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Old 2nd September 2009, 01:04 AM   #1 (permalink)
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Star Trek: Ascendant

This is the index and background thread being played in Playing the Game forum.


Shakedown Cruise IC
Star Trek: Ascendant - Shakedown Cruise IC

Star Trek: Ascendant OOC
Star Trek: Ascendant - OOC

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Old 2nd September 2009, 01:09 AM   #2 (permalink)
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Ship Description

U.S.S. Ascendant


NX-76620




Class and Type: Ascendant-class Dreadnaught
Commissioned Date: She has not been commissioned yet, as the starship is still in evaluation mode.
Constructed: Utopia Planitia Staryards, Mars
Size: 7 (492m long, 26 decks)
Crew/Passengers/Evac: 250/1000/3000

Fleet Data: After the Battle of Wolf 359, in which the Borg destroyed 39 starships, the Office of Strategic Operations, in conjunction with the Office of Fleet Deployment and the Starfleet Corps of Engineers, advocated a new approach to starship construction. The task force assembled to rebuild the fleet focused on improved technologies in response to the Borg threat, resulting in unconventional starship designs including the USS Ascendant.

Unlike most ships of its size, which have 500-750 crewmen, the Ascendant has less than 300 due to the extensive use of automation and advanced systems on the ship. Among other things, it boasts a bio-neural computer network with an advanced LCARS system knows as the LCARS-I with a holographic avatar by the name of Carsi. Other things of interest are an advanced tactical system, that has the ability to coordinate a group of ships in a space conflict, as well as advanced sensory systems and holocommunications systems. The Ascendant is also a test bed for the EMH Mark II as well as the new prototype EEH or Emergency Engineering Hologram. Due to the amount of Hologram systems being tested here, there are holographic projectors on every deck. Its technological sophistication also shows in its use of redundant backup systems; for example, it has a fully functional auxiliary control room and a backup navigational computer as good as the standard models.

Due to its powerful warp drive and impulse systems, the Ascendant-class is a fast, highly maneuverable ship well suited to perimeter defense, patrol, and threat response duties.

The Ascendant's deceptively simple design - a blunt arrow-shaped saucer with two fin-shaped nacelle pylons its aft sides - hides a potent offensive punch in the form of 15 proton torpedo launchers capable of firing the standard Mark II proton torpedoes or the new Mark II Quantum torpedoes. There are two forward facing proton torpedo launchers, one aft, as well as six facing port and starboard, giving the Ascendant the ability to do a 'broadsides' type of torpedo launch. Considering that she is one of the newest designs, the Ascendant also has pulse phaser cannons, ablative armor and an experimental regenerative shield generator.

Last edited by knightemplar; 3rd October 2009 at 03:34 AM..
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Old 2nd September 2009, 01:15 AM   #3 (permalink)
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Deck Listings

Deck 1

Bridge -


Bridge picture courtesy of Ex Astris Scientia

Directly in front of the Carsi holographic avatar is the stations for the Helm on the left and the OPS station on the right. The Helm is usually manned by the on duty Flight Control Officer, while the OPS station is manned by the on duty Operations Officer. Directly in front of the Helm/OPS console is the Main Viewscreen.

To Carsi's 2-o'clock position is the main Science station. This is usually manned by the Science Officer on duty.

To Carsi's 3-o'clock position is the main turbolift. Allowing entry to the bridge.

To Carsi's 4-o'clock position is the Bridge Engineering Station, for when the Chief Engineer transfers Engineering controls to the Bridge.

Behind Carsi at the 5 to 6-o'clock positions are the backup Science stations or Library retrieval units. They can be used for either purpose.

Just behind Carsi is the Command Chair, used by which ever Bridge Officer is on Command duty.

To Carsi's 7-o'clock position is the Environmental Systems Station.

To Carsi's 8-o'clock position is the main Security/Tactical console. This is usually manned by the Security/Tactical Officer on duty.

To Carsi's 9-o'clock position is the entrance to a small hallway leading to the Captain's Ready Room and the Observation Lounge.

To Carsi's 10-o'clock position is the Communications station. This is usually manned by the Strategic Operations officer on duty.

Briefing Room -



Briefing Room picture courtesy of Ex Astris Scientia


Observation Lounge -


observation Lounge picture courtesy of Ex Astris Scientia

Commodore's Ready Room - This is the office of Commodore Rardon. Across from the desk is a rather large painting of the Ascendant being built in the drydock of Utopia Planitia. Off to the side is a painting of her family's southern plantation with an overlook of the sea.



Ready Room picture courtesy of Ex Astris Scientia


Deck 2

HC&C, (Holographic Command & Control) - The HCC, located on deck 2 just below the main bridge of the ship, is a system similar to the Holodeck and Astrogation Lab; however both systems have been joined. The duty Command crew can observe the situation they find themselves in from a 3D perspective: they can actually appear to walk through space and look upon unknown ships or spatial events or control Multiple vessels.

Admiral Kiel's Quarters - Normally stationed on Starbase 39-Sierra. Admiral Kiel will sometimes use the Ascendant to travel to important meetings and diplomatic functions. She has stored personal items such as some of her bowling trophies as well as full closets of her clothes and uniforms.

Admiral Kiel's Office - Admiral Kiel has an office built into the design of the Ascendant. This is a place that she can do her administrative work, while the Ascendant ferries her to her current destination.

Captain's Quarters - This is the quarters of Commodore Kristine Rardon. One section of her quarters has been converted into a small artist's studio where she can spend hours relaxing painting some of the fabulous landscapes on planet's she has been on. She also has a bookcase in her sleeping quarters with many old books that she enjoys.

Bowling Alley 2.1 - Admiral Kiel is an avid bowler. Since this is the Flagship of Admiral Kiel's 12th fleet, they put in a regulation size bowling alley for her recreation.

Holographic Computer Relay Systems - These are holographic computer controlled systems that provide service to the HC&C as well as to the Carsi avatar.

Deck 3

Senior Officer's Quarters -


Quarters picture courtesy of Ex Astris Scientia

Diplomatic Quarters -

Formal Reception/Dining Room -

Transporter Room 3 -


Transporter Room picture courtesy of Ex Astris Scientia


Armory 3 -

Personal Holodecks (3.1-3.3)

Executive Officer's Office -


Office picture courtesy of Ex Astris Scientia


Deck 4

Junior Officer's Quarters -

Officer's Lounge -

Bowling Alley 4.1 - 4.3

Deck 5

Junior Officer's Quarters -

Guest Quarters -

Personal Holodecks (5.1-5.3) -

Deck 6

Environmental Systems -

Enlisted Quarters -

Deck 7

Science Labs -


Science Laboratory picture courtesy of Ex Astris Scientia


Transporter Room 7 -

Enlisted Quarters -

Main Sickbay -


Sickbay picture courtesy of Ex Astris Scientia


Advanced Medical Diagnostic Lab -


Advanced Medical Diagnostic Lab picture courtesy of Ex Astris Scientia

Morgue -


Morgue picture courtesy of Ex Astris Scientia

Security Office -

Brig -


Brig picture courtesy of Ex Astris Scientia

High Security Brig -


High Security Brig picture courtesy of Ex Astris Scientia


Security Holodeck - This holodeck is the size of the main holodeck, but is only to be used for training programs ran by the Security department. All security personnel are required to do two hours a day in the training programs.

Armory 7 -

Phaser Practice Range -


Picture courtesy of Ex Axtris Scientia

Chief Security Officer's Office -

Chief Medical Officer's Office - The CMO's office shows the peculiar interests of Dr. Crescent. Contrary to his pasifistic nature the walls are decorated with an assortment of bladed weapons from various cultures. You can spot at least a Klingon Bat'leth, an Andorian Ushaan-tor and a Vulcan Lirpa among others. All neatly hanging on the walls or in stands.



