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<blockquote data-quote="knightemplar" data-source="post: 4951512" data-attributes="member: 56260"><p><strong>Advantages/Disadvantages</strong></p><p></p><p><span style="font-size: 10px"><p style="text-align: center"><strong>Advantages</strong></p><p></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Absolute Sense of Time</strong> (+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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Alertness</strong> (+2) - additional die when making tests in potentially dangerous situations. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Alien Upbringing</strong> (+1) - switching development points on race templates. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Ally</strong> (+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</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Ambidextery</strong> (+2) - Use either hand, off hand penalty does not affect tests.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Athletic Ability</strong> (+2) - Character engages in physical activity, he recieves an additional die. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Bold</strong> (+1) - Free courage point to spend when you take the initative, gotten through roleplay. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Career-minded</strong> (+2) - when the GM awards the character renown points, the character may switch it with renown points under a different aspect. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Commendation</strong> (+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)</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Confident</strong> (+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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Contact</strong> (+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</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Cool</strong> (+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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Curious</strong> (+1) - where character is confronted with the unknown, you recieve a free Courage Point to spend. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Daring</strong> (+2) - recieve a +1 to test results associated with Fitness or Coordination skills while pursing a goal. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Deep Cover</strong> (+2) - The character has estabilished an extremely well developed alternate identity. This is for usually espionage based characters. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Department Head</strong> (+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.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Double-Jointed</strong> (+2) - recieve an extra die when making a test to escape restraints, being grabbed, or trying to fit in cramped space. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Eidetic Memory</strong> (+3) - remembers everything character sees or hears, may use a skill untrained even if can not be normally used. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Enhanced Vision</strong> (+2) - advantage gives the equivalent of Night Vision. </span></p><p><span style="font-size: 10px">Engineering Aptitude (+3) - receives an additional die when making any engineering test. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Excellent Balance</strong> (+1) - receives an additional die when making athletic or acrobatic skill rolls where balance is essential. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Excellent Metabolism</strong> (+1) - receives an additional die when rolling to resist the effects of disease, age or posion. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Excellent Hearing</strong> (+2) - receives an additional die when making skill tests involving hearing or sound. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Excellent Chemoreception</strong> (+1) - receive an additional die when making skill tests involving smell or taste. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Excellent Sight</strong> (+2) - receive an additional die when making sight-based skill tests. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Famous Incident</strong> (varies) - character recieves 2 Renown points per each Development Point spent. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Favor Owed</strong> (+1) - call down a favor from highly placed associate. Once used, the relationship is terminated.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>High Pain Threshold</strong> (+2) - adds die to skill tests resisting physical pain or torture. Modifiers to skill tests by injuries is reduced by 1. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Historical Aptitude</strong> (+2) - The character receives an additional die on any historical skill tests. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Innovative</strong> (+1) - situation calling for original thinking, receive free Courage Point to spend. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Instant Calculator</strong> (+1) - The character is able to process numbers in his head more quickly than most people can do the same task with a PADD. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Kolinahr </strong>(+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).</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Language Ability</strong> (+2) - receive an additional die for any language based skill tests. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Mathematical Ability</strong> (+3) - receive an additional die for any computer, science and mathematical skill tests. Must know the skill for the die. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Medical Remedy</strong> (varies) - character suffers from a medical or physical impaired disadvantage in which this may buy off the disability. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Mixed Species Heritage</strong> (+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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Multitasking</strong> (+2) - perform an additional intellect-based action per round with out suffering a multiple action penalty. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Night Vision</strong> (+2) - ignore up to a +2 difficulty penalty for darkness, smoke or other phenoma that obscure vision. This will not work in total darkness. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Objective</strong> (+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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Patron</strong> (+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</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Periphal Vision</strong> (+1) - receive an additional die for search or observation-based tests. May not see directly behind self. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Promotion</strong> (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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Prudent</strong> (+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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Psionically Gifted</strong> (+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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Quantum Sense</strong> (+2) - the character has an innate ability to sense the quantum resonance of anything he is touching. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Quick-draw</strong> (+2) - receive an additional die which may add to reaction die, when making initiative tests.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Rapid Healing</strong> (+1) - time to heal naturally is halved. Difficulty rolls to tend to his injuries are reduced by 1. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Resolute</strong> (+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).</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Sense of Direction</strong> (+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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Sense of TIme</strong> (+1) - character has an internal clock and always aware of the time. No die roll required.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Sexy</strong> (+2) - character is extremely personable and recieves an additional die when making presence-based skill tests on members of the opposite sex. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Shrewd</strong> (+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.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Species Friend</strong> (+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)</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Strong Will</strong> (+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.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Synergy</strong> (+3) - work will in groups, add +2 per participant when making combined tests. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Tactical Genius</strong> (+3) - receives an additional die to all planetary tactics, starship tactics, strategic operations, and administration (logistics) skill tests. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Telepathic Resistance</strong> (+4) - character is immune to telepathy or empathy powers. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Temporal Genius</strong> (+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.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Toughness</strong> (+2) - adds to Fitness edge for purposes of withstanding damage. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Weapon Master</strong> (+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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Zero-G Training</strong> (+2) - character is trained to act in Zero-G situations. Character does not suffer penalty for being in zero-gravity</span></p><p><span style="font-size: 10px"> </span></p><p style="text-align: center"><span style="font-size: 10px"><strong>Disadvantages</strong></p><p></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Apathetic</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Argumentative</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Arrogant</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Bloodlust</strong> (-2) - whenever the character fights, he can not stop. character must spend a courage point to stop fighting. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Chronic Pain</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Cocky </strong>(-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Code of Honor</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Dark Secret</strong> (-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?").</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Dependent</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Duplicate</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Fanatic</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Greedy</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Hard-hearted</strong> (-2) - The character must spend a courage point to allow him to be swayed by any emotional arguements. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Hides Emotions</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Hypochondria</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Impulsive</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Indecisive</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Intolerant</strong> (-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. </span></p><p><span style="font-size: 10px"></span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Low Pain Threshold</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Medical Problem</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>No Past</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Obligation</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Obsessive Tendencies</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Overreaching</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Pacifism</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Phobia</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Physically Impaired</strong> (0 to -3) - character suffers from a severe physical impairment. 