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Post by Lt Cmdr Billie Jo Spencer MD on Sept 17, 2014 3:16:00 GMT -5
As a purely matter of curiosity, I rolled up my former doctor character in a couple different RPG systems. The point is, there is no point. Except maybe I am curious to see how the system affects the essential nature of the character. I picked the systems I did, mostly because I had access to the proper source material. Bear in mind I am not an expert in the rules of these system (especially the Decipher Star Trek system), and thus there may be errors. I attempted to roll the character up completely within the rules for each system, as I understood the rules. The first one was using the Decipher Star Trek rules: DecipherDoctor Billie Jo Spencer Species: Human Species Abilities: Adaptable (+2 to Quickness); the Human Spirit; Skilled Attributes: Agility 7 (+0), Intellect 10 (+2), Perception 9 (+1), Persuasion 8 (+1), Strength 6 (+0), Vitality 7 (+0) Reactions: Quickness +3, Savvy +1, Stamina +0, Willpower +2 Profession: Starship Officer (Medical) Professional Abilities: Starship Duty, Field Medicine Skills: Athletics (swimming) +2 Computer Use (retrieve) +3 Craft (cooking) +1 Entertain (sing) +1 First Aid +5 Gaming (Poker) +1 Investigate +1 Knowledge: Culture (Human) +6 Knowledge: History (Human) +4 Knowledge: Specific Planet (Earth) +6 Language: Federation Standard +6 Language: Klingon +1 Medicine +5 Ranged Combat: Energy Weapons +1 Science: Life Science +2 Unarmed Combat +1 Edges: Curious, Skill Focus (compassionate) Flaws: Pacifist Health: 7 Courage: 3 Renown: 0 Notes: I rolled the character up as a beginning character with no advancement as that seemed in the spirit of the character. ---------------------------------------------------------------- Next I rolled the character up using the GURPS system. I had access to the basic rules, but no STar Trek source material other than stuff found on the internet. So I winged this a little. Atributes: 100 points ST 9 (-10) DX 11 (20) IQ 12 (40) HT 12 (40) HP 9 Will 12 Per 12 FP 12 Basic Speed 5.75 Dodge 8 Basic Move 5 Advantages: 42 points Beautiful (12) Patron: Starfleet (25 pts) Rank Level 4 (Lieutenant) (5) Disadvantages: -40 points Duty: Starfleet (-15) Hippocratic Oath (-5) Curious (-5) Weirdness Magnet (-15) Skills: 73 points Administration 10 (1/2) Brawling 10 (1/2) Computer Operation 11 (1/2) Beam Weapons [Phasers] 10 (1/2) Free Fall 9 (1/2) Vacc Suit 10 (1/2) Chemistry 10 (1) Biochemistry 10 (2) Language [Federation Standard - Native] (0) Language [Klingon] (1 spoken - broken) (1 points written - semi-literate) Language [Latin - Accented] (1 spoken - broken) (1 written - semi-literate) Area Knowledge [Federation] 11 (1/2) Physician 14 (8) Diagnosis 14 (12) First Aid 16 (12) Surgery: 12 (8) Physiology: 12 (8) Psychology: 10 (2) Genetics 12 (4) Xenobiology 11 (2) Electronics Operation [Medical Equipment] 12 (2) Research 11 (1) Carousing 10 (1/2) Crewman/TL 11 (1/2) Savoir-Faire [Strfleet] 11 (1/2) Gambling 10 (1/2) Swimming 11 (1/2) Singing 12 (1) 175 Points total Notes: I decided on using 175 points because 100-200 points is classified as "heroic" and heroic seemed appropriate to a Star Trek campaign. I through in the Wierdness MAgnet as a disadvantage because, coolest disadvantage ever! Also somehow is seemed consistent with the spirit of the character. --------------------------------------------- Last I threw in this: I used the system made up by DGM Bragi for the Mercenaries RP he ran for a time. Cuz hey Spencer would make a good mercenary, right? Name: Billie Jo Spencer Race: Human Skill Proficiencies: Medicine Rank 4 Roll Bonuses. + 5 to all medical actions Feats Human Optimism I am a doctor... Notes: Short but sweet. I think I got that right.
