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Star Trek w/ BRP


Mysterioso

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Yup, that was it. I could not remember where I had seen that. A pretty nice little toolkit you did there, I forgot how comprehensive it was. Great stuff! Saved! ;t) Edited by Mankcam

" Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!"

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Simon, this is most awesome. I stumbled across this years ago when you had just began the project I believe, and though it was great then. When I get the group together for some traveller in the future, this is the version we'll be playing.

Thanks,

Rod

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"D100 - Exactly 5 times better than D20"

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Thanks for the kind words.

I am halfway through converting it to Legend, or rather converting Legend to SciFi, using many of the ideas in that document. However, it looks as though this will come out some time next year, in the grand RQ tradition.

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

Jonstown Compendium author. Find my contributions here. 

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If you're looking for material to convert (or just inspire) take a look at Goblinoid Games' Starships & Spacemen 2nd ed. This new version of a 1978 game ports the messier original rules to "old-school" d20, so it's easier to translate into BRP.

S&S2 also allocates gear using rank and department, and contains subsystems for exploring strange new worlds and shooting Kling-, I mean Zangids out of the sky. If nothing else, check out the Random Bumpy Forehead table.

Frank

"Welcome to the hottest and fastest-growing hobby of, er, 1977." -- The Laundry RPG
 
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If you're looking for material to convert (or just inspire) take a look at Goblinoid Games' Starships & Spacemen 2nd ed. This new version of a 1978 game ports the messier original rules to "old-school" d20, so it's easier to translate into BRP.

S&S2 also allocates gear using rank and department, and contains subsystems for exploring strange new worlds and shooting Kling-, I mean Zangids out of the sky. If nothing else, check out the Random Bumpy Forehead table.

Wow. I've never seen that game before... either of them.
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  • 2 weeks later...

Is there a licensed Star Trek game these days? I enjoyed (and still enjoy) FASA Trek even with its faults and haven't seen a better attempt yet (LUG, Decipher), but a Chaosium version seems like a pretty good fit to me. I'm sure the license from Paramount would be prohibitively expensive. I also imagine they'd be forced to use Nu-Trek as part of the rebranding with Captain Abercrombie, Mr. Fitch, Lieutenant Hottie, and iStore Bridge photos scattered throughout the book.

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Funny as hell... ;D

I did give the first Nu-Trek movie a chance despite my misgivings...I feel Trek would have been better served if they had just moved the story forward again with all-new characters maybe 20 or 50 years into the future like they did with that '80s comeback, "Star Trek: The Pepsi Generation," or whatever they call it.

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  • 7 years later...

Beaming into the thread...

So I might be doing a FASA Trek setting campaign, but using BRP (maybe CoC7e) and I was wondering, how to adapt the skill list from FASA to BRP...

Here is the FASA list;

Spoiler

Accounting
Administration
Armored Vehicle Operation*
Armored Vehicle Tech*
Artistic Expression
Assassination
Bribery
Carousing
Civil Engineering
Clandestine Ops
Cloaking Procedures
Cloaking Device Tech
Combat StrategyTactics*
Comm Sys Op
Comm Sys Tech
Computer Op
Computer Tech
Construction
Cryptology
Damage Control Proc
Deflector Shield Op
Deflector Shield Tech
Demolitions
Disguise
Electronics Tech
Environmental Suit Op
Forgery
Gaming*
Heavy Weaponry Op
Heavy Weaponry Tech
Holodeck Interrogation
Holodeck Sys Op
Holodeck Sys Tech
Instruction
Intelligence Proc
Inter-Planetary Relations
Interrogation
Investigation*
Language*
Leadership
Life Sciences*
Life Supp Sys Tech
Marksmanship*
Mechanical Engineering
Medical Sciences*
Mining
Mining Equip Ops
Mining Equip Tech
Negotiation/Diplomacy
Personal Combat*
Personal Weapons Tech
Physical Sciences*
Planetary Sciences*
Planetary Survival*
Port Deflect Op
Port Deflect Tech
Replicator Op
Replicator Tech
Security Procedures
Shuttlecraft Pilot
Shuttlecraft Sys Tech
Small Equip Sys Op
Small Equip Sys Tech
Small Vessel Engineering
Small Vessel Pilot
Social Science*
Space Science*
Sports*
Starship Helm Op
Starship Sensors
Starship Services
Starship Sys Integration
Starship Weaponry Op
Starship Weaponry Tech
Stealth
Streetwise
Structural Engineering
Surveillance
Trade and Commerce
Transporter Operation
Transporter Sys Tech
Trivia
Value Estimation
Vehicle Operation*
Vehicle Technology*
Warp Drive Tech
Zero G Operations

Note that skills with a * require a specialty/sub-skill selection.

