Towards a Grittier d20 Trek!

Jephkay

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Towards a Grittier Trek
By Jeffery Keown

For many, the vision of the future offered by Star Trek is too perfect. With few exceptions, the characters and technology were unrealistic. I find myself in that camp these days, and this essay will attempt to show how such a grittier Firefly-esque Trek might make a great d20 Trek game setting.

Lethality
A large number of Trek RPGs haven’t been so lethal. Certainly, no one ever died on the show until they wanted out of their contract (I’m looking to you, Terri!) or needed to die for dramatic purposes.

This planet is very dangerous, look how many unnamed one-shot security guards died down there! Sick bay’s stacked up with ‘em like cord-wood!

d20 Future, especially at low levels, is very deadly. I’m not suggesting you cap it at level 10, but maybe, just maybe, Klingon raiders don’t use stun setting? Massive Damage saves suck. Use them.

That Damn Deflector Dish!

Make the Players figure stuff out! Emitting particles from the Deflector Dish every week is a writer’s trick to end an episode without thinking. The only times this trick was appreciated by me was against the Pakleds and when Picard was Borged. Notice both times, they were tied to personal events, and not letting the particles do the talking.

Non-Starfleet Personnel
Ever notice how only Star Fleet folks are perfect? Everyone else lies, cheats and acts for personal gain. In other words, like a typical party in an RPG. In my sample setting, Dark Trek, the PCs are almost Traveller-style mercenaries. Their ship is crewed by a small band of individuals, with Star Fleet seen as an enemy as often as not. It doesn’t get grittier than the look on the captain’s face when the Sovereign drops out of warp three miles away and “suggests” a health inspection.

Imagery
Image Star Trek tropes in Firefly, B5 or Farscape. Don’t change the background, just get a new costume designer and writer. Yeah, the Romulans are still sneaky, Klingons hate everyone and the Federation wants to save the galaxy from itself. But you’re wearing a bomber jacket, and the Vulcan is a demolitions expert.

More on this later... I'm gonna come up with more examples.
 
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Here's a Grittier Trek Character... the Wanderer's Science Officer, T'Lyss

T'Lyss
Story: T'Lyss is a Vulcan student. She is travelling the Federation, seeking information about her missing father, a member of the Vulcan Science Council.
CR 7; Female Vulcan Smart Hero 6; Medium Humanoid (5'5"); Age: 65; Eyes: Grey; Hair: Black; Skin: Sorta Green; Build: Athletic. 6d6+18; hp 45; Mas 16; Init +2; Spd 30 ft.; Defense 14 (+2 Dex; +2 class); touch 14; flat-footed 10; BAB +3; Grap +6; Atk Strike, Unarmed +6 melee (1d3+3); Disintegrator +1 ranged (3d8+3, 30 ft.); SQ Mind Meld (Ex), Nerve Pinch (Ex), Savant (Computer Use), Plan, Exploit Weakness; SV Fort +5, Ref +4, Will +8; AP 39; Rep +2; AL Crew of the Wanderer, Law, Good; Str 16, Dex 15, Con 16, Int 20, Wis 17, Cha 18.
Skills: Computer Use +18, Craft +7, Craft (Chemical) +11, Craft (Electronic) +13, Craft (Mechanical) +13, Craft (Pharmaceutical) +8, Craft (Structural) +7, Craft (Visual Art) +6, Craft (Writing) +7, Decipher Script +6, Demolitions +14, Disable Device +9, Forgery +7, Investigate +7, Knowledge +6, Knowledge (Art) +6, Knowledge (Behavioral Sciences) +15, Knowledge (Earth and Life Sciences) +14, Knowledge (History) +8, Knowledge (Physical Sciences) +12, Knowledge (Popular Culture) +7, Knowledge (Streetwise) +7, Knowledge (Tactics) +6, Knowledge (Technology) +11, Knowledge (Theology and Philosophy) +6, Navigate +11, Profession +5, Repair +13, Research +12, Search +8, Read/Write Language, Speak Language. Languages: Read/Write Federation Standard, Read/Write Vulcan.
Feats: Builder: Craft (electronic), Craft (mechanical), Vulcan Nerve Pinch, Gearhead, Educated: Knowledge (Behavioral Sciences), Knowledge (Earth and Life Sciences), Iron Will, Vulcan Healing Trance.
Possessions: Electricomp, PADD, Windbreaker, Casual Outfit, Tool belt,
In Stateroom: Fatigues, Uniform, other personal effects.
 
