Difference between revisions of "Cast of Characters"
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==== Professional Abilities ==== | ==== Professional Abilities ==== | ||
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| + | ==== Combat Piloting ===== | ||
| + | The conn trains in countless combat simulations to improve his reflexes and timing while piloting the starship. When presiding over the helm in combat, the conn can make one additional helm maneuver per round without suffering any additional action penalties. | ||
| + | |||
| + | ===== Commanding Presence ===== | ||
| + | Command officers stick to their guns when confronting hostile situations or negotiating with alien leaders. When making a Willpower reaction test, the command officer rolls an extra die (3d6), but keeps the highest two rolls. The rule for rolling double 6's still applies. | ||
| + | |||
| + | ===== Get Your Hands Dirty ===== | ||
| + | Even non-engineers often know their way around a blown circuit panel or a decoupled phase inverter. When making a Repair test on any piece of equipment on their own starship, a Starfleet officer can add +2 to the test result. | ||
| + | |||
| + | ===== Hot Hands ===== | ||
| + | It's all in the reflexes. When making a Quickness reaction test, the flight control officer rolls an extra die (3d6), but keeps the highest two dice. The rule for rolling double sixes still applies. | ||
===== Starship Duty ===== | ===== Starship Duty ===== | ||
Every starship officer has a specific duty aboard a starship or starbase—flight control officer, transporter operator, engineer, communications officers, and so on. When choosing this ability, select one starship officer elite profession to represent your character's shipboard position. This ability substitutes for all of the prerequisites for entering that elite profession. This ability may be chosen more than once, but the character may never advance more than two elite professions at a given time. | Every starship officer has a specific duty aboard a starship or starbase—flight control officer, transporter operator, engineer, communications officers, and so on. When choosing this ability, select one starship officer elite profession to represent your character's shipboard position. This ability substitutes for all of the prerequisites for entering that elite profession. This ability may be chosen more than once, but the character may never advance more than two elite professions at a given time. | ||
| + | |||
| + | ===== Starship Tactics ===== | ||
| + | Command officers study starship combat tactics and maneuvers. Once per game session, the command officer can reroll one Tactics skill test and use the better of the two test results. | ||
==Lieutenant Commander Rageb F'ter, Chief Engineer== | ==Lieutenant Commander Rageb F'ter, Chief Engineer== | ||
Revision as of 16:32, 25 December 2018
Captain Nathan Van De Velde, Commanding Officer (CO)
Professional Abilities
Fighting Captain
If the command officer commands or is acting as first officer during ship combat, the ship receives a +2 to all command maneuvers. This ability applies even if the command officer does not actually command the ship; he need only be in command on the bridge during battle.
Journeyman
Science officers receive a broad scientific education to better confront the myriad situations they might encounter. With this ability, the science officer can use all skills in the Science skill group untrained; upon acquiring a Science skill, the science officer automatically gains one specialty of his choice.
Starship Duty
Every starship officer has a specific duty aboard a starship or starbase—flight control officer, transporter operator, engineer, communications officers, and so on. When choosing this ability, select one starship officer elite profession to represent your character's shipboard position. This ability substitutes for all of the prerequisites for entering that elite profession. This ability may be chosen more than once, but the character may never advance more than two elite professions at a given time.
Starship Tactics
Command officers study starship combat tactics and maneuvers. Once per game session, the command officer can reroll one Tactics skill test and use the better of the two test results.
We Come in Peace
Starfleet officers are trained in non-violent conflict resolution, and firmly believe in giving peace a chance. This sincerity impresses others. In Influence, Negotiate, and Persuade tests, Starfleet officers can reduce interaction stance penalties by half (rounding down); for example swaying a hostile/violent crowd would thus only be at -5 to TN.
Commander Ren Emer, First Officer/Executive Officer (XO)
Professional Abilities
Combat Piloting =
The conn trains in countless combat simulations to improve his reflexes and timing while piloting the starship. When presiding over the helm in combat, the conn can make one additional helm maneuver per round without suffering any additional action penalties.
Commanding Presence
Command officers stick to their guns when confronting hostile situations or negotiating with alien leaders. When making a Willpower reaction test, the command officer rolls an extra die (3d6), but keeps the highest two rolls. The rule for rolling double 6's still applies.
Get Your Hands Dirty
Even non-engineers often know their way around a blown circuit panel or a decoupled phase inverter. When making a Repair test on any piece of equipment on their own starship, a Starfleet officer can add +2 to the test result.
Hot Hands
It's all in the reflexes. When making a Quickness reaction test, the flight control officer rolls an extra die (3d6), but keeps the highest two dice. The rule for rolling double sixes still applies.
Starship Duty
Every starship officer has a specific duty aboard a starship or starbase—flight control officer, transporter operator, engineer, communications officers, and so on. When choosing this ability, select one starship officer elite profession to represent your character's shipboard position. This ability substitutes for all of the prerequisites for entering that elite profession. This ability may be chosen more than once, but the character may never advance more than two elite professions at a given time.
Starship Tactics
Command officers study starship combat tactics and maneuvers. Once per game session, the command officer can reroll one Tactics skill test and use the better of the two test results.
Lieutenant Commander Rageb F'ter, Chief Engineer
Professional Abilities
Engineering Expertise
Engineers develop particular areas of expertise. Designate one Engineering skill and skill specialty (Engineering: Propulsion [Warp Engines]). When making Engineering skill tests involving either the skill or specialty, the engineer gains an affinity bonus equal to half his Physical Science skill level, rounding up (+4). This ability may be acquired multiple times.
Starship Duty
Every starship officer has a specific duty aboard a starship or starbase—flight control officer, transporter operator, engineer, communications officers, and so on. When choosing this ability, select one starship officer elite profession to represent your character's shipboard position. This ability substitutes for all of the prerequisites for entering that elite profession. This ability may be chosen more than once, but the character may never advance more than two elite professions at a given time.
Technophile
The scientist knows how to make the most of his equipment, allowing him to make do with inadequate tools and systems. When making Construct, Engineering, or Repair skill tests, reduce any penalties resulting from equipment by as much as -3, and double any bonus modifiers conferred by equipment.
Lieutenant Nikora Romana, Tactical Officer/Security Chief
Lieutenant Commander Selar Tarses, Chief Medical Officer (CMO)
Lieutenant Merlin Drayton, Counselor
32 years old human.
