Using S&S for Old School Trek

For discussion of the original 1978 rules and for the revised second edition that is entering development.

Re: Using S&S for Old School Trek

Postby Atomic Ray » Sat Apr 14, 2012 6:14 am

I have arrangements for a copy to come soon, but in the mean time let me take a step back and consider the races available.

How about: (roll 4D6 best 3D6, place where you want them...STR DEX CON INT WIS CHA LUCK)

vulcan.....emotion control(self), telepathic/mind meld(touch), nerve pinch/death grip, +2 STR/INT/WIS, -1 CHA

tellarite...electro-magnetic sense(touch), heightened hearing/smell, night vision, +2 CON +1 STR/DEX/INT/LUCK, -2 CHA

andorian..danger sense, cold resistant, detect lie(antenna), +2 STR/DEX/CON, -1 LUCK

terran.....stress/change resistant, troubleshooting, empathic, +2 CHA/LUCK and +1 one stat of choice


Image
Image
“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
― H.P. Lovecraft
User avatar
Atomic Ray
 
Posts: 578
Joined: Sun Jan 29, 2012 4:16 am
Location: Corpus Christi TX

Re: Using S&S for Old School Trek

Postby Craigers07 » Sat Apr 14, 2012 7:54 am

You'll find once you get the copy that S&S uses a different set of abilities than the standard ones we're used to. This is what Dan is working on for another edition, so that it will be more compatible with Mutant Future. In the original edition most of the ranged and contact checks are rolling a D20 under an ability. Some require a D6+mod for a few checks. It's light on the rules and not hard to pick up.

I would be interested in playing too Ray. Just let me know when you're ready to go.
User avatar
Craigers07
 
Posts: 626
Joined: Mon Dec 20, 2010 4:49 am

Re: Using S&S for Old School Trek

Postby Atomic Ray » Sat Apr 14, 2012 2:10 pm

Craigers07 wrote:You'll find once you get the copy that S&S uses a different set of abilities than the standard ones we're used to. This is what Dan is working on for another edition, so that it will be more compatible with Mutant Future. In the original edition most of the ranged and contact checks are rolling a D20 under an ability. Some require a D6+mod for a few checks. It's light on the rules and not hard to pick up.

I would be interested in playing too Ray. Just let me know when you're ready to go.


It is all cool :)

I am really getting the old version for collectors reasons...I have lots (LOTS) of RPGs that I have for art, ideas, and just to have.

Shifting a system is second nature at this point so no worries but thanks for the warning.

What race stands out for you? Do you like the basic starting pros and cons I setup?

I was trying to be brief...so there will also be a few other bits that players can pick from:

(pick one)

vulcan.....will not lie, will not eat meat, stickler for rules, no recreation, curious (negative to other vulcans)

tellarite...will not eat meat, prefers hot environment, excessive sleeper, always argues, excessive eater

andorian..will not lie, first in line, suffer no cowards, excessive drinking, lack of diplomacy

terran.....curious, excessive humor, big brother/sister, excess recreation, intolerant


Or something like that...those traits common in the series(es), that would help define a general behavior...where as an NPC Vulcan might have all five the player needs only pick one...less would be more :mrgreen:
Last edited by Atomic Ray on Sat Apr 14, 2012 9:43 pm, edited 1 time in total.
“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
― H.P. Lovecraft
User avatar
Atomic Ray
 
Posts: 578
Joined: Sun Jan 29, 2012 4:16 am
Location: Corpus Christi TX

Re: Using S&S for Old School Trek

Postby gentleman john » Sat Apr 14, 2012 8:33 pm

Well, if that's what we're going with, I shall drag out the dice but not until tomorrow. I'm recovering from a local con atm and I really need a drink. A soft drink. Air conditioning really dries me out.
User avatar
gentleman john
 
Posts: 316
Joined: Wed Dec 15, 2010 9:56 pm
Location: Zulu Time

Re: Using S&S for Old School Trek

Postby Atomic Ray » Sat Apr 14, 2012 9:45 pm

gentleman john wrote:Well, if that's what we're going with, I shall drag out the dice but not until tomorrow. I'm recovering from a local con atm and I really need a drink. A soft drink. Air conditioning really dries me out.


Lol

Which race speaks to you as presented? Is it more to your Old School Trek vision?

I liked the idea of the other races but this seems better, cleaner, streamlined :)
“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
― H.P. Lovecraft
User avatar
Atomic Ray
 
Posts: 578
Joined: Sun Jan 29, 2012 4:16 am
Location: Corpus Christi TX

Re: Using S&S for Old School Trek

Postby gentleman john » Sun Apr 15, 2012 7:55 am

Atomic Ray wrote:Which race speaks to you as presented? Is it more to your Old School Trek vision?

