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Page 1 of 6 2 3 4 5 6 Next > Star Trek D20 Discussion in 'Games & Gaming' started by Mith, Oct 20, 2007. Treksperts! Dungeon Masters! Dungeon Lords! To me! Who wants to assist in the holy and grand effort of constructing a D20 mechanics for Star Trek? Naturally, as you all know, I am fluent in both. However, I will need the assistance of some of my fellow Treksperts (Viv and Lord Squish for example) and of course, my countless peers in the field of D&D (too many to name). We'll need racial abilities for the following as standard: Klingons Vulcans Jem'Hadar Vorta Romulans Borg Breen Changlings Betazoids Andorians Borg Ferengi We'll also need weapon stats on the following weapons: Home Forums SpaceBattles General Forums Games & Gaming For all of you writers and fiction readers on SB, there's a new Creative Writing con You can find out more about the Back To School Creative Writing Contest here. Back To School Creative Writing Contest New Standards and Content Guidelines 1 Mith SB Head Dungeon Master Home Forums FAQ Members Account Upgrades Spacebattles History Log in or Sign up Page 1 of 20 Star Trek D20 | Spacebattles Forums 9/7/2015 https://forums.spacebattles.com/threads/star-trek-d20.125033/

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Star Trek D20Discussion in 'Games & Gaming' started by Mith, Oct 20, 2007.

Treksperts! Dungeon Masters! Dungeon Lords! To me!

Who wants to assist in the holy and grand effort of constructing a D20 mechanics

for Star Trek? Naturally, as you all know, I am fluent in both. However, I will need

the assistance of some of my fellow Treksperts (Viv and Lord Squish for example)

and of course, my countless peers in the field of D&D (too many to name).

We'll need racial abilities for the following as standard:

Klingons

Vulcans

Jem'Hadar

Vorta

Romulans

Borg

Breen

Changlings

Betazoids

Andorians

Borg

Ferengi

We'll also need weapon stats on the following weapons:

Home Forums SpaceBattles General Forums Games & Gaming

For all of you writers and fiction readers on SB, there's a new Creative Writing contest for you to check out!

You can find out more about the Back To School Creative Writing Contest here.

Back To School Creative Writing Contest New Standards and Content Guidelines

1

MithSB Head Dungeon

Master

Home Forums FAQ Members Account Upgrades Spacebattles History

Log in or Sign up

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Mith, Oct 20, 2007 #1

Photon Gernades

Type I Phasers

Type II Phasers

Type III Phasers

Klingon Disruptor Pistols

Romulan Disruptor Pistols

Romulan Disruptor Rifles

Breen Disruptor Pistols

Breen Disruptor Rifles

Klingon Bat'Leths

Borg Wrist Mounted weaponry

Items:

Communicators

Tricorders

Sooo, who wants to help?

I do not think ST will make a good D20, especially not in ground combat.

Because, basically, every single hit from a phaser will kill you, unless its owner has

specifically set it on a different setting.

I imagine phasers would not be classical weapons, but something along the lines

of "must succeed ranged touch, if remaining HP less than setting x10, target is

destroyed", with lots of GM's discretion for the various flavor effects, like autofire

and self-targeting and heating rocks and stuff.

As for the races.... feh... I'm sure it's already been done.

Klingons: Strong, redundant biological functions, long-lived, normal size

Vulcans: Strong, psychic powers, long-lived, normal size

Jem'Hadar: Strong, no need to eat or sleep, needs white, short-lived

Vorta: Excellent diplomats, physically weak, good hearing, bad eyes, excellent

administrators

Romulans: Strong, psychic powers, long-lived, normal size

Borg: Strong, hive mind, uncreative, integral weapons, no need to eat, sleep, or

breathe, normal-sized...

Breen... no idea

Changelings: shape-shifting, long life, immensely difficult to kill, excellent senses,

integral spaceflight capacity

Lord SquishyShadow Cabal

Member

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Lord Squishy, Oct 20, 2007 #2

Dakarne, Oct 20, 2007 #3

Orgun, Oct 20, 2007 #4

Betazoids: Telepathic, hippy, nude weddings

Andorians: No idea

You said Borg twice

Ferengi... too bored to do that.

Lord Squishy said: ↑

Best weddings ever, at least in the direction of the women.

Perhaps the mechanics of the Disintegrate spell would make a fairly good base.

Orgun said: ↑

Humm..

