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#11 |
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Join Date: Nov 2006
Location: Heartland, U.S.A.
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From my Hero Lens, which should be generally appropriate for Starfleet Officers:
You use your powers and skills for the greater good out of a desire to preserve life, help people, and otherwise "do the right thing”. Sense of Duty (Small Group) to your adventuring party is especially recommended. Members of a cohesive team tend to act this way anyways; you might as well get points for it. Of course, you may not get points for disadvantages that overlap. E.g. Because Starfleet officers have a Sense of Duty (Large Group) for the Federation, they may not also take Sense of Duty (Small Group) for their team which consists of officers which are all members of the Federation. DISADVANTAGES Choose -20 points from: -15† Charitable -15 Code of Honor (Hero's) -- see below -5 Code of Honor (Professional) -10 Code of Honor (Soldier’s) -5† Compulsive Generosity -5 Guilt Complex -- make sure you are willing to role-play the consequences! -10† Honesty (aka Law-Abiding) -10 Pacifism (Cannot Harm Innocents) -10 Pacifism (Cannot Kill) -15 Pacifism (Self-Defense Only) -5† Selfless -2 Sense of Duty (Individual) -5 Sense of Duty (Small Group) -10 Sense of Duty (Large Group) -- already part of the Starfleet Academy Template -15 Sense of Duty (Entire Race) -20 Sense of Duty (Every Living Being) -5† Truthfulness -- remember, this even prohibits you from lying by omission. -10 Vow (Never Take A Life) -10 Vow (Protect the Innocent) -5 Vow (Uphold the Law) Code of Honor (Hero's) This is based on the Three Laws of Super-Heroics laid out in DC's Shadowpact team. Quote: • First Rule: The lives and safety of innocent bystanders will always be protected. • Second Rule: The lives and safety of you (the superhero) and members of your team will be protected to the extent that it does not conflict with the First Rule. • Third Rule: The lives and safety of all opponents will be protected to the extent that it doesn't conflict with the first two Rules.
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Last edited by Captain Joy; 05-22-2012 at 11:41 AM. Reason: Added link(s), minor additions. |
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#12 |
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Join Date: Nov 2006
Location: Heartland, U.S.A.
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From my Starfleet Academy Template:
DISADVANTAGES -10 Code of Honor (Starfleet) (see, for example, General Orders to the Starfleet) -15 Duty (Star Fleet) (15 or less) -10 Sense of Duty (Federation) As a Starfleet graduate, you are allowed only -25 addition character points worth of disadvantages. You may of course take fewer or none. Disadvantage points within a racial template do not count towards this -25 points limit. Disadvantages in the Hero Lens are recommended. -35 total Code of Honor (Psychic’s) -10 points This Code of Honor is instilled into any telepaths trained by Starfleet. It is a prerequisite for all Starfleet certified psychics. Think of it as an Hippocratic Oath for telepaths. It comes from GURPS: Psionic Campaigns, p. 34. NOTE: If you take this Code of Honor at the time of character creation, the -10 point cost is considered part of your Starfleet template and will not count against your -20 points disadvantages limit [B120]. If you add this Code of Honor after character creation, then the -10 point Code of Honor will be considered a disadvantage gained in play [B291]; this will lower your character point total by 10 points--do not spend 10 character points in an effort to return your character point total to its value before you added this disadvantage.
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Last edited by Captain Joy; 05-22-2012 at 11:19 AM. Reason: Add links |
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#13 | |
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Pike's Pique
Join Date: Oct 2005
Location: Cincinnati, Ohio U.S.A.
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Quote:
In the setting they look the way they did in ST: ENTERPRISE episodes - some of their parents had the affliction and some didn't. Many military Klingons wear the helmets & long leather coats as seen in the J.J. Abrams movie. - Ed C.
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Take me out to the black Tell them I ain't comin' back Burn the land and boil the sea You can't take the sky from me.... A vote for charity: http://s3.silent-tower.org/TheKlingonVotes/index.html |
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#14 |
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Join Date: Nov 2006
Location: Heartland, U.S.A.
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I encourage my "red shirts" to take the unluckiness disadvantage by not applying it to their disadvantage points cap. I.e. Unluckiness is an optional disadvantage in a Security Officer's template. (I also encourage them to have a new PC ready to bring into play for when the inevitable happens. :) )
Don't forget Orion Pirates as enemies. I think they make better enemies than Klingons or Romulans as they operate (freely?) within Federation borders. Secret (Genetically Enhanced) would be cool (I think). Likes actual physical paper books. Likes 20th century TV shows or jazz. You get the idea. These make appropriate quirks.
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#15 | |
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Join Date: Jan 2012
Location: T'Pol's Ready Room
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Quote:
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"Ave, Imperator, morituri te salutant." Star Trek: Endeavour - a fanfiction site Frak, Frel, and Other "F" Words - my blog |
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#16 |
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Join Date: Jun 2006
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Delusion (time-travellers have told me some important truth). This seems moderately common after all.
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-- MA Lloyd |
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#17 |
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Join Date: Dec 2007
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Not at that time. Spock repeatedly ran into people with at least a quirk-level intolerance of Vulcans. It was a minority among the crew as a whole, but certainly not a taboo trait.
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#18 |
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Join Date: Mar 2010
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#19 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Some things I read said that Spock was a genetic experiment. That at least almost made sense from a realism view.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#20 |
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Join Date: Jan 2012
Location: T'Pol's Ready Room
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LOL. When did realism ever matter in Trek? :P
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"Ave, Imperator, morituri te salutant." Star Trek: Endeavour - a fanfiction site Frak, Frel, and Other "F" Words - my blog |
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