Role Playing Game. He must design the encounters, present
them to players, and judge the resulting action. This book
contains information to help him with these tasks.
Included here is a chapter giving information for designing encounters. In this chapter are systems allowing the
gamemaster to design encounters in "space... the final frontier." The gamemaster will be able to design "strange new
worlds" for the players to explore and "new life and new
civilizations" for them to seek out. Included is a section giving
new gamemasters hints to help them with their own designs.
There is a chapter giving hints on presenting scenarios,
on the art, if you will, of being a gamemaster. This includes
how to create descriptions that will excite players and how
to use all types of game aids, including maps.
In the chapters giving information on judging the action,
the gamemaster will learn how to interpret and judge the
rules. Some of this information will be repeated from the
player book so that the gamemaster does not have to flip
back and forth, but much of it will be new. In this section are
given the tables and specific rules on how to judge tactical
movement and combat, injury and recovery, creation and
use of attributes and skills, and use of equipment. The information in these chapters is presented in the same order as
in the player book, for easy cross-reference.
STAR TREK: THE ROLE PLAYING GAME
SECOND EDITION
Concept
First Edition Game Design And Writing
Second Edition Game Design And Development
Jordan K. Weisman
Fantasimulations Associates
Guy W. McLimore, Jr.
Greg K. Poehlein
David F. Tepool
FASA Product Design Staff
Wm. John Wheeler
Jordan K. Weisman
Michael P. Bledsoe
Forest Brown
L Boss Babcock, III
Printed in the United States of America
STAR TREK® is a trademark of Paramount Pictures Corporation
No part of this book or the contents of the basic game may be reproduced
in any form, or by any means without permission in writing from the
publisher.
STAR TREK®: The Role Playing Game is manufactured by FASA Corporation under exclusive license from Paramount Pictures Corporation, the
trademark owner.
The fun of the game comes from its interesting adventures. These adventures may be short, lasting only one game
session, or they may be much longer, sometimes lasting
many months. An adventure can be compared to a television
show. Some adventures, like one-shot TV shows or movies,
are played with characters created just for the adventure;
after the adventure is done, the characters never are used
again. Other adventures, like the episodes in a television
series, are played with the same characters; each new adventure builds on the previous ones, and the characters develop
personalities and histories.
ENCOUNTERS
The basis of all adventures are the encounters that the
player characters have. An encounter occurs wherever the
player characters interact with their environment.
These encounters may be between the player characters
and the physical world at long range, such as when the bridge
crew attempts to gather information about a new Class M
world from a standard orbit, or at close hand, such as when
a landing party beams down onto the planet's surface for
the first time. These encounters may be between the player
characters and new life forms, such as when the landing
party observes, inspects, and interacts with the plant and
animal life on the planet. These encounters may be between
the player characters and new civilizations, such as when
the landing party discovers that the plants are intelligent,
resentful of intrusion, and deadly! The encounters can be
between player characters and non-player characters, such
as the meeting between the Captain and the Council Of Ani-
mal Control, the plants who determine whether or not animal
life is harmless or a pest needing extermination.
Encounter Types
There are two types of encounters in most adventures,
planned encounters designed as part of the adventure and
random encounters that occur because of pure chance. Many
random encounters occur as the result of a random die roll.
How often an encounter occurs and the type of encounter
will
depend
scale being used. It is not reasonable to expect to encounter
on the
area
where
the
characters
are and the
all kinds of beasties in the middle of a fully-operational Star
Fleet outpost even in a dozen turns at the area scale, but
there may be a random encounter every turn in the region
scale, for example. Encounter charts and directions for using
them usually will be given in the individual scenarios and
adventures. These frequently list the possible kinds of en-
counters and give the chance of a random encounter occur-
ring.
ADVENTURE SCENARIOS
An adventure scenario is a story, linking together en-
counters. Some scenarios will have a well-established plot,
moving predictably from one encounter to another. Others
will have general story lines, but how the story progresses
from one encounter to the next is completely open and unpredictable. Scenarios with well-established, predictable
plots are linear in nature, with all of the encounters strung
out in a line, as though they were on a path. Scenarios with
open and unpredictable story lines are free-form in nature,
with the encounters like apples on a tree, any one of which
may be picked next.
Linear Scenarios
Linear scenarios have some strong advantages and
some strong disadvantages. Among their advantages, they
provide a real sense of story, with a beginning, a climax, and
an aftermath. Some players will be quick to sense the plot,
and they will be able to use this knowledge to their advantage. Such scenarios can build suspense or tension, because
each encounter can build on the ones before. They are easy
to design, because the encounters can be begun in certain,
predictable ways, and ended in the same ways. They give
few surprises to the prepared gamemaster, and they require
little preparation, because the environment and the NPCs
that the player characters will meet is known before the
game.
On the other hand, linear scenarios give the players the
least freedom. Because they are structured to play out a
certain way, frequently the players' creative solutions do not
work well. Players feel pressured into behaving in certain
ways, and, unless the gamemaster is very careful, they can
feel that nothing they do makes any difference.
Free-Form Scenarios
Open, unpredictable scenarios also have some strong
advantages and disadvantages. Among their advantages,
they allow the players complete freedom, moving in
whichever direction suits them at the moment. At their best,
they depend completely on what the player characters do,
the actions in one encounter possibly having an effect on all
of the other encounters, like ripples from a stone thrown into
a pond. They make the players feel as though their actions
completely control the game.
On the other hand, free-form scenarios are very demanding on the gamemaster. The near-legendary ability of players
to surprise the gamemaster is given free rein here, and unprepared or inflexible gamemasters will become lost quickly.