Picture courtesy of Ex Axtris Scientia


Chief Counselor's Office -

Photon Torpedo Magazine -

Forward Photon Torpedo Launchers 7.1 - 7.2

Deck 8

Main Computer Core (Upper Level) -

Impulse Engine Systems (Upper Level) -

Medical Laboratories -

Forward Sensor Array -

Deck 9

Saucer Cargo Bays -

Main Computer Core (Main Level) -

EPS systems -

Saucer Impulse Engines (Upper Level) -

Backup Navigational Systems -

Deck 10

Saucer Impulse engines (Main Level) -

Deck 11

Saucer Module separation subsystems -

Docking Latches -

Aeroshuttle Dock -


Drive Section



Deck 12


Main Holodeck (12.1-12.2) -

Main Lounge -


Picture courtesy of Ex Axtris Scientia

Personal Holodecks (12.3-12.8) -

Enlisted Quarters -

Armory 12 -

Gymnasium (12.1-12.3) -

Racquetball Courts (12.1 - 12.3) -


Picture courtesy of Ex Axtris Scientia

Ship's Library -


Deck 13


Engineering systems -

Warp Core monitoring -

Deuterium storage -


Deck 14

Engineering Systems -

Deuterium Storage -

Stardrive Impulse Engine -

Deck 15

Science Labs -

Hololab -



Picture courtesy of Ex Axtris Scientia


Sensors -

Warp Core Systems -

Deflector Subsystems -

Stardrive Impulse Engines -

Chief Science Officer's Office -

Astrometrics Laboratory -


Picture courtesy of Ex Axtris Scientia

Deck 16


Sensors -

Engineering Labs -


Picture courtesy of Ex Axtris Scientia

Tractor Beam Emitters -

Photon Torpedo Magazine (Upper Level) -


Deck 17


Shuttle Subsystems -

Photon Torpedo Magazine (Main Level) -

Port Photon Torpedo Launchers - 17.1 to 17.6

Starboard Photon Torpedo Launchers - 17.7 to 17.12

Main Engineering (Upper Level)-


Deck 18


Main Shuttle Bay -

Power Transfer Conduits -

Main Engineering (Main Level)-


Picture courtesy of Ex Axtris Scientia

Battle Bridge -


Battle Bridge picture courtesy of Ex Astris Scientia


Armory 18 -

Chief Engineer's Office -

Chief Flight Control Officer's Office -

Auxillary Control Room -

Deck 19

Shuttle Storage and Maintenance -

Freight and Cargo Storage Bays -

Main Engineering (Lower Level) -

Deck 20

Cargo Bays -

Science Labs -

Docking Ports -

Deck 21

Cargo Bays -

Science Labs -

Deck 22

Cargo Bays -

Deflector Control (Upper Level)-

Photon Torpedo Magazine -

Aft Photon Torpedo Launchers -

Deck 24

Deflector Control (Main Level) -

Cargo Loading Ports -

Tractor Beam Emitter -

Deck 25

Cargo Bays -

Deck 26

Antimatter Storage -

Tractor Beam Emitter -


Shuttlecraft

Aeroshuttle


Built into the lower hull of the saucer section, this shuttle is considered the captain's yacht. This is a shuttle capable of atmospheric travel as well as being able to sustain up to warp 4. The Aeroshuttle can carry up to 6 crew comfortably.



2 Type 6 Personal Shuttlecraft


Shuttlecraft picture courtesy of Ex Astris Scientia


2 Type 7 Personal Shuttlecraft


Shuttlecraft picture courtesy of Ex Astris Scientia

Last edited by knightemplar; 15th October 2009 at 12:39 AM..
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Old 2nd September 2009, 01:28 AM   #4 (permalink)
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Command Personnel

Rardon, Kristine (NPC)

Assignment: Commanding Officer
Rank: Commodore
Species: Human (Female)

Image: Commodore Rardon is a middle-aged human woman, in her mid-forties. She has long black hair, that goes just past shoulder length.

Personality: Commodore Rardon is a skilled starship captain, that has the right instincts about any certain situation. She tends to be very informal with most of her officers, especially since she has served with a couple of them on the Roosevelt. Her personal time is spent painting some of the visual landscapes of planets, she has explored.

History: A veteran of the Cardassian Wars, Commodore Rardon served from the rank of Ensign to the Captain aboard the USS Roosevelt. When the Roosevelt was destroyed in the Battle of Wolf 359, Commodore Rardon was assigned to Starfleet Academy to teach classes on starship tactics. She did not do very well as a teacher, since so much of her ability is based upon instinct. So she was reassigned to the command of a starship being built at Utopia Planitia, by the name of the USS Ascendant.



Cherok, Darasterlee (NPC)

Assignment: Executive Officer
Rank: Commander
Species: Tellarite (Male)

Image: Darastlee is short, squat, and very gaunt for a tellarite. His appearance is disfigured by an old burn scar on the side of his neck and face. He uses a hoverchair to move around the ship, as his mostly healed wounds do not allow a lot of mobility.

Personality: Darastlee is a careful and cautious officer, almost the exact opposite of Commodore Rardon. He has served with her for many years and is extremely loyal and very protective of her.

History: Darastlee served with Commodore Rardon on the USS Roosevelt, as the Chief Engineering Officer. During the Cardassian Conflict, Darastlee was battlefield promoted to Commander and assumed the duties of the previous XO. The scars that he wears is from the Battle of Wolf 359, when he went back to the Roosevelt after it had been evacuated, and managed to block the tractor beam on the Endeavor, allowing it to escape.



D'Vassa (NPC)

Assignment: Chief Strategic Operations Officer
Rank: Lieutenant
Species: Orion (Female)

Image: D'Vassa is a very gorgeous lady, with a deep green colored skin. Her black hair also has light greenish highlights running through it.

Personality: She has been trained by Starfleet Intelligence to be an undercover agent within the Orion Syndicate. She will not usually deal with others of her race, as she sees that they have no real sense of honor or loyalty. Her mood can change within seconds thanks to her training. It is not possible to determine how she really feels at any given time, unless the asking person is a telepath.

History: Her father was a Delbaj (Lt.) within the Orion Syndicate, though his daughter was the one thing he truly loved within the galaxy. When D'Vassa came of age, a messenger arrived from one of her father's bosses. It was a offer to buy D'Vassa, or the family would be exterminated with extreme prejudice. Her father sent her to business partners to be cared for within the Federation. About a year later, D'Vassa received word that her entire family was killed in a Syndicate-related execution. The only thing she desired then, was revenge for her parents. Seeing that the best way to get revenge would be to break the Alosha's (Director) power, she volunteered to work with Starfleet Intelligence as a mole within the Syndicate. After Starfleet arrested the Alosha, Starfleet Intelligence recommended her for Starfleet Academy.



Dyness, Bart (NPC)

Assignment: Flight Control Officer
Rank: Ensign
Species: Human (Male)

Image: Bart Dyness has bright red hair and freckles.

Personality: Bart is an energetic and dynamic individual, with dreams of a command of his own one of these days. He is open and generous, as long as such generosity does not interfere with his personal plans for advancement.

History: During his Academy days, Bart transferred from Security to Flight Control in hopes of bettering his chances for promotion. Past service has included a tour of duty at Deep Space 7.



Bry'nn (NPC)

Assignment: Flight Control Officer
Rank: Ensign
Species: Caitian (Female)

Image: Bry'nn is tall for a Caitian, standing well over two meters in height. Slender of build and full-figured, Bry'nn has pale yellow eyes and soft gold-colored fur. Her six-fingered forepaws are adorned with miniature rings denoting various Caitian social characteristics.

Personality: Bry'nn has no desire for her own command, she just likes to fly ships. She has already passed up two promotions, since both of the offered positions would have taken her away from the helm. A dedicated officer, Bry'nn values loyalty in herself and others above all else.

History: Bry'nn is the third member of her clan to enter Starfleet. She began her career as a shuttle pilot on the USS Excalibur, and received a battlefield promotion during the Cardassian Conflict. She then enrolled in Starfleet Academy at the advice of her XO, Lt. Commander Worthington. Due to her love of flying she became a flight control officer. She is equally skilled at the helm of a starship and at the controls of a shuttlecraft.



McHugh, Arlea (NPC)

Assignment: Strategic Operations Officer
Rank: Ensign
Species: Human (Female)

Image: She is a tall, muscular, and attractive, and has long red hair.

Personality: Arlea is an excellent officer, but her temper and her tendency to charge into situations have gotten her into trouble on more than one occasion. She holds a hatred of the Romulans, and despite her feelings was able to pass the rigorous psychological exams and gain entrance into Starfleet Academy.

History: When she was twelve years old, her parents, both in Starfleet, were killed in a Romulan attack on their starship. Afterwards, she threw herself into her studies with the intention of joining Starfleet. She has learned everything she could about the Romulans, and then was approached by Starfleet Intelligence for additional training. With her interest in Romulan civilization, it was determined to place her on a starship on the RNZ.



O'Shanter, Timothy (NPC)

Assignment: Flight Control Officer
Rank: Ensign
Species: Human (Male)

Image: Tim's thin, sandy hair is always mussed up. He never sits is chairs, but rather slumps in them. His relaxed body, however, is extremely agile.

Personality: Though neither inefficient or incompetent, Tim lacks the strong personal zeal and ambition that would mark him for rapid advancements in rank. Tim sees the service largely as an escape from the drudgery of an otherwise mundane life at home. Tim is a very easy-going individual that takes life as it comes, with no real concern for what tomorrow will bring.

History: Tim is a native of Cycloious, a world located in the Triangle near the Federation border. He is one of the few Cycloians to graduate from the Academy. Tim's previous assignments have included a tour of duty at Star Base 12.



Bridger, Malcolm (NPC)

Assignment: Captain's Yeoman
Rank: Petty Officer 2nd Class
Species: Human (Male)

Image: Malcolm wears his long, black hair at just past shoulder length. Tall and thin, he moves rather gracefully for a person with his head stuck in a mound of paperwork all the time.

Personality: Malcolm views Starfleet as a means to an end. His ultimate goal is a diplomatic/bureaucratic position with the Federation Diplomatic Service, following the completion of a successful career in the service. Upon completing the assignment, Malcolm hopes to secure an assignment with the Starfleet Office of the Judge Advocate General, where his administrative skills can be put to better use.

History: A graduate in the top ten percent of his class at the Academy, Malcolm excels in administrative and legislative matters. He participated in a Federation Diplomatic mission into Tholian space, in which he then became interested in joining the Federation Diplomatic Service.

Last edited by knightemplar; 9th October 2009 at 01:39 AM..
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Operations Personnel

Martinez, Jamie (NPC)

Assignment: Operations Officer
Rank: Lieutenant
Species: Human (Male)

Image: Jamie Martinez is very handsome with pronounced Latin features and a powerful personality to match. There is a scar on his right shoulder from a rapier duel over a young lady in his adolescent years.

Personality: The post of an Operations Officer is very demanding, as it requires that officer to show nearly as much leadership as does the captain of the ship. He takes his duties very seriously, as he does nay of his pursuits, including women.