I liked the idea of the other races but this seems better, cleaner, streamlined :)


As an idea, it is definitely worth exploring. My initial experience with Traveller (back in the LBB days) was that you could be any race, regardless of what the dice rolls said. Even with the publication of the Aliens Modules, it was not so much the difference in dice rolls for characteristics that made an alien PC, it was the description of the mentality that did it for me. If an alien psychology can be summed up in short statements, so much the better. The initial playing of the alien may be "stereotypical", but there is a reason why we need stereotypes. Real personality only comes with play.

First question last, then. Looking at your traits the Human fits very well with what I think TOS is all about. The Vulcan is next on the list (I have to remind myself Spock is not a good example of a Vulcan - he is half-vulcan). Maybe not as appealing, but I'm still going with my idea. As for the Andorian and the Tellarite, they only appeared in a couple of episodes, so I can't comment much beyond what was put in the old FASA ST game.

Now - even though nobody will be playing them, how would you describe the three major antagonists of the series: Klingons, Romulans and Orions?
User avatar
gentleman john
 
Posts: 316
Joined: Wed Dec 15, 2010 9:56 pm
Location: Zulu Time

Re: Using S&S for Old School Trek

Postby Atomic Ray » Sun Apr 15, 2012 4:04 pm

Good thoughts indeed...I am a LBB follower to the core :)

I even have a set of black dog tags with UPP stats granted to me by Mark at a GENCON years back...you had to hold a weight up for a certain amount of time for strength, balance a ruler for dexterity, answer Traveller trivia for intelligence, etc. I got a F dex when I balanced a yard stick on my nose while juggling three different weighted items (can of soda, a small bag of dog tag chains, and a crumpled fast food bag)...the crowd cheered...good times...good times.

As for the vulcans...it could be argued that Spock represented them best, showing where they could go if they accepted a bit of their latent humanity...the whole point of the exercise right? But yes another vision and approach would be good. I suspect any vulcan willing to surround themselves with other races is going to be a bit different and potentially odd compared to vulcan professed standard...a little less stick up the butt as it were :? :lol:

If using only the input from the original series then agreed the Andorians and Tellerites would be limited be on screen exposure...but we a are creatures of a modern age with further works being done to explore these other potentials and celebrate what could have been...I am on board with these thoughts.

But I did concede to your original thought that the races offered were a bit too much in the realm of accepting the after canon options...but I feel the four above offer a relative and reasonable slice of what could have easily been based upon full consideration of what we know now of then :geek: :mrgreen:

As for the other guys...

I would think:

romulan...deception, heightened focus, discipline, empathic, +2 STR/INT +1 CHA

klingon...(a tough one as the old school version was so different) stress/change resistant, heightened smell/taste, deception, +2 STR/DEX/CON -1 CHA

orions...(again a tough one without considering after canon) empathic, deception, detect lie (smell), +1 STR/DEX/CON/WIS/LUCK
“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
― H.P. Lovecraft
User avatar
Atomic Ray
 
Posts: 578
Joined: Sun Jan 29, 2012 4:16 am
Location: Corpus Christi TX

Re: Using S&S for Old School Trek

Postby gentleman john » Sun Apr 15, 2012 6:00 pm

Atomic Ray wrote:As for the vulcans...it could be argued that Spock represented them best, showing where they could go if they accepted a bit of their latent humanity...the whole point of the exercise right? But yes another vision and approach would be good. I suspect any vulcan willing to surround themselves with other races is going to be a bit different and potentially odd compared to vulcan professed standard...a little less stick up the butt as it were :? :lol:


No dispute there. I do like the way that you settled on "emotion control (self)" rather than "logical". Vulcans could be just as illogical and emotion-ridden as other races. They just hid it better. Certainly, T'Pring's divorce from Spock was a result of emotion (her love for Stonn), although it was rather a surprise to all concerned.

If using only the input from the original series then agreed the Andorians and Tellerites would be limited be on screen exposure...but we a are creatures of a modern age with further works being done to explore these other potentials and celebrate what could have been...I am on board with these thoughts.

But I did concede to your original thought that the races offered were a bit too much in the realm of accepting the after canon options...but I feel the four above offer a relative and reasonable slice of what could have easily been based upon full consideration of what we know now of then :geek: :mrgreen:


Canon is an awful thing with ST, no matter which way you lean on the authenticity of various sources. My view is coloured by my course through TOS, TAS, SFB(!) and finally the FASA RPG. Hence, I take a lot of things as canon that other people would leave me bleeding in a dark alley for :!: I'll admit it is unique. I still have trouble reconciling anything beyond TNG into my scheme of things. Too much mucking around with time travel. I know Kirk ignored the Prime Directive anytime he felt like it- particularly if there was a good-looking space babe around - but VOY, ENT and the reboot movie :roll:

As for the other guys...