Unless the gamemaster is very careful, these scenarios can
make the players feel lost, wondering where to go next and
what to do when they get there. They require frequent
signposts, guiding the players or alerting them to possibilities for action. They require extensive preparation, not
only in terms of design, but also just before play; the
gamemaster must know a great deal about his environment
and the NPCs that people it.
The Best Of Both
The best published scenarios combine the two types,
using some linear encounters and some free-form encounters. Linear encounters are used to introduce the scenario,
drawing the players and their characters into the action, giving them a reason to enter the scenario environment and
meet the scenario NPCs. After the 'hook/ as the introductory
encounter is sometimes called, the linear encounters lead
the player characters into a situation which gives them free
choice about where they will proceed. The actions in each
of the free-form encounters affect the players in the short
term. In the long term, another set of linear encounters lead
the players into yet another area of free choice, perhaps the
climax of the scenario. Linear encounters often are used to
wrap up the scenario, bringing it to a satisfactory conclusion.
Using encounters of both types is like building a structure
with tinker toys, with the sticks being linear encounters and
3
the knobs being the free-form encounters. The linear encounters give some structure to the free-form encounters. The
combination allows the scenario to have a well-defined story
line, not as well-defined as purely linear scenarios, but much
more defined than those that are purely free-form. The com-
bination also allows the players freedom to choose their
action, not as much as in purely free-form scenarios, but far
more than in those that are purely linear.
In general, use linear encounters to introduce the
scenario and to set the story line. This would be like sending
orders to the player characters to pick up a passenger from
a certain space station, then having them meet the Orion
NPC and his lovely slave girl, and then have the ship attacked
by Orion freebooters who want the slave girl back.
Use free-form encounters to develop the scenario. This
would be like allowing the crew to flee from the pirates, to
defend themselves, to turn and attack the pirates, orto pursue
the pirates; alternate choices would be to declare a tempo-
rary truce to discover the problem, or even to turn over the
slave girl and her master at once. How the scenario progres-
ses depends on the choices the players make.
Then use a new set of linear encounters to move the
story along. This would be like having the ship receive an
incomplete message of distress. No matter what choice they
made in the earlier confrontation with the pirates, they would
receive the message. Chances are great that the ship will
respond, though there is still the chance that they will not.
If it is important to the story for the ship to respond, the
message can be repeated, the ship in distress could be in
the path of the player character's ship, and so on. In well-con-
structed linear encounters, the players may feel like they
have a choice, and that they really have none is well-hidden.
Use more free-form encounters to further develop the
scenario. This would be like having the distress call come
from an Orion privateer vessel, possibly even the same one.
The players have a new set of choices to make, and how the
scenario will progress depends on what they do.
Finally, have another set of linear encounters lead into
the climax of the scenario, the high-point of the story.
Most often, the climax is not the end of the story, but
some point near the end. The climax is best as a free-form
encounter; therefore, how the story actually ends depends
on what the players choose to do.
The aftermath of the climax, the story's wrap-up ("And
they lived happily ever after/'), easily can be a set of linear
encounters that lead into the 'hook' for the next scenario.
CAMPAIGNS
A campaign is a series of adventure scenarios, held together in one of three ways. One way is that the player characters all are the same, even though the scenarios do not have
much to do with one another; this is the way a campaign
would be run if it were like the STAR TREKJV show. Another
way is that the scenarios all have to do with the same topic,
perhaps approaching it from different angles, possibly with
different characters; this is the way a campaign would be
run that dealt with the beginning of the Second Klingon War,
for example, where no one group of characters could possi-
bly be involved in every aspect. A third way, possibly the
most exciting, is to combine the two; this would be a cam-
paign in which the same characters follow the same plot
from adventure to adventure, solving puzzles along the way
and discovering more and more information about the plot
as the adventure scenarios progress.
Campaigns of the first type are the easiest to design and
run. They require only the dedication of the gamemaster and
the players to design player characters that will be interesting
to play week after week. All the adventures must come to a
climax brought about by the player characters' actions. As
characters die, they are replaced. The important thing is that
the characters' ship survives from game session to game
session, for this is what holds the player characters together.
The adventures may be designed by the gamemaster, even
on the spot! They also may be purchased, for most commer-
cial adventures are written for campaigns of this type.
Campaigns of the second type are not quite as easy to
design. They require a master plot, one that allows for many
adventures. The only restriction is that all scenarios deal with
the master plot in some way, because in campaigns of this
type, the master plot holds things together. The job is not
as difficult as it might seem, because the plot can be vast in
scope, and it will not come to a climax in one adventure,
and it need not come to a climax at all. Several adventures
may be run with the same starship and crew, but the scope
of the master plot allows the ship to be destroyed or lost
and another created to replace it. As the campaign progresses, the master plot unfolds, giving all the adventures added
realism and depth. It will be necessary for the gamemaster
to spend some time designing the master plot, which really
is his campaign universe. He will have to create the major
controversies and conflicts, the history and background for
them, and the areas in which the player characters are likely
to make a difference. Although some of the adventures for
this campaign type can be purchased, they will have to be
modified to tie them into the master plot.
Campaigns of the third type are the most difficult to
design, for they require the gamemaster to design one or
more master plots that can involve the small group of player
characters and can be brought to a climax by the characters'
actions. Each adventure builds on the one before it, adding
details to the master plot(s) as the players (and their characters) discover more about the campaign universe. In this type
of campaign, it is possible to develop NPC opponents that
the player characters meet again and again, much like the
archvillains found in superhero comic books. Again, the im-
portant thing is survival, for the campaign centers around
the player characters. As characters die, others are promoted
or transferred in to take their place. This campaign is the
most work for the gamemaster (but possibly the most rewarding), for nearly every adventure must be tailor-made.