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Post by Lt Commander Marcus Aquila on Sept 17, 2014 13:11:39 GMT -5
if you have level 4 medicine in my system you would also have a +10 to critical chance which would drop the crit roll from 80 to essentially 65 or higher. and a higher success range.
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Post by Lt Commander Marcus Aquila on Sept 17, 2014 13:13:19 GMT -5
but yeah, its short and sweet for low level characters. Because its a combat engine. All of the things like artistic endeavors and things like that are based on story telling.
Also you can attempt to perform any action unbonused regardless of feat points however you will have higher failure chances.
also for reference here is the medical profeciency
Medicine: This skill encompasses all medical actions. Players who master this skill earn the right to complain about not being anything other than a doctor. Rank 1: + 5 to all medical actions Rank 2: Increase Critical Success Range of Medical actions by 5 Rank 3: Feat I am a doctor...: Once a play session a player can perform a complicated medical action with a guaranteed critical success. Rank 4: Increase Critical Success range and Success Range of Medical Actions by 5. Rank 5: Feat ...Not a ___: The player is now tired of being asked to do things outside of his profession and can treat any action as a medical action roll for two rounds after declaring this ability. This ability can be used once per play session.
it actually is one of the more powerful in the game due to the way its feats work.
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Post by Lieutenant Ethan Blair on Sept 17, 2014 13:26:32 GMT -5
This is all WAY more complicated then I've used every other time I've RPed but I get the need for extra restrictions applied by the fact sheet. Though I admit I miss the easy RP from my CoX days....
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Post by Lt Cmdr Billie Jo Spencer MD on Sept 17, 2014 15:44:34 GMT -5
This is all WAY more complicated then I've used every other time I've RPed but I get the need for extra restrictions applied by the fact sheet. Though I admit I miss the easy RP from my CoX days.... Bear in mind that what I posted here has absolutely nothing to do with online RP, well the system Bragi wrote up was meant for online STO KDF side RP. The other two characters are strictly pen and paper RPG characters, which by its very nature tends to be a lot of paper work and dice rolling. That sort of stuff does not appeal to everyone. This post has nothing to do with this fleet's in game STO RP, and was certainly not ever meant to. I just had the urge to do something pointless. I used the character concept from my time RPing here because, why not?
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Post by Lt Commander Marcus Aquila on Sept 17, 2014 16:20:17 GMT -5
yep my system was designed to apply tabletop gaming principles to sto rp
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Post by Lt. jg Devon Robins on Sept 18, 2014 7:34:53 GMT -5
I've made four of my STO characters (and bridge officers... and ships) in FATE Core for various reasons, including Robins. "Resources" is a decent substitute for Operations school skills, although obviously with a universal system you could just rename it as such. I'm not going to bother firing up the GURPs chargen program I have because I find chargen in it for techy characters annoying.
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Post by Lt Cmdr Billie Jo Spencer MD on Sept 18, 2014 13:16:23 GMT -5
Oh, I love it Devin! I had trouble with the first link and could only view the first character. You are right GURPS character creation is a pain, especially by hand like I did it. Inspired by this I went and made an attempt to roll up Spencer using FATE.
Billie Jo Spencer
Aspects:
High Concept: Doctor Hottie, saving lives and making love. Trouble: Curiosity killed the cat Aspect: More than just a pretty face.
Skills:
Great (+4) Lore Good (+3) Investigate and Rapport Fair (+2) Contacts, Athletics, and Will Average (+1) Notice, Empathy, Fight, and Deceive
Stunts:
Medic! - Can make physical recovery attempts using her lore skill. Specialist (Medicine) - Gets a +2 to all lore rolls dealing with medicine. The Power of Deduction - Once per scene can spend a fate point (and a few minutes of observation) to make a special Investigate roll representing her potent deductive faculties. For each shift made on this roll the player may discover or create an aspect, on either the scene or the target of observations, though the player may only invoke one of them for free.
