Towards a Grittier d20 Trek!

Can I get some details of your system, DR? Is it hyperdetailed or story-centered? By this, I mean are we counting spaces and power consumption and knowing precisely when a bridge panel is gonna blow out?

I was thinking of a table of components, minimum ship size for those, Purch DCs and (general) years of availability. Some races are ahead of others at various times (Vulcans during Enterprise were far more advanced than Humans). Obviously Klingons and Romulans will only be the only major races who get cloaking devices. So not all components are available to everyone, all the time.

Unless... we write this thing to only encompass the immediate post-Nemesis era. The Romulan Civil War and such... That would tend to cut down on the need to write all of trekdom in one fan-fic RPG... wouldn't it?

Thoughts?
 

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My system is a set of adjustments to best implement a Farscape style game using D20 Future. For this Trek adaptation, I'll be making new tweaks to the core mechanic to best reflect Star Trek. I'm currently writing Warp Drive rules to reflect what we see in canon, then I'll be adding a mechanic for those "silent components" in the Orion design. I aim for accuracy of interpretation and rules simplicity, more story-centered.

I can do components from what we see in Trek, no problem. I believe we need only focus what follows DS9 in terms of scope. Decipher has all other eras covered. your call though.
 

Looks neat. I always wanted to play or run in a sci-fi game but I never had the drive to get into it seriously. I'll be keeping an eye on you guys, if only for my own entertainment.
 

OK, here is my first draft. Everything comes from D20 Future or Future Tech, save the Warp Drive and Orion components.

SS Wanderer v.1.2

Registry NAR-588784
Modified Orion Freighter
Mediumweight ship
Length 187m Height 45m Width 70m

Size Modifier Colossal / -8
Targeting system +3;
Autopilot +5
Initiative +2
Crew 26
Cargo Capacity: Gargantuan cargo bay, 125 tons

Drives:
Antimatter Reactor 6 years until refuel
*Warp Drive: Cruising Speed Warp 6 ( 392c )
(Note: I used the second table of this article)
Thrusters 30k ft Particle Impulse Engine (atmos.) +10k ft
Tactical Speed 40k ft (8 sqrs.)

Armor:
Ablative -- Hardness 40

Defensive systems:
HD 160; Hull Points: 2800 hp
Particle Shields 800 bonus hp vs Concussion, fire, electricity, non-specific energy
Improved Autopilot
Medium Fortification 75% crit cancel
Interceptor missles attack roll opposes that of missle attack
*Orion Components
Sensor Jammer -5 to be scanned by others & 20% miss chance for missles

Sensors:
Class VII Sensor Array
Stellar Navigation System +4 to Navigate checks
Missle lock Alert System +4 Defense vs. missles

Communications:
Drive Transceiver
Internal Comms A/V

Weapons:
Three Plasma Cannons 7d8x2 fire, crit 20, 30K ft (6 sqr. increment)
Plasma missle launcher 9d8x2 fire, crit 19-20,
Tractor beam emitter
Grappler

Base PDC 62 (PDC 63 overall)

*Warp Drive
A vessel can easily maintain it’s cruise Warp factor for 24 hours . A full-round DC 10 Computer use check is needed to regulate the anti-matter injectors once per 24 hours of Warp cruising. Every Warp factor slower than the cruise speed a ship travels at doubles the time needed between Computer Use checks and lowers the DC by 2 (minimum DC 4). Every half Warp factor faster than cruise speed (up to Warp 9) halves the time between checks and raises the DC by 2. Every tenth of a interval that goes by without regulation raises the DC by 2. If the DC reaches 20 through negligence, the warp engines shut down automatically (see below). After Warp 9 is achieved, a check is needed every 5 rounds and DC is +5 for every tenth of a Warp factor above 9. Many others can assist on the anti-matter regulation check.

If the DC is failed, the Warp engines must be shut down for 1 hour per Warp factor the ship was traveling at, and add another hour for each tenth above warp 9 if applicable. During this time, drive systems are being recalibrated (Repair check DC 20). Every 2 points by which the check beats the DC lessens the recalibration time by one hour (minimum 1 hr). Re-initiating the Warp drive before the recalibration time is over raises the DC of all checks related to the Warp drive by 5.

Example: The Wanderer is cruising at Warp 4 en route to meet a client at Deep Space 7. While Chief engineer Nimal is at his post enjoying his morning tea, the anti-matter regulators chirp to let him know they need adjusting after four days at warp. He leans over to authorize this with a few quick taps on the console (Computer Use DC 6).

Luckily he takes his tea warm instead of hot, as a bit spills on his wrist when the ship makes a hard course correction to port. Seconds later the intercomm sounds battle stations and the helm intensifies the subspace field for warp 8. Nimal hands the beverage to a passing crewman while readjusting the injector rate he just programmed in (Computer Use DC 18) . The Romulan then re-schedules the maintenance he was to assign this afternoon, before ordering another engineer to check the intermix regulator every ninety minutes. Noticing their new heading takes them near Andoria, he heads to the bridge to discover the new crisis the captain has put them in.



