Character Creation

This is the OOC forum for Star Trek: Supra Humeros Gigantes
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Orvost
Level 9
Level 9
Posts: 797
Location: Chicago
User Class: Inquisitor

Character Creation

Post by Orvost » Mon May 04, 2020 2:10 am

This campaign centers around a human crew. If you want to be exotic, you can be from Alpha Centari instead of earth. They are virtually indistinguishable from humans. If your heart is set on being Andorian, Tellarite, Edoan, Caitian, or Vulcan, we may accommodate. You will have different base stats. Let me know.

There are five standard attributes (strength, endurance, intellect, dexterity, charisma) and two special attributes (luck, psionic potential). Attributes are on a scale of 1 through 99. The average human value in the standard attributes is 40, that includes the entire human population from infancy to old age. For humans in their prime (proximately 20 to 40 years old) the average value of each standard attribute is approximately 50.

Characters have Base value for their attributes, then an additional 100 points to spend.

Strength (STR) Determines how much you can carry, lift, and drag as well as hand-to-hand damage. Base value 50 for human characters.
Endurance (END) How much abuse and neglect the body can stand. Determines hit points and recovery rate. Base value of 50 for human characters.
Intellect (INT) Relatively important attribute. A High Int score will give a character more points to put in skills. A high Int score influences a character’s career opportunities. Base value of 50 for human characters.
Dexterity (DEX) Important for personal combat. Determines number of action points and to-hit percentages for melee and missile weapons. Base value of 50 for human characters.
Charisma (CHA) There is no standard of beauty among the many planetary species and cultures, but this stat is an approximation of physical attractiveness, force of will, and animal magnetism. Important for leadership and social skills. Base value of 50 for human characters.
Luck (LUC) Gives an edge or a final save during crisis. A high Luc score influences your career opportunities just as much as Int does. Humans are the masters of Luck in the universe—every other race has a negative modifier for this stat. Base value of 50 for human characters.
Psionic Potential (PSI) Potential to develop or use mental abilities. There is no formal Star Fleet training in Psionics. An extremely small number of psionically-gifted individuals are given the opportunity to train their abilities on the planet Vulcan, but that is beyond the scope of this campaign. A high PSI stat will only be useful in resisting or assisting the PSI abilities of others. Base value of 1 for human characters.

Points spent on attributes are a one-for-one basis, except for PSI. Every point spent on PSI raises the stat by two points. Characters can lower attributes for extra points. Every two points an attribute is lowered earns 1 point to spend elsewhere. No more than 1 standard ability can be lowered in such a way and cannot be lowered past 40. Star Fleet has minimum standards to maintain. LUC is different. Starfleet has no way of measuring LUC, so LUC may be lowered past 40.

User avatar
Orvost
Level 9
Level 9
Posts: 797
Location: Chicago
User Class: Inquisitor

Character Creation

Post by Orvost » Mon May 04, 2020 2:16 am

SKILLS
Skill Rating: Proficiency in Field:
0 Unskilled (auto fail)
1-9 Semiskilled (role d10 to attempt routine skill use)
10 Minimum Proficiency (auto succeed routine skill use)
10-39 Qualified
40-79 Professional (60 is equivalent to an advanced degree)
80-95 Expert (you write articles and attend conferences on the subject)
96+ Acknowledged leader (you are famous as one of the brightest minds on the subject in this generation)

