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game_systems:prime_directive

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Prime Directive

Special Delivery Setting

It is Year 154 since First Contact. The Second Romulan-Federation War is over, and tensions are heating up towards with the Klingons. This is during Kirk’s command of the Enterprise on its most famous 5-year mission.

The Characters are a Prime Team serving aboard the USS Excelsior NCC 1718, recently Refitted Heavy Cruiser. The Excelsior has just finished its refit and is has a new Captain. Captain Arraid, the first Andorian to Captain a CA. The Excelsior was previously host to the Prime Team Silver Falcons, who were disbanded after both promotions and deaths.

Characters will be members of a newly formed Prime Team that is fresh from the grueling, yearlong course at Prime Central. They will be Action Team members from various other assignments, sent to Prime Central for their outstanding performance in the past, and formed into a Training Team. The first adventure will be their graduation exercise.

The team will need to be rounded out, to make sure all bases are covered. While all characters will be good in combat, the team will need to have at least one combat specialist. To solve problems, the team will also need a science type, to do all those Spock-like stunts. A doctor would no hurt either. Obviously, characters can be more than their service division. Scotty was good in a fight, after all, and Kirk knew his technical stuff.

Campaign Resources

Ships

People

August Tales: Constellation Prime Team

•Major J.D. Albertson •2LT Canberaa Oakley •2LT MIek Newcastle •PO Simon Ethridge •Sgt. Castor Anvar •Sgt. Ele Versasci

Light Thieves: Klingon Dagger Team on Kommand

•Commander Tel Kos, Klingon, F •Combat, Frem Kellok, Klingon, M •Scout, Tonas Zoolie, M •Scientist: Vlar Kalto Klingon, M •Medical Mero Vendorm Dunkar, M

Places

Things

Lore

Characters

Character Creation Notes

In creating a translation from the original Prime Directive to Hero 4th Edition, I have made a few changes to the Hero methods to accomplish the transition.

Character Creation Guidelines

Statistics Prime Directive 1st. Ed. Utilized Several statistics:

Abbreviation Name Hero Analog
STR Strength Strength
ACC Accuracy Dexterity
SPD Speed Speed
LDR Leadership Presence + Key Skills
LGC Logic Intelligence
INT Intuition Presence + Key Skills
DIS Discipline Ego
TEC Technical System Operations
GKN General Knowledge Knowledge Skills
PER Perception Perception Roll
LDC Lethal Damage Capacity Body
SDC Stun Damage Capacity Stun

LDC and SDC are figured stats based from STR and DIS. LDC = 2x STR

SDC = STR+DIS STR also doubled as the same effect as Constitution in Hero. INTuition was created solely to have something that Vulcans were bad add, based on the original series. INTuition based skills were things such as Gambling, Art, Bribery, Fast Talk, and Evaluation. I have decided to eliminate the statistic altogether and move these skills to Presence where they belong. PER is part of Intelligence in Hero, and those races with higher than average Perceptions will get a bonus to their Perception Rolls. GKN is another orphan statistic, that in effect is a bonus to Knowledge Skills. This will be eliminated. TEC will survive as a class of skills. All forms of Systems Operations, High Tech Weapons Smith, Electronics and Mechanics fall under this category. See TEC Skills below for more information.

Skill Changes

Fast Talk

Fast Talk does not appear in Hero, and Persuasion already appears under leadership. However, Fast Talk is an easy enough skill to describe, so it will be included: Fast Talk allows the player to dupe an unwary victim into a state of confusion or to believe something that he would normally realize is false. Presence Based, 3 pts., +1 to roll for 2 points.

Evaluation

Evaluation is a PRE based skill that lets the character make a deduction about another character’s skills, abilities, or intent. Think of it as Deduction for People things. Used by Drill Instructors, and Teachers.

Systems Operations

Systems Operations is too general for all the many systems one can specialize in, in the Prime Directive Setting. As a result, Systems Operations is different. Basic Systems Operations is a 3-point skill for an 11-, 2 points for each +1 to the roll. It is effectively a new character Stat. This General Systems Operations gives characters the basic ability to run systems on which they are familiar (let’s face it, these high-tech systems will be run by intuitive computers after all). Thus, anyone can give basic orders to the systems. This skill replaces Console Ops. in Prime Directive. To be proficient as using a system in difficult circumstances (say, transporting someone through an ion storm), and to get the full roll to repair or drastically alter the system (turning your communicator into a sonic weapon), the player must purchase a familiarity with the system. Each System Familiarity (SysFam) costs 1 point. +1 to roll for that particular system for each +1 point.