He has had a tough time in Starfleet. At first, he tried to get along with a macho type of personality. However, this failed him when his self defense instructor in the academy put him in his place physically. Not only she was a woman, but also half his size. Then he failed to qualify for a cadet cruise on the Enterprise (his first choice), ending up on a mere destroyer instead. Because of his disappointment, he could not even bring himself to study on the cruise. On his next assignment, Martinez began to emulate that ship's First Officer, whom he admired.

History: Jamie Martinez's Starfleet career did not get off to a particularly good start. With his assignment as an Operations Officer, he is quite interested in the success of the Ascendant's shakedown cruise so that he can make his mark.


Grenandine, Janissa (NPC)

Assignment: Engineering Officer (Weapons)
Rank:Lieutenant (j.g.)
Species: Human (Female)

Image: Janissa is very tall, attractive brunette female. She often wears her hair long, disregarding dress regulations.

Personality: A lusty individual with an enormous love of life, Janissa is outgoing, quick to befriend, and extremely loyal. Though, she enjoys the company of her subordinates, she is equally at home on the bridge.

History: The daughter of a Merchant Marine Captain, Janissa spent most of her early life aboard her parent's tramp freighter. Acquiring a fascination for anything mechanical, Janissa applied for and was granted admittance to the Academy on the basis of her technical aptitude. Excelling in her chosen branch beyond the expectations of her instructors. she received a special commendation upon the completion of her cadet cruise.


Singh, Nahwadi (NPC)

Assignment: Engineering Officer (Sensors)
Rank: Lieutenant (j.g.)
Species: Human (Male)

Image: Nahwadi Singh is a short human male of the Pakistani Confederation of Earth. He is barely above 5 feet tall, and of a very slender frame. His dark hair shows signs of premature balding even though he is not even in his mid twenties yet.

Personality: In Nahwadi's career, he has found that he is more interested in devices that allow him to detect things far distances away, then anything that had come across his desk.

History: From his cadet cruise on the USS Enterprise, Nahwadi was assigned to the Utopia Planitia Staryards. An Ensign being assigned to such a prestigious assignment directly from his cadet cruise is unheard of. He had Lt. Commander LaForge's personal recommendation for his work on revamping and redesigning the lateral sensor arrays of the Enterprise. The work he did increased the lateral sensor's effectiveness by over 10%. He spent a considerable amount of time on the Ascendant project, and when the prototype vessel was nearing completion, he asked to be assigned to her engineering department.


Solam (NPC)

Assignment: Operations Officer
Rank: Lieutenant (j.g.)
Species: Vulcan (Male)

Image: Solam's build is fairly ordinary for a Vulcan; he is chiefly noticeable for his pronounced limp, which dates back to a wound suffered in a hijacking attempt against his ship.

Personality: Like all Vulcans, Solam suppresses his emotions rigidly. In Solam's case, there are quite a few to suppress. Inwardly, Solam blames himself for the loss of his family. He secretly fears that he might bring bad fortune to his new shipmates as he did to his family, and compensates for hi turmoil by being more actively Vulcan than many of his kind under similar conditions.

History: Originally part of a family-owned Vulcan trading company, Solam was the only survivor when his ship was the object of a hijacking. A Federation ship foiled the attempt, but not before the hijackers killed all aboard, except for Solam. The Vulcan has a reputation for unheard-of-luck among his kind as a result.


Srosski (NPC)

Assignment: Security Officer (Security)
Rank: Lieutenant (j.g.)
Species: Gorn (Male)

Image: Srosski is one of the first members of the Gorn race to enter Starfleet Academy. He is a large green reptilian humanoid with sharp teeth that lines his snout-like mouth. When he speaks Federation Standard (which is one of the only languages that Gorn can even speak), he tends to roll his sibilants.

Personality: Srosski is very serious on duty, and not very often seen off duty. He has problems socializing with others. He tends to take his meals in his quarters, as most crewman cannot stand to watch him eat. He now seriously wonders if joining Starfleet was a mistake for him.

History: Born on Cestus III, the Gorn/Federation colony world on the edge of Gorn space. Srosski became very curious about the humans that shared the world with the Gorn. One of the few people ever to get close to him was a retired Starfleet Officer, that had came to Cestus III to help teach the youngsters. Commander Matheson had made such an impression on him, he asked for the officers help to enlist in Starfleet Academy.


Masaryk, Anna (NPC)

Assignment: Engineering Officer (Propulsion)
Rank: Ensign
Species: Human (Female)

Image: Anna Masaryk is a tall, energetic human woman with long, reddish-brown hair and flashing black eyes. Her looks are more handsome than attractive, but she has a witty and clever personality, which adds to her charm.

Personality: Anna makes decisions quickly, acts skillfully, but takes orders very poorly. She is very temperamental and has various incidents on her record. A notation by one of her previous commanders, states that she follows orders better if they are stated as requests.

History: While serving as a computer officer aboard an interstellar transport, Anna's mother has an accident that forced a medical retirement. Despite her mother's injury, Anna was determined to join Starfleet, and she was accepted with difficulty. Her fiery personality has caused some problems for her, and it took three cadet cruises to accustom her to the routine of shipboard duty and following orders.


Morrow, Karen (NPC)

Assignment: Tactical Officer (Weapons Control)
Rank: Ensign
Species: Human (Female)

Image: Morrow is a pale, dark-haired human female, with a perpetual sullen and petulant look that makes her look like a sulky child.

Personality: Morrow is basically beyond her capabilities. This is not to say that she is completely useless; she is talented in hand-to-hand combat and in handling weapons of all kinds, and is quite accomplished in other fields. But Morrow is not officer material. She did well academically, but has no flair for leadership or decision-making. Morrow's main goal is to keep others from noticing how far she is out of her element.

History: Morrow, once known as 'Mother Time', was widely said to be the oldest passed-over Cadet in the service. She bids fair to do the same as an Ensign. Morrow took 4 tries before passing the Cadet Cruise, and her career since then has been very unimpressive. She has recently been assigned to the Ascendant project, where she replaced a somewhat more senior and respected officer. Some of the crew think that she obtained the post largely through the machinations of her uncle, Admiral Robert Morrow.


Cochrane, Anthony (NPC)

Assignment: Engineering Officer (Propulsion)
Rank: Ensign
Species: Human (Male)

Image:

Personality: Anthony's strongest fear is of making a mistake, which makes him cautious and easily flustered.

History: Anthony Cochrane is a descendant of Zephram Cochrane, inventor of the Warp Drive; He has to make considerable effort to live up to the Cochrane family tradition.


Vaxx, Lysia (NPC)

Assignment: Operations Officer
Rank: Ensign
Species: Bolian (Female)

Image: Lysia is a member of a human-like species, with light blue skin and a ride that runs through their forehead. Unlike other members of her race, she has ignored Bolian custom and left her long black hair uncut.

Personality: Lysia is a true team player, making sure everyone gets their time in the game. As most of her people believe, that everything is a team effort, she also subscribes to this line of thought. She is married to Lt. Korvin Vaxx, which serves on Starbase 39-Sierra as the Chief Rapid Response Officer.

History: Lysia has recently just graduated from the Academy. She is still a little uncomfortable with shipboard life, but is sure with the help of her teammates, that she will get through.


Winters, Elisa (NPC)

Assignment: Engineering Officer (Communications)
Rank: Ensign
Species: Centuran (Female)

Image: Elisa is a beautiful young, human-like woman, with long white hair. She keeps her hair shoulder length off duty, and puts it into a bun while on duty, to prevent it from being caught in any of the systems she is working on.

Personality: Elisa is a bit shy, being assigned to a new ship and not really anyone she knows here. She will keep to herself until she at least gets to know people on the ship.

History: Elisa just arrived from Starfleet Academy and this is her first tour aboard a starship.


Cartwright, Joseph "Scorch" (NPC)

Assignment: Security Guard (Security)/ Rapid Response
Rank: Petty Officer 1st class
Species: Human (Male)

Image: A human male of average height, with fiery red hair and the attitude to match. He tends to wear a ten gallon cowboy hat, and the duds to match off duty.

Personality: He takes pride that is he is a born and bred Texan. He has decorated his quarters with mementos of the glorious time of the 'Wild West'. As a security specialist, Joseph is a demolitions/heavy weapons specialist.

History: He spent a few years under Lt. Iprani on the Roosevelt, then on the Rapid Response team, where he was given the nickname of 'Scorch'.


110110001001011 "11" (NPC)

Assignment: Engineering Officer (Computer Technology)
Rank: 4th Year Cadet, Starfleet Academy
Species: Bynar (Male)

Image: "11" is a small diminutive human-like individual, around four-and-a-half feet tall, with a slightly oversized bald head. He wears a small white box on his forehead that allows him to communicate with the Bynar master computer.

Personality: "11" is a very logical person, much like the Vulcans. He only sees things as "yes" or "no" with no middle ground such as "maybe". Because of this view, he may make decisions that only support that type of viewpoint.

History: After the Bynars became a full member in the UFP in 2365, the Bynar government selected two of its members to go out and explore the galaxy in Starfleet. Do to the advanced nature of the Bynar intellect and the delicacy of the computer systems of the Ascendant project, Starfleet Command has posted him and his twin "10" on their cadet cruise. "10" showed remarkable ability in the science department and his twin "11" showed much skill in the engineering department. Starfleet Command has issued a guideline that the two of them will serve aboard the same ship. Most of the time, the two are working together on complex computer problems.


Nakamura, Arthur (NPC)

Assignment: Engineering Specialist (Transporter)
Rank: Chief Petty Officer
Species: Human (Male)

Image: Arthur Nakamura is a rather laid back human male of Asian descent.

