), Air to Any Object programmed into system (+1), Continuous (+1) (180 Active Points); OIF Immobile (-1 1/2), Extra Time (Full phase; -1/2) 8u 2) Large Object Replication: Transform 4d6 (Major), Air to Any Object programmed into system (+1), Continuous (+1), Area Effect 8 hexes (+1) (240 Active Points); OIF Immobile (-1 1/2), Extra Time (Full phase; -1/2) Total Cost: 94 points.
  2. Re: Any Arcanum-style campaigns out there? I got a copy of Victoriana (Fusion-based) at the FLGS. Didn't find the GURPS Castle Falkenstein, but what I did find on the internet didn't intrigue me. Hmmm, so dugfromtheearth, are your players enjoying it? Do you have any trouble with the mix of tech and magic?
  3. Has anyonce created any Arcanum-like campaigns out there? In case you're not familiar with Arcanum, it's steampunk with magic. There's elves and dwarves, pistols and bows and magic oh my. The only thing about Arcanum that I don't like as a game world is that technology cancels magic and magic cancels technology. The Arcanum I'd like to see doesn't have magic and technology cancelling each other out, but rather has social and cultural ramifications. Anyway, I wanted to see if anyone had put together such a world, and if so, how did your players like it? Did it work?
  4. Beyond the Star Hero genres (Space Opera, Military Campaigns, etc.), What kind of teams are you GMing/gaming? When I say that, I mean: Merchant crew Passenger liner crew Space Exploration Soldiers Adventurers For Hire Spies Pirates Scientists Space Cops and so forth. And how much work would it take to make a generic published adventure fit into your campaign? What kinds of settings does your team frequent (bars, spaceport docking bays, high-tech city streets...) ? I'm waiting anxiously for my half-price FH Battlegrounds to arrive, and hoping that there will one day be a Star Hero Battlegrounds or the like Maybe if enough people give Steve some good ideas here, we might eventually see one in print (hope hope hope).
  5. Re: Al-Qadim? I'd love to see a good Al-Qadim conversion. Most things should convert fairly straightforward, but the Shair are going to be... interesting. I'd say the Gen are definitely bought as followers, and the Shair spells are going to have an OAF(Gen) and some kind of time delay.
  6. Re: The Chronicles of Thomas Covenant the HEROic Unbeliever Thomas Covenant was definitely an anti-heroic type, but The Land was such a rich backdrop! I remember that White Wolf came out with an xD&D conversion back in the late '80s of the Ur-Viles and some other creatures. Don't know of anything since then, and I lost my copy umpteen years in one of my moves. I agree - if anyone comes up with something usable for this, keep us informed!
  7. Re: Trek Hero PDF available Just a quick note: The 5 part split of TNGHero (for those with dial-up modems) has been posted.
  8. Re: Trek Hero PDF available I've posted an updated TNGHero pdf. The main updates are the added Racial packages split into three chapters (core, TOS/TAS, and TNG/DS9), and the skills and Talents in the Game Elements chapter. I'm not through with the 'cleanup' of chapter formatting, so you may see a few layout issues in the last half of the book. I just wanted to get this out before I got back into the Honey-Do projects.
  9. Re: Trek Hero PDF available Okay, I'll continue at my normal pace with updates. That being said... IF Anyone wants to contribute to the effort, I need to have Hero Designer 2 prefabs of everything in the 2 flavors of Trek put together for use by Herodom. I've added some prefabs (plus Kirk and Spock) to the Hero Trek website. So if you're willing to give of your free time, have Hero Designer 2, and would like to make free prefabs for everyone to use, take a look at the ones on the website. Contact me with what your willing/able to work on. If you help, the only thanks I can give you is listing your name on the website as a contributor, and my genuine appreciation.