List of Systems Types

  • Cloaking Device
  • Communications Systems
  • Computer Systems (Hardware, Computer Programming is different)
  • Damage Control
  • Impulse Drive Systems
  • Life Support Systems
  • Medical Systems
  • Power Generation Systems
  • Sensor Systems
  • Shield Systems
  • Ships Weapon Systems
  • Transporter Systems
  • Warp Drive Systems

TEC Skills

TEC Skills are those skills that fall under the Technical Skills category in Prime Directive. These include Intelligence based skills such as Computer Programming and Demolitions, as well as the SysFam skills, like Transporters and Medical Systems. All continue to function as normal, but any levels applied to TEC Skills (5 points) apply to this skill group. Note that for difficult tasks, (like beaming through an ion storm) there will be substantial negatives to TEC Skill rolls. (like a -5). If you want your character to specialize in an area, buy it up. Science Skills Similar substantial negatives will apply to science skills, especially when applied to alien biology, or previously undiscovered phenomena.

Psionics

Psionics are treated as skills in Prime Directive. These will be treated as powers the player purchases. These powers have yet to be created and players would have to use the powers in the books as a starting point. The Player may utilize a Multipower to purchase their mental powers. All Psionics must be approved by the GM. The paths from the Federation Source Book can be duplicated this way. Non-Vulcan Psionics will have no point penalty of any kind. Psionics characters must have an Ego Based Skill Roll to use their powers, however, cost to increase this roll is 1 point per +1, and the limitation of the skill roll is -1 (this is due to the high cost of effective mental powers).

Professional and Heroic Reputations

Professional and Heroic Reputations are not used. Players may purchase a reputation use Hero rules, and of course, may take the Reputation disadvantage.

Background Ratings

Players all start with a Base Background Rating of a 6 or less. For every 3 points spent on Background this goes up by one. Background rolls will be used in adventures to determine if the character has any connection to the adventure. Maximum rating is an 11-. Sometimes the connection will mean the character might also have developed skills in the past that will be handy in this adventure. For Example: Lt. Commander Wells was once part of the team on Yallin IV, and while there he learned the language, and the culture. The team is now being sent to Yallin IV and knowing the language and culture will be of help in the adventure.

Rank and Seniority

Players will roll for their Rank or Select it from the lists based on their Branch and Service Area and roll for Seniority. See Rank and Seniority Tables.

Players receive their Seniority/5 (rounded down) in “freebie points” to spend on character improvements. These must be spent on skills and skill levels and cannot be spent on characteristics. A character’s Rank is expressed with a Perk of 1-5 that corresponds with the Professional Reputation rating listed on p. 25. As noted, this Perk would cost -1 point for a non-Prime Team Member (i.e. a normal Lt. Commander would have a Rank Perk of 4) reflecting the prestige associated with being on a Prime Team. The Rank Perk is a “freebie” Perk that does not count against the Character’s total points. It increases as Rank increases. Players will gain Seniority at a rate of 1 point/3 points of experience, (plus any GM Seniority Awards. Advancement will come when the character reaches the seniority needed for the next level as outlined on p. 100. The player will roll 1d6 against their Rank (i.e. Rank Perk of 3 would be a 3- roll). If the roll succeeds, the character is promoted. If it fails, the character must wait until they earn 10% of the seniority needed for their current Rank (1,3,5, or 7).

Range Types

Range type rules are not used. If the player wants to make his character a better shot at range, he or she may purchase skill levels for their character. Improvements with experience are permitted.

Phasers

Here will be details on Phasers.

You can check all the Phaser Chart for details on settings and damage

Adventure Journals

01 Graduation Exercise

The group is briefed by the Commandant of Prime Central and told they would be going on their graduation exercise. They are going out under Captain Townshend on the USS Hardwick, a DD class ship. The Hardwick is fresh out of being repaired after the Federation-Romulan war and has a mostly green crew. This is its shakedown cruise.

Two days into transit, the Hardwick is pulled out of warp and into an area of subspace interference. The team is faced with a ship of unknown origin, which has trapped the lesser engines of the Hardwick and is pulling it along. The object is miles long, and could swallow starships whole, and appears to be headed towards Rigel.

The briefing officer, who was sent along from Prime Central tells the group “Well, you want to be a Prime Team? This is your chance!” With transporters not working in with the interference, the group was sent to a breach in the neutronium hull in an administrative shuttle using thrusters. Resol is able to guide the shuttle into the hole and land in what appears to be a hanger. It is clear whatever breached the hull caused a plasma and radiation storm within the area, causing significant damage. Moving ahead, the group encounters repair bots they inadvertently “awaken”. The repair bots act to stop the party but are easily dealt with by Resol and Sgt. Maxwell and their phaser rifles.

The group finds a micro black hole surrounded by ship level deflectors powering the entire sector. They have no way around the reactor area. Brainstorming, the decide to bring a suicide shuttle into the breach and use its antimatter explosion to breach the shielded area. Sgt. Maxwell, T’Sar and Sanjy remain behind to keep the repair robots from fixing the holes, while Sabra and Resol fly back to explain the plan. Sabra flies the transport shuttle back, while Resol takes the suicide shuttle. Resol has little trouble getting the bomb into place, but Sabra manages to bounce off the hole. The team decides to jump to the transport shuttle and then returns to the Hardwick.