Personality: If asked, Arthur would be likely to say that his goal is to see the ship's equipment working to its specifications or better. He is one of the most even-tempered of men, more likely to crack a joke when under stress than to lose his cool.

History: Prior to his time in Starfleet, he was a victim in a raid carried out by Romulans on a farming colony world near the Romulan Neutral Zone.


Vendris (NPC)

Assignment: Security Guard
Rank: Petty Officer 2nd class
Species: Beltugean (Male)

Image: Vendris is a small wiry, humanoid species, with purplish blue skin. Even though, he doesn't look very strong, he has the strength of twice a normal human male. This makes most people underestimate him.

Personality: Vendris worships Altaa, the "Crusher of Beasts". In the Beltugean way of emulation of their hero deities, Vendris has trained himself to be a very skilled warrior. He prefers hand-to-hand combat though, so he can bring himself closer to Altaa.

History: Vendris attended the enlisted classes for security at Starfleet Academy. He hopes that one day, that he can be as great as the hero that he idolizes.

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Science Personnel

Elbrun, Rial (NPC)

Assignment: Chief Counselor
Rank: Lieutenant
Species: Betazoid (Male)

Image: Counselor Elbrun is a heavy-set energetic white Betazoid male. Unlike some counselors, he prefers to wear his Starfleet uniform to emphasize his connection to the crew. Exuberant, Elbrun is given to sweeping gestures and dramatic hyperbole.

Personality: Elbrun is a peaceful man, seeking non-violent ways to resolve conflicts. He takes his advisory role to the captain seriously, often providing valuable insight on possible antagonists or the crew's mental state.

History: Rial Elbrun is the older brother of Tam Elbrun, who was unable to screen out the telepathic noise of other people. After caring for his younger brother, Rial chose psychology as his profession. He applied to Starfleet Academy as a cadet at the age of 28, after four years as a civilian counselor, and holds the rank of Lieutenant.


Iskandari, Ali (NPC)

Assignment: Science Officer (Anthropology/Archaeology)
Rank: Lieutenant (j.g.)
Species: Human (Male)

Image: Ali Iskandari is a slender, dark-eyed human with a neatly, trimmed beard. He is quite unemotional and reserved - the result of his studies of Vulcan philosophy.

Personality: Ali Iskandri is an historian who studies the comparative development of technological civilizations. During his time at the Vulcan Science Academy, he has studied a lot of Vulcan philosophy and will try to get to know any Vulcans assigned to the ship. He has a very deep love of history, and always wants to know what happened in the past of any civilization.

History: Ali Iskandri graduated from Starfleet Academy with full honors. After his graduation, he was assigned to the diplomatic offices on Vulcan. During his stay there, he applied to and was accepted to the Vulcan Science Academy, taking numerous classes in advanced subjects there.


Shepard, Samuel (NPC)

Assignment: Science Officer (Astrophysics)
Rank: Lieutenant (j.g.)
Species: Human (Male)

Image: Samuel is a average-height human standing about 5-and-a-half feet tall, with auburn hair.

Personality: Sam loves to look at the stars. He will spend hours in Stellar Cartography, even past when his shift ends.

History: His first tour was at the Armagosa Observatory with Dr. Soran. He had some personality problems with Dr. Soran. His Commanding Officer, Commander Williams, recommended that he transfer to another post after the third major incident with Dr. Soran over the Doctor's findings. With Commander Williams recommendation, he was assigned to the Ascendant Project.


Shranim, Sharl (NPC)

Assignment: Science Officer (Anthropology/Archaeology)
Rank: Lieutenant (j.g.)
Species: Andorian (Female)

Image: Aside from a small, reddish birthmark near the right antennae, Sharl Shranim is a typical Andorian female in appearance.

Personality: Motivated to attain success as a Science Officer and a warrior, Sharl is willing to go to great lengths to gather new scientific information. Feeling any information is worth having and wanting to understand everything about everything, Sharl often proves to be a valuable source of information.

History: A scientist with numerous areas of competence, Lt (j.g.) Shranim is returning to space after two years at Starbase 22. As a Science Officer aboard a warship, it is an almost ideal situation from her standpoint.


Corwin, Mala (NPC)

Assignment: Medical Officer (General)
Rank: Ensign
Species: Human (Female)

Image: Mala is a pretty young lady in her fist posting from Starfleet Medical. She has dark black hair that goes down to her shoulder. Her emerald green eyes are striking to see, and seem to fit her face perfectly.

Personality: Mala is a very skilled generalist doctor, though she is unsure if she wants to go back to Starfleet Medical to become a medical specialist. She is using this tour to give her more time to make up her mind. She is a very personable doctor, with a great bedside manner. She is also very curious. She joined Starfleet to see the galaxy, and that is just what she wants to do. Because of this, she will volunteer for Away Team duty, anytime a doctor is needed.

History: Ensign Corwin just graduated from Starfleet Medical as a doctor. She requested ship duty as her next assignment before she picks a medical specialty to go in to.


Mendock (NPC)

Assignment: Science Officer (Life Sciences/Xenobiology)
Rank: Ensign
Species: Benzite (Male)

Image: Mendock is a slightly built humanoid with smooth hairless skin mottled green. He wears a small respirator that he needs to breathe.

Personality: Mendock is a very competitive individual. Though the initial Training program has whittled it down somewhat, he still shows signs of it. He scores himself on a worth chart every day, depending on the previous days successes and failures.

History: Mendock has been assigned to the Ascendant, as a member of the Officer Exchange Program with the Benzite government. He excels in matters of life sciences and in particular specializes in Xenobiology.


Roch'e (NPC)

Assignment: Science Officer (Planetary Sciences)
Rank: Ensign
Species: Napean (Male)

Image: Roch'e strikes most crewmembers are dour and reticent. He is a humanoid with a ruddy color to skin, and a large leaf-shaped bone ridge that runs down from the top of his forehead to the top of his nose.

Personality: He is still grappling with his newly emerged Empathic abilities. Without intending to, he will read the emotions of others. This makes him cautious, as he worries about being knowledgeable about things he is not supposed to know about.

History: Roch'e is a recent graduate from Starfleet Academy. Before he entered the Academy, he worked as a scientific technician on Napea's weather control satellites.


110110001001010 "10" (NPC)

Assignment: Science Officer (Computer Technology)
Rank: 4th year Cadet, Starfleet Academy
Species: Bynar (Male)

Image: "10" is a small diminutive human-like individual, around four-and-a-half feet tall, with a slightly oversized bald head. He wears a small white box on his forehead that allows him to communicate with the Bynaur master computer.

Personality: "10" is a very logical person, much like the Vulcans. He only sees things as "yes" or "no" with no middle ground such as "maybe". Because of this view, he may make decisions that only support that type of viewpoint.

History: After the Bynaurs became a full member in the UFP in 2365, the Bynaur government selected two of its members to go out and explore the galaxy in Starfleet. Do to the advanced nature of the Bynaur intellect and the delicacy of the computer systems of the Ascendant project, Starfleet Command has posted him and his twin "11" on their cadet cruise. "10" showed remarkable ability in the science department and his twin "11" showed much skill in the engineering department. Starfleet Command has issued a guideline that the two of them will serve aboard the same ship. Most of the time, the two are working together on complex computer problems.

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Holograms

Carsi (NPC)
Assignment: Ship's Holographic Avatar
Avatar: Vulcan (Female)

Image: Carsi appears as a middle-aged vulcan female with black hair just above shoulder level.

Personality: The Ascendant-class features a new and unique system, the Library Computer Access and Retreival System Incarnation, shortened to LCARS-I. This artificial and sentient personality, initially designed by young engineering genius Benjamin Sandeker, provides users with a friendly interface able to understand commands and reconfigure ship functionality on the fly. The Artificial Intelligence "Carsi" is able to learn from its interactions from the crew and from experiences; it takes care silently of most of the routine tasks aboard the ship. Carsi tends to be considered as a crew member like any other of the crew than like a computer program.

History: Developed first as a prototype under the direction of Admiral Terence Ogby. the Ascendant-class was developed as a prototype heavy cruiser. Ethical debates raged over the Federation Council and the Advanced Starship Design Bureau: it was considered unreasonable and unethical to give so much power to an artificial intelligence over a starship, when personality routines have been deliberately kept out of LCARS for years. As a result, many limitations to the AI's power have been introduced to keep it as an assistant to the captain, and not the other way around.


"Doc" (NPC)
Assignment: Emergency Medical Hologram (EMH) Mark II
Avatar: Human (Male)

Image: The Starfleet Emergency Medical Hologram (EMH) program is modeled after Dr. Zimmerman's appearance, a middle-aged human with pronounced balding hair.

Personality: The EMH program is a very thorough medical program, the one thing it lacks is a bedside manner. The EMH is programmed with over 5 million treatments from 2,000 medical references and 47 physicians. The program also uses a learning algorithm, allowing it to learn and adapt to new situations.

History: The EMH program was introduced in 2368 in various new Starfleet classes of ships including the Ascendant class. The EMH was programmed by Dr. Lewis Zimmerman of the Jupiter Station Holoprogramming Center, assisted by diagnostic engineer Lt. Reginald Barclay. The EMH is meant as a short-term supplement to a starship's medical staff during an emergency. The EMH is only able to function in areas equipped with holographic projectors.