Most will need to be designed by the gamemaster, for few
companies produce adventures oriented to this type of cam-
paign.
STEPS IN ADVENTURE
SCENARIO DESIGN
BY WM. JOHN WHEELER
In designing an adventure scenario, the gamemaster's
first job is to decide on a plot for the scenario, the story that
the game will play out. Ideas for these stories can come from
almost anywhere: television shows or movies, comic books,
novels, even real history. Some of the best stories come from
answering the question, "I wonder what would happen if..."
Second, the gamemaster must design an environment
that fits his story. If this means creating a "strange new
world... new life and new civilizations," then he must do this
job. Systems are given later in this chapter that will help do
this. Sometimes, this job is done first, for many times creation
of a new life form or civilization will suggest a story.
Third, the gamemaster must define for himself the goals
for his players. He must decide on what he expects the player
characters to accomplish, and what steps they can take to
achieve their goal. Not only this, but he must make the same
decisions for the NPC opponents and allies. This usually will
include the background story that will be told to the players.
4
The background must be complete enough that it is clear to
the players why they are where they are and what they are
expected to accomplish.
Fourth, the gamemaster must decide upon the first en-
counter, the hook leading into the scenario. This 'hook'
should give the players a strong reason to enter the scenario,
to become involved. The 'hook' can play on the players' good
nature, their sense of fairness or justice, their pride and ego,
their desire for fame or fortune, or even their need for revenge. Whatever the reason, it must be strong, with a sense
of urgency, giving the players the feeling that they must
become involved NOW, and waiting until later will not be
desirable. If all else fails, the old standby, a message from
Star Fleet Headquarters, can point the players in the right
direction.
After this, the process depends on the story chosen. It
will be necessary to design each of the encounters that the
players WILL have. These are all of the linear encounters and
the climax. Then, it is a good idea to design the encounters
that the players are LIKELY to have and at least sketch out
those that they MAY have. The setting for each encounter
must be designed, at least in general; furthermore, notes
need to be made about the NPCs, the other life forms, and
the objects, so that when they are encountered they can be
described for players.
In preparing these encounters, rough notes, maps, and
sketches usually are enough to meet most needs. It is helpful
to draw maps of key areas, and to make notes on the map
itself, perhaps using a color-coded system. Sometimes, more
detail should be provided giving the exact information avail-
able from critical sensors or tricorder scans, of critical encounter areas, or of important NPCs met. As a gamemaster
gains experience, he will find it easier to know just when
rough notes are not enough and detail is needed.
A very important fact to remember concerns the kinds
of encounters that make the game interesting and fun. Variety
is the key word. Some encounters should be friendly, some
should be hostile, and some should be neither. Few should
result in combat. A phaser is a potent weapon, and Star Fleet
personnel do not use them indiscriminately. Combat, on the
ground or in space, is an important part of the feel of STAR
TREK, but if the game degenerates into merely killing Kling-
ons, then it will lose much of its enjoyment.
ADAPTING PUBLISHED ADVENTURES
Published scenarios and adventures are a good way to
get started or to play with a minimum of design work. Many
of these are well written, providing a good mix of encounter
types and an interesting and enjoyable story line. Even the
best of these, however, requires some design effort before
it can be used in any particular campaign or with any particu-
lar group.
Only you, as the gamemaster, are familiar with your
campaign and your players. Only you can tell when an encounter from the scenario is likely to be interesting to your
players or when it will bore them to tears. Only you can tell
how it must be altered to fit your players' characters, their
ship, or the situation in which they find themselves. There-
fore, YOU must be the oneto alterthe design tofityour needs.
Don't worry about this job. Most of the time, the changes
will be obvious after you have read the adventure the first
time. Make notes about the changes in general, and then
flesh out the notes as you go along. Remember this: the
more you can make the published adventure seem to be a
natural part of your game, the betteryour players will like it.
It is a rare person who can be successful with a published
adventure after only one reading, and few can remember
enough of the adventure to use it after only two. One of the
hidden advantages of designing your own scenarios is that
you know them thoroughly!
PLANETSIDE ADVENTURING
Much of the action and adventure in STAR TREK takes
place on Class M planets, such as those investigated by the
USS Enterprise on it's five-year mission. Gamemasters will
want to create a steady stream of these strange new worlds
to explore, as well as new life and new civilizations to popu-
late them. Space, and its variety, is infinite; STAR TREK: The
Role-Playing Game should be a celebration of this variety.
These new worlds, new life-forms, and new civilizations
largely will be created by the gamemaster. Like the writers
who shaped the STAR TREK universe in the first place, he
will create planets, animals, and sentient races to suit his
campaign and to delight the players involved.
The first step is to determine the physical parameters of
the new world that is to be explored. The specifics about the
planet's position in the system, its gravity and size, its cli-
mate, and its mineral wealth all may be determined using
the Class M planet design system.
Next, the gamemaster must determine what type of life
exists. Class M planets are all capable of supporting life, and
the least hospitable Class M world will bear at least microorganisms. Gamemasters are encouraged to come up with
imaginative, sensible and playable life forms on their own.
The alien creature design system may be used to help a
gamemaster decide what the highest form of life on a new
planet is like, and if it is intelligent enough to qualify as a
thinking (sentient) being, and not an animal.
Finally, if the dominant creature is intelligent, it is necessary to determine the specifics of its civilization.
Even the most creative gamemaster needs a push in the
right direction and some guidance occasionally, and the capacity for players to surprise even the most prepared
gamemaster is legendary. For these times, simple systems
have been provided so that gamemasters can generate
quickly some of the important data about a yet-to-beexplored Class M planet and the life forms that might be
found there. The gamemaster can then take this basic data
and expand on it to flesh out the adventure.
