Skip to main content

Space, the final frontier ...


In honor of Star Trek into the Darkness opening in theaters today I have decided to forgo my normal Celtic/Gaelic/Welsh theme and instead honor the greatest Sci-Fi franchise ever. I'm also hoping that others will take up the call of this post and develop other classes, races, weapons and such using the OSR rules of the world's first RPG.

A little about the class:

The major difference from the normal class set-up in an OSR or modern RPG is that instead of AC being determined mostly by what armor a character wears it is instead class dependent. So the defense rating then becomes the bonus one would add to their base AC[AAC] and to be honest could work in any armor light setting.

However, to a certain degree armor does exist in the Star Trek and other armor light settings, so this would be handled by giving the armor item a limited (think charges) damage reduction. For an example see below after the class sheet.

Fleet Engineer
On any starship or starbase the engineer is responsible for maintaining and monitoring the functionality of the starship or starbase. Engineers do the “grunt” work of the Fleet, responsible for fixing, creating and improving the mechanical systems on a starship as well maintaining the combat and spacedrives.

On nearly all Fleet vessels Engineers are broken down into smaller teams, dedicated to maintaining a single system or set of interconnecting systems on a ship. However, every Engineer has the ability to quickly adapt to any new team as needs arise.

Prime Attribute: Intelligence 13+ (+5% experience bonus)
Hit Dice: 1d6/level (Gains 2 hp/level after 9th)
Defense Bonus: -3[+3]
Weapons Permitted: phaser pistols, phaser rifles



Fleet Engineer Class Abilities
Use Device: A Fleet Engineer can use any device of tech grades 1 through 6. See Table below for more information.

Retro-engineering:  A Fleet Engineer can in 1d8 rounds discover how any alien device operates, how to operate the device, and how to replicate the device.

Jury-rig: An Engineer can temporarily fix or improve any system of a tech grade 1-3 for 1d6 rounds, giving the system a +2 bonus. However, any system that has been jury-rigged has a 30% chance to malfunction after the final round.

Table 1: Engineer Advancement Table

Level
EP
HP
Saving Throw
1
0
1
15
2
1,500
2
14
3
3,000
3
13
4
6,000
4
12
5
12,000
5
11
6
24,000
6
10
7
48,000
7
09
8
96,000
8
08
9
192,000
9
07
10+
+70,000
+1
06


Table 2: Engineer Use Device Table
Tech Level
D% Roll*
Adjust/Level**
4
15%
10%
5
10%
10%
6
05%
05%
*Rolls presented are at first level
**Cannot increase past tenth level








Starfleet Pressure Suit:

The Starfleet pressure suit is standard issue for all Fleet personnel and is essential for survival in low atmosphere environments and the vacuum of space.

The pressure suit grants the player a 100% survival chance in low atmospheres and in the vacuum of space. However, if the suit is damaged the player has 1d8 rounds to reach a fully pressured or nominal atmosphere before he or she begins to be injured by the environment (1d4 for low atmosphere and 1d6 for space). If the suit is destroyed the player has 1d4 rounds to reach a fully pressured or nominal atmosphere before he or she begins to be injured by the environment (see above).

While wearing the suit four points of any damage the player may receive (not including damage due to environmental conditions caused by suit damage) will instead be taken by the suit. Once the suit is below half of its durability the player will only receive half of the protection he or she previously received from the suit.

Weight: 20lbs
Durability: 100
Repair Chance: 35%
Cost: Standard Issue/1,000 credits

Well I guess it isn't a complete forgoing I did manage to sneak in a Scotsman.

Comments

Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.



I.
The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!


Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.