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Fasa star trek rpg pdf download

Fasa star trek rpg pdf download

Star Trek RPG - Starship Tactical Combat Simulator PDF,Star Trek The Original Series

WebMay 19,  ·./Star_Trek_RPGs/Star Trek (FASA)/ Star Trek - The Roleplaying Game Box blogger.com: /Star_Trek_RPGs/Star Trek WebFASA A - Star Trek - The Role Playing Game 1E - Free download as PDF File .pdf), Text File .txt) or read online for free. Scribd is the world's largest social reading and WebDec 14,  · Note: This sheet is for the old Star Trek RPG by FASA. If you're looking for materials for the new Star Trek RPGs by LUG, follow the Star Trek (LUG) and Star WebFASA Star Trek IV Sourcebook Update () FASA The White Flame () FASA The Strider Incident () FASAA: Regula-I Orbital Station Deck Webstar trek fasa the triangle pdf download free FASA STAR TREK RPG PDF. FASA’s Star Trek RPG, became a major competitor at the time to Task Force Games’ Star Fleet ... read more




It may be reduced by other factors, or at gamemaster's option as the result of a debilitating injury that limits the character's potential. A saving roll on STR might be made when something heavy must be moved, or when a character must force open a door or perform other physical feats of power. ENDURANCE END : END is a measure of how much abuse and neglect the body can stand; the body's defenses against adversity. Combat damage is removed directly from this statistic, as would be penalties for ingestion of poison, for the effects of disease, and exhaustion.


Reductions to END from exhaustion and similar appearing effects such as a Vulcan nerve pinch and phaser stun are regained quickly. Damage done to the body in combat, however, regenerates much more slowly, depending on the level of medical aid available see Damage Effects and Recovery and Medical Aid sections of the rules. Players and the gamemaster should keep a separate record of END loss for injury and for exhaustion, stun effect, etc. These effects may combine, however, to incapacitate a character and reduce the character to unconsciousness.


An END saving roll could be made to determine how long a character can undergo adversity, such as holding one's breath underwater, or undergoing torture at the hands of the Klingons. INTELLECT INT : INT measures the character's mental processing potential just as STR measures the physical potential. INT scores determine how well a character can store and process information; that is, how well the character can think and reason. Some of this potential is genetically determined and some is determined by environment. Even in Star Trek's time, scientists and educators do not agree on which is more important.


A saving roll on INT may be made whenever the character needs to reason out a problem or gather and process new knowledge not fitting into an existing skill description. Example: Puzzling out the operation of a totally alien device beyond their experience. If a skill on the skills list would be of help in such an effort, the skill score and the INT score should be added together and averaged divided by 2 and a saving roll made on the result. If the character's score in that skill is zero, use the INT score to make the saving roll. This is one time when the gamemaster may want to make the roll secretly, as if a player does not know the function of a device, the character should not be told which skill affects his roll to figure it out!


DEXTERITY DEX : DEX is a measure of the physical control a character possesses in terms of agility, aim, balance, etc. DEX affects how well a character uses a weapon, how clumsy the character is, how quickly he or she can physically react to danger or opportunity, etc. A saving roll on the DEX attribute might have to be made for the character to perform an act requiring physical coordination like walking over a slippery rope bridge or quick physical reactions and reflexes such as playing a game of zero-gravity handball, one of Kirk's favorites!


It also affects along with weapons skills use of hand weapons, projectile weapons, and other combat styles. See combat rules. CHARISMA CHA : This attribute is not merely a measure of physical attractiveness. Physical attractiveness is meaningless when dealing with members of other races from other worlds. Alien standards of attractiveness may be quite different. Physical attractiveness may enter into the charisma of an individual, but more important is force of personality or will. Ahh character with a lower than average charisma IS not necessarily plain or ugly. The character may be a handsome man or woman who does not possess as much personal magnetism or force of personality as some others. Conversely, a high charisma character may be physically average but a dynamic, forceful speaker.


The interpretation of the CHA attribute score is up to the player to decide and the gamemasters to interpret. Players and gamemasters are reminded of the Vulcan philosophy of the IDIC Infinite Diversity in Infinite Combinations. Beauty is in the differences in people and cultures, not in conformity to standards. A CHA saving roll might be required to catch the eye and attention of a member of the opposite sex as Captain Kirk was often doing, sometimes as a requirement of his duty to protect his ship and crew, but more often because he has little resistance to a charming woman! CHA is averaged with the leadership skill score to saving rolls when attempting to lead or influence an unfamiliar or hostile group, but CHA is used alone when trying to influence individuals. LUCK LUC : When it comes right down to it, luck is a part of all endeavor.


Spock has observed that human history is a series of lucky breaks, as human society survived crisis after crisis despite great odds against survival. For this reason, and because so many times luck has saved the life or career of one or more of the Star Trek characters, this statistic must be part of the game. Luck seems to affect humans more than any other race, as Spock observes. Somehow, being a human being that is, of Earth ancestry gives an edge during a crisis. Of course, such luck is unpredictable and capricious, and lucky breaks can happen to anyone as simulated to some extent by the use of dice in this game to add the random fact to the interactions of beings within their environment and each other. LUC saving rolls are used in this game when the gamemaster believes situations may be affected by pure chance and coincidence. The object of this game for the gamemaster is not to kill off player characters, and setting up a total adversary relationship between players and the gamemaster limits the enjoyment of the game.


Therefore, the gamemaster should use a LUC saving roll attempt at times to give a player a chance to bail himself out of a tricky situation. A saving roll of this type should always be given to a player character or a non-player who is an established STAR TREK character who is in imminent danger of death or other tragedy. Temper the use of such saving rolls with common sense, but do use them when necessary. Sure, it hampers realism, but STAR TREK should reflect television realism, not reality. On the other hand, the breaks go both ways. At crisis points, LUC rolls should be applied, with things going badly if the rolls are failed. This is a good way for a gamemaster to introduce another plot complication to a scenario if players are getting bored. One important use of the LUC attribute saving roll is to limit damage from energy weapons.


Thus, a fatal shot should be reduced to a Graze from energy weapons if a LUC save can be made by the victim. In reference to the large LUC penalty given in the rules to Vulcan characters, observation shows only that Vulcans are logical, strong, and psionically gifted. They do not seem to be lucky. Such is the price you pay for higher than average attribute scores in STR, END, and INT. PSIONIC POTENTIAL PSI : This statistic reflects the potential psionic power of an individual character. Note that this does not mean that a person with a high PSI score will necessarily have psionic abilities in evidence.


Cultural development and training are of prime importance in developing psionic powers, and most cultures do not place educational emphasis on such training. Earth and Human culture is mostly lukewarm toward psionic development. We know that Star Fleet tests all personnel for psionic potential see the episode Where No Man Has Gone Before , but most of the rest of humanity has no idea what psionic potential they possess. Even Star Fleet has no formal training in psionics offered at the Academy, though especially promising students may get the opportunity to study on Vulcan gamemaster's option-such a character would probably adopt Vulcan ways and attitudes. See the episode Is There in Truth No Beauty? Vulcan culture, on the other hand, trains all Vulcan children in certain psionic disciplines, such as mind linking. It is part of the Vulcan heritage. Actually, Vulcans as a race probably started out with no more psionic potential than humans.


Their cultural emphasis on mental control has acted as a form of natural selection for centuries. The psionically gifted are more likely to survive and have children on Vulcan. Thus, Vulcan player characters may realize their psionic potential to a greater extent, using PSI saving rolls to judge succession applying Vulcan psionic techniques. See racial data for Vulcan characters for details. Humans and most other races will apply PSI saving rolls only as resistance to unwanted PSI prying by others into their minds, and as modifiers to other types of psionic activity and attack. Player Character Races There are six Federation races commonly found as starship crewpersons. Actually, there are many, many starfaring groups among Federation-affiliated populations, but quite a number are of these six basic types and the character creation system in this game centers on these groups.


Each player character race has its own set of unusual physical and psychological peculiarities. Humans are, by far, the easiest to play. After all, you have plenty of experience! It is suggested that new players start with a human character, especially if the player is not already intimately familiar with the STAR TREK universe. When playing non-human characters, the role-playing aspect of the game is more important than ever. Gamemasters must insist that non-humans act like non-humans! Emotional Vulcans, meek Tellarites and life-of-the-party Edoans should not be tolerated in a game situation.


HUMANS unimportant variations in height, weight, skin coloration, sensory enhancement, etc. Note also that not all "Human" cultures are part of the Federation. Thus "Humans" may turn up as a non-player or even an enemy race at times. Remember that though Humans are basically the same physically, their motivations and backgrounds may be very different. Each character's personality and actions should be developed by the player based on the background he creates. A person who grew up on a small agricultural world will have a different point of view than one who grew up in the cities of Earth. Humanity is the most numerous sentient species in the Federation. Besides Earth-born humanity, there are also thousands of human colony worlds.


On some of these worlds, particularly those long colonized, the human population has changed and evolved to better adapt to local conditions. Besides Earth colonies, there are a number of civilizations with no known ties to Earth that have never the less produced native species identical to Earth humans in virtually all respects. Scientists have not answered the questions this raises, nor have they explained why even some definitely non-human races Vulcans and Klingons, to name only two still bear so many resemblances to Humans. It is believed by some scientists that all of these races are offshoots from some common space-travelling race in the distant past.


This theory is not proven, however, and is widely disputed. At any rate, all planetary cultures with basically Human physiology are considered as Human in this game, despite. Vulcans were the first alien species encountered by Humans that were significantly different in physiology and psychology from people of Earth. They are humanlike in many respects, but in other ways they're totally different. Vulcan the home planet, as translated from their tongue is a harsh world, dry and hot with higher gravity and a thicker atmosphere than Earth. These conditions affected the Vulcan physical development. Vulcans are stronger than Humans, with more physical endurance. Their blood chemistry is based on copper rather than iron as a carrier of oxygen. This makes their blood greenish in color, and gives them a somewhat greenish-yellow complexion. Their eyes are protected from the harsh Vulcan winds and sand by a thin transparent membrane, much like a second eyelid.


Vulcan's culture is far older than Earth's own. In prehistory, Vulcans were tribal and warlike and savage as early Humans, if not more so. Their savagery threatened to bring about their extinction through constant warfare. Today's Vulcans refrain from expressing all emotions, letting logical thought and a rational decision-making process rule their lives. A commonly held misconception among Humans is that Vulcans have no emotions. This is not true, but it is so widely believed that some Vulcans believe it themselves. Actually, Vulcans suppress emotional reactions, depending on mental discipline to keep emotions from affecting their thinking and actions.


This process is so ingrained in Vulcan tradition and society that it is almost automatic for Vulcan adults. even under great stress. In fact, the expression of emotion is considered to be in extremely bad taste in Vulcan society-only a barbarian or a mental defective would think of such a thing. There have been attempts to teach these ancient disciplines to members of other races, and some partial successes have been noted. But centuries of psionic exercise and mental discipline have made the Vulcan race capable of some amazing psionic feats. Knowledge of these disciplines is ingrained in the culture, and most Vulcans can perform them to some degree. Those who are especially adept are revered and respected by all.


It is widely known that members of the Vulcan race are somewhat telepathic, some individuals more than others according to their PSI score in the game. The ability to use this telepathic tendency manifests itself in various ways. In modern Vulcan society, the use of telepathic contact to pry into another's mind is unthinkable. Such contact is intimate and somewhat embarrassing. Mind contact is not practiced for trivial reasons. Vulcans use several mind contact forms if they use any at all. The most common is the mind touch.


Physical contact between the Vulcan telepath and the subject is desirable, but not absolutely necessary. In the mind touch, the minds of two individuals become attuned, to the point where the thoughts and feelings of each are shared and communicated. The depth of sharing and communication depends on the wishes of both parties, and the conditions under which the attempt is made. Vulcan mind fusion is a deeper form of the mind touch technique. With mind fusion, the two minds actually become one, with total sharing of not only thought but motivations and memories as well. This technique would only be attempted under the most extreme circumstances, as it is very difficult and embarrassing for the Vulcan, and somewhat dangerous because the two personalities involved may be hard to sort out and split apart to terminate the fusion. The Vulcan mind meld is a multiple-mind touch, where several minds are in communication at once. This, too, is a very different technique. Modifiers from the following tables should be applied to the roll, according to the type of telepathic communication desired, and the conditions under which it is being attempted.


An attempt to make any sort of telepathic link takes 1 minute 6 turns, in the combat scale , during which the character may take no other actions. Quiet is desirable, and there must be no distractions or concentration will be broken. Thus there is no way that a mind touch or other psionic discipline could be attempted in combat! Interactions with other cultures, particularly Human, is slowly affecting Vulcan attitudes, especially among those often exposed to Human culture. Sophisticated, well-traveled Vulcans find Human emotional expression baffling and somewhat distasteful, but are able to live and work around Humans nevertheless.


A less worldly individual might be horrified by open Human emotionalism. If so, ,the Vulcan would of course never show his dismay. He or she might, however, avoid Human contact whenever possible. Vulcan logical development grew out of an avoidance of war. This wish to avoid war has affected their culture in other ways as well. Vulcans do not believe in killing other thinking life unless absolutely necessary. All Vulcans are vegetarians, finding the idea of killing animals for food repulsive. Some Vulcans are extreme pacifists, believing that there is never any reason to kill any living being, but all Vulcans will avoid killing except in the direst need. For this reason, Vulcan characters rarely carry arms, and will not use deadly force against another thinking beings except under direct order, or in the most extreme emergency. The Vulcan pursuit of the logical ideal has led them to great accomplishment in both the sciences and arts.


Intellectual pursuits come naturally to Vulcans. The above list of rules and modifiers is complex, but the Complexity is necessary. Vulcan mental techniques are a useful part of STAR TREK: The Role-Playing Game, but they are usually Misused if Vulcan characters are allowed to apply them indiscriminately. Thus, these rules permit their use where Appropriate, but allow the gamemaster to restrict them for the sake of play balance. Gamemasters must keep Vulcan telepaths on a "short leash" and not allow psionics to dominate the game! Because of the complexity of these rules, let's look at an example of Vulcan mind touch at work. Suppose a landing party from the USS Enterprise, commanded by Dr. Spock, is captured by hostile natives and locked in a cell. The jailer is right outside the locked steel door, dozing in a chair.


The use of Vulcan mental abilities might get our heroes out of the spot they are in! Spock can see the jailer through a small window in the door. He calls for silence and beings to concentrate The player running the character of Mr. Spock must now determine his chances of placing a suggestion in the mind of the jailer. He tells the gamemaster that Spock is trying to communicate to the jailer the feeling that the prisoners are escaping, hoping in his half-waking state he will get up and open the door to see. Looking at the chart of modifiers, we can see that Spock is trying for a "one-way communication of a short message or feeling".


Since the jailer is half-asleep, he's probably easier to confuse, so the gamemaster decides to give Spock an additional -5 bonus. Gamemasters: Feel free to give bonuses and penalties beyond the charts when you feel they are deserved. Thus, Spock's total modification is Spock has a PSI attribute score of 98, and must roll under that after modifications to be successful. The roll is made, but it's not a good one! Fortunately, the modifier brings that roll to 84! The jailer jumps up and groggily unlocks the door to look for the prisoners. The other members of the landing party jump the jailer and knock him unconscious, and the party is freed! VULCAN NERVE PINCH. The nerve pinch is applied by grasping the area just between the neck and shoulder and applying pressure in , manner. If properly executed, the victim is almost instantly rendered unconscious, having no chance to cry out or take any action. The technique is only effective against upright humanoids who are not protected by natural or artificial armor.


Thus, Humans, Vulcans, Andorians, Klingons and the like could be affected, but a Gorn's hide is too tough, and some other alien species may be too have no definable head and neck, or simply have less sophisticated or entirely different nervous systems. GAME MECHANICS - VULCAN NERVE PINCH The Vulcan nerve pinch is applied like any other hand attack in the combat game, with a few modifications to the die roll "to hit", as noted below. Victim is unaware of attacker's presence sneaking up from behind, for example Victim is caught by surprise or distracted in some manner Victim must fail a standard saving throw on INT to be tricked in this manner Victim is on guard in general against attacker.


If the "to hit" roll is successful, the victim is reduced to unconsciousness immediately, regardless of END. Like phaser stun, there is no loss of END upon regaining consciousness. Vulcans also know techniques for relieving pain with nerve pressure. It would be impossible to provide a full set of rules for such action, but the gamemaster should be aware of the possibility should the need arise. Note that such techniques do not reduce the severity of an injury, nor revive an unconscious person. This technique, however, might be employed to save a character a saving roll for unconsciousness upon reduction to END. A Vulcan cannot apply the pain-reduction technique to himself. This is another technique only Vulcans can apply, since it requires great strength and detailed knowledge of the nervous system.


Not all Vulcans can perform this, but many can. All Vulcan player characters are probably trained in this technique, if they were raised on Vulcan or by Vulcans. EDOANS The Edoans are a more recent addition to the Federation. They walk upright and have some resemblance to Humans, but are tripedal; possessing three arms and three legs. Their skin is orange and hairless. They have round yellow eyes and a concave structured head. Edoans are among the best toolmakers in the Federation, due to their sensitive hands and great dexterity. They are meticulous about detail and make good scientists and technicians. The Edoans are reserved and prize privacy. They tend to be shy and introverted, making few close attachments. Physically, Andorians are blue-skinned humanoids with white hair and a pair of knobbed antennae extending from the sides of the crown of the head.


Their slim builds conceal a well-muscled warrior's body. Andorian history is one of conflict, though like the Romulans who are foes of the Federation, they do not battle without reason. The martial spirit is still alive in Andorian culture. Andorians are a stoic, unsentimental people for the most part, but they do respect and revere ties of family. The Andorian antennae are sensitive organs of hearingmore sensitive in some ranges than those of humans or Vulcans. However, they are also more vulnerable and exposed. Andorians are fond of technology, but insist on its use in concert with nature.


For this reason, their wars of conquest in early Andorian history were fought with a regard for planetary environment. As such, they avoided much of the ecological devastation suffered by Earth humans and many other cultures. Andorians are extremely disciplined, and possess a strong sense of duty and personal honor. As 5uch, they make excellent military officers. This race walks erect as bipeds, but they are descended from creatures similar in some respects to Earth felines. They possess sleek bodies covered with soft fur, which also covers their faces and hangs about the head like a mane. They have large golden eyes, long tails, and voices with a purring quality. Caitians are extremely dexterous and fast.


Their ancestors were hunting carnivores, but a large portion of the Caitian population is now vegetarian! They have acute senses of sight and smell. Caitians practice total equality of the sexes, and have throughout recorded history. Even Caitian names have no gender indicated, so a male child is as likely to be named after his mother as after his father. Tellarites are basically humanoid, but with a pinker skin tone than human caucasians due to higher normal blood pressure. Tellarites have more facial and body hair than humans, with hair covering all but the frontal face and the hands. Such hair is not at thick as animal fur, but is more reminiscent of an extremely hairy person. Their home worlds have a thinner atmosphere than Earth, leading to their overdeveloped nasal openings, which have been unkindly compared to the snouts of Earth swine.


Tellarites take immediate and strong offense to such comparisons! Members of the Tellarite race are racially suspicious, argumentative and brash, at least by Human standards. Those who trust too much or give in too easily are considered weak fools in Tellarite society. Tellarites, needless to say, make poor diplomats. They enjoy a good argument, and a merchant's bazaar on a Tellarite world is a very lively place, indeed! Tellarites are fond of food and drink -and lots of it. Fortunately, alcohol has little adverse effect on them. It only makes them more stubborn.


Nevertheless, they are capable of going twice as long without food or water as the average human, since they carry an extra abdominal roll of fatty tissue. This abdominal tissue makes them look portly, but such is natural for a Tellarite, and they can, in extreme cases, live off this fatty deposit for quite a while. Generally, though, they'd rather not skip a meal. Familiar Characters The crew of the USS Enterprise is the most capable crewmembers in Star Fleet. As such, they are far above the average in both character attribute scores and skill levels. Player characters created with the player character creation system are not likely to have the depth and breadth of skill levels possessed by the Enterprise crew. Skills and attributes for STAR TREK's familiar characters are based on observations in the series, traditional fan thoughts, and additions, and rational speculation.


Gamemasters should feel free to add to or alter these statistics if they wish. All series regulars have complete character statistics provided, with recurring but not regular characters provided in a shorter format, which may be expanded by the gamemaster if desired. Players and gamemasters not already experienced with role-playing games such as this one are encouraged to play at least a couple of adventures with the familiar STAR TREK characters already provided. More experienced players may wish to proceed directly to creating their own, original Star Fleet officers with the player character creation system.


McCoy, Leonard H. Federation law 31 Starship sensors 31 Instruction 54 Streetwise 13 Language VULCAN 15 Trivia VULCAN COOKING 29 Leadership 44 Zoology 69 Life sup tech 34 Medicine human 24 PERSONAL NOTES: Originally research biologist sciences section. Transferred to medical after death of fianc, Dr. Roger Korby. Skill Levels 69 Plan surv 35 Pysch human 29 Starship communication procedure 31 Starship helm operation 16 Starship navigation 52 Starship security 41 Starship sensors Starship services 38 49 10 28 32 16 Streetwise Trans operation procedure. Enterprise Birthplace: Tarsus IV colony STR 56 END 61 INT 67 DEX 62 CHA 81 LUC 27 PSI 19 Significant skills: Starship Engineering general 48 Starship Navigation 62 Trivia IRISH HISTORY 81 Vocal Music 02 M'BENGA M.


Chief Engineer tranf. from Navigation. Use these guidelines for creating non-player crewmen for Star Fleet ships. Add or subtract appropriate modifiers for the character's racial type Human, Vulcan, etc. These guidelines enable a gamemaster to fill out a landing party quickly. Alias WALSH, Leo Francis among others.. BRIBERY Skill at the subtle negotiation of bribes, kickbacks and other illegal payoffs. FORGERY The ability to prepare phony documents and signatures without detection. A saving roll is used here to successfully gain information from a prisoner. If the roll succeeds, the victim gets a saving roll try on the INT score if the interrogator is using trickery or the END score if duress or torture is used. If the victim's roll succeeds, no information is given. If not, the questioner gets a significant piece of knowledge, at gamemaster's option.


If torture is used, it is possible that the victim may die before giving up a secret. If the questioner makes a successful roll, and the victim fails the END save by more than 20 points, the victim passes out, taking 2D10 of wound-type damage in the process. The victim may be immediately revived if the wound damage hasn't killed him. Also, each torture attempt does 1D10 wound damage to the victim no matter the outcome. Thus, a victim's END continues to drop under torture, making it all the more likely that the victim will pass out or possibly die under duress before talking. It is possible to administer medical aid to raise END before continuing torture. Please note also that Vulcans know mental techniques to "turn off" pain. Thus it is impossible to torture information out of a Vulcan. SMALL VESSEL PILOTING Skill in operation of small 1 to 10 man star vessels of a nonmilitary nature, usually pilotable by a single person. TRADE AND COMMERCE Ability and experience in buying and selling commodities on the open market, including interstellar trading.


Non-Player Character Races This section deals with creating non-player characters of various non-human races that often interact with Federation Star Fleet crews. This section will cover the most prominent rivals of the Federation, giving adjustments for rolling character attributes and providing statistics for typical characters found in certain important positions. Expansions to these rules are planned to allow players to create player characters who are Klingons, Romulans, etc. Meanwhile, these rules and guidelines will allow gamemasters to prepare non-player characters from these races for use in scenarios and campaigns. KLINGONS above scientific achievement. Most Klingon scientific effort is placed into development of weapons. The Klingon government suppresses the development of psionic activity, considering such to be a risk to Klingon security.


Personal charisma is less important in Klingon society than strength and cunning, as advancement in one's field is often through blackmail, betrayal, or other use of overt or covert force. The Klingon Empire is a military dictatorship that is the chief foe of the United Federation of Planets. War between the two organizations is only prevented by the Organian peace treaty imposed by the powerful, peace loving residents of Organia. Under this treaty, no open hostilities between the Empire and the Federation are allowed. The disputed area bordering both spheres of influence is administrated by Organia, with planets within it allowed to fall under the control of the government who is best able to develop the planet efficiently.


Physically, the Klingons are similar to Earth humans, at least on the outside. They tend to be of dark complexion and hair color. Male Klingons often wear beards and moustaches. Their internal construction is quite different, however. A cursory scan with a standard medical scanner will detect Klingon physiology instantly, even though it is quite easy to disguise the outer appearance as a human. The Klingon racial philosophy is that of ruthless warriors; but they are not berserk. They wage war with forethought and cunning, yet war is the natural, preferred state for most Klingons. For this reason, Klingon society stresses physical strength and martial skill. Security personnel carry disruptor rifles and sometimes wear armored vests -2 points damage from all hits. Command personnel captain, first officer, security officer, medical officer carry agonizers. A so-called neutral zone was established between the Federation and Romulan space.


Border posts were placed on both sides, with all ships permanently banned from entering the noman's-land thus established. But the Romulan pride eventually asserted itself, leading to a number of incidents between Federation and Romulan vessels in recent years. Most recently, the Romulans have made contact with the Klingon Empire and formed certain trade and technology-swapping agreements. This had led to the adoption of Klingon-design ships including D-class battlecruisers by Romulan fleets, replacing to some extent their less powerful Bird-of-Prey class ships. Romulan soldiers and guards also are known to use Klingon-design sidearms. Romulans, unlike Vulcans, are very much creatures of pride, emotion and passion, possessing the capacity for great violence when provoked. The Romulan Confederation is the other major rival of the Federation.


The Romulan race is thought to be an offshoot of the Vulcan race that never got over its militaristic ways. Though physically similar to the Vulcans, the Romulans are not physically as strong. The Romulan planets are believed to be less harsh and demanding of climate than Vulcan. Thus, the Romulans have not developed into quite as hardy a race. Also, since Romulan culture favors obedience over original thought and action, Romulan intellectual achievement is not as high as that on Vulcan, on the average. In development of psionic abilities, Romulans are, unlike their Vulcan cousins, lukewarm toward such research. Thus psionics are not a widely developed or prized ability class. Romulans, however, have not abandoned reliance on intuition and hunches to the extent that the Vulcans have done so, causing them to have a "luckier" reputation than Vulcans.


The Romulan lifestyle is a Spartan existence, with personal wants sublimated for the good of the whole. The Romulans are great warriors, but fight in a cool, calculating manner. They take no prisoners, ask and give no quarter, and demand instant obedience from soldiers and populace alike. In one sense, the populace is the army, as all Romulan citizens are required to serve with armed forces in to some capacity for a period of time. The Romulans are intelligent, dedicated, and very efficient. First contact with the Romulans led inevitably to war. So devastating was this early conflict that in no engagement did Federation personnel who actually made contact with the enemy survive to tell about it. The first Romulan war was fought a century prior to the mission of the USS Enterprise, but only since the Enterprise fought off a Romulan raid in recent times Stardate The first Romulan War was an enormous drain on both sides, as it was fought over a period of many years by slower-than-light spacecraft.


But the many worlds of the Federation had the resources to maintain the battle and the Romulans did not. Eventually, the Romulans sued for peace. The Gorn are a reptilian race of warriors. Though battle is not the overwhelming preoccupation with them as it is for the Klingons and Romulans, the Gorn do prize physical strength and endurance over intellect. The Gorn planets are heavier gravity worlds than Earth, with a harsher climate. Their reptilian bodies have developed harder and more enduring for this reason. Gorn society, and Gorn individuals, are not given to subtlety. Even Gorn engineering is of the "push hard until it moves" variety. The Gorn do not attempt to be charismatic, preferring to persuade by physical domination. They consider psionics a fidgety and unworthy discipline, and do not pursue such studies. Though initial contact with the Gorn led to a violent confrontation that was abruptly halted by the Metrons-see the episode Arena ,talks are now progressing slowly, with each side grudgingly at least on the part of the Gorn avoiding impingement on the space of the other until border disputes can be resolved.


Little is known about the Tholian race. No member of this race has ever been seen in person by a Federation representative, and almost nothing is known about their physical capabilities. The following information is extrapolation based on starshipto-starship encounters, viewscreen observation, and expert opinion based on limited data. The Tholians guard their small area of space rigorously, allowing no traffic there without challenge. They are punctual, precise, and extremely suspicious. Though no state of war exists between the Tholians and the Federation, Federation vessels avoid Tholian space whenever possible.


The Tholians, for their part, have never been known to venture beyond the boundaries of their own space. Phasers may occasionally be used of Federation manufacture. Some may be poisoned or drugged. Also, slave women have claw-like fingernails, helpful in hand-to-hand combat, that add 2 points of damage to hand-to-hand attacks, beyond damage done according to STR. SPECIAL SKILL: COURTESAN: The skills involved in attracting and seducing the opposite sex of one's own race, or similar racial type. Humans, Klingons, Romulans, Vulcans, Andorians and Orions are all of similar racial stock and would tend to be attracted by the same physical qualities. Tellarites and Caitians are somewhat different, but attraction across these racial differences is possible.


Tholians, Edoans and Gorn are totally non-humanoid and are unlikely to be physically attracted outside their own race. The Orions, from a planet in the Rigel star system, are an allegedly neutral group. They tend to encourage privateers pirates , however, on an informal and unofficial basis. Orion pirates and smugglers are sometimes encountered by the Federation. Orion males, for the most part, are human-like beings, with skin color ranging from a ruddy golden orange to more humanlike tones similar to Earth caucasians. There are females of this race as well, but some females are born who appear very much like human females, but with green skin. The green-skinned women are held in a semi-slavery arrangement by the Orion men.


The green-skinned Orion women are seductive, with legend holding that human males cannot resist them. They are less intelligent than the dominant Orion species or are said to be, though this may be more from lack of educational opportunity than genetics and behave in a semi-animalistic fashion. Such women usually have long sharp nails and a greater physical dexterity than the dominant Orion male. Transport of slave women beyond the neutral Orion planets is prohibited and, of course, slavery is outlawed at all levels of the Federation. Few Federation Star Fleet personnel have ever seen an Orion slave woman, but it is a frequent boast during the traditional male "bull sessions" around the mess table. In most ships, the crew is is provided. In this way, players may develop a character whose mostly made up of one group Humans, Vulcans, etc.


with a background and abilities suit the player's own tastes and the sprinkling of other types. It is up to the gamemaster to decide gamemaster's needs. whether or not a player may have a non-human character and what If this system is to be used, the gamemaster must decide type of non-humans are available. Next, roll 3D10 and add 40 for ahead of time to what type of Star Fleet vessel the new characters each character attribute except LUC and PSI. Apply the racial will be assigned and what jobs on that vessel must be filled by modifiers from the chart below. Some races tend to have higher or player characters. Gamemasters may choose to make players lower scores in some areas. If a character should be a hybrid like anything from the crew of a small scout ship to department heads of the half-Human, half-Vulcan Mr.


Spock , decide which half is an Enterprise-type starship. dominant and use those modifiers. In all players are in the roles of action-oriented, decision-making people. cases, any score that finishes as less than zero is raised to one, but Obviously its no fun to playa junior research chemist stuck in a lab any score going above 99 is allowed to do so. while everyone else gets landing party duty! On available. These bonus very small ships, a Lt. points may be added to J. may even any command! department heads. In This completes Star Fleet, department the determination of heads often go on landing parties, In charge of junior officers. character attributes. These scores do not change during the game Exactly what posts the characters are to fill is up to the by normal means. Academy entrants are screened carefully, and gamemaster to decide. Department head positions available on must be in the best physical shape possible just to get in! They may large ships include Chief Engineer, Chief Communications Officer, be modified by the gamemaster later as a result of accident, or other Chief Navigator, Chief Helmsman, Chief Medical Officer, Science changes brought about as part of an adventure.


Officer, and Chief of Security. Players may hold these posts, plus those of Captain and First Officer, if the gamemaster wishes. PRE-ACADEMY The gamemaster and the players should decide what position the character is to hold during the adventure or campaign before What a character did before entering the Academy may be characters are actually created! This way, the player can aim for the important to his career. To give the character some background, rank and skill levels needed for the job the character will eventually skills may be chosen at this time, and a background story worked have to fill. out if the player so desires. Pre-academy one character than another. This means that as characters are skills are chosen from the pre-academy skill lists given below. created, they will enter the game at a variety of ages, as it should be.


Each time a skill is chosen, roll 1D10 plus 5 for the number of Once a character's eventual specialty is decided, actual skill points gained in that area. The game skill may be chosen more character creation begins. than once to build it up. Any skill in which a specific area must be chosen like languages or medicine must be specified at this time. At least half of the skill rolls must be made from the personal development table, with the other half from the educational background table divide as nearly as possible. One exception to this process is the character preparing to hold the position of Medical officer. These characters enter the academy as MDs at a later age than other cadets. Thus, complete the normal pre-academy procedure for such characters, then give them 40 skill points in medicine native. This is the equivalent of an MD degree. Characters preparing to be medical officers enter the Academy at age 25 instead of at age 18, but when they finish their cadet cruise they are automatically promoted to Lieutenant, Junior Grade.


A character preparing to be in the medical field, but not a doctor, goes through the pre-academy and academy procedures in the usual way. Once pre-academy skills are determined, the character is ready to enter Star Fleet Academy for four years, starting at age The passage of years should be kept track of by the character, as it will determine the character's age upon entrance to the game. During four years in the Academy, a character will gain a solid background in the skills important to all Star Fleet officers-the Academy's general education requirements. The character gains skill points in each of the following skill areas added to any existing totals:. There is a specialty area for each department head position. A character being prepared to command a ship may be in any specialty field except medicine or security, with navigation or helm preferred.


Under each department below is a list of skills and skill points gained during the Academy years in each specialty. In addition, the player gets at least 10 skill rolls on any combination of skills desired including repeated rolls on the same skill , gaining 1D10 in skill points for each. The player may use these rolls to expand knowledge in the specialty or gain useful skills outside it. For every 10 points or portion thereof over 50 in the character's INT score, take one extra skill roll of 1D A character with an INT attribute of 74 would get 3 extra skill rolls, for a total of These bonus rolls must be taken on the same skills listed as part of the character's specialty to build them up further.


Skills should be chosen in a way that moves the character toward having the skills necessary to hold the job selected for the game. Once these skills are chosen, the character is detached from the Academy for a Cadet Cruise. These must be taken on same skills listed for specialty. CADET CRUISE Upon completing class work at the Academy, the cadet is sent on a one-year cruise in space, where his performance is evaluated by starship officers. During the cruise, the officer-intraining carries the rank of Midshipman just below Ensign. This is not unusual or frowned upon, but it is a mark of special achievement to be passed and promoted to full Ensign after only one cruise. NOTE A cadet M. Such a character, if also graduating with high honors, does not gain another automatic promotion.


COMMAND Characters who are to be department heads or top command personnel are required to attend Command School for two years following their Cadet Cruise. At Command School, they will obtain the skills important for holding a position of responsibility and authority over other officers. Department heads are defined as the persons holding the following positions: Chief Communications Officer, Chief Engineer, Chief Medical Officer-also referred to as "Chief Surgeon", Security Chief, Science Officer, Chief Navigator, and Chief Helmsman. Top command personnel are a ship's Captain and First Officer. The post-Academy experience procedure determines in what areas the character has been assigned before the "current" assignment.


That is, before the game begins. Naturally, characters in higher positions of responsibility will tend to have more experience in the field. Therefore, these characters will tend to be older and have more skills with higher skill levels. This is not always true, Captain Kirk being a good example of an exception. However, Kirk is the youngest starship captain in the fleet. His meteoric rise to that post in only a few years is legendary. Before the game, the gamemaster and players should have determined what position each player's character is supposed to fill and what rank that character will hold. How long it takes to get there depends on the player's success with the post-Academy experience charts. Less than 05 Passed with High Honors Promoted to Lt. First, the player must determine how many terms of service have gone between the completion of the Cadet Cruise or Command School and the beginning of the adventure campaign.


Use the following procedure for establishing terms served: TERMS SERVED Roll 1D10 and divide by 2 round down. Minimum roll allowed is 1. MODIFIERS Character is preparing to command a ship Captain or First Officer Character is preparing to be a Dept. or Lt. or Cmdr. Captain Commodore or above Character will enter campaign as Dept. Head or top command personnel on board a Constitution class starship. service to that total to find out how old the character is as the game begins. This age is important in determining your final skill rolls.


This equals the number of years the term lasted before the character was transferred elsewhere. Then roll on the following table to discover where each term was served. Starship Const. NOTE: This term is served last. Roll 1D On a roll of 5 or less, it is a smaller exploration ship. On a roll of 6 or more, it is a military vessel. The Constitution class starships, like the Enterprise, are commanded by the best Star Fleet can find. There would be no beginners here. These terms can vary in length from one to five years. The following tables will allow a player to determine what type of vessel each term was served aboard, and how long the character served there. Much of this information is to fill in the character's background for role-playing.


Players and the gamemaster are encouraged to elaborate on this information as much as possible. Perhaps two or more characters in the game have served together before, or a character distinguished herself in some way in a past assignment. Fill in the details! It makes playing the character that much more fun! This information is also used to determine how old the character is when the game campaign starts. Most students enter Star Fleet Academy at age 18 doctors at The Academy adds 4 years to this, plus 1 year for each Cadet Cruise taken. If the character went to Command School, add 2 more years. This should give you the character's age at the time service as an officer begins. At the end of the next section, you can add the character's prior. SERVICE SKILL ROLLS Add up the number of years of service from all terms not including Academy, Cadet Cruises, or Command School to determine the number of years spent in service.


class per year as Academy Instructor per year on Starbase duty per additional cadet cruise 2 extra rolls 1 extra roll 2 extra rolls 1 extra roll 1 extra roll 1 extra roll in Instruction 1 extra roll in Streetwise, or Gaming 1 extra roll in beyond first Streetwise, Carousing or Gaming. Now the character is ready to enter the adventure or campaign. Record the character's information on a Character Record Sheet. CHARACTER AGING Some of the physical faculties may start to decline if characters reach advanced ages during the post-Academy experience procedure.


Once a character reaches the critical age listed below, and different for each race , character attribute scores for STR, DEX, and END will begin to falloff. For each 10 full years the character has lived beyond the critical age, roll 1D10 for each attribute and reduce that attribute by the amount rolled. Once a campaign has begun, if the gamemaster and players wish to keep track of character ages, they may do so. In this case, a LUC saving roll is made each game-year for aging on STR, DEX and END. If the roll fails, the attribute in question drops one point.


In game terms, the aging of characters will not playa big part. In Star Trek's time, many of the troubles of old age have been avoided or postponed by advanced geriatrics. Nonetheless, the rules are included for those who want to use them. If a gamemaster wishes, aging rules can simply be ignored. CHARACTER RACE Human Andorian Caitian Edoan Tellarite Vulcan CRITICAL AGE 50 85 45 75 50 following: Computer Operation, Marksmanship modern , Personal Combat unarmed. Ten rolls are then made from among skills in the chosen area of specialty as listed in the character creation section under Star Fleet Academy. Usually, enlisted personnel will concentrate these rolls in one or two special skills that reflect his or her job. Non-commissioned officers also receive two 1D10 rolls each in the Leadership and Administration skill areas. Star Trek: The Role Playing Game FASA Average Rating: 6. RPG Rank: Jump To: Entry Info Desc More Info Linked Items Images Videos Forum Linked Forums Blogs GeekLists Web Links Stats Files User Info.


Browse 11 Images ». Star Trek: The Role Playing Game FASA. Star Trek. Dice Percentile. Lifepath Character Generation Character starts at birth. Skill Based buy or gain skills. Star Trek Role Playing FASA. Fans: 39 Become a Fan. Record a Play. Description Edit History. More Information Edit History. Microbadge : Star Trek RPG Fasa fan. Linked Items. Conflict of Interests Star Trek: The Role Playing Game FASA. Decision at Midnight Star Trek: The Role Playing Game FASA. Demand of Honor Star Trek: The Role Playing Game FASA. Denial of Destiny Star Trek: The Role Playing Game FASA.


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Scenarios are the bases of all FASA Star Trek ® Starship Tactical Combat encounters. From one-vs-one to massive fleet battles, scenarios define the environment, special rules, victory conditions and types of vessels that an encounter uses. This simple and clean format allows players to quickly set up games and enjoy without extensive amounts of timely planning. All starship combat in the FASA universe is an exercise in resource management. No one ship has enough power to arm all its weapons, raise all its shields and move in vast swaths across the playing field. Ship captains must choose what systems they will utilize and how much of the limited resources they have to best defend their ship and yet win the scenario. Many of our pre-made scenarios use the Combat Efficiency CE balance method to ensure that no one side is too powerful.


We encourage players to modify these encounters to suite their tastes. Type some house rules or switch up ships. Special rules will also have pop-up pages for quick review. Like many pages on the site, this page is continually under construction. Conflict Time Period Combatants VERSION Last Updated Demon War Kinshaya Klingons Coming Soon Coming Soon Tellarite Confrontation Tellarites Klingons Coming Soon Coming Soon 2nd Klingon-Kzinti War Kzinti Klingons Coming Soon Coming Soon Andorian Conflict Andorians Klingons Coming Soon Coming Soon Federation - Klingon Cold War Federation Klingons Coming Soon Coming Soon Romulan-Klingon Conflict Romulans Klingons Coming Soon Coming Soon Kinshaya Conflict Kinshaya Klingons Coming Soon Coming Soon Orion Pirate Conflict Orions Klingons Coming Soon Coming Soon Triangle Campaign Various Klingons Coming Soon Coming Soon OFMA Conflict ORMA Klingons Coming Soon Coming Soon The Four Years War Federation Klingons 1.


HTML 3. PDF 1. HTML 1. from FASA and other sources EXCEL 1. The Four Years War. Organian Conflict Taal Tan Offensive. Work in Progress including Family Lines and Klingons listed from various FASA sources.



FASA 2001A - Star Trek - The Role Playing Game 1E,Star Trek Enterprise

WebDec 14,  · Note: This sheet is for the old Star Trek RPG by FASA. If you're looking for materials for the new Star Trek RPGs by LUG, follow the Star Trek (LUG) and Star Webstar trek fasa the triangle pdf download free FASA STAR TREK RPG PDF. FASA’s Star Trek RPG, became a major competitor at the time to Task Force Games’ Star Fleet WebFASA Star Trek IV Sourcebook Update () FASA The White Flame () FASA The Strider Incident () FASAA: Regula-I Orbital Station Deck WebTheta Fleet Engineering has many technical manuals and guides that are available to read or download. These resources have been used by our Engineers to create the WebMay 19,  ·./Star_Trek_RPGs/Star Trek (FASA)/ Star Trek - The Roleplaying Game Box blogger.com: /Star_Trek_RPGs/Star Trek WebFASA A - Star Trek - The Role Playing Game 1E - Free download as PDF File .pdf), Text File .txt) or read online for free. Scribd is the world's largest social reading and ... read more



allocated any power to that system, then it is immediately powered. At the end of any given character's turn, there may be no more than four figures in the same square. Cultural development and training are of prime importance in developing psionic powers, and most cultures do not place educational emphasis on such training. When power make. Miniature metal figures may also be used, if available.



How to allocate the available power is one down near his Starship Silhouette Counter After all counters have been of the major decisions facing each captain. It also you, you will inflict more damage than if you tried to knock down means that the shied cannot be powered to more fasa star trek rpg pdf download the amount shields from several vessels. SHIELDS AND DAMAGE. activation or deactivation, captains have the option to make a tactical heading change. Usually, the Power To Shields and the this decision, he will assess the position of his opponent relative to his.

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