STRANGE NEW WORLDS
Only Class M planets are covered by this system, be-
cause those are the planets that Star Fleet's exploration ships
are assigned to explore. Class M planets have a silicate and
water surface like that of Earth, an oxidizing atmosphere like
air, and geologic activity. They are planets capable of
sustaining most Federation species (carbonbased oxygen-
breathers) without major life-support equipment. Occasionally, ships call at other than Class M worlds, and some
successful colonies have even been established on these
worlds; but such worlds are selected for their strategic
location. Class M planets come in a wide variety, and they
all are not as hospital as Terra (Earth).
This system uses dice rolls to generate the planetary
data, but these dice rolls should be used only to spark a
gamemaster's imagination or to give a push in one direction
or another. The planets generated using this system, which
is purely random, may not conform to accepted scientific
principles. Gamemasters should feel free to pick and choose
data for planets, keeping in mind that the system provides
a guideline to the relative chances for each planetary attribute
and does not guarantee overall acceptability.
WORLD LOG
The World Log shown in the illustration should be used
to record the information about each world as it is created.
Permission is granted for players and gamemasters to photo-
copy this form for their personal use. The world design sys-
tem follows this log, with each step adding new information
5
to it. An example of this log has been provided, with all of
the information filled in for the world Spartal IV. After each
step in the process is explained in the text, the appropriate
information will be generated for this example; this informa-
tion is shown shaded in the text.
DESIGNING CLASS M PLANETS
Follow this procedure step-by-step, filling out the World
Log as each piece of information is generated.'
Number Of Class M Worlds Present
Roll percentile dice and consult the table below to determine if there are 1, 2, or 3 Class M planets in the system.
Four or more Class M worlds in one system would be extremely rare, but possible if the gamemaster chooses.
NUMBER OF CLASS M PLANETS IN SYSTEM
Dice
Roll
01-90
91-97
98-00
Number Of
Worlds
1
2
3
The percentile-dice roll for the number of worlds in the
Spartal star system is 55. This indicates that there is only 1
Class M planet in the Spartal system.
Position In System
Roll 1D10 to determine the number of the planet in the
system. It is usual to use Roman numerals to number the
planets outward from the star. If the system has more than
one Class M planet, roll the die the appropriate number of
times, re-rolling ties.
POSITION IN SYSTEM =1010
The 1D10 roll was 4, and so the planet will be Spartal
IV, the fourth planet in the system.
Number Of Satellites
Roll 1D10 to determine the number of natural satellites,
from 1 to 4. Roll percentile dice to see if the satellite is a
Class M itself. If the roll is 01, then this is the case; generate
its data just like a separate planet.
NUMBER
Die
Roll
1-3
4-6
7-8
9
10
OF SATELLITES
Number Of
Satellites
0
1
2
3
4
Planetary Gravity
Roll 1D10 to determine planetary gravity for the Class
M world. The gravity is determined by adding 5 to the die
roll and dividing the total by 10, without rounding the result.
This gives a resultant gravity of anywhere from 0.6 G to 1.5
G. (1G = Earth gravity.) Planets with greater or lesser gravity
than this do not qualify as Class M worlds.
When characters land on high-gravity worlds, those who
are not used to the added gravity should make fatigue END
rolls more often than normal because of the extra stress.
Skill Rolls likely would be required for delicate work by such
characters if they failed a Saving Roll against the average of
DEX and STR. When characters land on low-gravity worlds,
most
will
need
to
make
DEX
normal, but they may not become fatigued as quickly. In
Saving
either case, the longer a character is on the world, the less
Rolls
more
often
than
the gravity difference will affect him.
PLANETARY GRAVITY = (5+1D10) / 10
The gravity roll for Sparta! IV was 7, and so the gravity
is 1.2 G. (7 +
5=12;
12 / 10=
1.2).
Planetary Size
Planetary size is not often a factor in play, and so no
system for approximating size is provided. Assume that the
planet has a density identical to that of Earth, and so its
gravity would indicate its size relative to that of Earth. To do
this, multiply Earth's planetary size, given below, by the grav-
ity factor just rolled to get the size of the new Class M world.
EARTH PLANETARY SIZE
(approximate)
Diameter: 13,000 km (8,000 miles)
Equatorial Circumference: 40,000 km (25,000 miles)
Total Surface Area: 510,000,000 sq. km
1196,940,000 sq. miles)
The diameter of Spartal IV is 15,600 km
(13,000 x 1.2= 15,600), the circumference at the equator is
48,000 km (40,000 x 1.2 = 48,000), and the total surface area
i$ 612,000,000 sq. km (510,000,000 x 1.2 = 612,000,000).
Land Area
To determine the percent of the surface which is land,
as opposed to water, roll percentile dice. The roll indicates
the percent of surface land. A result of 01 means there is 1%
land surface, probably in the form of small islands. A result
of 00 means 100% land, probably as desert with almost no
free-standing water. To find the amount of land in square
kilometers, multiply the total surface area by the dice roll
and divide by 100.
PERCENT LAND AREA = 0100
The percentile dice roll gives 56. Thus, Spartal IV has
56% land and 44% water. The land area is about 343,000,000
sq. km (612,000,000 x56 / 100 = 343,000,000).
The 1D10 roll for the number of satellites is 4, which tells
us that Spartal IV has one natural satellite. A roll of 74 on
percentile dice indicates that the moon is uninhabitable.
6
Planetary Rotation
Planetary rotation time, in hours, is determined by rolling
2D10. Add the rolls together and add 14 to the sum. This
generates a time between 16 and 35 hours as the length of
one local day.