0, missing finger; -1, mute, paralyzed limb; -2 missing limb, deaf; -3 blind, parapelegic.</span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Poor Chemoreception</strong> (-1) - characters receives a -1 die penalty to all scent or taste based skill tests. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Poor Hearing</strong> (-1) - The character receives a -1 die penalty on all hearing based skill tests. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Poor Sight</strong> (-2) -the character receives a -1 die penalty on all sight based skill tests. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Reckless</strong> (-2) - lose one die in situations of stress or danger, unless you spend a courage point to curtail your reckless endeavor. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Rival</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Security Clearance</strong> (+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). </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Slow Healing</strong> (-2) - The character recovers from wounds slowly. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Species Enemy</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Sworn Enemy</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Temporal Intolerance</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Vengeful</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Weak Will</strong> (-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. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Weakness</strong> (-2) - The character is extremely frail and is considered to have a -1 fitness for the purpose of resisting injury. </span></p><p> <span style="font-size: 10px"></span></p><p><span style="font-size: 10px"><strong>Zero-G Tolerance</strong> (-2) The character can not tolerate a lack of gravity. He must make a coordination test against a moderate difficulty or immediately becomes dizzy. </span></p><p><span style="font-size: 10px"></span></p></blockquote><p></p>
[QUOTE="knightemplar, post: 4951512, member: 56260"] [b]Advantages/Disadvantages[/b] [SIZE=2][CENTER][B]Advantages[/B][/CENTER] [B]Absolute Sense of Time[/B] (+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. [B]Alertness[/B] (+2) - additional die when making tests in potentially dangerous situations. [B]Alien Upbringing[/B] (+1) - switching development points on race templates. [B]Ally[/B] (+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 [B]Ambidextery[/B] (+2) - Use either hand, off hand penalty does not affect tests. [B]Athletic Ability[/B] (+2) - Character engages in physical activity, he recieves an additional die. [B]Bold[/B] (+1) - Free courage point to spend when you take the initative, gotten through roleplay. [B]Career-minded[/B] (+2) - when the GM awards the character renown points, the character may switch it with renown points under a different aspect. [B]Commendation[/B] (+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) [B]Confident[/B] (+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. [B]Contact[/B] (+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 [B]Cool[/B] (+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. [B]Curious[/B] (+1) - where character is confronted with the unknown, you recieve a free Courage Point to spend. [B]Daring[/B] (+2) - recieve a +1 to test results associated with Fitness or Coordination skills while pursing a goal. [B]Deep Cover[/B] (+2) - The character has estabilished an extremely well developed alternate identity. This is for usually espionage based characters. [B]Department Head[/B] (+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. [B]Double-Jointed[/B] (+2) - recieve an extra die when making a test to escape restraints, being grabbed, or trying to fit in cramped space. [B]Eidetic Memory[/B] (+3) - remembers everything character sees or hears, may use a skill untrained even if can not be normally used. [B]Enhanced Vision[/B] (+2) - advantage gives the equivalent of Night Vision. Engineering Aptitude (+3) - receives an additional die when making any engineering test. [B]Excellent Balance[/B] (+1) - receives an additional die when making athletic or acrobatic skill rolls where balance is essential. [B]Excellent Metabolism[/B] (+1) - receives an additional die when rolling to resist the effects of disease, age or posion. [B]Excellent Hearing[/B] (+2) - receives an additional die when making skill tests involving hearing or sound. [B]Excellent Chemoreception[/B] (+1) - receive an additional die when making skill tests involving smell or taste. [B]Excellent Sight[/B] (+2) - receive an additional die when making sight-based skill tests. [B]Famous Incident[/B] (varies) - character recieves 2 Renown points per each Development Point spent. [B]Favor Owed[/B] (+1) - call down a favor from highly placed associate. Once used, the relationship is terminated. [B]High Pain Threshold[/B] (+2) - adds die to skill tests resisting physical pain or torture. Modifiers to skill tests by injuries is reduced by 1. [B]Historical Aptitude[/B] (+2) - The character receives an additional die on any historical skill tests. [B]Innovative[/B] (+1) - situation calling for original thinking, receive free Courage Point to spend. [B]Instant Calculator[/B] (+1) - The character is able to process numbers in his head more quickly than most people can do the same task with a PADD. [B]Kolinahr [/B](+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). [B]Language Ability[/B] (+2) - receive an additional die for any language based skill tests. [B]Mathematical Ability[/B] (+3) - receive an additional die for any computer, science and mathematical skill tests. Must know the skill for the die. [B]Medical Remedy[/B] (varies) - character suffers from a medical or physical impaired disadvantage in which this may buy off the disability. [B]Mixed Species Heritage[/B] (+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. [B]Multitasking[/B] (+2) - perform an additional intellect-based action per round with out suffering a