Any thoughts?

 

Edited by Zenith Comics Presents...

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15 hours ago, Zenith Comics Presents... said:

Beaming into the thread...

So I might be doing a FASA Trek setting campaign, but using BRP (maybe CoC7e) and I was wondering, how to adapt the skill list from FASA to BRP...

Here is the FASA list;

Any thoughts?

Looks to me like a recipe to make player characters and NPCs incompetent in as many fields as possible. No chance to get anything even approaching Scotty, Geordy, Miles O'Brien, Wesley, or just about any other Federation person with some background in engineering.

Telling how it is excessive verbis

 

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3 hours ago, Joerg said:

Looks to me like a recipe to make player characters and NPCs incompetent in as many fields as possible. No chance to get anything even approaching Scotty, Geordy, Miles O'Brien, Wesley, or just about any other Federation person with some background in engineering.

The problem with the FASA system generally [which obviously borrowed much from RQ] was that there were so many skills and so many educational requirements that characters had a very difficult time developing the skills they needed for all the 'side jobs' off the bridge. Sure your Helmsman has Starship Helm Operations 75 and Starship Weapons Operations 80, but his Marksmanship [Modern] is 35 and he doesn't have one social or technical skill above 20....

So if you're going to try to do another ST:BRP adaptation, the skill list has to be seriously condensed. Beyond that, I'm thinking that fleet officers [graduates of Starfleet Academy and whatever the Klingons and Romulans call their military schools] will need more skill points and more skill Professional Skills to select from.

I would advise starting out with a Fleet Officer Common Package representing the training that all officers receive [say Leadership, Environment Suit, Damage Control, Marksmanship, etc.], all these skills being worth a set number of skill points. Then have each Branch be a separate profession where the officer can choose their specialty [an ST:NG Command /Tactical Officer's list will be very different from Operations and/or Engineering].

Afterwards, have a Department Head and Command Qualification Schools to qualify specialist officers for leadership positions.

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9 hours ago, svensson said:

Sure your Helmsman has Starship Helm Operations 75 and Starship Weapons Operations 80, but his Marksmanship [Modern] is 35 and he doesn't have one social or technical skill above 20....

Isn't that what (TOS) red-shirts are for? Besides, the lead helm officer in original ST (for the Enterprise at least) had a fairly high Botany skill <G> (enough to spawn a filk song: Passion Flower)

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On 6/1/2021 at 3:51 PM, Baron Wulfraed said:

Isn't that what (TOS) red-shirts are for? Besides, the lead helm officer in original ST (for the Enterprise at least) had a fairly high Botany skill <G> (enough to spawn a filk song: Passion Flower)

To an extent, but Starfleet Captains and XO's are supposed to have high ratings in Leadership, Diplomacy, and other interpersonal skills as well as 'informed but non-professional' levels in sciences too! And one of those positions will be a player character 95% of the time in an ST game.

Certainly, you can provide an NPC specialist for the really off-the-wall stuff [Ensign Jane has a doctorate from the Vulcan Science Academy in Particle Physics, with a specialty in Quantum-Tetryon Transphasic Phenomena...], but even your Science Officer or Chief Engineer is going to need to need enough Leadership and survival skills to be an effective Away Team member.

So I still suggest a serious weeding of the skill list combined with more skill points for Fleet professional officers.

For that matter, one thing that ST has never really explored is the idea of Reserve officers... officers who got their commissions from universities other than Starfleet Academy [or equivalent] and are serving their fleet obligation but expect at some point to move on from the service after their requirement is done.

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On 5/31/2021 at 1:55 PM, Zenith Comics Presents... said:

Beaming into the thread...

So I might be doing a FASA Trek setting campaign, but using BRP (maybe CoC7e) and I was wondering, how to adapt the skill list from FASA to BRP...

Any thoughts?

 

Yes, take a look at the Star Trek RPGs from LUG/Decipher. They greatly shorted the skill list by combining several skills. Alternatively, keep the FASA skill proficiencies so that a 10% skill makes someone qualified to operate something, fly a shuttle, etc.  FASA Trek gave characters a lot of  low skill socres in secondary skills that worked with the 10/40/100 proficiency scale, but wouldn't help much in standard BRP.

Edited by Atgxtg

Chaos stalks my world, but she's a big girl and can take of herself.

