I love random generation tables, and Traveller’s in particular. With some time to kill recently I ran through Classic Traveller’s year-by-year navy chargen system Book 5: High Guard interpreting it as Starfleet circa ST:NG.
This is a game in itself, creating the full professional histories of Starfleet personnel, and it’s a game I quite enjoyed. It still needs a few tweaks I think. There are no conversion rules, no ST ship combat rules nothing like that, the tweaks I made are purely aimed at chargen and nothing else. Colour me peculiar
These are the ST:NG tweaks need for High Guard:
STARFLEET ACADEMY
Use Naval Academy rules, with these rolls:
Admission 8+ +2 if Edu 9+
Success 7+ +2 if Int 8+
Education 1d-3 +1 if Int 9+
Honors 9+ +1 if Intel 9+
Skills: Vacc Suit, Ships Boat, Navigation
Failure to attend or succeed indicates the character joins Starfleet as a crewman. Success indicates a commission (Ensign).
SKILLS
Zero-G Cbt - Replace with Transporter Ops
Gunnery - Select from Phaser Bank, Torpedoes or Deflectors
Gun Cbt – Select from Phaser Pistol or Phaser Rifle
Blade Cbt – Replace with Brawling
Vehicle – Replace with Ship’s Boat
BRANCH SELECTION
+1 if Edu 8+
+2 if Intel 10+
1 Operations (Line)
2 Operations (Line)
3 Engineering
4 Security (Gunnery)
5 Engineering
6 Conn (Flight)
7 Science (new branch)
8 Medical
New Branch: SCIENCE
Command Duty as Engineering
Assignment Rolls as Engineering
Branch Skills Table
1 Survey
2 Computer
3 Vacc Suit
4 Navigation
5 Computer
6 Survey
ASSIGNMENTS
Shore Duty is known as Survey
Siege is known as Exploration
(use all Book 5 rolls, but allow skill rolls from Book 6 for Exploration or Survey assignments)
RANKS
Much the same as HG. ST: TNG era: http://www.st-spike.org/pages/unifor.../2366-2372.htm
Do not use Flight School, but do use Medical School.
OTHER STUFF
I rolled re-enlistment, assuming the character remained in Starfleet, but that the re-enlistment roll determined a change in ship. Pick a ship after training from here:
http://www.ex-astris-scientia.org/sc...eet_ships1.htm
Read up on the vessel here: http://memory-alpha.org/en/wiki/Cate...tion_starships
Keep in mind your preferred date (mine is the 2360s I think).
I don’t know what to make of Command/Staff rolls for assignments. At first I took these as command opportunities as you see in the series, ie. Lt Worf leads an away mission or takes a party off in a shuttle, but they don’t last a year, so command assignments must have more substance. Need more data! Probably Lts are given command assignments at small outposts or installations (or does it include starship departments????) or even small warp-ships, like scouts or frigates. At higher ranks we can assume fully fledged commands. But with HG they last a year, two at most before a reroll is required. No 10 year Captain Picards here.
Can anyone help with this?
It’s the latter points which help tell the story, transfers, commands, new assignments….
Also: alien races. I was going to have requisite stats for Klingons, Vulcans, Bajorans, etc. rather than +4 Str and Int for a Vulcan, more like Str A and Int A required. For a Klingon perhaps End 9 and Str 9. For a Betazoid perhaps Soc A (Soc being Social abilty, not Social Standing in this set of rules).
BTW: My knowledge of ST is not extensive, I’ve watched a lot of VOY and ST:TNG and ENT over the past year, but not read much about the background or universe. I do own a copy of the 70’s Star Fleet Technical Manual though!
This is a game in itself, creating the full professional histories of Starfleet personnel, and it’s a game I quite enjoyed. It still needs a few tweaks I think. There are no conversion rules, no ST ship combat rules nothing like that, the tweaks I made are purely aimed at chargen and nothing else. Colour me peculiar
These are the ST:NG tweaks need for High Guard:
STARFLEET ACADEMY
Use Naval Academy rules, with these rolls:
Admission 8+ +2 if Edu 9+
Success 7+ +2 if Int 8+
Education 1d-3 +1 if Int 9+
Honors 9+ +1 if Intel 9+
Skills: Vacc Suit, Ships Boat, Navigation
Failure to attend or succeed indicates the character joins Starfleet as a crewman. Success indicates a commission (Ensign).
SKILLS
Zero-G Cbt - Replace with Transporter Ops
Gunnery - Select from Phaser Bank, Torpedoes or Deflectors
Gun Cbt – Select from Phaser Pistol or Phaser Rifle
Blade Cbt – Replace with Brawling
Vehicle – Replace with Ship’s Boat
BRANCH SELECTION
+1 if Edu 8+
+2 if Intel 10+
1 Operations (Line)
2 Operations (Line)
3 Engineering
4 Security (Gunnery)
5 Engineering
6 Conn (Flight)
7 Science (new branch)
8 Medical
New Branch: SCIENCE
Command Duty as Engineering
Assignment Rolls as Engineering
Branch Skills Table
1 Survey
2 Computer
3 Vacc Suit
4 Navigation
5 Computer
6 Survey
ASSIGNMENTS
Shore Duty is known as Survey
Siege is known as Exploration
(use all Book 5 rolls, but allow skill rolls from Book 6 for Exploration or Survey assignments)
RANKS
Much the same as HG. ST: TNG era: http://www.st-spike.org/pages/unifor.../2366-2372.htm
Do not use Flight School, but do use Medical School.
OTHER STUFF
I rolled re-enlistment, assuming the character remained in Starfleet, but that the re-enlistment roll determined a change in ship. Pick a ship after training from here:
http://www.ex-astris-scientia.org/sc...eet_ships1.htm
Read up on the vessel here: http://memory-alpha.org/en/wiki/Cate...tion_starships
Keep in mind your preferred date (mine is the 2360s I think).
I don’t know what to make of Command/Staff rolls for assignments. At first I took these as command opportunities as you see in the series, ie. Lt Worf leads an away mission or takes a party off in a shuttle, but they don’t last a year, so command assignments must have more substance. Need more data! Probably Lts are given command assignments at small outposts or installations (or does it include starship departments????) or even small warp-ships, like scouts or frigates. At higher ranks we can assume fully fledged commands. But with HG they last a year, two at most before a reroll is required. No 10 year Captain Picards here.
Can anyone help with this?
It’s the latter points which help tell the story, transfers, commands, new assignments….
Also: alien races. I was going to have requisite stats for Klingons, Vulcans, Bajorans, etc. rather than +4 Str and Int for a Vulcan, more like Str A and Int A required. For a Klingon perhaps End 9 and Str 9. For a Betazoid perhaps Soc A (Soc being Social abilty, not Social Standing in this set of rules).
BTW: My knowledge of ST is not extensive, I’ve watched a lot of VOY and ST:TNG and ENT over the past year, but not read much about the background or universe. I do own a copy of the 70’s Star Fleet Technical Manual though!