‘Thank you all for coming
at such a short notice. But, as you are all aware, we’re a mere 13 months into
our five year reconnaissance mission into the Gamma Quadrant, and we’ve already
had our fair share of problems. After the attack by the Jem’Hadar which left us
damaged but functional, we were unable to contact Starfleet for almost a
hundred days.
‘No, that’s the problem.
Despite the assistance we were given from our new “allies” and the complete
refit of our communications system, we still have no contact with Starfleet.
‘Yes. Fully functional.
All diagnostics show the new systems are working correctly. Still, no
Starfleet.
‘I’m asking you all to
undertake a mission to our closest station and report to Starfleet Command,
giving them a thorough report on our activities and receive orders, if any. You’ll
be using our warp capable runabout, so please return to us as soon as possible.
We cannot afford to be without all of our assets for too long.
‘Quite right, lieutenant.
Your destination is Deep Space 13.’
Here is the background
table and archetypes that will be available for this particular Sci-Fi genre
for the new Grim Hack rules. Feel free to let me know if there's something you
think should be added as another archetype, or key skill missing for this
particular type of adventure world. Since in this particular idealistic
society, no one needs to work, I’ve
used pass-times, hobbies, and jobs people may do for leisure for backgrounds.
Note for players
carrying over their characters from the first one-shot: Ignore this particular
Background table, continuing with your previously rolled Background is fine.
Wipe out all the skills and equipment from the previous Archetype and use the
skills and equipment from the new ones. Any skills or trappings you believe
your archetype should have, let me know.
Roll
|
Career
|
+1d10
|
Skill
|
1
|
Academic
|
Int
|
History (any)
|
2
|
Artist
|
Fel
|
Art, Musicianship, or
Sing
|
3
|
Athlete
|
Agi
|
Acrobatics
|
4
|
Auto Mechanic
|
Cn
|
Repair mechanisms
|
5
|
Carpenter
|
Dex
|
Carpentry
|
6
|
Chef
|
Cn
|
Cook
|
7
|
Gardener
|
Int
|
Agriculture
|
8
|
Preacher
|
WP
|
Public Speaking
|
9
|
Rancher
|
WP
|
Animal Handling
|
10
|
Outdoorsman
|
T
|
Orientation
|
11
|
Traveler
|
Fel
|
Additional language
|
12
|
Diverse interests
|
|
Roll twice, ignore any
duplicates including this result.
|
New Bold-Going
Sci-Fi Archetypes:
Common equipment: Starfleet uniform, Badge Communicator, Hand Phaser.
Suggested party make-up: one of each Archetype.
Starfleet Engineering Officer
Free Raise: Dexterity,
Cunning, or Intelligence.
Skills: Consume Alcohol, Engineering,
Knowledge – Starfleet Technology, Pilot-Runabout, Repair, Specialty weapon – Phasers.
Equipment: Engineering belt
kit, including scanner and tools.
Starfleet Medical Officer
Free Raise: Intelligence,
Will Power, or Fellowship.
Skills: Chemistry, Heal Wounds,
Knowledge – Starfleet Technology, Specialty weapon – Phasers, Surgery.
Equipment: Medical belt kit
including scanner and full multi-injector with 5 administrations (Cure Disease,
Cure Poison, or Heal).
Starfleet Science Officer
Free Raise: Cunning,
Intelligence, or Will Power.
Skills: Astronomy, Knowledge
– Starfleet Technology, Security Systems, Specialty weapon – Phasers, Super
Numerate.
Equipment: Tricorder
Starfleet Security Officer
Free Raise: Ranged Skill,
Strength, or Agility.
Skills: Disarm, Dodge Blow,
Knowledge – Starfleet Technology, Specialty weapon – Phasers, Street Fighter.
Equipment: Phaser Rifle,
Security Handcuffs
Weapons in brief:
Hand Phaser S5 RoF:
1 Rounds 10 Range: Short
Phaser Rifle S5 RoF: 1d3 Rounds 30 Range: Long
Special for Phasers: May
set to Stun (On successful hit,
target must make successful Toughness test or be stunned for d6 rounds).
No comments:
Post a Comment