Post by generalrose on Dec 2, 2015 21:00:14 GMT
I'm still working on my Star Trek Sourcebook. So far it's actually going pretty well, but I'm sort of at a loss when it comes to building custom Aliens.
Time Lords are effectively complex enough that they get their own special trait outside of "Alien"
I'm now considering making a special trait for certain species, namely Vulcans, Andorians, Caitians and Klingons. Having a prebuilt template seems to be the best way to go with complex aliens.
Here's my version of a Vulcan Special Trait
Vulcans as Player Characters
This Special Trait costs 2 Character Points and 4 Story Points.
This Trait gives the character all of the abilities of a Vulcan – automatically gain the Psychic, Mind Meld, and Vulcan Nerve Pinch Traits and gain 2 levels of the Strength Attribute (even if this takes the Attribute above 6).
Vulcans must have certain Bad Traits: Alien Appearance (Minor) due to their pointed ears and green blood, and Eccentric due to their logical natures.
Time Lords are effectively complex enough that they get their own special trait outside of "Alien"
Time Lord (Special Good Trait)
The Time Lords of Gallifrey were one of the first and most powerful civilisations in the universe. Pioneers of time travel technology, they became self appointed custodians of time before their fall during the Time War with the Daleks.
Effect: The rarest and the most special of all Special Traits is ‘Time Lord’. This Special Trait costs 2 Character Points and 4 Story Points. Only two Time Lords are known to have survived the Time War, so you’ll probably only use this Trait when playing the Doctor. Close discussions between player and Gamemaster is essential before creating a Time Lord character.
This Trait gives the character all of the abilities of a Time Lord – they can regenerate, automatically gain the Code of Conduct, Feel the Turn of the Universe and Vortex Traits and gain 2 levels of the Ingenuity Attribute (even if this takes the Attribute above 6). They also get a Gadget at no extra cost. The Gamemaster will decide if they have access to a TARDIS or not – there is no additional cost for this as it may be essential to the Gamemaster’s plans for the story.
Time Lords must have a couple of Bad Traits – they can be eccentric, aloof and have superiority complexes, or be just plain crazy. Staring into the Untempered Schism can do that to you! Time Lords are usually mildly Telepathic, so players wishing to have a Time Lord character may wish to purchase Psychic and Telepathy Traits. Further rules for playing a Time Lord character, their abilities, regeneration and TARDISes, see Chapter Four: A Big Ball of Timey-Wimey Stuff, and the Time Traveller’s Companion supplement.
Note: Although Time Lords are alien to humanity, they look so outwardly alike that there is no need to purchase the Alien Trait.
pg. 57 of the 50th Anniversary edition
The Time Lords of Gallifrey were one of the first and most powerful civilisations in the universe. Pioneers of time travel technology, they became self appointed custodians of time before their fall during the Time War with the Daleks.
Effect: The rarest and the most special of all Special Traits is ‘Time Lord’. This Special Trait costs 2 Character Points and 4 Story Points. Only two Time Lords are known to have survived the Time War, so you’ll probably only use this Trait when playing the Doctor. Close discussions between player and Gamemaster is essential before creating a Time Lord character.
This Trait gives the character all of the abilities of a Time Lord – they can regenerate, automatically gain the Code of Conduct, Feel the Turn of the Universe and Vortex Traits and gain 2 levels of the Ingenuity Attribute (even if this takes the Attribute above 6). They also get a Gadget at no extra cost. The Gamemaster will decide if they have access to a TARDIS or not – there is no additional cost for this as it may be essential to the Gamemaster’s plans for the story.
Time Lords must have a couple of Bad Traits – they can be eccentric, aloof and have superiority complexes, or be just plain crazy. Staring into the Untempered Schism can do that to you! Time Lords are usually mildly Telepathic, so players wishing to have a Time Lord character may wish to purchase Psychic and Telepathy Traits. Further rules for playing a Time Lord character, their abilities, regeneration and TARDISes, see Chapter Four: A Big Ball of Timey-Wimey Stuff, and the Time Traveller’s Companion supplement.
Note: Although Time Lords are alien to humanity, they look so outwardly alike that there is no need to purchase the Alien Trait.
pg. 57 of the 50th Anniversary edition
I'm now considering making a special trait for certain species, namely Vulcans, Andorians, Caitians and Klingons. Having a prebuilt template seems to be the best way to go with complex aliens.
Here's my version of a Vulcan Special Trait
Vulcans as Player Characters
This Special Trait costs 2 Character Points and 4 Story Points.
This Trait gives the character all of the abilities of a Vulcan – automatically gain the Psychic, Mind Meld, and Vulcan Nerve Pinch Traits and gain 2 levels of the Strength Attribute (even if this takes the Attribute above 6).
Vulcans must have certain Bad Traits: Alien Appearance (Minor) due to their pointed ears and green blood, and Eccentric due to their logical natures.