Towards a Grittier d20 Trek!

Corsair said:
If you do decide to run a game, I'd be happy to be the strung out, burned out, stim addicted(amphetamine, uppers, whatever is the illicit ST "concentration" drug of choice) ex-starfleet pilot/co-pilot.

It's like yer readin' my mind... Tempted to say "Vraxoin" but that would date me.
 

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Mind Meld [Racial feat]
"My mind to your mind ... my thoughts to your thoughts."
Prerequisites: Vulcan, Wisdom 13+
Benefits:
As a full round action, a Vulcan can initiate a telepathic connection to one target whom they have grappled. If unwilling, the target may make a Will save with a DC equal to 10 + half the initiator's character level + their Wisdom modifier. Non-humanoids, those in combat, and those adjacent but not touching the initiator receive a +4 to this save; Abberations and intelligent machines get a +6 save bonus; non-corporeal entities a +8. Success prevents the meld. Failing the save allows the meld to begin and renders the initiator and target Helpless and engrossed (-10 to listen and spot) for the duration of the meld.

During a meld, the initiator can make a special Wisdom (not Int) modified Search check to know whatever the target knows as a full round act. The DC for this check varies: 10 for recent memories or unguarded thoughts; 15 for long-held memories or embarassing secrets; 20 for faded memories or dangerous secrets; 25 for unconscious memories or repressed traumas. The initiator may retry any check as long as the meld lasts. The target gets a Will save versus the above DC to prevent each Search check.

The initiator can break the meld as a full round action. For one minute per round of the meld's duration, they receive a +2 competence bonus on any skill the target has greater ranks than them in. A forced breaking of the meld, by physically seperating initiator and target, requires both to make a Will save DC 15 + 1 per round of the meld's duraction. Success means both are Fatigued for the rest of the encounter and the initiator gains no competence bonus. Failure means Fatigue as described and 3d4 temporary damage to Int, Wis, and Cha. A natural 1 on this save means this ability damage is permanent.

Advanced Meld [Racial feat]
Prerequisites: Mind Meld feat, Wis 15+, Character level 6
As a full round action, a mind meld initiator may block a target's memories. To prevent this, the target may make a Will save versus DC 10 + half the initiator's character level + their Wisdom modifier. If failed, they must a make an Intelligence check vs a DC equal to 10 + half the initiator's character level + their Wisdom modifier to access the memory from that point on. Another Vulcan melder can remove this block with an Int modified level check versus the target's Int check DC.

With an opposed Willpower check, the initiator can make the target perceive or do something against their desire. The target gets a +4 to this check if it's against their allegiances or nature; suicidal commands fail automatically. The initiator doesnt need to maintain physical contact, but the target obeys distractedly -- taking only a standard or move action per round. If someone physically restrains the target, this causes a forced breaking of the meld (see above).

Katric Meld[Racial feat]
"Remember!"
Prerequisites: Advanced Meld feat, Character level 12
Once in life, a mind meld initiator can make an Intelligence modified level check to implant their Katra (soul) into the target's mind with a full-round action during the meld. The DC is 10 + the target's Will save modifier. The target will manifest traits of the Katra's implanter and a +6 competence bonus to any skill the implanter had greater ranks in than the target, but have no detailed access to the implanter's memories. Another melder with this feat can make a similar check to remove a Katra, which can then be stored in an Katric Ark.

If the holder of a Katra implants it into the mind of a child, or one with such a mind, the recipient gains all the memories and personality of the Katra's source.
 
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Wow, this is an awesome thread! Me want play, NOW!

Also, I can't belive this thread has gone on so long without mention of the darkest, meanest part of Trek Canon, Section 31. They would probably be a decent ally/part time employer for the crew of the Wanderer or maybe a crewmemeber could be a S31 Sleeper agent.

At least it would be a way to involve Starfleet without all those damn White Knights messing everything up :p .
 

NCLanceman said:
Wow, this is an awesome thread! Me want play, NOW!

Also, I can't belive this thread has gone on so long without mention of the darkest, meanest part of Trek Canon, Section 31. They would probably be a decent ally/part time employer for the crew of the Wanderer or maybe a crewmemeber could be a S31 Sleeper agent.

At least it would be a way to involve Starfleet without all those damn White Knights messing everything up :p .

I'd think that Section 31 would be one of their enemies, especially since they'd be quite interested in Hope's abilities and her ship. Not to mention the fact that all of them seem to be the types to not really like the government. Especially the spooky side of the government.
 


Diggus Rex said:
Alright, evaluate this:

Mind Meld [Racial feat]
"My mind to your mind ... my thoughts to your thoughts."

Prerequisites: Vulcan, Wisdom 14+

Benefit:
As a full round action, a Vulcan can initiate a telepathic connection to one target whom they have grappled. If unwilling, the target may make a Will save with a DC equal to 10 + half the initiator's character level + their Wisdom modifier. Non-humanoids, those in combat, and those adjacent but not touching the initiator receive a +4 to this save; Abberations and intelligent machines get a +6 save bonus; non-corporeal entities a +8. Success prevents the meld. Failing the save allows the meld to begin and renders the initiator and target Helpless and engrossed (-10 to listen and spot) for the duration of the meld.

During a meld, the initiator can make a special Wisdom (not Int) modified Search check to know whatever the target knows as a full round act. The DC for this check varies: 10 for recent memories or unguarded thoughts; 15 for long-held memories or embarassing secrets; 20 for faded memories or dangerous secrets; 25 for unconscious memories or repressed traumas. The initiator may retry any check as long as the meld lasts. The target gets a Will save versus the above DC to prevent each Search check.