*Orion Components
Being an old freighter, the Wanderer has undergone many refits over the decades. Amongst all those modifications, there are a group of systems that have never been altered. Called “the Silent Partners” by some of the engineering crew, these components behave in very erratic ways. Although they’ve never endangered the ship, they have at times rerouted power for no reason without authorization. Diagnostics of these systems often report gibberish matching no known language or code. Attempts to removed these systems have met with difficulties, twice with near-fatal malfunctions in seemingly unrelated systems around the ship. The crew has adapted a live and let live policy towards the Partners. Nimal often quotes an old Romulan proverb regarding them, “If it isn’t broken, do not fix it.”

During especially tense encounters aboard the Wanderer, these components may activate themselves to exert influence over the ship‘s systems. Roll 1d2 to determine penalty or bonus, then 2d6 to determine the amount of influence. As a penalty, this amount may be penalties to checks with existing systems or form a DC 10 + influence amount to determine false readouts in affected systems. As a bonus, the influence can manifest as bonuses to skill checks, attacks, the ship’s defense, extra Hardness to the ship’s armor, or even as a percentage increase to shield HP. Roll 1d6 to determine effected system: 1- Defenses; 2- Communications; 3-Sensors; 4-Weapons; 5-Drives; 6-Life support.

To disable penalties , a full round action Repair check DC 15 + influence amount. Bonuses last until the encounter is over.
 
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Ship Write up... Simply Awesome. I love it.! I've been kinda quiet the last few days, being a bit stressed out over a sick cat.... but that's great work.

I didn't expect the "Silent Partners" to hae rules attached... They were going to be a GM plot device, but giving a few small rules and such really foreshadows any bizarre behavior the GM decides they'll engage in.

Wow.
 

Nice. What about Hope's modified ultralight ship? I would think that her ship would also be a source of strangeness, not to mention whatever the ship did to the good doctor herself.
 

Jephkay, hope your cat's better. :) I've got further questions on the Wanderer to clarify some points:

I've houseruled that each ship category has a size category. Ultralights are huge, lights gargantuan, etc. I've created Awesome (-12 mod) and Titanic (-16) for Heavy and Super Heavy respectively (includes space stations). Should I port it over?

Minimum crew of 8 means that assuming three 8hr-shift rotations brings the effective crew total to 24. How do ya want them distributed?

I prefer a 5,000 ft square for the game as it's more realistic and allows us to speak in terms near that of nautical miles. I use 500ft squares for aerospace combat. What do ya think?

Using average HD (10.5 x #HD), I find it better sync's with D20 HD rules and makes starship combat less drawn out. For PC ships (like the Wanderer) I maximize half the HD then roll the other half for multiples of the remainder; gives the PC's a bit of script immunity ;). For the Wanderer this would be 1600HP + 8d20x10. An NPC Orion freighter would get 160 x 10.5 = 1680. Thoughts?

Shall we rename all missles torpedos?

Are my rendering of the Warp drive and Silent partners clear enough?

kirinke, Jephkay's answers to the above will inform me how all starships are to be made. Plus, I'd need specifications.
 

Jephkay, hope your cat's better. :) I've got further questions on the Wanderer to clarify some points:

Chaos is doing fine today, thanks!

I've houseruled that each ship category has a size category. Ultralights are huge, lights gargantuan, etc. I've created Awesome (-12 mod) and Titanic (-16) for Heavy and Super Heavy respectively (includes space stations). Should I port it over?

Yes. I like that.

Minimum crew of 8 means that assuming three 8hr-shift rotations brings the effective crew total to 24. How do ya want them distributed?

Good Question. I picture more engineers than anything else. That's an old, weird ship and needs to be taken care of very carefully. I'd say you'd have at least 3 Wrench Benders per shift.

I prefer a 5,000 ft square for the game as it's more realistic and allows us to speak in terms near that of nautical miles. I use 500ft squares for aerospace combat. What do ya think?

Do it. I like that better myself.

Using average HD (10.5 x #HD), I find it better sync's with D20 HD rules and makes starship combat less drawn out. For PC ships (like the Wanderer) I maximize half the HD then roll the other half for multiples of the remainder; gives the PC's a bit of script immunity ;). For the Wanderer this would be 1600HP + 8d20x10. An NPC Orion freighter would get 160 x 10.5 = 1680. Thoughts?

Very nice. d20 Future's ships are way too tough. Fights take hours. Starships in Trek seem to be alternately fragile and tough-as-nails depending on the script requirements. This is best simulated by low hit points and a critical table of sorts... I'll think about that a bit.

Shall we rename all missles torpedos?

Hmmm... it would simplify stuff a bit. I have a list of weapon types hereabouts. I'll see what sorta things it has, and translate them to d20 terms at some point.

Are my rendering of the Warp drive and Silent partners clear enough?

I think it's concise and not a little mysterious. Just what I wanted.

kirinke, Jephkay's answers to the above will inform me how all starships are to be made. Plus, I'd need specifications.
 

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