This tells nothing about the number of daylight hours,
merely the approximate number of hours between midnight
(or any other time) one day and the same time on the following day. To find out how many daylight hours, assume the
world is like earth. About half of the hours will be spent in
daylight, and half spent in night. Use the current season on
Earth as the season on the world; in winter, the night will
be longer and in summer it will be shorter than half the total
day. The length of the local day (or the number of hours of
daylight) could be important in some planetary scenarios.
LENGTH OF DAY - 14 + 2D10 HOURS
The 2D10 roll for Sparta I IV's planetary rotation period
is 7 and 5, for a total of 12. Adding 14, brings the total to 26
hours, the length of a local 'day' on Spartal IV.
Atmospheric Density
Both thin and thick atmospheres are breathable, but they
may cause fatigue over longer periods of time. If no special
measures are taken, such as Tri-Ox injections for thin atmospheres or breathing masks for thick atmospheres, all characters except Vulcans and Tellarites must make END Saving
Rolls every two hours. These Saving Rolls, and any others
necessary (such as for fatigue) will be made with a modifier
of -20 to the MAX OP END. Vulcans and Tellarites are used to
thin atmospheres and require no extra or modified saving
throws for thin or normal atmospheres.
To determine the atmospheric density of the planet,
whether it is normal (like that of Earth), thick, or thin, roll
1D10 and consult the following table.
ATMOSPHERIC DENSITY
Die
Roll
1-2
3-8
9-10
Atmospheric
Density
Thin
Terrestrial
Thick
The die roll for atmospheric density is a 10, which means
that Spartal IV has a thick atmosphere.
General Climate
To determine the planet's general climate, whether it is
temperate, tropical, desert, or arctic, roll percentile dice and
consult the following table. The climate is only a general
description. An arctic planet will have cool temperate zones,
and a tropical planet may have warm temperate areas.
Though Earth falls in the cool temperate range, it has climates
in all the classes on the table.
The gamemaster should not be bound to the die rolls in
this section, and random rolls here must be tempered with
common sense. For example, a planet with less than 5% land
area would be unlikely to qualify as a desert planet. The
gamemaster is strongly urged to use this table only as a
guideline that indicates a general direction. Feel free to substitute imagination for dice rolls at any time!
GENERAL CLIMATE
Die Roll
01-15
16-35
36-60
61-85
86-00
Climate
Desert
Tropical
Warm Temperate
Cool Temperate
Arctic
A percentile roll of 62 means that Spartal IV has a cool
temperate climate.
Mineral Content
The following optional system is used to determine the
mineral content of the planet. To eliminate the trouble of
mapping each individual vein of ore, percentile dice are used
to determine the percentage chance of finding a certain min-
eral in a given area.
Mineral content is divided into five categories: normal
metals (iron, copper, aluminum, etc.), special minerals
(pergium, topaline, ryetalyn and other STAR TREK inven-
(diamonds, rubies, flame gems, etc.), and industrial crystals
(dilithium, special silicates, etc.). For each category (or each
mineral, if the gamemaster needs that detail) roll percentile
dice, divide by two, round up, and subtract the modifier, if
any. This will give the likelihood of finding it in any given
area on the planet.
The modifiers show that some minerals are quite rare
(industrial crystals, special minerals), and some less so. If,
after subtracting the modifier, the number is zero or less, the
planet will not have the mineral type in question. Only one
type of special mineral or industrial crystal will be found on
any planet. The modifiers may be changed at the gamemaster's discretion, particularly if he wants to 'load' a particular
area with one or more minerals.
The general percentages generated in this way can be
determined by a ship's sensor scan from orbit. Such a survey
takes about 5 hours times the planetary gravity factor, which
modifies the roll to account for a small or large planetary
surface area. Round off the result to the nearest hour.
CHANCE FOR MINERALS = D100-2 FOR EACH TYPE
Mineral Type
Normal Metals
Radioactives
Gemstones
Industrial Crystals
Special Minerals
Modifier
0
-20
-30
-35
-40
The percentile dice roll for normal metals was 57; thui
Spartal IV has 29% chance for normal metals. The roll fo>
radioactives was 82, and the chance for radioactives is 21°/<
(82 -T- 2 = 41; 41 - 20 = 21). The roll for gemstones was 86
and the chance for gemstones is 13% (86 -r 2 = 43,
43 - 30= 13). The roll for industrial crystals is 95, and thi
chance for industrial crystals (dilithium in this case) is 13°A
(95 -s- 2 = 47.5, rounded up to 48; 48 - 35 = 13). The roll fo>
special minerals was 03%, and so there are none on tht
planet (3-5-2=1.5, rounded up to 2; 2 - 40 = - 38, or 0). Thh
scan takes 6 hours (5x 1.2 = 6) after the ship begins standarc
orbit.
Once the general percentage chance is determined, <
landing
party
with a professional-level
geologist
of at least 40 in Geology) may make closer scans with «
sciences tricorder. The gamemaster then makes a secret per
centile'dice roll against the generated percentage to see i
the area being surveyed actually contains the desired miner
als. If the roll is equal to or less than the base chance fo
that mineral, a deposit is present in the survey area. It i
possible, but not likely, that more than one mineral type wi
be abundant in a specific survey area.
It takes 10 hours for a landing party to check a squar
kilometer for mineral deposits. More than one party can b
used, proportionally reducing the time. (Two parties can d<
it in 5 hours, three in 31/3 hours and so forth.) Each part
must have at least one geologist with a sciences tricordei
7
(Skill
Ratine
Also, the parties must separate to be effective, which means
the groups likely will be too far away to help one another if
there is trouble.