DakarneMad Scottish

Solidaritarian

Betazoids: Telepathic, hippy, nude weddings

OrgunTranshumanist

I imagine phasers would not be classical weapons, but something along the lines of

"must succeed ranged touch, if remaining HP less than setting x10, target is destroyed",

with lots of GM's discretion for the various flavor effects, like autofire and self-targeting

and heating rocks and stuff.

Lord SquishyShadow Cabal

Member

Perhaps the mechanics of the Disintegrate spell would make a fairly good base.

A thin, green ray springs from your pointing finger. You must make a successful ranged

touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per

caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by

this spell is entirely disintegrated, leaving behind only a trace of fine dust. A

disintegrated creature’s equipment is unaffected.

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Lord Squishy, Oct 20, 2007 #5

Orgun, Oct 20, 2007 #6

Pooka, Oct 20, 2007 #7

This makes a lot of sense, although you would probably change 'level' to 'setting',

and fiddle it around a bit. The difficulty is that phasers on setting 1-3 will not kill

anybody (unless you put the thing right at the base of their skull and pull the

trigger) while phasers on setting 16 at wide field could probably vaporize dozens of

people at once...

Hmm, so it'd have to deal nonlethal damage on settings 1 to 3. You could probably

cover the 'wide beam' function by having the touch attack replaced by a 20ft cone

and having the damage dealt act as if it was 1 (or more) settings lower than it

actually is, you'd probably need to add a reflex save for half damage too since it's

no longer a touch attack.

Mith, are you aware of Decipher's recent ST RPG? It's not quite d20, but it's very

close to d20, and has racial abilities for humans, ferengi, klingons, ocampa,

talaxians, vulcans, andorians, romulans, cardassians, bajorans, trill, tellarites,

alpha centaurians, orions, and a few others, as well as weapon stats handled in

d&d style (i.e., 1d4 for phaser on setting 3, 1d8 for phaser on setting 4, 2d6 for

phaser on setting 5, 3d6 for phaser on setting 6), and various character classes-

officer, soldier, mystic, trader, diplomat. The officer class has various subclasses,

like medical officer, science officer, security officer, etc.

Lord Squishy said: ↑

When used against an object, the ray simply disintegrates as much as one 10-foot cube

of nonliving matter. Thus, the spell disintegrates only part of any very large object or

structure targeted. The ray affects even objects constructed entirely of force, such as

forceful hand or a wall of force, but not magical effects such as a globe of

invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking

only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer

hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one

target per casting.

OrgunTranshumanist

PookaTrainee of Darkness

I do not think ST will make a good D20, especially not in ground combat.

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I admit, that's true, but remember, in Star Trek, people can't aim worth shit.

No but really, I was thinking of a range touch attack system, as well as chaning hit

points to CS (Character Shield), this would allow for characters to dodge attacks

and such, or suffer minor wounds (depending on the weapon).

I agree somewhat, but it also depends on the setting the weapons are on. Most

weapons are often set to stun, or on a pulse blast that wouldn't NDF the target,

but likely just causes some sort of heat introduced death (I think). But yeah, I

would guess your right.

High Strength and Con is a must, likely having klingons being able to survive past

the normal -10 hit point limit due to their biology.

+8 to str: Klingons are incedibly strong.

+6 to con: Klingons are incredibly durable.

-4 to int, wis, and cha: Klingons are short tempered, short sighted, and ruthless,

making them poor scientists, diplomats, and sages. Unless you consider raids and

disruptor canons as good methods of diplomacy.

Redundant System: Klingons have redundant systems, allowing them to survive

longer. Klingons die when they reach -20 hit points.

Three times stronger than humans, so that'd be about a strength of 18, not to

mention high intelligence and dexterity (X3 faster than humans, so that's an 18 as

well), not to mention high wisdom, so likely:

+8 dexterity and strength: Vulcans are strong and nimble

+4 to intelligence and wisdom: Vulcans are intelligent and logical

-6 to charisma: Vulcans are somewhat frail and are stubborn, preffering logic over

emotions.

+4 save bonus vs poison

MithSB Head Dungeon

Master

Because, basically, every single hit from a phaser will kill you, unless its owner has

specifically set it on a different setting.

I imagine phasers would not be classical weapons, but something along the lines of

"must succeed ranged touch, if remaining HP less than setting x10, target is destroyed",

with lots of GM's discretion for the various flavor effects, like autofire and self-targeting

and heating rocks and stuff.