I would think:

romulan...deception, heightened focus, discipline, empathic, +2 STR/INT +1 CHA

klingon...(a tough one as the old school version was so different) stress/change resistant, heightened smell/taste, deception, +2 STR/DEX/CON -1 CHA

orions...(again a tough one without considering after canon) empathic, deception, detect lie (smell), +1 STR/DEX/CON/WIS/LUCK


Klingons ... Boy did TMP cause a problem there! I would have been prepared to accept the excuse that Klingons always looked like that. Personality-wise, I always thought of them as "passionate" as well. The episodes they turned up in always seemed to depict them as being always ready for a feast, a fight and a f... - well: always ready for a feast and a fight at least.

If we're going post-canon (or extra-canon) with the Orions (and assuming we're ignoring the existence of Greys), I reckon that Greens would be: empathic, detect lie (smell), exotic, submissive, +2 STR/CON/CHA -1 INT/WIS.
User avatar
gentleman john
 
Posts: 316
Joined: Wed Dec 15, 2010 9:56 pm
Location: Zulu Time

Re: Using S&S for Old School Trek

Postby gentleman john » Sun Apr 15, 2012 6:45 pm

Alright ... Let's get this party started. Having recovered from yesterday's con (and rehydrated), here as promised is a character using Ray's suggestions. Bare bones at the minute, but I'm not a great one for fixing personality before playing.

Ensign T'Marr

Primary Career: Engineering
Secondary Career: Operation
Level: 1
Rank: Ensign

S 11
D 13
C 12
I 17
W 12
C 11
L 10

Traits: Emotion Control (self), Telepathic/Mind Meld (touch), Nerve Pinch/Death Grip, Will Not Lie

Native of the planet Vulcan. Assigned to USS Olympia from Starfleet Academy following graduation cruise. Specialised in Starfleet engineering, with additional courses in ship systems operation and shuttlecraft operation.
User avatar
gentleman john
 
Posts: 316
Joined: Wed Dec 15, 2010 9:56 pm
Location: Zulu Time

Re: Using S&S for Old School Trek

Postby Atomic Ray » Sun Apr 15, 2012 7:54 pm

Is that with the vulcan +2 STR/INT/WIS, -1 CHA considered?

Did you roll 4D6 best 3D6 and place them where you wanted?

Reason I ask is those are fairly mundane numbers, not that it matters much either way to me, the actions of the character far outweigh the stats in my book...and kudos to you for using normal numbers over the internet :mrgreen:

If the stats have been assigned then perhaps let us consider this vulcan as being very young rather than the 50-80yrs old you tend to see in the various aspects...a true teen ager, 18-19 perhaps, pushing through a bit early due to academics?

Smaller, quite slender, and lithe to account for the average strength?

Again it all works for me, just thinking out loud.

If you did not use the stat adjustments then:

Ensign T'Marr

Race: Vulcan
Primary Career: Engineering
Secondary Career: Operation
Level: 1
Rank: Ensign

Str 13
Dex 13
Con 12
Int 19
Wis 14
Cha 10
Luck 10

Traits:
Emotion Control (self)...a self imposed restriction on public display of excessive emotions, as these are seen as offensive and degrading to the process of being professional and healthy...failure to maintain control will result in self adjustments such as meditation, solitude, and isolation

Telepathic/Mind Meld (touch)...one attempt per day per level, each player rolls a percentile and the vulcan can adjust his/her score by Wis...the difference between the scores is the alignment value...ex: Vulcan L'ar mind melds with Terran Jim...L'ar rolls 34% +/- 14pts (Wis14)...Jim rolls 87%...34+14=48% : 87% = -39% chance to connect/learn information/etc...had it been 48% : 49% then only a -01% (on average it should work well, with a 20-30% of failure due to strain of misalignment)

Nerve Pinch/Death Grip...(requires surprise, calm, or the person be restrained) nerve pinch requires save or be stunned 1D3 rounds...death grip requires save or as if sleep spell (this is considered unsavory and rude, so restraint should be used in public)

Will Not Lie...not to say can not deceive with redirect or word play, but will not directly lie
“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
― H.P. Lovecraft
User avatar
Atomic Ray
 
Posts: 578
Joined: Sun Jan 29, 2012 4:16 am
Location: Corpus Christi TX

PreviousNext

Return to Starships & Spacemen

Who is online

Users browsing this forum: No registered users and 1 guest