OSR D&D-Style Star Trek Hack, Part II

Yesterday I posted this little bit of Star Trek goodness.

When I got home it dawned on me that I didn’t do a science officer!  I fucking forgot Mr. Spock!  What kind of Star Trek fan am I?  I hang my head in shame…

So anyways I wanted to set that right, so I did that up and also created a few more things.

So what’s added:

Science Officer

+2 to Specific Knowledge (Science) rolls.
Reroll one failed Intelligence check per session.

Fascinating- If you spend one round doing nothing but studying your tricorder you are able to gain information on a creature’s physiology and know how they function.  You receive +2 to damage against that creature for the entire combat.

Added Klingon as a race: Klingon- +1 Strength, Rage- +2 to Damage and +2 to saving throws against mind altering affects and fear. Ignore amount of damage equal to ½ level rounded down.  Also incur -2 to AC and -2 to Intelligence checks.  Rage lasts a number of rounds equal to one half level rounded down +1 (min of 2 rounds at level 1).  Can’t cast spells or use abilities of concentration.  Can Rage one time per day.

Added optional ability rule:

Optional Character Rule-

At level 5 a player can select one ability:

The Captain Kirk- Once per day you can slap the shit out of someone who is suffering from hysteria to bring them back to reality.

The Captain Picard- Recite some inspirational and meaningful passage from Shakespeare, giving those around you +2 to any rolls that they do that round.

The Scotty- Once per day you can down a wee drop from your flask and gain back +1d4+1 HP instantly and gain a DR 1 for 3 rounds.

The Worf- Once per day feel angry and honor bound for 1 round, gaining +1 to attack, +1 to damage, and +1 to morale.

The Spock- You are able to bury your emotions deep, deep down.  Once per day you are immune to something that would cause emotional distress, upheaval, etc and do not suffer any negative effects.

The Sulu- Once per day you can suddenly remember that you are fencing master!  This effect lasts one full combat.  When rolling damage with any blade roll two die and take the higher of the two as damage.

The Uhura- Your sexy and alluring voice melts even the coldest heart.  Once per day when you make a Charisma check, you can roll two die and take the highest of the two.

The Bones- Dammit!  It isn’t your job, but somehow you know how to do it.  Once per day you somehow pull out knowledge that others don’t have.  You can make a skill roll as if you have one rank in the skill.

Red Shirts

Changed that players get a Red Shirt at level 5 and 2 at 10.  Also added a suggestion/rule as to how quickly they can be replaced and how it can be expedited.

Red Shirts

HP: 3; BAB +2; Damage- Per weapon.

Red Shirts are valued bullet catching tropes of the Star Trek world.  Each session at least one nameless red-shirt should die in some horrible manner that doesn’t make the slightest sense.

If the Red Shirt has been granted the oh so precious gift of a name, they are able to reroll one failed roll and see if that saves them for another day.

At level 5 each character gets their very own Red Shirt Assistant that is just slightly better than the normal stock.*

Red Shirt (Slightly Better edition)

HP: 10; BAB: +5; Damage- Per Weapon.

One failed reroll per session.

At level 10 each character gets two.*

*If their Red Shirt dies in a normal boring fashion (say from Phaser fire from behind cover), it takes one month in game time for the requisition order and proper paperwork to be filed for new Red Shirts to be assigned to them.  If the Red Shirt dies in a truly epic sacrificial Star Trek manner (say from charging into phaser fire like Lemming shields, or being sent into a room full of radiation) that paperwork gets passed through in 3 days.

Lastly, added an item:

Healing Item

Hypostim- heals for 1d8+1.  Dangerous to use more than one per day.  For each use after must roll a Constitution check or fall unconscious for 1d3 hours.

Anyways here’s the whole thing together:

____________________________________________________________

Star Trek- OSR D&D Style

Attributes

Roll 3d6 in order: Reroll one you feel sucks the most.

Strength- Melee Attack Bonus, Damage

Constitution- Bonus HP

Dexterity- AC, Initiative, Ranged Attack Bonus

Intelligence- Modifier for Skill points, Ranged Damage Bonus

Wisdom- Modifier for number of rerolls per Session

Charisma- Reaction Adjustment, modifier for # henchman

Race

All are human* unless GM allows differently.  If other races allowed- roll 1d6, on a 6 you can choose to be one of 4 races.

1) Orion- Male- +1 to Strength, Tall (+1 Attack Bonus, -1 AC); Female- Sexy- +1 Charisma; Pheromones- Male target must make a Wisdom save or become enamored with you and insanely jealous of others.  Receives a roll every 24 hours.

2) Vulcan- +1 Wisdom, Mind Meld- Successful Wisdom check- gain images, feelings, and thoughts from target.  Or transfer the same to someone else.

3) Andorian- +1 Base Attack bonus, +2 to resist any extreme temperatures.

4) Caitian- +1 Dex.  Claws- 1d4 damage.  Low-Light Vision.