Klingons: Strong, redundant biological functions, long-lived, normal size

Vulcans: Strong, psychic powers, long-lived, normal size

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Mind Meld: DC save 10 + the intelligence bonus of a target. This allows Vulcans to

share minds with others, or even to solve mental problems.

Vulcan durability: Vulcans can enter a state of meditation, allowing them to last

longer from injuries. (Not so sure how to translate this...any more info?)

Logical: Vulcans get a +4 insight bonus to will saves and skill checks that use the

wisdom and intelligence score.

About as strong as Klingons if I recall.

+8 bonus to strength and constitution

+4 bonus to dexterity

-2 intelligence

-4 wisdom

-4 charisma

White Addiction: Withdrawl causes violence and weakness, a Jem'Hadar suffering

from weakness losses one point of constitution every day and has a cumalitive

10% chance of going into a frenzied bezerk.

Shrouding: Jem'Hadar can naturally cloak themselves, making them invisible to the

eye, but become visible upon attacking (if I recall). This is a supernatural ability

and can be used at will, though it ceases to work after a day of White withdrawl.

-4 strength and constitution

+4 charisma, wisdom, and intelligence

-2 to spot checks

+2 bonus to listen checks

+6 to strength and dexterity: Romulans are strong, but not seemingly as so as

Vulcans (or so I hear)

+4 to intelligence and charisma: Romulans are intelligent and mysterious

-4 wisdom: Romulans are somewhat arrogant

Jem'Hadar: Strong, no need to eat or sleep, needs white, short-lived

Vorta: Excellent diplomats, physically weak, good hearing, bad eyes, excellent

administrators

Romulans: Strong, psychic powers, long-lived, normal size

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+12 to strength: Borg are incredibly strong

+8 to con: Borg are incredibly durable

+4 dexterity: borg have greater manual dexterity

+20 int: Borg are incredibly intelligent.

+20 wisdom: Borg have a vast well of personal experiences to aid it in its task

sets to 3: Diplomacy is irellivent

Hive Mind: Drones are not affected by mind affecting effects or domination effects.

Their linked minds make it nearly impossible to mentally dominate an individual

drone. The drone hive mind grants a drone incredible amount of intelligence and

knowledge than it otherwise has access to. Thus, the intelligence of a borg

connected to the hive mind is relatively impossible to count, though one alone is

still a threat.

Nanoprobes: If a borg grapples a target, they automatically insert nanoprobes

assimilating the target in 1d4 rounds, making them into a pre-drone. Later, this

victim will become a full drone.

Nanohealing: Borg heal 5 hit points per round.

DR: 5/- Borg are protected by armor and are incredibly tough, making them

resistant to attacks.

Shields: By adapting to enemy fire, borg drones can block energy weapons. Borg

shields have a absorption power of 100(?), and a shield regeneration of 5.

Same here.

+6 to charisma: Changlings are able to imitate and fool even close friends.

+2 wisdom & Intelligence: The Founders are wise intelligent

+6 to strength: Founders are incredibly strong (Odo tore apart that steel

playground of his)

Shapeshift: the Founders can take on anyform and assume the natural and

Borg: Strong, hive mind, uncreative, integral weapons, no need to eat, sleep, or

breathe, normal-sized...

Breen... no idea

Changelings: shape-shifting, long life, immensely difficult to kill, excellent senses,

integral spaceflight capacity

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Mith, Oct 20, 2007 #8

supernatural abilities of that creature.

+4 to wisdom and charisma: Betazoids are diplomatic and wise

-2 to strength, intm and con: Betazoids are not warriors and are somewhat spazes

when it comes to intellectual matters.

Detect Thoughts: DC: 14 + charsima bonus (DC: 16)

Same here.

Hmmm...

+4 to int and charisma: Ferengi are intelligent and great buisness men.

-4 to con and strength: Ferengi are physically pathetic

Lobbed brains: Due to the unique Ferengi brains, they are immune to mind melds

and detect thoughts.

Oh!

Cardassians:

+2 to intelligence and charisma: Cardassians are diplomatic and charismatic

-4 to wisdom: Cardassians are somewhat foolish.

Pooka said: ↑

Betazoids: Telepathic, hippy, nude weddings

Andorians: No idea

Ferengi... too bored to do that.