multiple action penalty. [B]Night Vision[/B] (+2) - ignore up to a +2 difficulty penalty for darkness, smoke or other phenoma that obscure vision. This will not work in total darkness. [B]Objective[/B] (+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. [B]Patron[/B] (+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 [B]Periphal Vision[/B] (+1) - receive an additional die for search or observation-based tests. May not see directly behind self. [B]Promotion[/B] (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. [B]Prudent[/B] (+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. [B]Psionically Gifted[/B] (+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. [B]Quantum Sense[/B] (+2) - the character has an innate ability to sense the quantum resonance of anything he is touching. [B]Quick-draw[/B] (+2) - receive an additional die which may add to reaction die, when making initiative tests. [B]Rapid Healing[/B] (+1) - time to heal naturally is halved. Difficulty rolls to tend to his injuries are reduced by 1. [B]Resolute[/B] (+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). [B]Sense of Direction[/B] (+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. [B]Sense of TIme[/B] (+1) - character has an internal clock and always aware of the time. No die roll required. [B]Sexy[/B] (+2) - character is extremely personable and recieves an additional die when making presence-based skill tests on members of the opposite sex. [B]Shrewd[/B] (+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. [B]Species Friend[/B] (+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) [B]Strong Will[/B] (+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. [B]Synergy[/B] (+3) - work will in groups, add +2 per participant when making combined tests. [B]Tactical Genius[/B] (+3) - receives an additional die to all planetary tactics, starship tactics, strategic operations, and administration (logistics) skill tests. [B]Telepathic Resistance[/B] (+4) - character is immune to telepathy or empathy powers. [B]Temporal Genius[/B] (+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. [B]Toughness[/B] (+2) - adds to Fitness edge for purposes of withstanding damage. [B]Weapon Master[/B] (+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. [B]Zero-G Training[/B] (+2) - character is trained to act in Zero-G situations. Character does not suffer penalty for being in zero-gravity [CENTER][B]Disadvantages[/B][/CENTER] [B]Apathetic[/B] (-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. [B]Argumentative[/B] (-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. [B]Arrogant[/B] (-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. [B]Bloodlust[/B] (-2) - whenever the character fights, he can not stop. character must spend a courage point to stop fighting. [B]Chronic Pain[/B] (-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. [B]Cocky [/B](-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. [B]Code of Honor[/B] (-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. [B]Dark Secret[/B] (-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?"). [B]Dependent[/B] (-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. [B]Duplicate[/B] (-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. [B]Fanatic[/B] (-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. [B]Greedy[/B] (-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. [B]Hard-hearted[/B] (-2) - The character must spend a courage point to allow him to be swayed by any emotional arguements. [B]Hides Emotions[/B] (-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. [B]Hypochondria[/B] (-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. [B]Impulsive[/B] (-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. [B]Indecisive[/B] (-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. [B]Intolerant[/B] (-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. [B]Low Pain Threshold[/B] (-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. [B]Medical Problem[/B] (-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. [B]No Past[/B] (-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. [B]Obligation[/B] (-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. [B]Obsessive Tendencies[/B] (-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. [B]Overreaching[/B] (-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. [B]Pacifism[/B] (-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. [B]Phobia[/B] (-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. [B]Physically Impaired[/B] (0 to -3) - character suffers from a severe physical impairment. 0, missing finger; -1, mute, paralyzed limb; -2 missing limb, deaf; -3 blind, parapelegic. [B]Poor Chemoreception[/B] (-1) - characters receives a -1 die penalty to all scent or taste based skill tests. [B]Poor Hearing[/B] (-1) - The character receives a -1 die penalty on all hearing based skill tests. [B]Poor Sight[/B] (-2) -the character receives a -1 die penalty on all sight based skill tests. [B]Reckless[/B] (-2) - lose one die in situations of stress or danger, unless you spend a courage point to curtail your reckless endeavor. [B]Rival[/B] (-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. [B]Security Clearance[/B] (+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). [B]Slow Healing[/B] (-2) - The character recovers from wounds slowly. [B]Species Enemy[/B] (-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. [B]Sworn Enemy[/B] (-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. [B]Temporal Intolerance[/B] (-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. [B]Vengeful[/B] (-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. [B]Weak Will[/B] (-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. [B]Weakness[/B] (-2) - The character is extremely frail and is considered to have a -1 fitness for the purpose of resisting injury. [B]Zero-G Tolerance[/B] (-2) The character can not tolerate a lack of gravity. He must make a coordination test against a moderate difficulty or immediately becomes dizzy. [/SIZE] [/QUOTE]
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