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Building your Crew!

I'm gonna suggest that you not pay any attention to "party balance" in this post. I'm going to come right out and say the captain should be at least a 10th level character, the First Mate should be 8 or 9th and everyone else well below them. Get an alien or Mudd-type android (what's Norman-1 doing these days?) for your mirror character, and make sure the ship has a Charismatic Hero merchant or con man on board so you can make a few slips of latinum.

As for the wide-eyed teenager on board... don't make her a promising Star Fleet Academy candidate, make her a space port brat, or better yet an Academy drop out. That way when one of her former classmates shows up aboard the Sovereign, she can talk him into risking her career by breaking the crew out of custody and beaming them back to their ship.

You'll thank me for it.

You're also gonna need a Ron Perlman Look-Alike to play the crew's Strong Hero. He's your version of Jane, and is always ready to test his skull against the recurring Klingon raider NPC.

Your pilot can be as flawed and awful as you like. So what if he drinks a little, all that erratic flying is the equivalent of "evasive manuvers!"
 
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I like this, but you're hurting my head. I ran a campaign for years with the PCs as the command crew of a ship called the Sovereign. They were mostly ex-fed mercenaries serving in the fleet of a newly-formed minor government called the Tariban Commonwealth that had seceded from the federation.

The system was GURPS, but the feel was a lot like what you're talking about. Forge on! :)
 

Jephkay said:
For many, the vision of the future offered by Star Trek is too perfect. With few exceptions, the characters and technology were unrealistic.
Personally, this is why I absolutely adored ST: Enterprise (at least the first two seasons--I'm still slogging my way through the shark-jumped 3rd season. Xindi this, mofo!)

Enterprise, in my mind, is the perfect meld (see how I did that? mind-meld?) of the oily, sweaty, bare-chested warrior Kirk with the "Just Say No," "I'm in touch with my feelings" morals of Picard and the bold new frontier feel of the Voyager crew, with hints of the intrigue of DS9.

I have the best of every world in the first two seasons of Enterprise. ...And you can't take that way from me. Now don't go posting scads of spoilers, since I'm still losing sanity...err, watching...the remainder of seasons 3 & 4.




(Don't ask me how this relates to the original post...even I no longer know.)
 
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Wraith Form said:
Personally, this is why I absolutely adored ST: Enterprise (at least the first two seasons--I'm still slogging my way through the shark-jumped 3rd season. Xindi this, mofo!)

Enterprise, in my mind, is the perfect meld (see how I did that? mind-meld?) of the oily, sweaty, bare-chested warrior Kirk with the "Just Say No," "I'm in touch with my feelings" morals of Picard and the bold new frontier feel of the Voyager crew, with hints of the intrigue of DS9.

I have the best of every world in the first two seasons of Enterprise. ...And you can't take that way from me. Now don't go posting scads of spoilers, since I'm still losing sanity...err, watching...the remainder of seasons 3 & 4.

(Don't ask me how this relates to the original post...even I no longer know.)

It relates plenty to my original post. I loved season 4 of Enterprise so much I literally cried when it ended. I hope you enjoy it half as much as I did. That's why I'm working on fusing the Firefly Look with the Trek Background. I'm even thinking of changing the Star Fleet uniforms and ship interiors. Darker, more tech and less carpeting. Remember how the bridge of the Defiant was so dim? Spread that look to every ship!

My main player, Brian, doesn't want any changes to Star Fleet, but I think its required. You could have a Firefly-style crew in the Trek Universe, but I think Star Fleet could use some "roughing up" maybe so that Archer's crew might fit right in. They had ideals, but those ideals were expressed in actions, not in themselves, they were still flawed. Some of the best TNG moments came from revealing a characters fears... and First Contact rocked for precisely that reason.