5) Klingon- +1 Strength, Rage- +2 to Damage and +2 to saving throws against mind altering affects and fear. Ignore amount of damage equal to ½ level rounded down.  Also incur -2 to AC and -2 to Intelligence checks.  Rage lasts a number of rounds equal to one half level rounded down +1 (min of 2 rounds at level 1).  Can’t cast spells or use abilities of concentration.  Can Rage one time per day.

*Human- Fisticuffs!- Humans know how to duke it out!  They do 1d4 damage with their fists, instead of just strength modifier damage.

Class- Starfleet Officer

HD- d8 per level, Base Attack Bonus- + 1 every 2 levels.

Skills (choose 4+ Int Modifier): 1. Stealth; 2. Tinkering; 3. Piloting; 4. Survival; 5. Specific Knowledge; 6. Perception/Investigation; 7. Cryptology/Hacking; 8. Engineering; 9. Therapy/Medicine; 10. Exploration/Spelunking; 11. Performance (Type). 12. Dodging

Every Third Level- +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’.

Level 5- Your very own slightly better than the average Red Shirt!  At level 10 you get two!  See info below.

 

Choose one Specializations: Command, Medical, Engineering, Security, Comm, or Non-Commissioned Officer.

Command Officer

Command Officer

Command Officer

+2 to saves against intimidation, mind-control, or fear.
Reroll one failed Charisma check per session.

Inspire- Once per day (or session) a Command can inspire their troops to greater heights.  Choose one of two effects: 1) Grants +2 to one roll of player’s choice.  2) Reroll one failed roll.

Science Officer

Science Officer

Science Officer

+2 to Specific Knowledge (Science) rolls.
Reroll one failed Intelligence check per session.

Fascinating- If you spend one round doing nothing but studying your tricorder you are able to gain information on a creature’s physiology and know how they function.  You receive +2 to damage against that creature for the entire combat.

 

Medical Officer

Medical Officer

Medical Officer

+2 to resisting disease and poisons.
Reroll one failed Medicine skill check per session.
Medical Kit- Once per day a Medical can pull out the needed antidote, pain killer, etc to save a characters life.  Also they have a hypo-spray that has enough medicine to heal a target for 2d8 HP.

 

Engineering Officer

Engineer

Engineer

+2 to Technical based rolls.

Reroll one failed Engineering based check per session.

I’m Givin’ Her All She’s Got!- Once per day an Engineer can use the spare parts in his toolkit to either supercharge something like a phaser (increasing the damage by one die type for 1d3 rounds) or a grenade, or cause an object (like a tricorder) to function better (receiving a +2 for 1d3 rounds).  However after that it will short out afterwards and be unusable until successfully repaired.  This takes 3d6x2 minutes.

Security Officer

Security Officer

Security Officer

+1 Base Attack bonus per level instead of every 2 levels.

Reroll any failed Attack roll once per session.

Sniper- Aiming takes movement action instead of a full round.

Comm Officer

Comm Officer

Comm Officer

+2 to Piloting based rolls.

Reroll one failed Piloting check.

Crazy Bastard- You are able to do things with a starship, or other vehicle, that other thought impossible.  Propose what you want to do to the GM and where others may receive high penalties to their roll, yours are much less (if any at all).

Non-Commissioned Officer

The Shady undisciplined Non-Commissioned Officer

The Shady undisciplined Non-Commissioned Officer

+1 to Charisma.

Reroll one failed Charisma check per session.

Outside the Lines- You have connections to get information, supplies, or call in favor that those who have fully joined Starfleet don’t have access to.  Once per session you can call in one of these.  Explain to the GM what you are wanting to accomplish and reach an agreement.

Optional Character Rule-

At level 5 a player can select one ability:

The Captain Kirk- Once per day you can slap the shit out of someone who is suffering from hysteria to bring them back to reality.

The Captain Picard- Recite some inspirational and meaningful passage from Shakespeare, giving those around you +2 to any rolls that they do that round.

The Scotty- Once per day you can down a wee drop from your flask and gain back +1d4+1 HP instantly and gain a DR 1 for 3 rounds.
The Worf- Once per day feel angry and honor bound for 1 round, gaining +1 to attack, +1 to damage, and +1 to morale.

The Spock- You are able to bury your emotions deep, deep down.  Once per day you are immune to something that would cause emotional distress, upheaval, etc and do not suffer any negative effects.

The Sulu- Once per day you can suddenly remember that you are fencing master!  This effect lasts one full combat.  When rolling damage with any blade roll two die and take the higher of the two as damage.

The Uhura- Your sexy and alluring voice melts even the coldest heart.  Once per day when you make a Charisma check, you can roll two die and take the highest of the two.

The Bones- Dammit!  It isn’t your job, but somehow you know how to do it.  Once per day you somehow pull out knowledge that others don’t have.  You can make a skill roll as if you have one rank in the skill.