"Scotty" (NPC)
Assignment: Emergency Engineering Hologram (EEH)
Avatar: Human (Male)

Image: The Starfleet Emergency Engineering Hologram is based off of the Emergency Medical Hologram. The hologram was programmed to look like a young Commander Montgomery Scott, but his uniform has the same yellow color as the rest of the operations crew.

Personality: The EEH program is a very thorough engineering program, programmed with all of the detailed technical schematics and systems of the Ascendant. The Hologram's programming has been limited to be a helper to the Chief Engineer of the starship.

History: The EEH program was introduced in 2370 in various new Starfleet classes of ships including the Ascendant class. The EEH was programmed by Dr. Lewis Zimmerman of the Jupiter Station Holoprogramming Center, assisted by diagnostic engineer Lt. Reginald Barclay. Captain Montgomery Scott was brought in as the template after being found suspended in a transporter beam on the USS Jenolen. The EEH is meant as a short-term supplement to a starship's engineering staff during an emergency. The EEH is only able to function in areas equipped with holographic projectors.
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Civilians

This is where any civilians aboard the Ascendant will appear.
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Personages Database

Fanon, Eliot (NPC)

Assignment: Commanding Officer of the U.S.S. Himori
Rank: Captain
Location: U.S.S. Himori (Nebula-class Cruiser)
Species: Human

Image: Captain Fanon is a tall, slender black human whose hair is beginning to recede in front and turn gray at the temples. He has a charming (if grave) demeanor and is an extremely charismatic speaker.

Personality: He is a serious and thoughtful man. He runs a tight ship - neither alcohol nor synthahol are allowed on board, and checks for sabotage and espionage are ran at least once a month on a random basis. He is deeply honorable and trustworthy, considering his word his bond.

History: Captain Fanon has served along the Nuetral Zone border for close to 30 years. In the last few years, he has engaged Romulan ships three times. Two of those times resulted in an exchange of weapons fire: once an inconclusive battle in which both ships were damaged and withdrew, and once a running battle which he barely escaped alive from a three-warbird ambush.

Jorak (NPC)

Assignment: Commanding Officer of Starbase 22
Rank: Commodore
Location: Starbase 22
Species: Vulcan

Image: Jorak is a short, burly, middle-aged white vulcan.

Personality: Jorak is a Vulcan, and he commands Starbase 22, a small starbase one light-year from the Romulan border. Its position makes it tactically significant. As one would expect, Jorak takes his duties very seriously.

History: Before commanding Starbase 22, Jorak was a cruiser captain along the Cardassian border, and before that a security officer. He was offered a post at Starfleet Academy teaching large unit tactics, but he truned it down because he felt his talents would serve better along the Frontier.

Kiel, Elisa (NPC)

Assignment: Commanding Officer of the 12th Fleet
Rank: Fleet Admiral
Location: Starbase 39-Sierra
Species: Human

Image: Admiral Kiel is a blonde human woman of average height, in her mid-fifties.

Personality: Despite her rank, Admiral Kiel is a very normal, ordinary person. She does not insist upon formalities of uniform and military address. She would rather have honest input than respect.

History: Admiral Kiel is a level-headed, straight forward officer - in many ways the Starfleet ideal. She started her career as an engineer on the Cardassian border, served for several years as a liaison to a Vulcan diplomat, captained a science vessel in deep space, and spent the rest of her shipboard career in the Frontier before being promoted to Admiral. She is fluent in Romulan, Klingon, Arteline and several Harelian dialects. She also bowls a 180 game.

Potrikos, Ann (NPC)

Assignment: Commanding Officer of the U.S.S. Discovery
Rank: Captain
Location: U.S.S. Discovery (Nebula-class Cruiser)
Species: Human

Image: A short, heavyset woman in her forties, Captain Potrikos conveys a sense of confidence and strength. She has thick, curly hair, black except for a single streak of white.

Personality: Ann Potrikos is an experienced captain with several years of command experience under her belt. All business on the bridge, she relaxes considerably when off-duty. Her calm and professional demeanor serves her equally well in diplomatic negotiations and the weekly poker game. Her favorite snack is ice-cold milk and double chocolate cookies.

History: Previously the captain of the U.S.S. Anduril, Captain Potrikos recently assumed command of the Discovery. She recieved a commendation for bravery after leading the rescue of a kidnapped Betazoid diplomat.

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Skills

Attributes

Fitness
Edges: Strength, Vitality

Coordination
Edges: Dexterity, Reaction

Intellect
Edges: Logic, Perception

Presence
Edges: Empathy, Willpower

Psi
Edges: Focus, Range
 

Command Skills

Administration (Intellect)
Specializations: Bureacratic Manipulation, Logistics, Specific Planetary
Government, Starship Administration

Command (Presence)
Specializations: Combat Leadership, Military Training, Starship Command

Diplomacy (Presence)
Specializations: Commercial Treaties, Federation Law, Intergalatic Affairs, Intergalatic Law, Planetary Affairs (Earth, Vulcan, and so forth)

Espionage (Intellect)*
Specializations: Counterintelligence, Covert Communications, Cryptography, Forgery, Intelligence Techniques, Observation, Traffic Analysis

Mediation (Presence)*
Specializations: Civil, Commercial, Family, Political

Persuasion (Presence)
Specializations: Debate, Oratory, Storytelling

Planetary Tactics (Intellect)
Specializations: Guerilla Warfare, Mechanized Ground, Small-Unit

Starship Tactics (Intellect)
Specializations: Planetary Support Tactics, Specific Naval Tactics (Federation, Klingon, Romulan)

Strategic Operations (Intellect)
Specializations: Defense-in-Depth, Invasion Strategies, Nuetral Zone Strategies, Specific Strategies (Core, Frontier, Sector)
 
Operations Skills

Computer (Intellect)*
Specializations: Computer Simulation/Modelling, Data Alteration/Hacking, Programming, Research

Demolitions (Intellect)
Specializations: Bomb Disposal, Booby Traps, Land Mines, Nuclear Demolitions, Primitive Demolitions, Shipboard Demolitions

Energy Weapon (Coordination)
Specializations: Disruptor, Disruptor, Phaser, Phaser Rifle

Engineering, Material (Intellect)*
Specializations: Aeronautical/Aerodynamic, Civil, Mechanical, Metallurgical, Personal Equipment, Structural/Spaceframe, Vehicular

Engineering, Propulsion (Intellect)*
Specializations: Fusion, Impulse, Ion, Rocketry, Warp Drive

Engineering, Systems (Intellect)*
Specializations: Cloaking Device, Communications Systems, Computer Systems, Environmental Systems, Sensor Systems, Transporter/Replication Systems, Weapons Systems,

First Aid (Intellect)
Specializations: Chemical-Biological First Aid, Species-Specific First Aid, Wound/Combat Trauma

Heavy Weapons (Intellect)*
Specializations: Phaser Artillery, Plasma Mortar

Personal Equipment (Intellect)*
Specializations: Communicator, Environmental Suit, Medical Tricorder, Tricorder, Universal Translator

Planetside Survival (Intellect)
Specializations: Artic, Desert, Forest, Jungle, Mountain, Ocean, Specific World, Urban

Projectile Weapon (Coordination)*
Specializations: Gunpowder Pistol, Gunpowder Rifle, Submachine Gun, Needle Weapons, Gauss Weapons

Security (Intellect)*
Specializations: Law Enforcement, Security Systems

Shipboard Systems (Intellect)*
Specializations: Cloaking Device, Communications, Environmental Control, Flight Control, Mission Ops, Sensors, Tactical, Transporter, Weapons Systems

Unarmed Combat (Coordination)*
Specializations: Aikido, Boxing, Brawling, Karate, Kung Fu, Mok'bara, Starfleet Martial Arts, Vulcan Nerve Pinch, Wrestling

Vehicle Operation (Intellect)*
Specializations: Atmospheric Craft, Close Orbital Craft, Ground Vehicles, Shuttlecraft

Weaponsmith (Intellect)
Specializations: Energy Weapons, Heavy Weapons, Primitive Weapons, Projectile Weapons, Specific Weapon Types

Sciences Skills

Life Sciences (Intellect)*
Specializations: Agronomy, Bioengineering, Biology, Bionics, Biotechnology, Botany, Ecology, Exiobiology, Genetics, Microbiology, Palentology, Zoology

Medical Sciences (Intellect)*
Specializations: Exoanatomy, Forensics, General Medicine, Pathology, Psychology, Specific Species Medicine (Vulcan, Klingon, etc.), Surgical Specializations, Toxicology

Physical Sciences (Intellect)*
Specializations: Chemistry, Computer Science, Mathematics, Physics, Temporal Physics

Planetary Sciences (Intellect)*
Specializations: Climatology, Geology, Hydrology, Mineralogy, Oceanography, Planetology, Vulcanology

Social Sciences (Intellect)*
Specializations: Anthropology, Archaeology, Economics, Geography, Paleoanthropology, Political Science, Sociology

Space Sciences (Intellect)*
Specializations: Astrogation, Astronomy, Astrophysics, Space-Time Distortions, Stellar Cartography, Subspace Field Dynamics, Thermodynamics

World Knowledge (Intellect)
Specializations: Specific Planet

Other Skills

Acrobatics (Coordination)
Specializations: Balance Walking, Breakfall, Floor Exercises, Gymnastics, Parallel Bars, Rings, Rope Swinging

Animal Handling (Presence)
Specializations: Specific Animal

Artistic Expression (Intellect)*
Specializations: Acting, Cooking, Dancing, Drawing, Klingon Opera, Painting, Poetry, Specific Musical Instrument

Athletics (Fitness)
Specializations: Climbing, Jumping, Lifting, Specific Sport/Game, Running

Bargain (Presence)
Specializations: Artwork, Bribery, Dilithium Crystals, Marketplace Haggling, Weapons

Charm (Presence)
Specializations: Influence, Seduction

Concealment (Intellect)
Specializations: Cache Weapons, Conceal Smuggled Objects, Conceal Weapons

Culture (Intellect)
Specializations: Specific Culture

Disguise (Presence)
Specializations: Specific Race

Dodge (Coordination)

Fast Talk (Intellect)

Gaming (Intellect)
Specializations: Specific Game

History (Intellect)
Specializations: Specific Organization, Specific Planet, Specific Race

Instruction (Presence)
Specializations: Critical Thinking, Exocultural, Teaching

Intimidation (Presence)
Specializations: Bluster, Cross Examiniation, Torture

Knowledge (Intellect)
Specializations: Specific subject )e.g. Vulcan Poetry, Earth Art History, Klingon Opera, etc.)

