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Old 05-22-2012, 03:06 PM   #31
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Originally Posted by David Johnston2 View Post
In fact at that time, Starfleet was specifically an Earth Service...which is why it was a big deal to give the Vulcans one of their ships.
Are you sure that isn't SFB canon?
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Old 05-22-2012, 03:09 PM   #32
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Originally Posted by Ashtagon View Post
Are you sure that isn't SFB canon?
The flagship was entirely human except for one part vulcan. That sounds horribly racist if not a feature of being a human run government.
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Old 05-22-2012, 03:10 PM   #33
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Originally Posted by malloyd View Post
Delusion (time-travellers have told me some important truth). This seems moderately common after all.
No frequent reference to Time Travel in my campaign.

Its at best a legend or tall tale that Captain/Admiral Archer encountered time travelers during his mission.
The very recent events with the Romulan rogue Nero and his shiop from the future made many realize that time travel is likely possible - but only under extreme circumstances.

Also, the 'Red Shirt' curse doesn't happen in my game. The Security teams are very well-trained and often coordinate with MACOs. We are trying to emulate the idea of a better written version ST series set in the years of the Abrams movie. Currently the events in the campaign are a year and a few months after the planet Vulcan was destroyed.

- Ed C.
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Old 05-22-2012, 03:12 PM   #34
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Originally Posted by Flyndaran View Post
The flagship was entirely human except for one part vulcan. That sounds horribly racist if not a feature of being a human run government.
That also was NOT true in the Abrams movie - there are LOTS of non-human Starfleet officers & crew shown in the movie...more than 9 different types seen on the ENTERPRISE. (and in SF academy scenes)

- Ed C.
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Old 05-22-2012, 03:16 PM   #35
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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That also was NOT true in the Abrams movie - there are LOTS of non-human Starfleet officers & crew shown in the movie...more than 9 different types seen on the ENTERPRISE. (and in SF academy scenes)

- Ed C.
Still The Federation's earth is like Rome, first among equals.
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Old 05-22-2012, 03:18 PM   #36
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Originally Posted by Ashtagon View Post
Are you sure that isn't SFB canon?
No, but if you check Memory Alpha's entry on Starfleet, it states:
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UESPA was mentioned early in the Original Series, before producers finally settled upon "Starfleet" and the UFP as the Enterprise crew's operating authorities. It was found in background details in Star Trek: Enterprise and on the dedication plaque of the USS Enterprise-B in Star Trek Generations. UESPA was found on the United Earth Starfleet seal seen in "Demons", implying that the UE Starfleet was a division of UESPA or vice versa. It was never mentioned in Star Trek: The Next Generation. The nature of the relationship between UESPA and the Federation Starfleet was never established.

It is unclear why the fledgling Federation would utilize so many of Earth's space agencies as major contributors to its own Starfleet, especially considering both Vulcan's and Andoria's superior military and exploratory operations. One theory is paranoia. By placing the fledgling Starfleet in the hands of what was arguably the technologically and militarily weakest species, a balance remained amongst the remaining three powers, with none of the four having a significant advantage over the other three. Another explanation might be that, early on, planetary authorities operated inside of yet simultaneously independent of Starfleet, as is the case with the relationship between the European Space Agency and its national members. Whatever the reason, it is clear that – by the 23rd century – Earth had become the military backbone of the Federation. Even though less technologically advanced than other members, United Earth was nonetheless a major player in the Federation (for example, acting as its capital) and no doubt had much influence, for example the construction of Federation ships in the Sol system would have probably used UESPA and Starfleet facilities, at first, which gave it an advantage.
Of course, that's one of those things that could probably be ignored...

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Originally Posted by Qoltar View Post
No frequent reference to Time Travel in my campaign.

Its at best a legend or tall tale that Captain/Admiral Archer encountered time travelers during his mission.
Similarly, in my campaign, all of the NX-01's encounters with time travel were so highly classified that no one outside of Starfleet's very upper echelons know they happened.
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Old 05-22-2012, 03:27 PM   #37
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Still The Federation's earth is like Rome, first among equals.
In my OP I just asked for fun Disadvantages and quirks that fit or make sense for a STAR TREK setting.

Please don't start trying to sneak politics into this.

On that particular question you are mistaken...if I'm adapting the Abrams version of things - then I am doing the classic show's mood & vibe IF they had done it better and not so cliched.

That includes MORE 'aliens' and non-humans serving onboard starships - because in a role playing game we have an unlimited makeup and special effects budget often nicknamed Imagination.

Thanks - I think you have inspired a delusion disadvantage

Crewman has the delusion that he is a centurion and the Federation is the Roman Empire - he of course has to be relieved of duty and is sent to medical care facility.

- Ed C.
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Old 05-22-2012, 03:37 PM   #38
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Originally Posted by Qoltar View Post
In my OP I just asked for fun Disadvantages and quirks that fit or make sense for a STAR TREK setting.
Sorry to have deviated from the OP. Here are some thoughts:
  • A low-point Vow (visit every single planet in the Federation) might be kind of neat.
  • Related, a would-be Lothario might have a similar vow involving sex.
  • Given Trek's propensity for the 20th century, it might also be interesting to have a character who loathes that era and is more fascinated by the 21st century.
  • Weirdness Magnet.
  • A character descended from an ENT-era character (e.g. Reed or Mayweather or Sato) who is Obsessed with living up to their ancestor's awesomeness could always be interesting (though this could be a Vow as well, I guess).
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Last edited by Rigil_Kent; 05-22-2012 at 04:03 PM.
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Old 05-22-2012, 06:12 PM   #39
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Don't forget Orion Pirates as enemies. I think they make better enemies than Klingons or Romulans as they operate (freely?) within Federation borders.
These guys are more-or-less neutrals in our game. Boy Scouts like my PC have a horrible time dealing with them, but other characters can bring them around with social skills and/or bribery if it serves their interests and/or doesn't screw them...
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Old 05-22-2012, 06:16 PM   #40
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Originally Posted by Sunrunners_Fire View Post
Erm. Even if you're only counting the original series? Spock is half-human; some human found some vulcan sexually attractive enough engage in enough activity so as to successfully reproduce with one.

I'd say it isn't just Kirk.
There's a pretty distinct difference between Broad-Minded [-1] and Xenophilia [-10*]. IMHO, Kirk has the former + Lecherousness. Xenophilia is when you're more interested because they're alien, not just blind to green skin as long as T&A are present...
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