kcw | star trek: the next generation campaign
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Attributes

There are five attributes, which can range from 1 to 5. 2 is human average. Legendary characters may have a 5 somewhere, although 3 and 4 are more common. Each attribute has 2 edges, which can range from -2 to +2. An edge gives a bonus to skill rolls for applicable skills. Most characters only have 3-4 edges.

Fitness (Strength, Vitality)
Coordination (Dexterity, Reaction)
Intellect (Logic, Perception)
Presence (Empathy, Willpower)
Psi (Focus, Range)

Skills

There are some 50+ skills, which can range from 0 to 5. 2 is professional level. Most characters have skills in the 1-2 range with a handful at 3-4. Most skills can have specializations, which can range from 1 to 6. Most characters have one specialization per skill.

Skill Tests

A skill test is made by rolling x d6, where x is the attribute score. Take the highest die rolled and add the skill level to get your result. One die is a wild die, if it rolls a 6 you can add that and the next highest die to your skill level. If all the dice are 1 something bad happens. Edges either add extra dice to the roll or, rarely, their value to the final result, at the GM's whim.

Difficulty Numbers:

Routine            4
Moderate           7
Challenging       10
Difficult         13
Nearly Impossible 15+



Courage Points

Characters start out with 3 courage points. After you make a skill test, you may spend up to 4 courage points with each CP spent increasing the result by one. If the CP usage is dramatically appropriate, you can get some of the points back immediately. Otherwise they renew at the start of a game session.

Resistance and Wound Levels

You have a base resistance equal to your fitness + vitality. Resistance subtracts from every blow taken, damage over your resistance damages a character directly. A character has six wound levels, and can take damage equal to their resistance before dropping to the next wound level. Characters go unconscious at four wound levels, although penalties to actions apply after the first wound level taken. A knife does 3 + 2d6 damage, a sword 4 + 2d6, a phaser on setting 3 (heavy stun) does 6 + 4d6, a phaser on max (setting 16) does 160 + 12d6 damage. Most characters have a resistance of 2-4. Courage can be used to increase your resistance for one round.

Renown

There are five renown categories. This is analogous to reputation. You can get anywhere from 1 to 6 renown for a famous action. Captain Picard has 71 total renown. Positive scores are good, except for aggression where low positive is good. Most lieutenants have less than 25 total renown.

Agression: Willingness to resort to violence or threat of violence
Discipline: Conformity to and consideration for the larger group
Initiative: Covers risk-taking, experimentalism, boldness
Openness: Willingness to consider and adapt to the views of others
Skill: Personal skill, competence, resourcefulness

Experience

2 XP per adventure +/- 1 or 2. Improving a skill costs approximately the new skill level. Improving a specialization costs approximately one point less than the new level. Improving an attribute costs approximately one point more than the new level. Improving an edge costs 4 XP per point. Courage costs 5 XP per point. Advantages and buying off disadvantages costs 4, 8 or 12 XP for most.
Copyright (c) 2000 Kevin C. Wong
Page Created: January 7, 2004
Page Last Updated: January 7, 2004