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  • 8 months later...
34 minutes ago, Zenith Comics Presents... said:

Beam Me Up!

So I am back lol

Looks like this is happening, should I post my stuff here as I go? Who wants to see me hack a BRP Star Trek system together?


Cheers!

I’d be happy to see you hack it though Worlds Beyond is now back in production from, I think, Précis Media. Also you might want to see if you can find BRP Space the predecessors to M-Space.

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Check out our homebrew rules for freeform magic in BRP ->

No reason for Ars Magica players to have all the fun!

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  • 2 months later...

So the big hold back for me is not wanting to have too long a skill list.

I'm looking at the rq_scifi.doc and even there I find there are too many kills. Often what I feel is needed is less open skills and more specialties. What I don't know and can't seem to find an answer to is this; does BRP have rules for skill specializations? 

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On 2/18/2022 at 3:47 AM, rsanford said:

I’d be happy to see you hack it though Worlds Beyond is now back in production from, I think, Précis Media. Also you might want to see if you can find BRP Space the predecessors to M-Space.

There is no product "BRP Space", and never was. 
BRP Space was the working title of what became M-Space. 

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  • 2 weeks later...

For a good skill system, check out Revolution d100. There's a small group (15 or so) of core skills (Close Combat, Craft etc). Each one has a skill base derived from from Characteristic A + Characteristic B. You customize it with traits (or specializations). Each one of these gives you +30 to the core skill. The SRD is here: http://www.alephtargames.com/images/ogl/rd100_srd.zip

I'm keen on BRP Star Trek; let us know how your project goes.

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A real minimalist approach would  be to just simply use crew roles, with  a single percentage rating assigned to the role. So a character might be Command/Ship's Operations, Sciences, Medical, Engineering, or Security. Additionally  you  could split the rating, a bridge officer might be Command 60%, Security 25%, and Engineering 15% (simply dividing 100% here). It's not particularly realistic, but it is somewhat aligned to the source material.  Everything comes down to the color of your uniform!

Anything that doesn't fall within  a crew roll would be down to characteristic rolls. 

Edited by 1d8+DB
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4 hours ago, 1d8+DB said:

A real minimalist approach would  be to just simply use crew roles, with  a single percentage rating assigned to the role. So a character might be Command/Ship's Operations, Sciences, Medical, Engineering, or Security. Additionally  you  could split the rating, a bridge officer might be Command 60%, Security 25%, and Engineering 15% (simply dividing 100% here). It's not particularly realistic, but it is somewhat aligned to the source material.  Everything comes down to the color of your uniform!

Anything that doesn't fall within  a crew roll would be down to characteristic rolls. 

Interesting idea, but that's already pretty close to how the new Star Trek Adventures game is, so why bother with BRP then? While a good idea, it's too simple for my tastes, I want more skills, but not as many as FASA or LUG had 🙂

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On 5/2/2022 at 9:43 PM, 1d8+DB said:

A real minimalist approach would  be to just simply use crew roles, with  a single percentage rating assigned to the role. So a character might be Command/Ship's Operations, Sciences, Medical, Engineering, or Security. Additionally  you  could split the rating, a bridge officer might be Command 60%, Security 25%, and Engineering 15% (simply dividing 100% here). It's not particularly realistic, but it is somewhat aligned to the source material.  Everything comes down to the color of your uniform!

Anything that doesn't fall within  a crew roll would be down to characteristic rolls. 

 

On 5/3/2022 at 2:43 AM, Zenith Comics Presents... said:

Interesting idea, but that's already pretty close to how the new Star Trek Adventures game is, so why bother with BRP then? While a good idea, it's too simple for my tastes, I want more skills, but not as many as FASA or LUG had 🙂

The obvious thing, IMHO, is to figure Star Fleet professions, with a few relevant skills per-profession, and use those as suites of skill-bonus in character creation.

At the game-design stage, work from the professions to build your skills-list, rather than building a raw list of skills from a blank slate.

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On 5/2/2022 at 6:40 AM, Khelbiros said:

For a good skill system, check out Revolution d100. There's a small group (15 or so) of core skills (Close Combat, Craft etc). Each one has a skill base derived from from Characteristic A + Characteristic B. You customize it with traits (or specializations). Each one of these gives you +30 to the core skill. The SRD is here: http://www.alephtargames.com/images/ogl/rd100_srd.zip

I'm keen on BRP Star Trek; let us know how your project goes.

That would be my advice, too.

Most of the skills in the huge FASA ST list above would just be Traits in RD100.

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