At the end of the scan in an area, the geologist gains
the information he seeks. If no professional-level geologist
is present, the gamemaster must make a determination if
the characters in the landing party have the skill to notice
the mineral deposit. The gamemaster must also determine
how accessible the material will be.
NEW LIFE
The system presented here will help determine new life-
forms on the world being designed, whether or not they are
intelligent enough to be called thinking beings, what they
look like, and what their abilities are. Mammals predominate
to reflect the STAR TREK universe as seen in the TV series;
most dominant species on worlds visited by the USS Enter-prise were mammals. As information is developed, it should
be recorded in two places: on the Alien Creature Record and
on the Life And Civilization Log, described below.
ALIEN CREATURE RECORD
The Alien Creature Record provided at the end of this
book should be used to record the information generated
when creating alien creatures, whether they are animals or
thinking beings. The alien creature design system follows
the record form, with each step adding new information to
it. This record is shown in the illustration. Permission is
granted for players and gamemasters to photocopy this form
for reasonable personal use.
Dominant Life-Form
The major life forms of a new planet may be designed
using the procedure below, but only one is likely to dominate
the planet, just as Man dominates Earth. It will be the most
highly developed life form on the world. Representatives of
all groups will be in evidence on the planet as well, but none
of the groups above the dominant group will have much
importance. Thus, if the dominant form on a planet is an
amphibian, it is certain that there will be fish, insects and
mollusks, plants, and microorganisms on the planet; but any
reptiles, birds, or mammals native to that world are likely to
be relatively unimportant members of the food web.
The table below gives the chances for each group of
being the dominant life form; the term 'Special' includes
creatures made of pure energy, gas, crystalline material, or
anything else the gamemaster chooses.
The table also indicates if the dominant life form is a
thinking (sentient) creature, another alien race. If the domin-
ant life form is determined to be intelligent, it is possible
(though not likely, competition between species being what
it is) for another form on the planet to be intelligent as well,
just as dolphins may be intelligent on Earth. If the dominant
life form is merely an animal, likely with a well-developed
animal intelligence, there is little chance that another, more
intelligent (or thinking) race also inhabits the world.
To determine the type of life form that dominates the
world, roll percentile dice and consult the table below. The
'Percent Sentient' column indicates the chance for the dominant life form to be a thinking creature. After the life form type
has been determined, roll percentile dice again and compare
the roll to the table to see if the life form is an intelligent
race. If the roll is less than or equal to the Percent Sentient,
then the dominant life form is a race of thinking beings.
If the dominant species is determined to be intelligent,
make both rolls again to determine if the world has a second
intelligent form. First roll to find the life form type, and then
roll again to see if it is intelligent. If the second Percent Sen-
tient roll indicates intelligence, reroll. If the new Percent
Sentient roll indicates intelligence as well, there are two in-
telligent races on the world.
An example of this form has been provided, with all of
the information filled in for the F'lanari, the dominant form
for Spartal IV. After each step in the process is explained in
the text, the appropriate information will be generated for
this example. This information is shown shaded in the text
that follows.
DESIGNING ALIEN CREATURES
Follow this procedure step-by-step, filling out the Alien
Creature Record as each piece of information is generated.
This system does not use 'one from column A, one from
column B.' The table will develop a basic idea of what the
creature is like and its attributes. The rest is up to the
gamemaster to decide as he fleshes out the details. Create
all alien creatures, intelligent or not, by using the following
rules. If they are determined to be intelligent, build them into
an alien race using the information in the New Civilizations
section.
The dice rolls are meant as guidelines. Because they are
random, improbable creatures may result. Feel free to pick
and choose instead of rolling dice, particularly if you have
something specific in mind!
DETERMINING DOMINANT LIFE FORM
form
Dice
Roll
01-04
05-07
08-14
15-20
21-35
36-50
51-96
96-00
The
percentile
is 83,
indicating
Dominant
Life Form
Plants
Lower Animals
Insects/Arthropods
Birds/
Mammals
roll
that
Fish
Avians
Special
for
it is a
Spartal
mammal.A
Amphibians/Reptiles
dice
IV's
second
dominant
dice roll of 39 indicates that it is not sentient This should be
recordep on the Alien Creature Log.
Suppose that the dominant life form on Spartal IV had
been sentient, the dice would have been rolled again to see
if another race also existed, The roll of 48 indicates that the
second most important race is a bird or avian creature. The
Percent
Sentient
roll
is 05,
indicating
that
it
might
gent, but the confirming roll is 72, and so it is not.
8
Percent
Sentient
1%
0%
3%
5%
7%
7%
10%
90%
life
percentile
be
intelli-
Alien Attributes
Intelligent (sentient) alien creatures have 7 attributes just
like other player character or NPC races. If they are not sentient, however, alien creatures use only 3 standard attributes
(STR, END and DEX) and one special attribute indicating its
level of animal intelligence, or mentation; this special attribute is called the mentation rating (MENT), as described
below. Non-intelligent alien creatures normally have no CHA,
LUC, or PSI scores, though this may not hold for special cases.
A race may have a PSI rating, and an individual pet might
even be said to have a CHA score, if it is intelligent enough
to be persuasive in some manner.
Attribute Scores For STR, END, and DEX
For alien creatures of all types, STR, END, and initial DEX
scores are determined by the table below, as well as the
damage they do in unarmed combat or any natural armor
protection they may have. These scores are determined by
the creature's size and its type. For plants and special creatures, the gamemaster is on his own.
It is recommended that the gamemaster design most
sentient races to be small, medium, or large in size. As with
the other creation systems, the information designed here
may be used or not as the gamemaster sees fit.
