STA Campaign Planning Form: Difference between revisions
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Revision as of 06:05, 1 May 2010
Primary GM: Image
Starting Date: 19 Mar 2007
Star Trek: Aurora
Current year: 2238 (began in 2236)
Rate game time passes: about one month of game time for one month of real time
Genre: space
Realistic or cinematic?: realistic (with superscience)
Are there multiple planes of existence?: Yes, e.g. subspace
General theme of campaign: action/adventure
Campaign Background
Campaign’s base planet: Aurora System
Society/government type: federation
Control Rating: CR4
Exceptions to general CR: Each planet’s government is different
Tech Level: 11^
Exceptions to general TL: Warp, shields, transporters, and phaser stun are superscience!, Medical tech is only 9 (due to the ban on human genetic engineering)
Brief description of neighboring powers, political/economic situation, etc.: The United Federation of Planets is a benevolent and economically successful intersteallar government. The Federation is bordered by the Kzintis, Klingons, Romulans, and Tholians. The relationship with all four races is hostile, although the Romulans (for the moment) and Tholians seem content to live and let live. Organized crime is dominated by the Orion Pirates which may or may not be receiving support from the Orion government.
Suggested background sources: Star Trek: the original series and Star Trek: Enterprise
Information for PCs
Starting point value allowed for PCs: 175 (between 150 and current maximum)
Disadvantage limit: -20 points (not including the -35 points from the Starfleet Academy Template)
Especially useful/useless character types: see Professional Certifications
PC races allowed: see Federation Race Descriptions
Starting wealth: $8100/month
Starting Wealth levels allowed: Struggling and higher
Starting Status levels allowed: Any, but effects won’t transfer between planets
Starting TLs allowed: 11
Languages available: English, any from races within Federation Borders, Klingon, Kzintis (not Romulan or Tholian)
Cultural Familiarities available: Federation, any races within Federation Borders, Klingon
Required advantages, disadvantages, and skills: Star Fleet Academy Template [39 points], TL11 Everyman Lens (5 points)
Especially appropriate or inappropriate advantages, disadvantages, and skills: Action Lens (5 points), Adventure Lens (10 points), Hero Lens (-20 points) are all appropriate. Note that many disadvantages bar one from Star Fleet service; clear all disadvantages with me.
Appropriate Patrons/Enemies: Use your imagination
Special Abilities Allowed for PCs
Exotic/supernatural traits: for some races
Cinematic skills: not allowed
Are PC psis allowed?: yes, for most races
Are any of the powers from Ch. 6 off limits? no
Are PC mages allowed?: no
Are PC gadgeteers allowed? no
Unusual Background cost(s) for these abilities: not for humans
Legal or social restrictions on these abilities: no
Other Notes
House Rules: Detect Lies, Interrogation, Meditation, and Tactics skills have been modified.
STA Rules: Information on various technology skills has been provided to help you choose specialties wisely.
Optional Rules: Use 2d Damage to determine damages, e.g. your character's basic thrust and swing damage.