Languages (Intellect)*
Each Language is a Seperate Skill

Law (Intellect)*
Specializations: Federation Law, Specific Planetary/Government Laws, Starfleet Regulations

Merchant (Intellect)
Specializations: Specific Business Type, Specific Market, Specific Product

Mimicry (Presence)
Specializations: Specific Species (e.g., Klingons, Vulcans), Specific Sex

Politics (Intellect)
Specializations: Intelligence, Maneuver, Propaganda

Primitive Weaponry (Coordination)
Specializations: Bat'leth, Chaka, D'k'tagh, Fencing, Lirpa, Longbow, Mek'leth, Rapier, Sword

Search (Intellect)

Sleight of Hand (Coordination)*
Specializations: Conceal Weapons, Magic Tricks, Pick Pocket

Stealth (Coordination)
Specializations: Hide, Stealthy Movement

Streetwise (Intellect)
Specializations: Locate Contraband, Orion Syndicate, Underworld of Specific Planet or Race

Surveillance (Intellect)*
Specializations: Bugging, Electronic Surveillance, Shadowing, Standard Surveillance

Throwing (Fitness)
Specializations: Grenades, Throwing Blades, Specific Weapon Type

Tracking (Intellect)
Specializations: Specific Planet, Specific Animal Class (Canine, Feline, and so on), Bipedal

Ventriloquism (Intellect)

Psionic

Mind Control (Psi)*

Mind Meld (Psi)*

Mind Shield (Psi)*

Projective Empathy (Psi)*

Projective Telepathy (Psi)*

Receptive Empathy (Psi) *

Receptive Telepathy (Psi)*


*- Skill can not be used untrained.

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Skill Tests with Examples

Skill Tests

Making a Test

To make a test, you roll a number of six-sided dice equal to the governing attribute. One of the dice should be a different color than the others (this is the Drama die). If the Drama Die rolls a 6 or a 1, the character has probably achieved an especially noteworthy success or failure. If the Drama Die rolls any other number, it works just like a normal die. The player picks the highest die of all the dice (Drama Die included) and adds that number to the character's skill. This total test result is then compared to the difficulty number.

As described above, of the Drama Die rolls a 6 or a 1, the result may be more spectacular than normal. If the Drama Die rolls a 6, the character adds both the Drama Die and the next highest die to his skill when determining his Test result. Usually this will indicate a great success.
If the player rolls a 1 on the Drama Die, the character may have grievously failed. If all other dice also rolled 1's, then a dramatic failure has occurred.
If the character only rolls one die for a test, that die is automatically the Drama Die. If it rolls a 6, the character may reroll it once, and once only, and add the two rolls to his skill.

Examples of Skill Tests

Your character has an intellect of 3. You roll a total of 3 dice choosing the highest rolled die. If the drama dice rolled a 6 you would add the two highest dice. Then referring to the skill that was rolled on normal shipboard systems like the tactical system, you would add a 3 to the total, using a medical shipboard system you would add 5 to the total.

Shipboard Systems (Medical) 3 (5) Intellect Skill

So the dice rolled 2,3,and a 5 on the drama die, the roll would be a 5 and then adding the 5 in medical systems would make it a total of 10, which would be right in the middle of the challenging difficulty roll.

Examples of Difficulty Numbers

Automatic 0, no test required
Routine 3-5
Moderate 6-8
Challenging 9-11
Difficult 12-14
Nearly Impossible 15+

Success and Dramatic Success

If the total test result equals the Difficulty number, the character has achieved a marginal success - he's succeeded, but just barely, and some minor complication may have arisen. A marginal success depends on the situation and the individual test, but in some cases it could lead to additional tests in subsequent rounds.

For example, a character attempting to leap a wide chasm scores a marginal success on his Athletics (jumping) test. The Narrator rules that he makes the jump, but rather than landing on his feet, he barely manages to grab the edge of the far side with his hands. The following round finds him hanging from the ledge, his feet dangling in space. It's probably time for another test. If the total exceeds the difficulty number by six or more, the character has achieved a dramatic success.

Examples of Successes

So the dice rolled 2,3 and a 6 on the drama die, since the drama dice rolled a 6 you would add the 6 and the 3 together for 9 then add the 5 of your skill for a 14 on the roll. which would be at the top end of the difficult skill difficulty.

If you are 6 points or higher on the roll than the test number, I will then tell you have achieved a dramatic success, in which can have extra benefits to the story or character depending on how and when it was rolled.

Failure and Dramatic Failure

If the roll is less than the Difficulty number, the character has failed. If he fails to meet the Difficulty number by 6 or more, he has experienced a dramatic failure. Dramatic failures tend to complicate matters, and should relate directly to the task being attempted. They may embarass the character, expose him to injury or harm, put him in a situation where he is in grave danger, require further tests, and so forth at the Narrators direction.

Examples of Failures

So the die rolled 2,3, and a 1 on the drama die. The drama die dictates you have probably failed the test, but if you rolled 1, 1, and a 1 on the drama die or you are 6 less on the roll then the target number, then a dramatic failure occurs. These are bad things, resembling fumbles but can have worse results.

Improving Your Roll
Edges

Edges can modify skill tests. Positive edges allow players to roll additional dice when making a test, while negative edges force you to subtract dice from your roll. You can roll one additional die, or subtract one die for each point in a relevant edge. For example, a +2 edge would allow a player to roll two additional dice during a test, while a -1 edge would remove one die from his test attempt.

Example of How Edges Affect the Rolls

Say you had an edge such as logic +1 for your intellect, then you would add an extra die to the roll for a test that deals with logic. There are negative edges that take away die away also, but I dont think any character has one currently.

Courage Points

The expenditure of courage points provides another method of increasing test results. A character's courage points often come in handy when a test generates a low total. If failure in a particular task can lead to catastrophic results - the failure of the overall mission or the death of the character, for example - the character can elect to spend up to 4 courage points to improve the test result. Each courage point increases the final test result by 1. The character does not have to decide to add them before he makes his roll; he can add them after he rolls the dice and determines that, without courage points, he would fail the test. A character cannot spend more than 4 courage points in a single round.

Example of How Courage Points Affect the Roll

Your start with so many courage points and earn them through heroic deeds and such. You can spend up to 4 courage points to move a die roll up, as long as you declare it before I say you passed or failed the roll. So you had a really difficult medical systems roll to work out a cure for the disease that another character caught. You could take the 14 you rolled and add 4 courage points to make that an 18 roll which is well into the nearly impossible difficulty roll.

Special Types of Tests
Attribute Tests

This game is where skill is paramount, but occasionally a character will be called on to make a test based on his natural ability alone. In such cases (called attribute tests), simply roll the attribute dice normally to obtain the test result. The highest die still gives you the test result and drama die rules still apply. However, since you're not using a skill, you don't get to add the skill level to the roll.

Opposed Tests

When one character acts in direct opposition to another character, both characters make appropriate skill or attribute checks. This is referred to as an opposed test, characters do not roll against a predetermined difficulty number, instead they simply roll to obtain a test result. The character who gets the higher test result is the victor. If the two results tie, the character who rolled higher on his drama die is the victor. If the drama die rolls are also tied, then the character who initiated the test wins.

The difference between the two characters' test results during an opposed test determines how much better the victor performed. A character whose test result exceeds his opponents by six or more achieved a dramatic success. Note that the dramatic failure rules do not apply during an opposed test, If one character achieves a dramatic success by exceeding his opponents test result by six, his opponent doesn't also get a dramatic failure.

Extended Tests

Most normal actions resolve themselves quickly in a matter of seconds. You obtain your test result and either succeed or fail. Extended tests cover actions that consist of several distinct parts, or actions of extended durations. They often last for several rounds or longer. Extended tests are composed of turns; before a character begins the extended test, the narrator sets a turn length (anything from one minute to a day or more, depending on the action being attempted). The player rolls once each turn, adding his test results together until he has accumulated a total, cumulative test result set by the narrator. Once the player equals or exceeds the this cumulative number, his character succeeds at the task. Normal or dramatic failures may set the character back a turn or force him to begin the task again.

Combined Tests

When several characters work together to accomplish a task (such as an extended test), the narrator may allow them to make a combined test. In a combined test, each participant must make a test with the same skill or attribute. The best test result is used as a base, and each successful test adds 1 to that result (Dramatic Successes add 2). Failures do not add to the total; however, if one of the characters gets a dramatic failure, either a setback occurs (possibly resulting in a subtraction from the total roll) or the group must start again from the beginning.