 

 

OTHER STUFF

 

Languages: Common and race language plus one additional language if Int is 13+.  To learn another language or read/write it, you must spend 1k exp.  IE- to read and write and speak Andorian, it would be 2k exp.

Saving Throws- Other bonuses and penalties may apply to various tasks.

Saving Throws are (Half Attribute) + Level. Roll D20 equal/under.

Doing Stuff:
If it is reasonably achievable yet challenging for most humans: D20 under Attribute.
If it would require specific training: D20 under Half Attribute.
If it is also a trained Skill of yours: + Level
If you have Double-Training: D20 under Full Attribute + Level. Natural 20 is always failure.

Initiative- Roll d20 + Dex Bonus.  Rolled a 20- Act when you want, +2 on next roll.

Armor Class- 10 + Dex Bonus + Armor Rating.

Attacks: Attack Bonus plus Str bonus (melee) or Dex (ranged).  Natural 20 on d20 is a critical.

Melee Weapons- Dagger/Knife- d4 damage; Small blade- d6 damage; Spear/large blade- d8 damage.

Phasers- Small Phaser- 2d6 damage.  Phaser rifle- roll 3d6- take higher of the two as damage.  Stun- Both phasers are able to stun targets.  On a successful attack the target must make a Constitution save or be stunned for 1 round.  Failure by 5 or more is 1d6 rounds.  A critical failure means the target is unconscious for 1d6+1 hours.

Cover Mechanics 25 % Cover +2 AC; 50% Cover +4 AC; 75% Cover +6 AC; 90% Cover +10 AC; If in cover you receive +2 to Dexterity saves.

Criticals- 20 on an attack roll- double damage.

Armor

Very Light Armor- +1 AC- Max Dex Bonus +5- Dex Skill Roll Penalties- 0

Example- Regular Clothing and Star Fleet Uniform.

Light Armor- +2 AC- Max Dex Bonus +4- Dex Skill Roll Penalties-0

Example- Padded Clothing

Medium Armor- +3 AC- Max Dex Bonus +3- Dex Skill Roll Penalties-2

Example- Riot Armor, Security Armor, Klingon Warrior Armor

Bleeding Out- Bleeding out characters are dying and lose 1 HP per round until they reach their Con Score as a negative number (this can change due to temporary or permanent changes to the ability), at which point they die.  A bleeding out character can attempt a Constitution based save each round at a -2 to stabilize.

Surprise Attacks- When a character makes an attack against a target that is surprised there is a chance that the target can be knocked unconscious in one hit.  The damage must exceed the targets Constitution Score + HD.  Several characters can attack one surprised enemy at the same time to achieve this.

 

Back Attacks- +2 to attacks and damage is doubled.  Enemy must be unaware of attack.

Defend- +4 AC, -2 Attack; Charge- +2 Hit, – 4 AC

Quick Draw- Player can attempt to draw light/small weapon by making a Dex check.  Success it doesn’t take up movement action.

 

Experience- THE 2K STANDARD- Characters need 2000 XP for level 2, Doubled for each subsequent level. Once that number hits 128k (for lvl8), just keep adding 128k for each subsequent level (256k lvl9, 384k lvl10 etc.)

Experience Guidelines

1)      Enemies- Enemies give 100 xp per HD, +50 for weak special abilities, and +100 per beefy special abilities.

2)      Experience Base- Each session the base amount of experience for playing is lvlx100.

3)      Role-playing/Creativity- Playing your character, less metagaming, and coming up with cool and creative ideas can grant bonus xp of 100 or more.

Red Shirts

Red Shirt

HP: 3; BAB +2; Damage- Per weapon.

Red Shirts are valued bullet catching tropes of the Star Trek world.  Each session at least one nameless red-shirt should die in some horrible manner that doesn’t make the slightest sense.

If the Red Shirt has been granted the oh so precious gift of a name, they are able to reroll one failed roll and see if that saves them for another day.

At level 5 each character gets their very own Red Shirt Assistant that is just slightly better than the normal stock.*

Red Shirt (Slightly Better edition)

HP: 10; BAB: +5; Damage- Per Weapon.

One failed reroll per session.

At level 10 each character gets two.*

*If their Red Shirt dies in a normal boring fashion (say from Phaser fire from behind cover), it takes one month in game time for the requisition order and proper paperwork to be filed for new Red Shirts to be assigned to them.  If the Red Shirt dies in a truly epic sacrificial Star Trek manner (say from charging into phaser fire like Lemming shields, or being sent into a room full of radiation) that paperwork gets passed through in 3 days.

Healing Item

Hypostim- heals for 1d8+1.  Dangerous to use more than one per day.  For each use after must roll a Constitution check or fall unconscious for 1d3 hours.

About these ads

About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

Follow

Get every new post delivered to your Inbox.

Join 98 other followers

%d bloggers like this: