Towards a Grittier d20 Trek!

I really like where you're going with this Jephkay. Grittiness is one of the things I loved about DS9's characters (like Quark with his bar of gambling and alien/holo-prostitution).

How do you handle the immense lethality of phaser/disruptors, which can vaporize characters and meters of rock with a single shot?

I like the Medals aiding in Promotion checks. The ones with prerequisites depending on dice rolls though seem a bit off. Wouldnt basing them mostly on role playing be a good way to encourage the drama we see in Trek?

As hitpoints are reflections of grazing hits and bruises, wouldnt the Wound Decoration be better awarded to those that get reduced to negative in combat? What happens if you cant make the check versus all attributes? Inactive duty? Enforced shoreleave? Mandatory counseling?
 

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Diggus Rex said:
I really like where you're going with this Jephkay. Grittiness is one of the things I loved about DS9's characters (like Quark with his bar of gambling and alien/holo-prostitution).

How do you handle the immense lethality of phaser/disruptors, which can vaporize characters and meters of rock with a single shot?

Same way we do in the tv series.... Don't get hit.

I like the Medals aiding in Promotion checks. The ones with prerequisites depending on dice rolls though seem a bit off. Wouldnt basing them mostly on role playing be a good way to encourage the drama we see in Trek?

True Enough.... I'll have a second look at Blood and Guts, trim my adaptation up a bit.

As hitpoints are reflections of grazing hits and bruises, wouldnt the Wound Decoration be better awarded to those that get reduced to negative in combat? What happens if you cant make the check versus all attributes? Inactive duty? Enforced shoreleave? Mandatory counseling?

The 25% is a direct quote from Blood and Guts. What do others think? I want a net book that really reflects people's attitudes about Gritty Trek and d20 Future in particular.


My eventual goal is to merge the Modern and Future SRDs seamlessly with my material for a huge PDF called d20 Trek... or something... does anybody have such a merged document ready for me to mangle?
 

I don't, but I'd love to see your results when you finish. I love both Firefly and Trek, so this is like peanut butter & chocolate to me.

If you need any info from the old Last Unicorn books, I have every one of them right over there (points over there). If they published it, I have it.
 

Diggus Rex said:
I really like where you're going with this Jephkay. Grittiness is one of the things I loved about DS9's characters (like Quark with his bar of gambling and alien/holo-prostitution).


I agree with this, and this is one of the reasons DS9 was my favorite Trek series. The characters were NOT perfect, and it was a much grittier setting than TNG, for example.

I actually played in a real gritty Trek campaign years ago. We used Star Fleet Battles for ship to ship...don't remember what game we have based the RPG aspect on. My PC was captain of a smuggler ship. It was a supped up cargo vessel...I still remember the look on my gamemaster's face when I managed to take out two federation ships in a single battle (I think they were Larson class destroyers). Good times, but the game was extremely gritty.
 

Yeah, I'm a Niner too. :cool: Never heard of Larsons before, they look like crap, but I'm sure it was glorious victory worthy of song ... <Klingon cliches> :D

I'm still wondering on the damage thing though (and what happens if you fail the ability checks for SF Medical). I could see narrating combat hits as near missess, but if folks arent on a ship why not set weapons to maximum and do as much damage as a modern tank? Or, keep phasers on stun to end a fight unsatisfyingly quick?
 

Diggus Rex said:
Yeah, I'm a Niner too. :cool: Never heard of Larsons before, they look like crap, but I'm sure it was glorious victory worthy of song ... <Klingon cliches> :D

I actually had a Klingon for my Executive Officer in that game. Good times.

Diggus Rex said:
I'm still wondering on the damage thing though (and what happens if you fail the ability checks for SF Medical). I could see narrating combat hits as near missess, but if folks arent on a ship why not set weapons to maximum and do as much damage as a modern tank? Or, keep phasers on stun to end a fight unsatisfyingly quick?

This is a big deal. A hand-held phaser set on maximum can blow through just about anything short of hardened alloys and such (duranium and other metals that compose such things as starship hulls).

A good example of grit in the setting though is the DS9 episode "The Siege of AR-588." Lots of Star Fleet officers are killed, Nog loses his leg, everything and everyone is dirty, etc. Definitely worth a watch.
 

Yep, seen all of them. Dont wanna get on a DS9 worship sidetrack though.

I'm sure if they dont wanna damage surroundings, no max level. But how often can you stage fights in China closets. "Dont want to destroy this sacred alien temple. I'll just set my light-size phaser to level 3 thermal -- 6d6 fire damage."
 

Diggus Rex said:
I'm sure if they dont wanna damage surroundings, no max level. But how often can you stage fights in China closets. "Dont want to destroy this sacred alien temple. I'll just set my light-size phaser to level 3 thermal -- 6d6 fire damage."


I see it like this... There's a limit to how much you have to use to kill someone, and then there's blowing up the scenery wholesale. As far as quick firefights go, I tend not to put anyone in front of a PC with a phaser whom I can't afford to lose. Lots of low level goons, or folks with Defense scores of a reasonable level, might be the case.

Don't forget... the PCs are subject to those same massively damaging weapons... that makes a gun fight pretty rare.

(In my experience...)
 

So if a PC/NPC gets hit thats pretty much it for them for the combat? That's Trek consistent.

That is gritty, and will definately give new value to Diplomacy. ;)
 

These Occupations are pretty powerful, as such things go, but I don't think they're unrealistic. Starship crews are very well trained, and I don't give two hoots about party balance. It might tend to make a lot of folks play "Ex-Starfleet" characters, but that's the risk, ain't it?