Combat
Round Sequence

Initiative - each character makes an initiative test, like an opposed test between the characters in the conflict. Each character makes a skill test for the skill he is using - for example, unarmed combat if the character is involved in a fist fight; primitive weapons if he is using knives, clubs, bat'leth or similar weapons; and energy weapon (phaser) when using that weapon. Each characters skill is modified by his reaction edge. The character who gets the highest initiative test result goes first, the remaining characters act in the order of their rolls. If two or more results tie, the character who rolls higher on the drama die is the victor.

A player cannot spend courage points to increase his initiative test result.

Actions - At this point, the acting player informs the narrator how many actions his character will attempt in the round. If the player attempts to perform multiple actions during the round, he may be subject to a multiple action penalty. The narrator assigns any modifiers and the player makes his first attribute or skill test.

1. Immediate actions or timed actions

Characters can take two types of actions during conflict. Immediate actions which take no time, (and do not have to be declared at the start of a round) and timed actions which do have to be declared at the start of the round. Most attacks and other actions in combat are timed, but not all.

2. Delayed actions

Normally a character takes his action when his initiative test indicates he should, but sometimes he will want to wait. In this case, the character may delay his action. If he attempts to use his action to stop or interrupt another characters action, he and the other character must make an opposed test using their coordination (modified by any reaction edges); the character can only act before his enemy if he succeeds with this roll.

Reacting to Changing Circumstances

Sometimes a situation changes due to outside influences or the actions of other characters. Rather than follow through with their declared or planned actions, characters can react to changes in a situation by altering their intended actions. Characters may change their actions to use dodge for evading an attack, primitive weaponry or unarmed combat to parry a blow.

If a character has planned to take multiple actions, the multiple action penalty applies to his effort to dodge or parry. Characters who are not taking multiple actions may, if they choose, take an extra action to dodge or parry, though a multiple action penalty must then be applied.

Surprise

A character can be surprised - startled into immobility by sudden, unexpected occurrences - which allows an attacker to make an contested action before the character can react. The surprised character cannot perform defensive actions (dodges or parries) or any other actions during this initial attack.

Multiple Actions

It is possible for characters to attempt more than one action during a round. However, if a character tries to do too much at one time, his overall chance of success in each task is dramatically reduced. The first action in a round is "free" - by itself it carries no penalty. For each additional action the character wants to take, there is a +1 difficulty penalty for each action. For example, a character who declares that he will attempt eight actions in a round suffers a +7 difficulty penalty for all attribute and skill checks that round (even the first). In the case of dodging or parrying actions, which don't involve a difficulty, subtract the difficulty penalty from the test result. In short, trying to do too many things at once is a sure-fire guarantee that most or all of them will fail.
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Old 4th October 2009, 09:15 PM   #15 (permalink)
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Advantages/Disadvantages

Advantages


Absolute Sense of Time (+2) - The character has an enhanced sense of time. This includes the advantage Sense of Time. The character always knows where he is along the timeline.

Alertness (+2) - additional die when making tests in potentially dangerous situations.

Alien Upbringing (+1) - switching development points on race templates.

Ally (+2 to +5) - +2 Fellow officer, local constable, midlevel bureaucrat; +3 Starbase commander, starship captain, judge, high level executive of a company, fairly notorious organized crime figure; +5 Starfleet Admiral, Federation Diplomat, Vulcan Ambassador

Ambidextery (+2) - Use either hand, off hand penalty does not affect tests.

Athletic Ability (+2) - Character engages in physical activity, he recieves an additional die.

Bold (+1) - Free courage point to spend when you take the initative, gotten through roleplay.

Career-minded (+2) - when the GM awards the character renown points, the character may switch it with renown points under a different aspect.

Commendation (+1 to +3) - +1, Commendations (Prantares Ribbon of Commendation); +2, Minor Award (service award, Palm Leaf of Axanar Peace Mission); +3, Major Award (UFP Medal of Valor, Medal of Honor with clusters)

Confident (+2) - the characters eagerness translate into self-esteem backed by preperation. Choose one skill during the game session, during play the character receives an extra die while rolling skill tests with that skill.

Contact (+1 to +3) - +1 Fellow officer, local constable, midlevel bureaucrat; +2 Starbase commander, starship captain, judge, high level executive of a company, fairly notorious organized crime figure; +3 Starfleet Admiral, Federation Diplomat, Vulcan Ambassador

Cool (+3) - Stressful situations do not ruffle characters feathers. Whenever in a stressful situation, the character gets a +1 to skill test results as though the character had spent a round preparing.

Curious (+1) - where character is confronted with the unknown, you recieve a free Courage Point to spend.

Daring (+2) - recieve a +1 to test results associated with Fitness or Coordination skills while pursing a goal.

Deep Cover (+2) - The character has estabilished an extremely well developed alternate identity. This is for usually espionage based characters.

Department Head (+1 to +4) - oversees a department on a starship; +1, Oberth or Saber-class ship; +2 Miranda or Intrepid-class ship; +3 Nebula, Excelsior, or Akira-class ship; +4 Galaxy-class ship.

Double-Jointed (+2) - recieve an extra die when making a test to escape restraints, being grabbed, or trying to fit in cramped space.

Eidetic Memory (+3) - remembers everything character sees or hears, may use a skill untrained even if can not be normally used.

Enhanced Vision (+2) - advantage gives the equivalent of Night Vision.
Engineering Aptitude (+3) - receives an additional die when making any engineering test.

Excellent Balance (+1) - receives an additional die when making athletic or acrobatic skill rolls where balance is essential.

Excellent Metabolism (+1) - receives an additional die when rolling to resist the effects of disease, age or posion.

Excellent Hearing (+2) - receives an additional die when making skill tests involving hearing or sound.

Excellent Chemoreception (+1) - receive an additional die when making skill tests involving smell or taste.

Excellent Sight (+2) - receive an additional die when making sight-based skill tests.

Famous Incident (varies) - character recieves 2 Renown points per each Development Point spent.

Favor Owed (+1) - call down a favor from highly placed associate. Once used, the relationship is terminated.

High Pain Threshold (+2) - adds die to skill tests resisting physical pain or torture. Modifiers to skill tests by injuries is reduced by 1.

Historical Aptitude (+2) - The character receives an additional die on any historical skill tests.

Innovative (+1) - situation calling for original thinking, receive free Courage Point to spend.

Instant Calculator (+1) - The character is able to process numbers in his head more quickly than most people can do the same task with a PADD.

Kolinahr (+4) - The vulcan character has taken the ritual to purge all emotions in the pursuit of the ideal of pure logic. It may only be taken by vulcans with a logic edge at +2. It adds an additional +2 to all tests in which logic applies. The vulcan must also posses the disadvantage Hide Emotions (-2).

Language Ability (+2) - receive an additional die for any language based skill tests.

Mathematical Ability (+3) - receive an additional die for any computer, science and mathematical skill tests. Must know the skill for the die.

Medical Remedy (varies) - character suffers from a medical or physical impaired disadvantage in which this may buy off the disability.

Mixed Species Heritage (+6) - character of mixed parentage, pick the dominant species and use the best of the abilities scores as well as switch skills on race templates.

Multitasking (+2) - perform an additional intellect-based action per round with out suffering a multiple action penalty.

Night Vision (+2) - ignore up to a +2 difficulty penalty for darkness, smoke or other phenoma that obscure vision. This will not work in total darkness.

Objective (+2) - The characters objectively allows him to see patterns without becoming involved with the results. The character receives a +1 test result to any science skill tests results.

Patron (+2 to +4) - +2 Fellow officer, local constable, midlevel bureaucrat; +3 Starbase commander, starship captain, judge, high level executive of a company, fairly notorious organized crime figure; +4 Starfleet Admiral, Federation Diplomat, Vulcan Ambassador

Periphal Vision (+1) - receive an additional die for search or observation-based tests. May not see directly behind self.

Promotion (0 to 20) - This can only be bought during the development process. To be promoted during play, the character must earn certain levels of renown points.

Prudent (+2) - the character holds back when others rush to rash action. Any time the character exercises caution, he receives a free courage point to spend in the situation.

Psionically Gifted (+4) - the character possesses an unusally high level of skill and ability with his mental powers. He may roll one extra die whenever making a test with any Psionic skills.

Quantum Sense (+2) - the character has an innate ability to sense the quantum resonance of anything he is touching.

Quick-draw (+2) - receive an additional die which may add to reaction die, when making initiative tests.

Rapid Healing (+1) - time to heal naturally is halved. Difficulty rolls to tend to his injuries are reduced by 1.

Resolute (+3) - character does not know the meaning of the word "surrender". Once a course of action has been determined, the character stands his ground. He receives an additional die on all skill rolls when following his goals. (Up to GM whether this bonus is received).

Sense of Direction (+1) - once character has visited an area, he always remembers how to get back to it. May not get lost in a place he has visited before. No die roll required.

Sense of TIme (+1) - character has an internal clock and always aware of the time. No die roll required.

Sexy (+2) - character is extremely personable and recieves an additional die when making presence-based skill tests on members of the opposite sex.

Shrewd (+1) - character has a keen sense for deception and persuasion. receives a Courage Point to spend when someone tries tro bluff, fast talk, or lie to him.

Species Friend (+2 to +5) - character is kown as a friend to a certain species. Bonus to renown checks with that species to see if character has been heard of. +2 Obscure or unimportant race (nanites of Kavis Alpha, Pakleds); +3 lesser or distant race (Breen, Tholians), +4 major or locally important race (Andorians, Cardassians, Tellarites); +5 widespread race (Humans, Klingons, Romulans, Vulcans)

Strong Will (+2) - adds an additional die to skill tests when resisting attempts to influence him (such as Fast Talk or Intimidation), also offers protection against Telepathy.