Administration: Keeping records, managing a department, writing reports, navigating chain of command and bureaucracies.
Artistic Expression: Fine arts, performing arts, and applied arts. Separate skill for each art form.
Carousing: Social drinking, social gambling, interacting with the opposite sex, working a room.
Communication System Operation: Use of all types of communication systems. Important skill for communication officers.
Communication Systems Technology: Theory, construction, and repair of communication systems. Important skill for communication and engineering officers.
Computer Operation: Gather and retrieve data from computer devices. Important for all officers, especially Medical, Communications, and Science.
Computer Technology: Construction and repair of Computers. Design and Theory of computers is covered in the Physical Science skill Computer Science. Engineer, Science and Communication officers have at least minimum qualification.
Damage Control Procedures: Assessing damage reports and efficient use of damage control parties. Communications Officers receive extensive training to become Damage Control Officers.
Deflector Shield Operation: Energizing of a Starship’s defensive screens as well as tractor/pressor beams. Navigation Officers receive extensive training in this skill.
Deflector Shield Technology: Theory, repair, and maintenance of a ship’s protective screens and tractor/pressor beams. Navigation and Engineer officers are trained in this skill.
Electronics Technology: Theory, construction, repair, and maintenance of all general electronic devices and ship systems.
Environmental Suit Operation: Use and operation of suits designed for hostile environments.
Gaming: Rules and strategy for any competitive game of mental prowess. Separate skill for each game.
Instruction: Teaching and passing knowledge to others.
Language: Spoken and written forms of another language. All characters have professional level skill in their native tongue and Galactica, the standard Federation language.
Leadership: Command, inspire, and influence subordinates and others.
Life Sciences: Skill group focused on living things. Each skill developed separately. Includes Bionics, Botany, Ecology, Exobiology, Genetics, Zoology.
Life Support Systems Technology: Operation, repair, and modification of shipboard or landing party life support systems. Medical and Engineering Officers are trained in this skill.
Marksmanship, Archaic Weapon: Skill in ancient projectile weapons. Separate skill for each weapon type.
Marksmanship, Modern Weapon: Use of all types of modern projectile weapons.
Mechanical Engineering: Assembly, repair, maintenance of Mechanical devices and Systems.
Medical Sciences: Skill group for the practice of medicine. Separate skills in General Medicine and Psychology are required for other races. Skills include General Medicine, First Aid, Pathology, Psychology, and Surgery.
Negotiation/Diplomacy: Influencing others.
Personal Combat, Armed: Ancient or modern hand weapons. Separate skill for each class of weapon.
Personal Combat, Unarmed: All-inclusive for all unarmed fighting styles. Skill level increases hand-to-hand damage.
Personal Weapons Technology: Repair and modification of modern sidearms.
Physical Sciences: Skill group for the theoretical sciences that govern the behavior of non-living material states, including the following skills: Chemistry, Computer Science, Mathematics, Physics.
Planetary Sciences: Skill group for the lithosphere, hydrosphere, and atmosphere of planets, including the following skills: Geology, Hydrology, Meteorology.
Planetary Survival: Practical skills for securing food, water, and shelter under primitive and hostile conditions. Separate skill ratings for each planetary type including arctic, cool temperate, warm temperate, tropical and desert.
Security Procedures: Star Fleet procedures for ensuring the security of personnel, equipment, documents, and property. Training includes confining and interrogating prisoners, crowd control, and protecting VIPs.
Shuttlecraft Pilot: Operation of Star Fleet shuttlecraft and its onboard systems.
Shuttlecraft Systems Technology: Support, maintenance, and repair of standard and special purpose shuttlecraft.
Small Equipment Systems Operation: Operation of all types of Star Fleet hand-held devices such as communicators, tricorders, universal translators, aqualanterns.
Small Equipment Systems Technology: Repair and modification of Star Fleet hand-held devices.
Small unit Tactics: Military and police tactics in small skirmishes and commando actions. Includes large-scale planetary ground actions.
Social Sciences: Skill group dealing with the institutions and functions of societies including the following skills: Archaeology, Economics, Law (including Federation law), Political Science, Racial/Cultural History (including Federation History).
Space Sciences: Skill group dealing with the study of space, stars, planetary motion, navigation, and the application of other sciences to space travel or deep space. Includes the following skills: Astrogation (starship navigation), Astronautics (starship engineering), Astronomy, Astrophysics.
Sports: Skill group for all types of physical competitive events.
Starship Combat Strategy/Tactics: The ability to command a starship in battle. Characters who attend Command School receive professional-level training in this skill, but many captains-to-be go beyond even that level of training.
Starship Helm Operation: Steering a ship, operating its warp and impulse engines; executing standard, evasive, and battle maneuvers as well as initiating standard orbits, intercept courses. This skill is used in starship combat when emergency maneuvers are attempted.
Starship Sensors: Operating a starship’s sensors as well as gathering, interpreting, and storing sensor data. All Starfleet officers are trained in this skill, Navigators and Helmsmen receive advanced training, and Science officers receive professional-level training.
Starship Weaponry Operation: Arming, aiming, and firing all types of starship weaponry. Helmsmen receive professional-level training in this skill. Used in starship combat to determine to-hit rolls.
Starship Weaponry Technology: Technical aspect of starship weapon systems including maintenance, repair, and modification of these systems. Helmsmen use this skill to repair weapon console damage from a bridge hit during starship combat.
Streetwise: Interacting with intelligent beings planetside. The urban counterpart to Planetary Survival skills.
Transporter Operational Procedures: Use of personal and cargo transporter devices.
Transporter Systems Technology: Technical aspect of transporter technology including maintenance, repair and modification of these systems.
Trivia: Catch-all skill group for any specialized knowledge not covered by other skills.
Vehicle Operation: Skill group for piloting planetary vehicles including skills in aircraft, ground, and water vehicles.
Warp Drive Technology: Technical and theoretical knowledge of mater/antimatter systems. All Engineers are trained in this skill, and most have professional level training. Used in starship combat to coax extra power from the engines and make emergency warp speed changes.
Zero-G Operations: Working and acting in low or null-gravity situations, whether it be emergency repairs outside a ship or combat aboard a floating derelict.

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