Refresh 3
Physical Stress Boxes 2 Mental Stress Boxes 3
Notes: The high concept is just my flippant way of saying she is a young attractive doctor, you know like they have in all the good hospital dramas. I like the trouble, it would lead to some great compels during a scene. The phase one aspect reflects that her first big adventure was going away to Starfleet Academy. The fact that she made it all the way through medical school and became a doctor proves she is more than just a pretty face. It could also lead to some interesting compels in the fact that one some may only want to see her as just a pretty face (which may not always be a problem.) also she would have a need to try and prove herself. I only did the phase one aspect because the rules said with only one player stop there, based on how these aspects are generated (by player cooperation.) I could have used stuff from the Sentinel RP to create two more though if I wanted to.
I used the default skill list, I think they work well enough. Although, in a Star Trek setting they may have name changes.
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Post by Lt. jg Devon Robins on Sept 18, 2014 21:56:14 GMT -5
In my game I separated Lore into Medicine and Academics/Science and changed Drive and Crafts to Conn and Engineering, respectively. Just seemed more true to the show where Medicine and Science are different departments (although, same color of shoulders...)
Weird that the links aren't working, all the settings seem right. I'll just post Robins here:
Aspects High Concept: Ayanami’s Tiny, Friendly Ops Officer Trouble: Mule-like Stubbornness Phase One: Talkative, even for a Human Phase Two: Designs on Engineering Phase Three: Under the Impression He’s Funny
Skills Great (+4): Resources Good (+3): Rapport, Engineering Fair (+2): Provoke, Academics, Will Average (+1): Empathy, Shooting, Athletics, Stealth
Stunts Cover Constructor: +2 to any engineering roll using a scene aspect to create or reinforce cover. Friendly Liar: Can use Rapport in place of Deceive to create advantages predicated on a lie. Small Framed: Creating Athletics advantages to duck behind cover gain +2 due to Robins fitting behind like, pretty much anything.
Physical Stress: 2 Mental Stress: 3 Refresh 3
"In-game" Robins would be best before a mission setting things up and acquiring intel or equipment. In space I'd allow the definition of "resources" to stretch to managing ship resources and you could make advantages around that. In a conflict, his best bet is to stack some defensive advantages and then basically debuff enemies with Engineering advantages.
I could probably also crunch some aspects together.
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Post by Vice Admiral Nyoko Honda on Sept 18, 2014 22:13:21 GMT -5
I like gurps. I play with group of people each week in Monday in my building.
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Post by Lt Cmdr Billie Jo Spencer MD on Sept 19, 2014 6:25:21 GMT -5
I like gurps. I play with group of people each week in Monday in my building. Oh as a system I like GURPS as well, it has some nice qualities and is great for role playing. The skill system works well. I love the idea of skill defaults, after all just because you have no training in computers doesn't mean you can't sit down at the key board and try to get some work done you had just better hope the hard drive is backed up . The best part is the disadvantages though. But, you have to admit that character generation by hand can be a rather tedious process. The thing about GURPS as a system is that it seems to stress "realism" more than other systems. Where as something like FATE tends to stress adventures that are more cinematic or comic bookish. I have never role played using FATE, I would like to though after learning about the system I find it highly intriguing.
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Post by Lt Cmdr Billie Jo Spencer MD on Sept 19, 2014 6:49:21 GMT -5
In my game I separated Lore into Medicine and Academics/Science and changed Drive and Crafts to Conn and Engineering, respectively. Just seemed more true to the show where Medicine and Science are different departments (although, same color of shoulders...) Weird that the links aren't working, all the settings seem right. I'll just post Robins here: Devin's sheet link worked fine. The way you had the link to the other sheets I found confusing and initially was only able to access one of them. I did manage to sort through it and read the others though. The sheet with the ships listed on it confused me because when I clicked on the links they didn't work, but when I right clicked and selected follow link they worked. Thanks for these I enjoyed them.