To use the table for the dominant race, find the creature
type in the left-hand column and its size in the top row. To
use the table for other animals, roll percentile dice two times.
The first roll tells which type the creature is, and the second
roll tells what its size is. Cross-index the creature type in the
left hand column and the size in the right-hand column; the
numbers in the box indicate the dice rolls necessary to find
the attributes for the race.
The top number tells what dice to roll to find the average
STR for the race; this dice roll should be made now. It gives
a number that represents the STR of an average, healthy
individual; any one of the creatures may have a higher or
lower STR score, just as player character scores are higher
or lower than average.
The second number tells what dice to roll to find the
average END score for the race; this dice roll should be made
now. Like the STR score, the roll gives a number that represents the END of an average, healthy individual.
The third number tells what dice to roll to find the initial
DEX for the race; this dice roll should be made now. It, too,
gives a number that represents the initial DEX of an average,
healthy individual. This initial DEX will be modified later for
the creature's feeding habits.
The fourth number tells what dice to roll every time the
creature does damage in unarmed combat. This roll is made
only in combat after a successful hit, and is not made at this
time. This roll will be modified by the creature's Skill Rating
in Unarmed Personal Combat, which is determined below.
The fifth number, if any, gives the dice roll to find the
value of the creature's natural armor protection. This roll
should be made at this time.
After the dice rolls are determined, roll the dice as indicated, and record the STR score, the END score, the initial DEX
score, and the armor score on the Alien Creation Record.
AMORPHOUS
01-05
INSECT
0&-20
FISH
21-35
AMPHIBIAN
36-50
REPTILE
51-65
BIRD
66-75
MAMMAL
76-95
STR
Roll
END
Roll
OEXRoll
Armor Roll
Damage Roll
STR
Roll
END Roll
DEXRoll
Armor Roll
Damage Roll
STR
Roll
END
Roll
DEXRoll
Armor Roll
Damage Roll
STR
Roll
END
Roll
DEXRoll
Armor Roll
Damage Roll
STR
Roll
END
Roll
DEXRoll
Armor Roll
Damage Roll
STR
Roll
END Roll
DEXRoll
Armor Roll
Damage Roll
STR
Roll
END
Roll
DEXRoll
Armor Roll
Damage Roll
ALIEN ATTRIBUTE GENERATION TABLE
SIZE (ROLL DIOO)
TINY SMALL SMALL MEIDUM LARGE
01-03
D10
2D10
D100
—
D10-3
2D10
2D10
4D10
+ 65
—
D10-3
D10
2D10
4D10+40
—
D10-3
D10
D10
D100
+ 60
D10-8
D10-3
D104-2
D10
3D10
+ 35
—
D10-3
D10
D10-2
+ 40
3D10
—
D10-3
D10
D10
3D10+10
—
D10-3
VERY
04-15
D10
+ 8
4D10+1Q
D100
D10-5
D10-3
4D10
+ 10
4D10
+ 10
4D10
+ 60
D10-5
D10
2D10
+ 5
3D10
+ 15
3D10
+ 40
D10-5
D10-3
2D10
+ 5
2D10
+ 5
D100
+ 40
D10-7
D10-3
3D10
2D10
+ 5
3D10+30
—
D10-3
D10
+ 8
2D10
+ 35
3D10
—
D10-3
2D10+5
2D10
+ 5
3D10+20
—
D10-3
16-36
3D10
+ 5
4D10
+ 40
D100
D10
D10
4D10
+ 40
4D10
+ 40
4D10
+ 55
D10
D10 + 3
3D10+10
3D10
+ 40
3D10+35
D10
D10
3D10+10
3D10
+ 10
D100
+ 30
D10-6
D10
3D10+15
3D10
+ 10
3D10
+ 30
D10-5
D10
3D10
+ 5
2D10
+ 5
3D10
+ 35
—
D10
3D10
+ 10
3D10
+ 10
3D10
+ 25
—
D10
37-64
3D10
+ 20
4D104-80
D100
D100-4
D10
4D10
+ 80
4D10
+ 80
4D10
+ 50
D10 + 5
2D10
3D10+30
3D10+70
3D10
+ 30
D10 + 5
D10
+ 3
3D10
+ 30
3D10
+ 30
4D10
+ 30
D10-5
D10
+ 3
3D10
+ 40
3D10
+ 30
3010+30
B.10
D10 + 3
3D10
+ 20
2D10
+ 15
3D10
+ 35
—
D10
3D10-f30
3D10
+ 30
3D10+30
D10-5
D10
+ 3
65-85
3D10+45
4D10 + 125
D100
D100-4
D10 + 3
4D10
+ 125
4D10
+ 125
4D10
+ 35
D10-f15
3D10
3D10
+
60
3D10 + 115
3D10 + 25
D10+10
2D10
3D10
+ 60
3D10
+ 60
4D10
+ 20
D10-4
2D10
4D10
+ 70
3D10
+ 60
3D10+20
D10 + 5
2D10
3D10
+ 45
2D10
+ 35
3D10
+ 30
—
D10 + 3
3D10
+ 60
3D10
+ 60
3D10
+ 20
D10
2D10
VERY
LARGE
86-97
3D10
+ 70
4D10+170
D100
D100-2
2D10
4D10+170
4D10-M70
3D10
+ 30
D10 + 25
4D10
3D10+90
4D10+160
3D10+20
D10 + 15
2D10
+ 3
3D10
+ 90
3D10
+ 90
4D10+15
D10-3
D10 + 15
4D10+100 3D10+90
3D10
+ 5
D10 + 10
2D10
+ 3
3D10
+ 70
3D10
+ 50
3D10
+ 25
D10-9
2D10
3D10
+ 90
3D10
+ 90
D10 + 5
D10+5
2D10
+ 3
HUGE
98-00
D100
+ 80
D100
+ 225
D100
D100-2
3D10
D100
+ 225
D100 + 225
3D10+15
D10 + 35
5D10
D100+100
D100+175
3D10+15
D10 + 20
3D10
D100+100
D100+100
4D10
+ 5
D10-2
3D10
D100+140
D100
+ 100
3D10-5
D10 + 15
4D10
D100
+ 80
D100
+ 60
3D10
+ 20
D10
3D10
D100+100
D100+100
3D10-5
D10-I-10
3D10
9
For the F'lanari, the dominant race on Spartal IV, the
creature type is mammal and its size is large. Cross-indexing
for a large mammal gives the following rolls: 3D10 + 60 for
STR, 3D10 + 60 for END, 3D10 + 20 for DEX, 2D10 for damage,
and D10 for armor.