And we know how dark that thing was....
 
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Ruger
Story: Ruger hails from a failed colony world. The Wanderer was in need of a security officer, and he needed a way off the hellhole he grew up on.
CR 8; Human Strong Hero 7/Smart Hero 1; Medium Humanoid (5'9"); Age: 26; Eyes: Brown; Hair: Crewcut, Blond; Skin: Freckled; Build: Stocky; 7d8+1d6+8; hp 47; Mas 12; Init +2; Spd 30 ft.; Defense 16 (+2 Dex; +4 class); touch 16; flat-footed 10; BAB +7; Grap +11; Atk Strike, Unarmed +13/+8 melee (1d8+5); SQ Extreme Effort, Improved Extreme Effort, Advanced Extreme Effort, Melee Smash, Savant (Repair); SV Fort +5, Ref +4, Will +3; AP 56; Rep +2; AL: Crew of the Wanderer, Good, Self Str 19, Dex 15, Con 12, Int 12, Wis 11, Cha 12.
Skills: Climb +4, Craft (Structural) +9, Handle Animal +2, Jump +5, Knowledge (Current Events) +3, Knowledge (Popular Culture) +2, Knowledge (Streetwise) +2, Knowledge (Tactics) +4, Profession +3, Repair +13, Swim +5, Read/Write Language, Speak Language, Craft (Electronic) +10, Computer Use +5, Craft +1, Craft (Visual Art) +1, Craft (Writing) +1, Disable Device +2, Forgery +1, Knowledge (Earth and Life Sciences) +2, Knowledge (Physical Sciences) +4, Knowledge (Technology) +4, Navigate +1, Research +1, Search +3. Languages: Speak English, Read/Write English.
Feats: Builder: Craft (electronic), Craft (structural), Brawl, Improved Brawl, Personal Firearms Proficiency, Ultra Immune System, Salvage, Knockout Punch.
 


It's a netbook I'm writing.

The focus is non-Star Fleet (or ex-Star Fleet!) characters. Thugs, vagabonds and less than perfect folks like you and I. (Or at least me.... You may very well be perfect...)

I'm working on a data sheet for metacreator at the moment. It's a d20 Future work with liberal borrowing from Blood and Guts and CODA-Trek.
 

Gaining Rank in Trek d20.

Using up feats or talents for promotions is a crazy idea. It’s not even wrong, it just shouldn’t be considered. This system, adapted from Blood and Guts by Charles Rice and RPGObjects, presents a system where a player may advance in rank by achieving glory for his government via the acquisition of medals. This makes Rank almost a roleplayed concept.

The Promotion Check
Promotion Checks are made at the end of each story arc, as determined by the GM. Alternately, a character may make the check whenever gaining a level. (That, however seems to be a bit too often for my taste.) The Promotion Check is made on d20 and modified by your Charisma modifier + ½ your level + Medal Bonuses (if any).
The exact DC is dependant on the rank you are trying to achieve.
Rank DC
O1 Ensign 20
O2 Lieutenant, Junior Grade 22
O3 Lieutenant 24
O4 Lt Commander 26
O5 Commander 28
O6 Captain 30
O7 Rear Admiral Lower 32
O8 Rear Admiral Upper 34
O9 Vice Admiral 36
O10 Admiral 38

The Medal Check
Similar to promotion checks, the medal check is made whenever a character meets the minimum criteria for a medal. It is rolled on d20, modified by your Charisma modifier, plus any specific bonuses listed with a given medal.

