Difference between revisions of "Cast of Characters"
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===== Level-Headed===== | ===== Level-Headed===== | ||
| + | Operations officers undergo extensive emergency training and crisis management. When performing any professional skill at their duty station, they ignore all test penalties from distraction. | ||
===== Professional Edge ===== | ===== Professional Edge ===== | ||
| + | Operations officers show extraordinary skill and professionalism when performing their duties. When spending Courage to enhance a professional skill test, they receive a +5 test bonus instead of the normal +3. | ||
===== 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. | ||
===== Station Proficiency ===== | ===== Station Proficiency ===== | ||
| + | The operations officer is highly skilled at performing tasks from any station aboard a starship or starbase. Once per game session, the operations officer may reroll one Systems Operation 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 17:56, 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 Temul Ora, Second Officer/Operations Manager (NPC)
Professional Abilities
Level-Headed
Operations officers undergo extensive emergency training and crisis management. When performing any professional skill at their duty station, they ignore all test penalties from distraction.
Professional Edge
Operations officers show extraordinary skill and professionalism when performing their duties. When spending Courage to enhance a professional skill test, they receive a +5 test bonus instead of the normal +3.
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.
Station Proficiency
The operations officer is highly skilled at performing tasks from any station aboard a starship or starbase. Once per game session, the operations officer may reroll one Systems Operation 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
Professional Abilities
Fire Control Officer
If the security officer controls the ship's weapons during ship combat, the ship receives a +2 to all tactical maneuvers.
Intrepid
Starship officers boldly go where no one has gone before. When spending Courage to improve professional skill rolls, the starship officer gains a +5 Courage bonus instead of the normal +3.
Physically Fit
Because of the physical nature of their duties, security officers train their bodies for strength and endurance. Whenever the security officer makes a Strength or Vitality attribute test or Athletics skill test, he doubles the modifier conferred by his key attribute. Upon acquiring this ability, the security officer also increases his Stamina reaction by +1.
Responsive
Security officers respond to threats more quickly than other starship personnel. During combat situations, the security officer can perform one additional combat action per round without suffering the additional action penalty.
Secutity Ops
Security officers excel at criminal investigation, forensic sciences, and other investigative techniques. They automatically gain one specialty of their choice upon acquiring the Investigate skill. When performing any Investigate skill test, they gain a +2 bonus to their dice roll.
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.
Lieutenant Commander Selar Tarses, Chief Medical Officer (CMO)
Professional Abilities
Capable
Starship officers frequently have to manage several activities in quick succession. When performing actions in excess of their action allowance, starship officers suffer only a -5 to professional skill tests, rather than the -10 test penalty that normally applies.
Diagnosis
Because medical officers frequently encounter unusual alien diseases, unknown forms of radiation, and other debilitating substances, they excel at diagnosing illness and identifying harmful conditions. Whenever the medical officer makes a Medicine test to diagnose an illness of any sort, she gains an affinity bonus equal to half her Investigate skill, rounding up (+2).
If successful, the diagnosis confers a bonus to subsequent Medicine tests made to treat the patient. The bonus amount depends on the Diagnosis test degree of success: Marginal Success +1, Complete Success +2, Extraordinary Success +3.
Emergency Response
Starfleet medical officers know that time is of the essence in a crisis. When making a First Aid test, the medical officer performs the task in half the base time. This ability can be selected again for Medicine (Surgery).
Field Medicine
Although the ship's doctor prefers to treat sick or injured patients in sickbay, emergencies sometimes require the doctor to render medical treatment in the field. When performing First Aid or Medicine skill tests outside of a medical facility such as sickbay or an infirmary, the medical officer can reroll one test and keep the better of the results. Field Medicine can only be used once.
Focus
Scientists learn to keep their cool, even when stress and distractions would hamper their effectiveness. When making any professional skill test, the scientist ignores all test penalties resulting from distractions.