MithSB Head Dungeon

Master

Mith, are you aware of Decipher's recent ST RPG? It's not quite d20, but it's very close

to d20, and has racial abilities for humans, ferengi, klingons, ocampa, talaxians,

vulcans, andorians, romulans, cardassians, bajorans, trill, tellarites, alpha centaurians,

orions, and a few others, as well as weapon stats handled in d&d style (i.e., 1d4 for

phaser on setting 3, 1d8 for phaser on setting 4, 2d6 for phaser on setting 5, 3d6 for

phaser on setting 6), and various character classes- officer, soldier, mystic, trader,

diplomat. The officer class has various subclasses, like medical officer, science officer,

security officer, etc.

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Mith, Oct 20, 2007 #9

Raskolnikov, Oct 20, 2007 #10

Where's the fun in that?

Dakarne said: ↑

Two words: Lwaxana Troi.

Plus natural 'shroud' ability.

I'm not sure about the psychic powers, the only time I recall seeing a Romulan use

them it was with one of their probes. They might have engineered out/suppressed

that heritage.

No one does. Even in-universe.

Where are you getting excellent senses? I'd add, immunity to (at least Trek norm)

mind-reading, immunity to conventional diseases and biological attacks, ability to

mind-share when linked to each other, has to regenerate every sixteen hours,

highly painful if forcibly confined in a solid form beyond that point.

Mith said: ↑

Where's the fun in re-inventing the wheel when someone else has already done a

fine job?

Raskolnikov

Best weddings ever, at least in the direction of the women.

Jem'Hadar: Strong, no need to eat or sleep, needs white, short-lived

Romulans: Strong, psychic powers, long-lived, normal size

Breen... no idea

Changelings: shape-shifting, long life, immensely difficult to kill, excellent senses,

integral spaceflight capacity

Where's the fun in that?

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Pooka, Oct 20, 2007 #11

white_rabbit, Oct 20, 2007 #12

I think they'd almost have to have excellent eyesight at the very least or some

equivalent to mimic things as perfectly as they do.

Feck knows how they actually "see" to begin with anyway, you have to wonder, off

the cuff, if they actually sense things optically to begin with, some sort of

Daredevilesque "vision" comes to mind.

Lord Squishy said: ↑

Hmmm.

Settings:

1: Light stun: subject is stunned for 1d4 minutes

2: medium stun: Subject is stunned for 10d4 minutes

3: heavy stun: subject is stunned for 1d4 hours

4: kill: does 2d6 damage from heating effects

5: kill: does 3d6 damage

6: Kill: does 4d6 damage

7: Kill: does 5d6 damage

8: Kill: does 6d6 damage:

9: Kill: does 7d6 damage:

10: Kill: does 8d6 damage: if target has 0 hit points or less, they are NDF'd

11: Kill: does 9d6 damage: if target has 0 hit points or less, they are NDF'd

12: Kill: does 10d6 damage; if target has 0 hit points or less, they are NDF'd

13: Kill: does 11d6 damage; if target has 0 hit points or less, they are NDF'd

14: Kill: does 12d6 damage: if target has 0 hit points or less, they are NDF'd

15: Kill: Does 14d6 damage: if target has 0 hit points or less, they are NDF'd

16: Kill: Does 15d6 damage: if target has 0 hit points or less, they are NDF'd

PookaTrainee of Darkness

white_rabbitShadow Cabal

Berserker

Where are you getting excellent senses?

MithSB Head Dungeon

Master

Humm..

This makes a lot of sense, although you would probably change 'level' to 'setting', and

fiddle it around a bit. The difficulty is that phasers on setting 1-3 will not kill anybody

(unless you put the thing right at the base of their skull and pull the trigger) while

phasers on setting 16 at wide field could probably vaporize dozens of people at once...

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Mith, Oct 20, 2007 #13

Dakarne, Oct 20, 2007 #14

Mith, Oct 20, 2007 #15

Mith, Oct 20, 2007 #16

Beam settings

Wide Beam: 30 foot cone.

Standard setting: 60 foot line

Raskolnikov said: ↑

That's really like using an older Queen Elizabeth as proof for all British women

being repulsive. When clearly, they're not...

Pooka said: ↑

Because my wheel is gonna have blackjack and Riza hookers!

You know what? Screw the wheel and the blackjack and the wheel!

Dakarne said: ↑

I thought the actress was brazilian?