Once there, they wait for the timer to set off the shuttle. There is a flash of light through the breach, and T’Sar registers internal explosions. The entire structure begins to break down, and the subspace interference dissipates. The Captain orders full speed away, and the Hardwick races from the detonating craft. The subspace effect causes energy surges which damage the Hardwick, but no crew is lost.

Upon return, the team is told they will be graduating as a full Prime Team, and will be assigned to the USS Excelsior, which is due to leave in a 2 week on its 5-year mission. They are given a week off before graduation.

02 The Rocks Cry Out

The new Prime Team Special Delivery graduates at the top of their class thanks to their real-life graduation exercise. They have a week to prepare for life aboard the USS Excelsior.

Special Delivery is met by Lt. Commander Derbyshire and Captain Arrid when they shuttle aboard the Excelsior in orbit of Mars. The Captain gives them a personal welcome. After he leaves, “Coach Darb” instructs the crew they are to meet him in two hours in the briefing room. They are escorted by a young corporal to their quarters.

It does not take long for the team to be settled in. Everyone is given rotational duties: • Sabri: Bridge time as OOD • T’Sara: Training of Science Department • Sanjay: Rotation of the young Ensign through departments to understand a ship • Resol and Maxwell: Training the Marines on board on land-based scouting and fighting The first mission of the ship is to transport Ambassador Austin and Admiral Binghampton to Starbase 7 on the Klingon boarder. While the ambassador is a personable sort, Binghampton is arrogant and self-important.

While Sabri is at the con, there is an emergency distress signal received. He diverts the ship to investigate and the team to the Hap 28 system.

Hap 28 is a G Class Star, cool, with 4 planets, all rocky. 28C is a Class M Planet, though only barely. It has a mean temperature of -2* C would encase it in ice. It is listed as having basic life in its deep oceans which produce its breathable atmosphere. It has no land life. The planet has significant geological activity and is believed to have a high degree of churn from its interior. The land of the planet is a series of glaciers and gaps as much of the water of the world is locked in ice.

The ship can detect four domes on the planet’s surface, but no life signs. The team beams down and surveys the domes before going in. The signal is coming from the domes, but no one is here. The domes appear to be deliberately stripped for parts, running on a single capacitor, with the geothermal power sink capped and moved. The three vehicle bays are empty and there were tracks out. Bouncing the signal back through the relay, the group ship hears a ping at some caves, 10 miles north.

Contacting the ship, Commander Derbyshire recommends a direct beam to the site, because if they return to the ship, the Admiral will make them leave orbit. Beaming to the site, they find several areas carved out for the vehicles. The two buggies are totally destroyed, with what look to be bite marks. There is blood and fingernails near the ATV/Tractor which is sending the signal. The power supply is in the back of the cave, linked to the missing three capacitors, and powering a line down a descending cavern.

Heading down the cavern, they find the mobile drill, destroyed much like the buggies. T’sara picks up faint lifesigns at a distance in the caves, and the team headed for them. Near the great pool in the caves, 5 rocks stand up and attack the team with great legs and grasping mouths.

Sabri suggests warming the ground in the hope it drives off cold based creatures, but it does not work. As they group is attacked, Resol and Sabri manage to kill one of the things, but Resol gets grabbed and pulled forward. T’sara scans for more attackers from behind and Sanjay manages to take out another, while Maxwell dodge being attacked. Quick phaser fire takes out the rest, and the team is faced with a broken bridge. They search the local area and decide to use beds to bridge the gap. The whole team crosses and cautiously moves into the next side. Finding what is clearly where the beasts are coming out, they perform a scan and sense the vein of material is energized in some way. Special Delivery moves on to find 10 of the 12 missing men. Four need immediate stabilization. Unable to get a clean lock on, the four are beamed out using Resol’s and Sabri’s rip cords and send straight to sickbay. At this point, Resol detects more movement coming their way. Unable to move the four still in stretchers, Sabri orders the rest of the rip cords uses. Everyone of the men is beamed out except the two on their feet, as the transporter room cannot make the lock work. The group runs out, and Maxwell brings down the ceiling in a spectacular cloud of dust and debris. The vibrations and ongoing collapse keep the rock monsters occupied while the team races out of the caves. On the surface, they beam back to the Excelsior.

It turned out the men were there illegally. They could afford their material or the claim not both. They went to Orion and got transportation, with a deal worked out for part of profits until they could buy the claim. Now they are under arrest.

In closing, as the ship heads to the boarder, Admiral Binghampton chews out Sabri, complaining about the delay to rescue known criminals.

03 A Snake in the Dust

The Excelsior arrives at Starbase 7 after a rapid journey and put in for repairs to be ready for any hostilities. Constellation and /Enterprise are on station but will withdraw before the Klingon Delegation for the summit arrives. Enterprise is headed to Orgainia and Constellation is to be the center point for the fleet.

game_systems/prime_directive.1585008213.txt.gz · Last modified: 2020/03/23 20:03 by Bryan Stephens