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Post by Lt Cmdr Billie Jo Spencer MD on Sept 19, 2014 7:37:50 GMT -5
I did notice the differences between how we rolled up our characters. In my case I went with the default rules in the FATE Core book. Including the default skill list. I kept the names the same, although in a Trek campaign they could be changed to preserve the "feel". Something like this:
Athletics Burglary -> Security Systems Contacts Crafts -> Engineering Deceit Drive -> Pilot Empathy Fighting Intimidation Investigation Lore -> Science or Academics Notice Physique Rapport -> Diplomacy Resources -> Requisitions Shooting Stealth Will
I noticed you separated medicine from the general Lore skill and appeared to change Lore into "Academics". I left it as Lore, since the skill reflects knowledge in general as opposed to just science knowledge, so in a Trek setting Academics would probably work. In my case I handled medical treatment as a Lore stunt. This way it sort of makes medical treatment a fairly rare thing and preserves the medical officers unique status. But defining a unique medical skill would be an ok option.
Also as far as pilot, it wouldn't so much be a renaming of drive more than a separate skill that would just be drive for flying things and spaceships. Also how Resources work would have to be set up based on how people go about getting stuff in a Star Trek setting.
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Post by Lt. jg Devon Robins on Sept 19, 2014 15:03:29 GMT -5
I noticed you separated medicine from the general Lore skill and appeared to change Lore into "Academics". I left it as Lore, since the skill reflects knowledge in general as opposed to just science knowledge, so in a Trek setting Academics would probably work. In my case I handled medical treatment as a Lore stunt. This way it sort of makes medical treatment a fairly rare thing and preserves the medical officers unique status. But defining a unique medical skill would be an ok option. Also as far as pilot, it wouldn't so much be a renaming of drive more than a separate skill that would just be drive for flying things and spaceships. Also how Resources work would have to be set up based on how people go about getting stuff in a Star Trek setting. I kept Rapport as Rapport because, to use an example, Quark is a character who is charismatic but I'm not sure he's so much diplomatic. Certainly though at the same time Picard would also have high Rapport, but they use it in different ways. Dividing up Lore into medicine and academics is more a matter of personal taste, I think, although I can see the merits of keeping it as Lore and then specializing in science or medicine, since Trek characters (particularly blueshoulders) are usually pretty knowledgeable, even if they aren't strictly speaking a doctor or scientist. Drive-wise I just renamed it to Conn since that's what it's going to be used for 99% of the time. For the most part we know Federation ships have a pretty standard LCARS conn layout so presumably if you can fly a shuttlecraft you can fly a Galaxy, more or less. Going into more show logic, good pilots tend to be able to fly just about anything without difficulty. As a side note, ground vehicles are rare, so I didn't see any real reason for making a separate driving skill -- if you're a Good Pilot I assume you can drive an Argo. tl;dr: "I mostly agree."
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Post by Lt Cmdr Billie Jo Spencer MD on Nov 2, 2014 12:53:05 GMT -5
I went ahead and rolled Spencer up using the FASA system, well everything except the skills. Basically all the parts we don't use in our RP system. Although if I truly used the FASA character generation system I would have to use 1D10 for generating a lot of the skill values. However since that is a real pain I did not.
Strength (STR) 43 Endurance (END) 57 Intellect (INT) 82 Dexterity (DEX) 50 Charisma (CHA) 79 Luck (LUC) 83 Psionics (PSI) 49
Max Op End 57 curr Op End 57 Inact Save 20 UNC Thresh 5 Wound Heal Rate 2 Fatigue Heal Rate 5
Action Points 9 To-Hit, Modern 46 To-Hit Hand-to-Hand 46 Bare Hand Damage 1D10
P.S. Although technically I did not "roll" anything for this, I more or less selected scores that seemed reasonable based on her stats in the fleets RP system.
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