General Medicine
A ship's doctor must be proficient in all forms of medicine, from diagnosing common ailments and treating physical injuries to performing emergency surgery and treating exotic disease. When the medical officer performs any Medicine test, he gains a +2 bonus to the test result.
Ignore These Machines
Starfleet medical officer know what their equipment should be telling them, and can interpret even the most anomalous readings through their trained eyes. Whenever the medical officer makes a System Operation (Medical) skill test, she gains an affinity bonus equal to half her Medicine skill, rounded down (+6).
Immunization
If a medical officer successfully diagnoses an illness, she can perform research to create a counteragent, such as an antivenin, antidote, or inoculation. The doctor must perform a successful Medicine (Research) test, with a base action time of 30 minutes. Difficulty depends on the degree of success of the Medicine (Diagnosis) test result: Marginal Success (TN 25), Complete Success (TN 20), Extraordinary Success (TN 15). If successful, the doctor can automatically produce 1d6 doses of a counteragent by spending one full hour in a medical lab such as that found in sickbay or a hospital.
While the counteragent will permanently negate the adverse effects of the toxin, radiation, disease, or condition, using the counteragent to immunize a character against contracting the condition only protects the recipient for 2d6 hours.
Inteprid
Starship officers boldly go where no one has gone before. When spending Courage to improve professional skill rolls, the starship officer gains a +5 Courage bonus instead of the normal +3.
Lab Work
When time or quality is of the essence, Starfleet medical officers do much of their own lab work. When a medical officer makes a Physical Science (Chemistry) test, add +4 to the test result. This ability can be selected again for a similar bonus to Life Science (Microbiology), and for other similar professional laboratory Science skills with Narrator approval.
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.
Lieutenant Merlin Drayton, Counselor
32 years old human.
Professional Abilities
Battlefield Comfort
Starfleet counselors know better than most what kinds of stresses other Starfleet officers face in a crisis. Once per game session, the counselor can make an Influence test (TN 15) to restore a fellow officer's morale and urge her toward greatness. If successful, the subject may spend a "free" Courage point immediately afterward, even if she has no Courage left. "Free" Courage points do count against the 4 Courage spending maximum. On an extraordinary success, the subject may spend two "free" Courage points. The Influence test makes two minutes. The characters must be in the same room, and the subject must be able to hear the counselor.
Infinite Diversity
Starfleet is the most multi-cultural environment in the known galaxy, and Starfleet officers have met still more species on missions of diplomacy and exploration, and learned about still others at the Academy.
Intrepid
Starship officers boldly go where no one has gone before. When spending Courage to improve professional skill rolls, the starship officer gains a +5 Courage bonus instead of the normal +3.
Pathos
A counselor makes people feel at ease, encouraging them to talk more freely. Whenever the counselor makes an Inquire (Interview) skill test, ignore all social penalties.
Professional Demeanor
Ship's Counselor
The ship's counselor is an expert at psychological medicine. When the counselor makes any Medicine (Psychology) skill test, he gains a +4 bonus to the test result.
Sense Motive
As trained psychologists, Starfleet counselors can often tell what a speaker's motives are for his actions. During an Inquire (Interview) test, the counselor can also make a Medicine (Psychology) test to sense the speaker's motive. The Medicine (Psychology) test gets a +1 bonus to its result from a marginal success on the Inquire (Interview) test, a +2 for a complete success, and a +3 for an extraordinary success. It takes a -1 penalty for a complete failure on the Inquire (Interview) test, and a -2 penalty for a disastrous failure. Discerning a general, emotional motive (revenge, lust, pride) is a TN 15 task; discerning a specific motive (Senator Pardek's blackmail; Yeoman Barrows, a promotion) is a TN 20 task.
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.
Therapy
Counselors help others through their emotional or psychological problems, enabling them to perform their duties better. The counselor can make a Medicine (Psychology) skill test (TN 15) to calm a patient and refresh one spent Courage point. The therapy session has a base action time of 1/2 hour. Therapy may be administered to any number of patients in a given day, but an individual patient can undergo therapy only once per game session.
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.