Step 3: Early Life History
- a. Choose a package or start at Table 3.1
- b. See the ST:TNG Rulebook (p 71) or the Player's
Guide (p 22) for the benefits of each package.
- c. No Skill may be raised above 1 (2) by choice in
this step. Skills may be raised above 1 (2) if the package gives you
the specific skill.
- d. Add 3 Courage.
Table 3.1: Roll 2d6
-------------------
1st Roll: 2-3,11-12 1st Roll: 4-5,9-10 1st Roll: 6-8
2nd
Roll:
2nd Roll:
2nd Roll:
2 Performer/PG 2
Affluent/PG 2 Legal/PG
3 Failed
Colony 3 Well Traveled/PG 3 Athletic/PG
4 Religious Trng
4 Savant/PG
4 Legal (PG)
5 Famous Parents
5 Grease Monkey/PG 5 Academic
6 Performer/PG
6 Orphaned 6 Normal
7 Famous Parents 7 Starfleet Brat 7
Normal
8 Privateer/PG
8 Affluent/PG
8 Normal
9 Famous Parents
9 Well Traveled/PG 9 Science/PG
10 Religious Trng 10
Savan/PG 10 Political
11 Kidnapped!/PG 11 Grease Monkey/PG 11
Athletic/PG
12 Privateer/PG
12 Orphaned
12 Political
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Step 4: Starfleet Academy -- Freshman Year
- a. Choose (or roll randomly) 4 of the skills listed
in Table 4.1
- b. Choose 4 DP worth from your Aspect/Focus tables,
noting that you can't choose options previously taken. The only
exception is to add a point into an advantage to make it better. You
may also spend DP to remove disadvantages, or to start removing a
disadvantage. If you don't want to choose then roll on Table 4.2 and
then roll randomly in the Aspect/Focus tables.
- c. Note options chosen in Aspect/Focus tables.
- d. No attributes may be raised to more than 1 above
the species template. No edges may be raised to more than 1 above the
species template. No skill may be raised above 2 (3) in this step. You
may not have more than one skill at 2 (3) after this step.
Table
4.1
Table 4.2: Roll 1d6
---------
-------------------
Athletics
(<Spec>) 1
1 Skill, 1 Edge
Dodge
2 1 Skill, 1 DP Advantage
History: Federation 3 1
Skill, 1 Specialization
Language: Fed Std 4 1 Skill, 1
DP Advantage
Law (Starfleet Regs) 5 1
Attr, 1 Edge, 1 DP Adv
Planetside Survival: <Any> 6 1 Attribute, 2 DP Advantage
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