  10. Re: Trek Hero PDF available
  11. Re: Trek Hero PDF available 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 Destroysâ€) 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 5’0â€. 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 their neighbors. The Gorns on Cestus III are a mix of those seeking to free themselves of the old factions (or start their own), representatives of the old factions (to study the Federation for peace or war), and the usual malcontents, dreamers, explorers, and visionaries involved in expanded knowledge and frontiers. Gorn consider themselves one race and work together cooperative - when their factions goals are not in conflict. Five years after reaching maturity, each Gorn must spend two years working in the Gorn version of Civil Service. The Civil Service trains them not only in service to community, but in basic job functions such as sanitation, computer usages, accounting, as well as basic military training. Gorn are also very territorial and protective - of their mates, their children, and their territory. Encroachment is met with violence. When Gorn battle among themselves, the battles tend to be very deadly, with noone willing to back down. Antican Anticans are large, canine humanoids from Antica in the Beta Renner star system. Anticans are a carnivorous species, preferring to consume live or raw meat. They had a long-standing dispute with the Selay, another sentient race that lived in the Beta Renner system. They applied for Federation membership in the year 2364 and negotiated a peace with the Selay. The Anticans become members of the Federation in 2371. Antican Biology Anticans are a caninoid species, with obvious snouts, long whiskers, and sharp claws and teeth. Their eyesight is highly developed, and they have excellent night vision. The top of their heads are hairless. Average height ranges between 1.7m and 2.5m (6’7†to 8’2â€). They hide their narrow rib cages and haunch-like legs beneath billowing robes unless hunting. Antican Racial Package Ability Cost +3 STR 3 +1 DEX 3 Running +2†4 Nightvision 5 Canine Senses: +1 PER with all senses 3 Canine Senses: Tracking for Normal Smell 5 Keen Hearing: +2 PER with Hearing Group 6 Bite: HKA 1/2d6 (1d6+1 w/ STR); Reduced Penetration (-¼) 8 Claws: HKA 1 pip (1/2d6 w/ STR); Reduced Penetration (-¼) 4 Disadvantages Psych Limitation: Irascible - Enranged When Feels Threatened (Uncommon, Occurs 11-, Recover 11-) -15 Total Cost of Package 26 Options Native Antican: Concealment, Stealth, Tracking, Teamwork, +2 with HTH 22 Antican Homeworld Antica, their homeworld, is one of two habitable planets in the Beta Renner system. It has a 1.1G gravity and an oxygen-nitrogen atmosphere. The terrain is mostly steppes and forests. Antican Society and Culture Antican society is organized around strong central leaders. Group members look for the strongest Antican in any group. Even the government is based on a pack-dominance structure, and the candidate that intimidates all the others is the one that leads. Whenever Anticans are in a new situation, they instinctively try to determine who the strongest member of the group is, usually by verbal sparring and posturing, but physical aggression is possible. Anticans are excellent hunters and trackers, and their culture revolves around the hunt. Families join in the hunt together. As a carnivorous species, Anticans prefer their meat freshly-killed, and the hunt and subsequent dining is a social event. Benzites Benzite Biology Benzites are slight humanoids with smooth hairless skin that is mottled blue and either purple or green. They have prominent nasal lobes reminiscent of the Terran catfish. Benzite Racial Package Ability Cost -2 STR -2 +2 CON 4 +1 EGO 2 Toxic Resistance: Life Support (Immunity to Terrestrial-type toxins) 10 Disadvantages None 0 Total Cost of Package 14 Options Dependence: Ammonia Breather (Common, 1d6 per Turn) ** -25 Psychological Limitation: Meticulous (Common, Moderate) -10 ** Only applies to Benziters prior to 2376 Benzite Homeworld The Benzite homeworld is known as Benzar (designated at Securis IV by the Federation discoverers). The atmosphere is high in ammonia low in oxygen. The terrain has many large crystalline rock structures, and their cities are built with these formations. Their cities are called geostructures. Benzite Society and Culture Benzites descended from a now extinct species known only as the “Forbearsâ€, who came to Benzar from another world. Unable to survive the Benzar atmosphere, they engineered their descendants as a new species capable of surviving the new home. Every Benzite newborn spends time in the Birthing Chambers, a process of genetic resequencing that produces beings capable of surviving Benzar. Though the Federation has bans against genetic resequencing, the millenia of use by the Benzar for survival makes it a tolerated process. The race follows the teachings of the philosopher Androgov, who stressed efficiency and quantifiable success as the objectives of a successful life I'm up through M in the TOS/TAS chapter, and B in the TNG/DS9 chapter of races, but it's coming along...
  12. Re: Trek Hero PDF available 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.
  13. Re: Trek Hero PDF available 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...
  14. Re: Trek Hero PDF available 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.
  15. Re: Trek Hero PDF available 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...
  16. Re: Trek Hero PDF available 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.
  17. Re: Trek Hero PDF available Apparently my FTP died in the middle and didn't tell me. I've reloaded the FASATrek pdf, and it seems to work now.
  18. Re: Trek Hero PDF available Oh great. It'll have to wait until I get home this evening...
  19. Re: Trek Hero PDF available 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.
  20. Romulan updates to FASATrek I've added a whole bunch of Romulan info, package deals, and other info to the FASATrek.pdf.
  21. Re: Trek Hero PDF available 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.
  22. Re: Trek Hero PDF available 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.
  23. Re: Trek Hero PDF available 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.
  24. Re: Trek Hero PDF available 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.
  25. Re: Trek Hero PDF available 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.
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