Wealth Bonus indicates folks who aren't getting everything taken care of by Starfleet or the Romulan Star Navy. You would also let it kick in if the character had left Starfleet in a Wesley Crusher Moment.

The main point of using Occupations instead of the more common "Starship Officer Class" concept is to allow a character described as Rear Admiral Dash Ramrod, Charismatic5/Tough4/Dreadnought2 and still be a Starfleet character. More diverse characters that way!

Command Officer
The command division is the corps of officers within Starfleet who specialize in command and control functions on starbases, aboard starships, and at Starfleet Command. Members of the command division are trained in leadership and have tactical training allowing them to decisively take action in organizing and mobilizing Starfleet crews to perform missions. Command officers include most all of the admiralty, captains, executive officers, adjutants, pilots and flight controller (or helmsman). Command division personnel also fill posts as tactical officers and sometimes in ordinance departments. Most interstellar nations’ fleets have a similar officer’s corps.
Prerequisite: Age 23+
Skills: Choose 4 of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Bluff, Computer Use, Diplomacy, Gather Information, Intimidate, Knowledge (Tactics), Knowledge (Technology), Navigate, Pilot, Sense Motive
Bonus Feat: Alertness, Action Boost, Athletic, Attentive, Cautious, Confident, Creative, Deceptive, Educated, Endurance, Focused, Gearhead, Jack of all Trades, Meticulous, Spacer, Trustworthy
Non-Starfleet Wealth Increase: +1

Engineering
On any space vessel, engineers are officers assigned to monitor and maintain the starship’s functionality. They often do most of the “grunt work” that is involved in keeping a ship or space station up and running. They are expected to tackle all the problems that drain the ship’s resources or lower its efficiency.
Prerequisite: Age 23+
Skills: Choose 4 of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Computer Use, Craft (Electronic), Craft (Mechanical), Craft (Structural), Demolitions, Disable Device, Investigate, Knowledge (Earth and Life Sciences), Knowledge (Physical Sciences), Knowledge (Technology), Profession (Engineer), Repair, Research
Bonus Feat: Action Boost, Alertness, Attentive, Builder, Cautious, Confident, Creative, Educated, Focused, Gearhead, Jack of all Trades, Meticulous, Spacer, Studious

Medical Officer
The medical division is the corps of officers and crewmen within Starfleet who specialize in maintaining the wellbeing of Starfleet personnel..
Prerequisite: Age 25+
Skills: Choose 4 of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Computer Use, Craft (Pharmaceutical), Diplomacy, Gather Information, Investigate, Knowledge (Behavioral Sciences), Knowledge (Earth and Life Sciences), Knowledge (Physical Sciences), Knowledge (Technology), Profession (Doctor), Sense Motive, Treat Injury, Survival
Bonus Feat: Action Boost, Surgery, Xenomedic, Alertness, Athletic, Attentive, Cautious, Confident, Creative, Educated, Endurance, Focused, Gearhead, Jack of all Trades, Medical Expert, Meticulous, Studious, Trustworthy, Ultra Immune System
Non-Starfleet Wealth Increase: +1


Operations Officer
The operations division is the corps of officers and crewmen within Starfleet who specialize in services and military functions on starbases, aboard starships, and at Starfleet Command. Members of the operations division may specialize in a ship or base service, staff officers, administration, or military operations. By the 24th century, this division had new postings established on ships, such as operations managers (aka chiefs of operations).
Prerequisite: Age 23+
Skills: Choose 4 of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Computer Use, Knowledge (Physical Sciences), Knowledge (Tactics), Knowledge (Technology), Pilot, Repair, Spot
Bonus Feat, Action Boost, Alertness, Athletic, Attentive, Builder, Cautious, Confident, Creative, Deceptive, Educated, Focused, Gearhead, Jack of all Trades, Improved Initiative, Meticulous, Spacer, Studious, Starship Operation (Heavy), Starship Operation (Light), Starship Operation (Mediumweight), Starship Operation (Superheavy), Starship Operation (Ultralight), Starship Gunnery
Non-Starfleet Wealth Increase: +1

Security Officer
The Starfleet Security agency is responsible for security aboard all Starfleet and some Federation outposts, vessels, and facilities. In this function, they act in ways analogous to local and regional police agencies, but Starfleet Security's mandate extends much farther than that. The agency is responsible for maintaining and enforcing Starfleet Security regulations, procedures and policies on all Starfleet and affiliated facilities, outposts, and vessels. In addition, this agency is responsible for security clearances of all Starfleet/UFP personnel.
Prerequisite: Age 22+
Skills: Choose 4 of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using that skill.
Bluff, Computer Use, Craft (Mechanical), Demolitions, Diplomacy, Disable Device, Gather Information, Intimidate, Investigate, Knowledge (Behavioral Sciences), Knowledge (Enemy Lore), Knowledge (Streetwise), Knowledge (Tactics), Knowledge (Technology), Move Silently, Listen, Sense Motive, Spot, Survival, Treat Injury
Bonus Feat: Action Boost, Acrobatic, Alertness, Athletic, Attentive, Cautious, Confident, Creative, Deceptive, Educated, Endurance, Focused, Gearhead, Great Fortitude, Iron Will, Lightning Reflexes, Meticulous, Toughness, Stealthy, Trustworthy, Archaic Weapons Proficiency
Non-Starfleet Wealth Increase: +1
 

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