Star Trek Templates III

   And here are the last role / identity templates for the Star Trek universe. As usual, these are for the way that the characters actually function in the series – not for the way that a serious naval organization really ought to work.  Once again, these are built using the Eclipse the Codex Persona (available in print HERE or in a shareware version HERE) classless d20 rules and most of them are built on 24 CP or less – and hence are suitable for first-level characters, or as minor Identities in the Manifold setting.

   The Chief Security Officer is tough, competent, and highly skilled – at being walked on. His job is to make the other characters feel secure by being the designated punching bag. Need to show how tough some villain is? Beat up the Chief Security Officer. Once he goes down, no one else will be foolish enough to think they can win!

   Unless, of course, someone remembers that this guy has never beaten ANYONE except extras.

   Chief Security Officer is another 8-point package. Being beaten up all the time isn’t all that hard.

  • Innate Enchantment: Fast Healing-1 [up to 20 HP/Level/Day, although not to above 75% of the characters usual maximum], Life Booster [+12 + (2x Con Mod) HP], +5 to Intimidate, and Armor [+4 Armor Bonus] (7 CP).
  • Specific Knowledge: Star Fleet Security Procedures and Equipment (1 CP).

   The Cosmic Wedgie exists solely to mess everything up. Whether or not you ever see him, when a weird space anomaly, ridiculous and totally unprecedented breakdown in the ship, or other silly obstacle course/puzzle/creature appears from nowhere to liven things up, you can be sure that the Cosmic Wedgie is in the area. Otherwise, when you come right down to it, Space is very big, very empty, and very boring. The Cosmic Wedgie occasionally appears in person, in which case it’s usually known as “Q”. Unlike most of the others, this is a 48 CP template.

  • No Strength and Incorporeal (12 CP).
  • No Constitution. Incidently, this covers surviving unprotected in space.
  • 6d6 Mana with Reality Editing. Specialized: Only to create grandiose, dramatic, and exciting changes in the environment and/or ship or otherwise demonstrate its vast cosmic power. (18 CP).
  • Extraordinary Returning: The only way to get rid of the Cosmic Wedgie for long is to end the series. Otherwise they just keep coming back whenever things get slow. (12 CP).
  • Shaping (6 CP). The Cosmic Wedgie can freely produce minor effects, change how he/she/it looks, and so on.

   Note that it will take the Cosmic Wedgie days or weeks to recover from any vast expenditure of its power – unless the local reality allows it to buy Rite of Chi with some Bonus Uses – and thus it usually doesn’t turn up too often.

   The Annoying Brat casually outperforms the entire adult cast, despite their training, years of experience, and elite status. He or she is right all the time, and capable of brilliant innovations far beyond the local technology level. Why is this? It’s because the annoying brat is (1) an easy out for sloppy writers, (2) usually a stand-in for someone, and (3) tends to enjoy childhood immortality; you can’t go around killing kids on a family show.

   In an RPG environment, this tends to translate to “NPC”, since player characters have no way to be right all the time, and to hated spotlight-stealer who should be killed as soon as possible.

   Still, if someone really wants to fall into this role, all they need is

  • Luck, with +4 Bonus Uses. Specialized (only usable for “Taking 20” in advance, and only when at least one other character is attempting the same basic roll. Double Effect: Take 40 nine times per day, 12 CP).
  • Innate Enchantment: True Strike, True Dodge, True Save, True Check, each 3/day each (6 CP).
  • Action Hero (Usually Stunt, Crafting, or Invention, 6 CP).

   The Mudd is perhaps the single greatest enemy in a dramatic series. He’s funny, he’s disruptive, he turns social relationships upside down – and he’s just roguish enough to be sympathetic. He’s also not a fighter, so he’s rarely in danger of more than legal troubles – which he is very good at escaping. This role has a net cost of 24 CP, but it’s rarely especially welcome in the setting. It’s a lot of fun to drop into though.

  • Immunity: Reformation and Long-Term Confinement (Uncommon / Severe / Major, 6 CP)
  • Privilege: Can always find a small starship and a stock of cheesy, semi-legal, trade goods given some time and effort (3 CP)
  • Innate Enchantment: +2 Charisma, +3 Bonus on all Social Checks, and Charm Person. (6 CP).
  • Augmented Bonus: May add his Dexterity Bonus to all Charisma-Based Skill Checks (6 CP).
  • Augmented Bonus: May add his Charisma Bonus to all Dexterity-Based Skill Checks (6 CP).
  • Disadvantage: Criminal Record (-3 CP).

   Holographic Characters are actually simply computer characters – and, as such, are pretty limited. They’re subject to programming constraints, can only operate through remotes and generally are limited to particular skills and roles. On the other hand, they tend to extremely competent within their roles, are difficult to “kill” – even if you get the system they’re on, there are usually backups somewhere – and are very rarely crazy. That puts them somewhat ahead of virtually everyone else.

  • Returning/would-be killers must dispose of all the backups (6 CP).
  • No Str, Dex, or Con.
  • Innate Enchantment: Eidetic Memory, +3 to all skills relevant to function, Summon Psychic Construct I (creates appropriate “body”/manipulators to carry out functions) (6 CP).
  • +6 to primary skill (6 CP).
  • +3 each to two secondary skills (6 CP).

4 Responses

  1. […] (Mostly) 24 CP Star Trek Power Packages: Ensign, Infiltrator, and Engineer, Captian and Second In Command, Transporter Officer, Counselor, Mystic Counselor, and Doctor, Chief Security Officer, Cosmic Wedgie, Annoying Brat, the Mudd, and Holographic Characters. […]

  2. Makes me wonder what the “Final Death”-ability looks like for Holographs. Maybe it creates a backlash that corrupts all copies?

    I mean, it has to do something, because it does beat regular returning…

    • Well, presuming that (1) the “Holograph” package and “Final Death” can co-exist in the setting, then it’s time to look at the special effects – which really come down to “ability modifiers which are so rarely applicable that they do not modify the cost”. That’s why it’s important to define your characters powers in terms of the setting; that way you can determine how things will interact and you can build the powers to match the character concept.

      Thus if your “Final Death” ability functions by “hurling the targets soul into the distant future!” it won’t work on soulless things – but now trying to override it will require time travel. If it “Disrupts the target’s mental structure!” that will work on anything with a mind or equivalent programming, and means that trying to get around it will require rebuilding the targets mind – but not time travel.

  3. […] There are quite a few other 24 CP Archetypes and Roles up that also fall into this category. As a sampling we have the  Aristocrat, Berserker, Commander, Laborer, Magus, Messenger, Shadow, Wanderer, and Wise Companion, Broken Spirit, Brute, Elder, Great Leader, Official, Scholar, and Shaman, Centurion, El Diablo, Performer, Romantic, and Thief, Fortunate Scion, Merchant, Seducer, and Stoic, (and the How-to-use-them guide), as well as the Star Trek Power Packages Ensign, infiltrator, and Engineer, Captain and Second In Command, Transporter Officer, Counselor, Mystic Counselor, and Doctor, Chief Security Officer, Cosmic Wedgie, Annoying Brat, the Mudd, and Holographic Characters. […]

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