Starfleet Awards and Commendations

Christopher Pike Medal of Valor
All; DC 18
The Christopher Pike Medal of Valor is a prestigious medal awarded to Starfleet officers in recognition of remarkable leadership, meritorious conduct and acts of personal bravery.
Prerequisite: To check for this medal, you must have participated in an encounter during a declared conflict with an Encounter Level 3 higher than yours. For each level the EL is above yours, you gain a +1 to the medal check for this medal. For each Action point you spend in the encounter, you receive a -1 penalty to the check.
For Els 1 or 2 levels higher, see Star Fleet medal of Valor
Effect: +3 circumstance bonus to all future Promotion Checks

Cochrane Medal of Excellence
All; DC 18
The Cochrane Medal of Excellence is awarded to Starfleet officers who perform outstanding feats in Engineering. It was named for Zefram Cochrane.
Prerequisite: A Natural 20 on an Engineering skill check when designing or implementing new technology.
Effect: +2 circumstance bonus to all future Promotion Checks

Grankite Order of Tactics
All; DC 20
The Grankite Order of Tactics is an award given to Starfleet officers for creating a battle tactic.
Prerequisite: A roleplayed invention of a tactic, followed by its success in battle.
Effect: +3 circumstance bonus to all future Promotion Checks

Federation Citation of Honor
All, DC 20
The Federation Citation of Honor is granted to members of the Federation who conspicuously defend and uphold the ideals of the Federation
Prerequisite: GM’s call for acts defending the Federation as a whole.
Effect: +2 circumstance bonus to all future Promotion Checks

Karagite Order of Heroism
All; DC 15
The Karagite Order of Heroism was an honor bestowed in the 23rd Century on Star Fleet personnel who participated in the Liberation of Karag. It is available to Star Fleet personnel in the TOS Era only
Prerequisite: Must have defended the people of Karag against the Klingon Empire during the Four Years War.
Effect: +1 circumstance bonus to all future Promotion Checks

Palm Leaf of Axanar Peace Mission
All; DC 15
The Palm Leaf of Axanar Peace Mission was a commendation given to Starfleet officers for their participation in the successful peace mission to the planet Axanar in the mid-23rd century. It is available to Star Fleet personnel in the TOS Era only
Prerequisite: Character Background check.
Effect: +1 circumstance bonus to all future Promotion Checks

Prentares Ribbon of Commendation
All; DC 20
The Prentares Ribbon of Commendation was an award presented to deserving Starfleet personnel. Only acts benefiting the entire Federation are considered.
Prerequisite: Awarded only at the completion of a mission in which the entire Federation was endangered.
Effect: +6 circumstance bonus to all future Promotion Checks

Starfleet Citation for Conspicuous Gallantry
All; DC 25
The Starfleet Citation for Conspicuous Gallantry is a very prestigious medal awarded to Starfleet officers in recognition of remarkable leadership, meritorious conduct and acts of personal bravery.
Prerequisite: To check for this medal, you must have participated in an encounter during a declared conflict with an Encounter Level 5 higher than yours and while you where in command. For each level the EL is above yours, you gain a +1 to the medal check for this medal. For each Action point you spend in the encounter, you receive a -1 penalty to the check.
For lower Els, see the Star Fleet and Christopher Pike medals of Valor.
Effect: +6 circumstance bonus to all future Promotion Checks

Starfleet Extended Tour Ribbon
All; DC 15
Given to Star Fleet Personnel who complete extended (5-year) tours.
Prerequisite: GM-Approved Character background Check, must be checked after 6th level and before 10th.
Effect: +1 circumstance bonus to all future Promotion Checks

Starfleet Decoration for Valor
All; DC 15
The Starfleet Decoration for Valor is a prestigious medal awarded to Starfleet officers in recognition of remarkable leadership, meritorious conduct and acts of personal bravery.
Prerequisite: You must have participated in an encounter with an EL 1 or 2 levels above your level.
Effect: +1 circumstance bonus to all future Promotion Checks

Starfleet Honor Roll
All; DC 18
The Starfleet Honor Roll awarded to the best and brightest of Star Fleet Academy Graduates.
Prerequisite: Must be checked for at 1st level. A successful check indicates the character was on the Star Fleet Honor Roll.
Effect: +2 circumstance bonus to all future Promotion Checks

Starfleet Wound Decoration
All, DC 10
This decoration is given to those personnel wounded in the line of duty.
Prerequisite: Must sustain 25% hit point loss due to enemy action.
Special: If you receive more than 2 Starfleet Wound Decorations in a six month period, you will have to go before The StarFleet Board of medical Inquiry and succeed in a DC 15 check against all attributes.
 
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