Synergy (+3) - work will in groups, add +2 per participant when making combined tests.

Tactical Genius (+3) - receives an additional die to all planetary tactics, starship tactics, strategic operations, and administration (logistics) skill tests.

Telepathic Resistance (+4) - character is immune to telepathy or empathy powers.

Temporal Genius (+4) - The character has a strong intuitave grasp of temporal mechanics and theory. The character receives an additional die when making any skill test involving temporal technology.

Toughness (+2) - adds to Fitness edge for purposes of withstanding damage.

Weapon Master (+2 or +4) - character is an expert at the use of a single melee weapon. +2, gets +1 on all tests to hit targets in combat with weapon; +4, gets +2 on all tests to hit targets in combat with weapon.

Zero-G Training (+2) - character is trained to act in Zero-G situations. Character does not suffer penalty for being in zero-gravity
 
Disadvantages


Apathetic (-2) - the character feels indifferent to the needs and feelings of others. lose one die to skill test involving Presence skills or Medical Science skills unless a Courage Point is spent to hide the indifference.

Argumentative (-1) - character plays "Devil's Advocate" and rejoices when a chance for a debate arrives. character must spend a courage point or engage in an argument for its own sake.

Arrogant (-1) - character believes that he is better than other people or his culture is superior to others. All command, persuasion and charm tests lose one die unless he spends a courage point to resist the temptation to be gratingly superior.

Bloodlust (-2) - whenever the character fights, he can not stop. character must spend a courage point to stop fighting.

Chronic Pain (-2) -character suffers from a medical condition such as an old injury, that causes extreme pain on a constant basis. a presence test (modified by Willpower edge) every game session. Failure indicates a -1 die penalty to fitness and coordination tests for the duration of the scene.

Cocky (-2) - your overconfidence occasionally gets you in trouble. the character must spend a courage point to keep from attempting a skill test in which the character only has one level in the skill.

Code of Honor (-2 to -5) -2, Prime Directive: may not interfere in a planets development; -2, Code of Honesty: never lie, never break your word once given; -2 Code of Fairness: never take advantage of someone weaker; -2, Physician's Oath: may not harm patients under characters care, must treat all patients equally to the best of his ability; -2, Pledge: Never break your word about a particular subject; -3, Vulcan Code: never give in to emotion, solve problems logically, violence breeds emotion; -3, Defender: must protect weak and innocent; -4, Starfleet Code: must uphold the ideals and policies of Starfleet, including the Prime Directive; -4, Klingon : Always avenge an insult, never show cowardice.

Dark Secret (-1 to -3) - something about the character is so horrible, that no must find out the secret. If a character's Dark Secret is revealed, he may earn a large amount of negative renown depending on the nature of the secret. -1, Embarrasing ("You did what at the Academy?"); -2, Career-ruining ("you cheated on a test at the Academy?"); -3, Life-threatening ("You're wanted for Murder?").

Dependent (-2) - someone, such as a child or older relative. The character can not abandon his charge and must make every effort to protect those under his care.

Duplicate (-2 or -3) - This is a peculiar version of the rival disadvantage. The character has a duplicate of himself from another timeline or from something like a temproal or transporter mishap. -2, the duplicate is relatively benign; -3, the duplicate is out ot kill the character or out to destroy him.

Fanatic (-2 to -3) - the character is incredibly dedicated to a philosophical ideal. For any skill test involving this ideal, he must spend at least one Courage Point. -2, character is fanatic about an uncommon event or phenomena; -3, the character is fanatic about a common event or phenomena, such as Vulcan isolationism.

Greedy (-1) - Whenever profit is involved, the character must spend a Courage Point to resist the call of money. If he does not, subtract a die form all skill tests made to dissuade him.

Hard-hearted (-2) - The character must spend a courage point to allow him to be swayed by any emotional arguements.

Hides Emotions (-2) - The character receives a one-die penalty on all Presence skills involving emotion, such as Charm, Persuasion, Fast Talk, and most uses of Command.

Hypochondria (-1) - the character frequently believes he is the victim of some awful disease or condition. He frequently pesters the medical staff with self-diagnoses and demands for obscure medical tests.

Impulsive (-1) - rather than listening to reason, the character rushes headlong into situations without thinking. Unless he spends a Courage Point, he will succumb to his impulsiveness. Attempts to dissuade an impulsive character from taking brash action are made at a -1 die penalty.

Indecisive (-2) - It is hard for the character to act decisively. The character receives half of any initiative renown award and receives double a negative initiative renown award.

Intolerant (-1 to -3) - The character does not like a group of people. -1, Breen, Orions, Nausicaans; -2, Humans, Klingons, Romulans, Starfleet Personnel, Cardassians; -3, Everyone but the character's species.


Low Pain Threshold (-2) - The character can not tolerate pain as well as the average person. Any modifier to skill tests while injured increases by 1. The character must also subtract one die from skill tests which involve resisting physical torture or pain, or healing wounds.

Medical Problem (-1 or -3) - The character suffers from an ailment that requires daily medical treatment, -1, The condition is minor, -1 penatly to one attribute; -3, the condition is serious, -2 penalty to one attribute.

No Past (-2) - THe character has no personal history, Most often this is due to the character coming from an isolated world away from computerized civilization. Characters with No Past begin with 0 renown points and can not have any contacts, rivals, allies, or patrons unless they earn them in later play.

Obligation (-1 to -3) - The character owes some kind of obligation to another person. -1, the debt causes a minor inconvienanace; -2, the debt causes severe inconvienance or embarassment. -3, the debt involvesa significant amount of time and could get the character into trouble.

Obsessive Tendencies (-3) - whenever a character decides on a course of action, he becomes totally focused on that action and ignores all other issues in his life. Subtract one die from all Intellect and Presence skill and Attribute tests until the character can once again focus on his goal.

Overreaching (-2) - superiors see you only concerned with the characters career at the expense of others. All discipline renown awards are cut in half if positive, negative awards are doubled.

Pacifism (-1 to -5) - The character is opposed to violence. -1, the character can fight but can not kill nor abandon someone to die, not even an enemy; -3, will fight only in self defense or protect those in his care; -5, The character will not lift a hand against another creature, not even an animal.

Phobia (-2 to -5). A phobia represents fear of a specific item, animal or situation. The extent of the phobia compounds with the frequency of the phobia. -1, Minor phobia, +1 diificulty penalty to all test until situation changes; -2, challenging phobia, +3 difficulty penalty to all tests until situation changes; -3, severe phobia, catatonia, the character freezes up; -1, a rare item or phenomena, trees aboard a starship or Algolian spiders; -2, a common item or phenomena such as enclosed spaces, cats, or stars.

Physically Impaired (0 to -3) - character suffers from a severe physical impairment. 0, missing finger; -1, mute, paralyzed limb; -2 missing limb, deaf; -3 blind, parapelegic.

Poor Chemoreception (-1) - characters receives a -1 die penalty to all scent or taste based skill tests.

Poor Hearing (-1) - The character receives a -1 die penalty on all hearing based skill tests.

Poor Sight (-2) -the character receives a -1 die penalty on all sight based skill tests.

Reckless (-2) - lose one die in situations of stress or danger, unless you spend a courage point to curtail your reckless endeavor.

Rival (-1 to -3) - The character has a rival. -1, less powerful or influential than the character; -2, a peer; -3, more powerful or influential than the character.

Security Clearance (+1, +3, and +5) - This gives a higher security clearance than the character's rank. +1, As if +1 rank (minimum of Lt. Commander); +3, as if +2 rank (miminum of Captain), +5, as if +3 rank (minimum of Admiral).

Slow Healing (-2) - The character recovers from wounds slowly.

Species Enemy (-3 to -5) - The character is known as an enemy. -3, lesser or distant race such as Breen or Tholians; -4 Major or locally important race such as Andorians, Cardassians, or Tellarites; -5, widespread race such as humans, klingons, romulans or vulcans.

Sworn Enemy (-1 to -3) - the character has been targeted by someone as an adversary. -1, a lone person; -3 a small group, such as the Duras family; -3 an organization with a far reach or great power such as the Orion Syndicate or the Klingon Empire.

Temporal Intolerance (-1) - Character with this disadvantage do not tolerate temporal or dimensional shifts well. Any time the character moves to a different point in the space-time, the character suffers disorientation and confusion for a period of 1-6 turns. The character suffers a -2 penalty to all skill checks at this time and must make a fitness time to avoid becoming physically ill from the time shift.

Vengeful (-1 or -2) - in the past, someone wronged the character and the character wants revenge. When dealing with an object of his vengeance, he must spend a Courage Point to keep from attacking. -1, Uncommon such as a person or a remote race such as the Breen or Nausicaans; -2, Common such as Starfleet, Klingons, or Vulcans.

Weak Will (-2) - The character has a weak will. He is easkily influenced and cracks quickly. The character rolls one less die from fast talk or intimidation. He is also suceptible to Telepathy.

Weakness (-2) - The character is extremely frail and is considered to have a -1 fitness for the purpose of resisting injury.

Zero-G Tolerance (-2) The character can not tolerate a lack of gravity. He must make a coordination test against a moderate difficulty or immediately becomes dizzy.
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Old 9th October 2009, 01:25 AM   #16 (permalink)
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