Mith said: ↑

DakarneMad Scottish

Solidaritarian

Two words: Lwaxana Troi.

MithSB Head Dungeon

Master

Where's the fun in re-inventing the wheel when someone else has already done a fine

job?

MithSB Head Dungeon

Master

That's really like using an older Queen Elizabeth as proof for all British women being

repulsive. When clearly, they're not...

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What's this based on? Or, what is "0"? Since humans can win hand-to-hand

against them, I think this is probably over-estimated.

Where are you getting the frailty? Or the lack of charisma, as I recall they're often

excellent diplomats.

Why minus for intelligence? Most of the 5 years+ Jemhadar we've seen haven't

been bad, it's the newly spawned ones that are more prone to errors and

berserker mode. How well do you think a four week-old Klingon or Vulcan would

do in battle?

Raskolnikov

+8 to str: Klingons are incedibly strong.

+6 to con: Klingons are incredibly durable.

-4 to int, wis, and cha: Klingons are short tempered, short sighted, and ruthless,

making them poor scientists, diplomats, and sages. Unless you consider raids and

disruptor canons as good methods of diplomacy.

Redundant System: Klingons have redundant systems, allowing them to survive longer.

Klingons die when they reach -20 hit points.

Three times stronger than humans, so that'd be about a strength of 18, not to mention

high intelligence and dexterity (X3 faster than humans, so that's an 18 as well), not to

mention high wisdom, so likely:

+8 dexterity and strength: Vulcans are strong and nimble

+4 to intelligence and wisdom: Vulcans are intelligent and logical

-6 to charisma: Vulcans are somewhat frail and are stubborn, preffering logic over

emotions.

+4 save bonus vs poison

Mind Meld: DC save 10 + the intelligence bonus of a target. This allows Vulcans to

share minds with others, or even to solve mental problems.

Vulcan durability: Vulcans can enter a state of meditation, allowing them to last longer

from injuries. (Not so sure how to translate this...any more info?)

Logical: Vulcans get a +4 insight bonus to will saves and skill checks that use the

wisdom and intelligence score.

About as strong as Klingons if I recall.

+8 bonus to strength and constitution

+4 bonus to dexterity

-2 intelligence

-4 wisdom

-4 charisma

White Addiction: Withdrawl causes violence and weakness, a Jem'Hadar suffering from

weakness losses one point of constitution every day and has a cumalitive 10% chance

of going into a frenzied bezerk.

Shrouding: Jem'Hadar can naturally cloak themselves, making them invisible to the eye,

but become visible upon attacking (if I recall). This is a supernatural ability and can be

used at will, though it ceases to work after a day of White withdrawl.

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Shouldn't their tendency to wander around ignoring intruders show up as a

weakness? Plus the fact that separated from the collective, they're basically

nothing. Or a negative charisma, considering they're the stuff of nightmares to

practically every other species.

You made the Klingons higher in strength? That seems fundamentally wrong,

we've seen Odo and type do far more impressive things, such as that spy that took

a roomful of Klingons firing at to destroy, or Laas becoming an interstellar

spaceship. And later, fire. Or Odo becoming that huge attack monster thing in the

first season.

I'd also think the intelligence should be a lot higher, as all Changelings seem

naturally immortal, and they regularly link and share information. The data pool

has to be second only to the Collective, and the Founders seem to draw on it

vastly more.

Cardassians are also somewhat resistant to hostile telepathy, and I'd put the

intelligence at rather higher, frankly. I'm not sure how 'somewhat foolish' is

+12 to strength: Borg are incredibly strong

+8 to con: Borg are incredibly durable

+4 dexterity: borg have greater manual dexterity

+20 int: Borg are incredibly intelligent.

+20 wisdom: Borg have a vast well of personal experiences to aid it in its task

sets to 3: Diplomacy is irellivent

Hive Mind: Drones are not affected by mind affecting effects or domination effects.

Their linked minds make it nearly impossible to mentally dominate an individual drone.

The drone hive mind grants a drone incredible amount of intelligence and knowledge

than it otherwise has access to. Thus, the intelligence of a borg connected to the hive

mind is relatively impossible to count, though one alone is still a threat.Nanoprobes: If a

borg grapples a target, they automatically insert nanoprobes assimilating the target in

1d4 rounds, making them into a pre-drone. Later, this victim will become a full drone.

Nanohealing: Borg heal 5 hit points per round.

DR: 5/- Borg are protected by armor and are incredibly tough, making them resistant to

attacks.

Shields: By adapting to enemy fire, borg drones can block energy weapons. Borg

shields have a absorption power of 100(?), and a shield regeneration of 5.

+6 to charisma: Changlings are able to imitate and fool even close friends.

+2 wisdom & Intelligence: The Founders are wise intelligent

+6 to strength: Founders are incredibly strong (Odo tore apart that steel playground of

his)

Shapeshift: the Founders can take on anyform and assume the natural and

supernatural abilities of that creature.

Cardassians:

+2 to intelligence and charisma: Cardassians are diplomatic and charismatic

-4 to wisdom: Cardassians are somewhat foolish.

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Raskolnikov, Oct 20, 2007 #17

measured, elements in their government structure are somewhat stupid but I think

the 'average wisdom' of a given Cardassian compares quite well to a given

Klingon, with intelligence work it's significantly better.

Raskolnikov said: ↑

Average human strength is a light load of 33ib. Thus, being about the equal

strength of Vulcans, they would have an average to +8. I think I recall it being

said that Worf was about as strong as a Klingon.

I meant to remove fraility. As for diplomacy; Vulcans are known for having stick

necks. They may become diplomats and have a diplomacy score, but that doesn't

change the fact that they often stick their guns. Besides, the penalty is only -3 in

total.

I was refering to as such, perhaps the Gamma are more intelligent then?

Not so sure. The Borg only ignore those they don't percieve as threats. And

charisma is set to 3, which is basicly as low as you can go, but that isn't based

upon the stuff of nightmares, but rather their lack of diplomacy and lack of

individuality.

MithSB Head Dungeon

Master

What's this based on? Or, what is "0"? Since humans can win hand-to-hand against

them, I think this is probably over-estimated.

Where are you getting the frailty? Or the lack of charisma, as I recall they're often

excellent diplomats.

Why minus for intelligence? Most of the 5 years+ Jemhadar we've seen haven't been

bad, it's the newly spawned ones that are more prone to errors and berserker mode.

How well do you think a four week-old Klingon or Vulcan would do in battle?

Shouldn't their tendency to wander around ignoring intruders show up as a weakness?

Plus the fact that separated from the collective, they're basically nothing. Or a negative

charisma, considering they're the stuff of nightmares to practically every other species.

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Mith, Oct 20, 2007 #18

Raskolnikov, Oct 20, 2007 #19

I have seen very little in the way of Founder strength. Perhaps they are stronger,

possibly around 12 or 14?

Very well, perhaps a +6 then?

Good point, I should actually make that a +4 to int and wis, and rather -4 cha due

to their militaristic and ruthless nature.

I should also think about adding in the Com stat.

white_rabbit said: ↑

Eh. I'm still stuck on the 'Odo finds a humanoid nose "too difficult" but can

apparently form a fully functional communications badge without a problem.'

Magic Dancing Space Bats, essentially. And I'm pretty sure there's at least one

time of someone sneaking up behind Odo while he was in Changeling form,

though I can't remember the specific details.

You made the Klingons higher in strength? That seems fundamentally wrong, we've

seen Odo and type do far more impressive things, such as that spy that took a roomful

of Klingons firing at to destroy, or Laas becoming an interstellar spaceship. And later,

fire. Or Odo becoming that huge attack monster thing in the first season.

I'd also think the intelligence should be a lot higher, as all Changelings seem naturally

immortal, and they regularly link and share information. The data pool has to be second

only to the Collective, and the Founders seem to draw on it vastly more.

Cardassians are also somewhat resistant to hostile telepathy, and I'd put the

intelligence at rather higher, frankly. I'm not sure how 'somewhat foolish' is measured,

elements in their government structure are somewhat stupid but I think the 'average

wisdom' of a given Cardassian compares quite well to a given Klingon, with intelligence

work it's significantly better.

Raskolnikov

I think they'd almost have to have excellent eyesight at the very least or some

equivalent to mimic things as perfectly as they do.

Feck knows how they actually "see" to begin with anyway, you have to wonder, off the

cuff, if they actually sense things optically to begin with, some sort of Daredevilesque

"vision" comes to mind.

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Mith, Oct 20, 2007 #20

Raskolnikov said: ↑

Their gelationous form could offer a blindsight of sorts by feeling vibrations.

Founders should not have a strength, dexterity, or constitution score by default.

Instead, said score should reflect the form they're taking.

Replace it with a Shapechange, allowing a Founder to take a form with no more

hit-dice than they have. If the founders can't create mass ex nihilo, impose a size

limitation on it as well(one size up, one size down, though you can be creative

with shaping said size.)

Pretty much nobody in Trek HAS shown much above baseline wisdom or

intelligence(though Kirk's charisma is apparently pretty good...); this also goes for

alien races. Vulcans, I would say, have a heightened intelligence(logical) and

Wisdom(intuitive) but a lowered charisma(emotional issues.) Their skill at

diplomacy is probably more geared to being able to understand what the other

person means(via Sense Motive, a wisdom-based skill) than by dazzling them with

flash and force of personality. +2 Intelligence, +2 Wisdom, -2 charisma. Possibly

heightened strength as well; I believe it's been referenced.

Klingons: Klingons are strong(on average stronger than a human, apparently) and

tough(redundant organs, etc, the works) but prone to making bad decisions(hey,

knives in a gun fight!) +2 strength, +4 constitution, -2 wisdom.

Cardassians I don't know about, except that jacking up their intelligence and

wisdom seems wrong. A +4 racial bonus against mind-affecting effects seems

more likely.

Borg... should probably have the Living Construct template, and the Collective is

WEIRD. It's really inappropriate to give a massive bonus to an individual drone.

However, I would say a cumulative bonus-per-encounter for every drone that falls.

One drone falls, all other drones in the area get a +1 competence bonus on

attack, damage, and saves(against the target who dropped the drone.) Two

drones fall, +2 competence bonus... etc.

So if you've dropped 10 drones in a single fight, the eleventh one is coming at you

MithSB Head Dungeon

Master

Eh. I'm still stuck on the 'Odo finds a humanoid nose "too difficult" but can apparently

form a fully functional communications badge without a problem.'

Magic Dancing Space Bats, essentially. And I'm pretty sure there's at least one time of

someone sneaking up behind Odo while he was in Changeling form, though I can't

remember the specific details.

SidewaysvisionOmnipotent on

fridays

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Sidewaysvision, Oct 20, 2007 #21

Lord Squishy, Oct 20, 2007 #22

with +10 to attack rolls, damage rolls, and saving throws. You're in deep shite,

sonny jim!

It has been seen that it semi-resets. You CAN use a trick like remodulating phasers

more than once on a drone... you just can't do it in succession. But you can use it

ten months later. Thus, the per-encounter effect(which also means that forty

drones is quite possibly an epic level encounter, at least for a fighter.)

Raskolnikov said: ↑

Consider: Odo can replicate, perfectly, a starfleet communicator- a subspace

communications device. I'm not sure if we've seen it, but given that he can do so,

it seems likely he could also replicate a tricorder. If I recall correctly, Changelings

can also imitate other high-technology objects (they can outrun a runabout!)

Sidewaysvision said: ↑

True, but they do all take humanoid form, so one could assume that would be a

baseline. It should also be noted that they are fairly strong, perhaps a str of +8 or

+10 is a good baseline?

As for size, I would say a max of large or perhaps huge, to down to fine.

Lord SquishyShadow Cabal

Member

Where are you getting excellent senses? I'd add, immunity to (at least Trek norm)

mind-reading, immunity to conventional diseases and biological attacks, ability to mind-

share when linked to each other, has to regenerate every sixteen hours, highly painful if

forcibly confined in a solid form beyond that point.

MithSB Head Dungeon

Master

Founders should not have a strength, dexterity, or constitution score by default.

Instead, said score should reflect the form they're taking.

Replace it with a Shapechange, allowing a Founder to take a form with no more hit-dice

than they have. If the founders can't create mass ex nihilo, impose a size limitation on

it as well(one size up, one size down, though you can be creative with shaping said

size.)

Pretty much nobody in Trek HAS shown much above baseline wisdom or intelligence

(though Kirk's charisma is apparently pretty good...); this also goes for alien races.

Vulcans, I would say, have a heightened intelligence(logical) and Wisdom(intuitive) but

a lowered charisma(emotional issues.) Their skill at diplomacy is probably more geared

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Point. I would say that Vulcans get a +2 int and wisdom, and + 8 to dex and con,

but a -4 to cha due to emotional issues.

Remember, Vulcans are three times faster and stronger than humans.

I would actually raise that +2 strength to +4, they are pretty strong, but that

shouldn't be too far above strong humans. Most UFP officers like Sisko and

security officers likely have an str of 12, so the gap isn't huge. I would also add a

-2 penalty to cha.

Hmm, good point.

Hmm, not too true. Remember that 7 was incredibly intelligent, so perhaps this

should be +10 str, +6 con, +6 int, -2 wis, and -8 cha? That would be for individual

drones, who are often somewhat loss without the collective to assist them in

choices, but are still incredibly intelligent as 7 displayed.

As for when they are in the collective? Well, then they would have to have a group

mind. I would say the Hive Mind would be say one thousanth point of int per

drone, as each one is able to add its intelligence and experience to the collective.

Of course, we also have to take into account that there are those with below

average and above average abilities, but this is fair considering Borg tendancy to

be picky on what group they assimilate as well as for averaging it all around. So

to being able to understand what the other person means(via Sense Motive, a wisdom-

based skill) than by dazzling them with flash and force of personality. +2 Intelligence,

+2 Wisdom, -2 charisma. Possibly heightened strength as well; I believe it's been

referenced.

Klingons: Klingons are strong(on average stronger than a human, apparently) and

tough(redundant organs, etc, the works) but prone to making bad decisions(hey, knives

in a gun fight!) +2 strength, +4 constitution, -2 wisdom.

Cardassians I don't know about, except that jacking up their intelligence and wisdom

seems wrong. A +4 racial bonus against mind-affecting effects seems more likely.

Borg... should probably have the Living Construct template, and the Collective is

WEIRD. It's really inappropriate to give a massive bonus to an individual drone.

However, I would say a cumulative bonus-per-encounter for every drone that falls. One

drone falls, all other drones in the area get a +1 competence bonus on attack, damage,

and saves(against the target who dropped the drone.) Two drones fall, +2 competence

bonus... etc.

So if you've dropped 10 drones in a single fight, the eleventh one is coming at you with

+10 to attack rolls, damage rolls, and saving throws. You're in deep shite, sonny jim!

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Mith, Oct 20, 2007 #23

Lord Squishy, Oct 20, 2007 #24

given that, the Borg have what...trillions of borg? That'd likely put the Collective's

intelligence and wisdom in the trillion area or above. Which makes sense given just

how much the collective knows and can do.

As for combat efficency, I would say that is a fair way of doing it. That would

make the Borg a very dangerous enemy.

Well, adaption is only to maximize shielding effects, so I suspect that against a

adapted weapon, the resistance is say a hundred or two hundred shielding points,

but against non-adapted weapons, it's like fifty or a hundred. Example, you see 7

blocking a phaser blast despite the fact that she hadn't adapted to the phaser

frequency of Paris's weapon in Scorpion (part II).

We should also consider that they have a true seeing ability thanks to their

artificial eye, not to mention a bunch of other features. It should also be noted

that fallen drones are re-absorbed back into the collective.

Sidewaysvision said: ↑

The problem is, if I recall, that Founders can create and remove mass ex nihilo,

and they can also become objects down to the ability to imitate that object's

resistance to damage (like fire, or rock, etc, etc).

Secondly, founders DO have a natural form- it's basically a gelatinous blob. We

could cook up some stats for that- it's probably deathly fast and strong, and

founder-standard smart, but I doubt it has any charisma at all.

Lord Squishy said: ↑

It has been seen that it semi-resets. You CAN use a trick like remodulating phasers

more than once on a drone... you just can't do it in succession. But you can use it ten

months later. Thus, the per-encounter effect(which also means that forty drones is

quite possibly an epic level encounter, at least for a fighter.)

Lord SquishyShadow Cabal

Member

Founders should not have a strength, dexterity, or constitution score by default.

Instead, said score should reflect the form they're taking.

Replace it with a Shapechange, allowing a Founder to take a form with no more hit-dice

than they have. If the founders can't create mass ex nihilo, impose a size limitation on

it as well(one size up, one size down, though you can be creative with shaping said

size.)

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Mith, Oct 20, 2007 #25

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Nonesense!

Troi: Awwww, aren't you a cute little killer blob? Who's a cute little blob? You are!

your are! Want to sleep with me just like all the other weekly guests with abover

avearge comliness scores? MithSB Head Dungeon

Master

but I doubt it has any charisma at all.

1

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