The initiator can break the meld as a full round action. For one minute per round of the meld's duration, they receive a +2 competence bonus on any skill the target has greater ranks than them in. A forced breaking of the meld, by physically seperating initiator and target, requires both to make Will save DC 15 + 1 per round of the meld's duraction. Success means both are Fatigued for the rest of the encounter and the initiator gains no competence bonus. Failure means both are Fatigued as described and suffer 3d4 temporary damage to Int, Wis, and Cha. A natural 1 on this save means this ability damage is permanent.

Special:
An initiator with a character level 7 or higher may block a target's memories as a full round action. The target may make a +5 Will save to prevent this. If failed, they must a make an Intelligence check vs a DC equal to 10 + half the initiator's character level + their Wisdom modifier to access the memory from that point on. Another Vulcan melder can remove this block with an Int modified level check versus the target's Int check DC.

Character level 12 or higher initiators can make an Intelligence modified level check to implant their Katra (soul) into the target's mind with a full-round action during the meld. The DC is 15 + the target's Will save modifier. The target will manifest traits of the Katra's implanter and a +6 competence bonus to any skill the implanter had greater ranks in than the target, but have no detailed access to the implanter's memories. Another melder, of equal or higher level as the implanter, can make a similar check to remove a Katra.

I'll read over the Betazoid stuff more in a while.


Wow. Awesome. My only criticism is that you lump too much into one feat. We can make some of this stuff into extra feats [Advanced Mind Meld or somesuch]

Based on Raven Crowking's species templates, the rules used in Prime Directive RPG, and just from what I've observed in the shows and movies, Vulcans seem to be potentially capable of doing the following:

Vulcan Neuralpressure Technique
• Vulcan Nerve Pinch
Vulcan Mild Meld
• Communion (penalties if forced, or at a distance, or if unwilling to share)
• Mind Bar (usable on others at penalty)
• Domination
• Alter Memories (implant, remove, or alter)
• Implant Katra (trick, only usable at a high skill level)


You incorporated most of this into the one Feat...and did it well! But, for sanity's sake (and to adapt things for rules purposes), I'd suggest limiting the basic Mind Meld feat a bit.

Once we get an idea of how "tricks" work, make Implant Katra a trick of Advanced Mind Meld.

Make the basic Mind Meld just about communion between the participants [make it usuable with penalties for distance with a "trick"] and probing the target's mind.

Make Advanced Mind Meld about mental manipulation [the suggestion/domination thing Spock used once or twice, altering memories, helping others shield their minds from telepathic influence, etc.].

This seems to be in-line with how Mind Melding works on-screen [older, wiser, better trained Vulcans are the ones doing the super-telepathy].

Thoughts?

Also, I like your delineation for levels of thought probing...I'm yoinking that for adaptation to Betazoids! ;)
 

the_myth said:
Betazoid Features: [nod to Raven Crowking for suggesting along these lines]
Racial Feat: Betazoid Telepathy
Racial Feat: +3 Sense Motive (like Skill Focus)
Drawback: Pacifistic (-2 attack penalty)

Betazoid Telepathy [Racial Feat]: Through their natural telepathic senses, Betazoids can detect sentient minds at a distance. At a range of 1 mile, a Betazoid can sense the presence of sentient life. The nature of this sentient life can be discerned with an appropriate Knowledge check.

More precise information can be acquired from a sentient mind through the use of Sense Motive Rolls. On a DC 10 roll, a Betazoid can sense the emotional state of a targeted creature, and on a DC 15, the target creature’s surface thoughts can be discerned. On a DC 20, the Betazoid can discern a secret piece of information hidden in the sentient mind.

This telepathic sense is usually limited to within line of sight, but if a Betazoid can pinpoint a target creature’s position up to one mile away, that mind can still read. Betazoid Telepathy cannot normally be opposed [GMs may allow characters with Iron Will or Telepathy to be allowed a Will roll to resist].

I like Mara's concept and background alot, although she may wish to mind her manners around Nimal. ;)

The Betazoid traits seem a bit too modelled off Troi. Being an open and honest to a fault people, the racial bonus to Sense Motive seems inconsistent. It makes sense for Mara to develope this skill, given her concept and experiences away from her home.

In general, their telepathy seems a bit overpowered. What's the DC for their telepathy to detect others not in line of sight? This article provides some good guidance for revision.
 

Diggus Rex said:
I like Mara's concept and background alot, although she may wish to mind her manners around Nimal. ;)

The Betazoid traits seem a bit too modelled off Troi. Being an open and honest to a fault people, the racial bonus to Sense Motive seems inconsistent. It makes sense for Mara to develope this skill, given her concept and experiences away from her home.

In general, their telepathy seems a bit overpowered. What's the DC for their telepathy to detect others not in line of sight? This article provides some good guidance for revision.

Lol. I like her too, though she'd best mind her manners around Hope too. Remember, she's a higher level Charismatic Hero than her and has access to the laxatives. :] :lol:
 

Thanks for the imput Myth, feat revised into a three feat tree now.

I still need the races list, wanna check out Raven's thoughts. I went to his thread but there's only background races on it.

kirinke said:
Remember, she's a higher level Charismatic Hero than her and has access to the laxatives. :] :lol:

Yeah, I'm just saying if the Romulan causes minor, untraceable malfunctions for small abuses of the ship; what would he do to someone violating his character-defining privacy? :]
 

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