The STR roll of 3, 5, and 7 give a total of 15; adding 60
gives an average STR of 75. The END rolls of 7, 5, and 10 give
a total of 22; adding 60 gives and average END of 82. The
initial DEX rolls of 9, 6, and 9 give a total of 23; adding 20
gives a score of 44, which will be modified by its feeding
habits. The base damage that the creature does is 2D10; this
will be modified by the creature's feeding habits. The D10
roll for the creature's natural armor is 5, and so the animal's
tough hide gives it some protection.
Attribute Scores For INT, LUC, And PSI
These traits are created only for sentient alien races.
Those new aliens that are not thinking creatures will have a
MENT score instead. These attributes should probably center
around a percentile die roll, just as humans and other known
sentient races do in STAR TREK: The Role Playing Game.
Die modifiers similar to those used for the known player and
non-player races should be developed for each new race as
well. Gamemasters are left to their own discretion here, but
care should be taken to maintain game balance. Gamemas-
ters should be EXTREMELY reluctant to create a race that is
more lucky than Humans or more psionically gifted than
Vulcans, without handicapping them in some compensating
way. Make the appropriate dice rolls for INT, LUC, and PSI and
record them on the Alien Creation Record.
INT, LUC, PSI Scores: D100 + Modifier
MENT Scores For Alien Animals
A non-intelligent alien creature still has some animal
intelligence. At the lowest level, the animal reacts to its en-
vironment, but little more; such creatures have a Mentation
level of Reactant. One step up the scale are creatures of Low
Animal Intelligence; these creatures react to their basic needs
for food, shelter, and perhaps defense, but do little else. One
more step up the scale are creatures of Medium Animal In-
telligence; these creatures have basic animal cunning and
are capable of being trained. The fourth step includes crea-
tures of High Animal Intelligence; these creatures have the
ability to solve rudimentary problems, may have a moder-
ately complex social order, are capable of loyalty, learn from
their past mistakes, and can be trained with ease. At the top
of the scale are creatures with Very High Animal Intelligence,
perhaps bordering on true intellect; these creatures have the
ability to solve more-complex problems, can learn, and are
capable of basic communication with man.
The table below gives these various mentation levels
and
examples
form, roll 1D10, consult the table, and record the information
on the Alien Creation Record.
Die Roll
1
2-3
4-6
7-9
10
for
each.
To
find
the
initial
MENT
for a new
MENTATION LEVELS FOR ALIEN ANIMALS
Mentation
Reactant
Low Animal Intelligence
Medium Animal Intelligence
High Animal Intelligence
Very High Animal Intelligence
Level
(MENT)
Examples From Earth
Mosquito, earthworm,
clamjellyfish
Rabbit, chicken, snake,
goldfish,
Rat, hawk, crocodile,
bass
Wolf, whale
Chimpanzee, gorilla,
perhaps dolphin
ant
life
The F'lanari of Spartal IV are not intelligent, and so they
must have a MENT score. The 1D10 roll was 9, and so their
initial
MENT
rating
is
'High
Animal
Intelligence/
modified by the feeding habits, as described below.
Modifiers For Feeding Habits
The creature's form and size determines its basic DEX,
but this is modified by the type of food it eats. Animals that
eat meat (carnivores) are assumed to be more agile, on the
whole, than animals that eat only plants (herbivores), though
this clearly is not always the case. Animals that eat both
meat and plants (omnivores) are assumed to be somewhere
in the middle. Therefore the creature's initial DEX score, determined earlier, is modified by its feeding habits.
Furthermore, carnivores are assumed to be more intelligent than herbivores, and omnivores are assumed to be more
intelligent
creatures must be modified as indicated below.
each new life form, the gamemaster should determine its
feeding habits, either by choosing it or by rolling 1D10 and
consulting the left-hand column. Then the gamemaster must
than
carnivores.
The table below shows the three types of creatures. For
Thus,
the
MENT
scores
read across, consult the table below, and apply the modifiers
to the creature's initial DEX and MENT scores. Then the modified
DEX
and
MENT
scores
Creation Record.
MODIFIERS FOR
Die
Roll
1-4
5-6
7-10
should
Feeding
Habits
Carnivore
Omnivore
Herbivore
be
recorded
FEEDING HABITS
DEX
Modifier
+ 20
+ 10
0
A 1D10 roll of 3 indicates that the F'lanari of Sparta IV
are to be carnivores, and so the DEX modifier is + 20. Adding
this modifier to the initial DEX score of 44 gives a modified
average
DEX
of 64. The
initial
MENT
value
of 9 is
+1, making It a 10; thus, the creature's MENT is raised to
Very High Animal Intelligence.'
Tactical Movement And Combat Statistics
The creature's action points (AP) are determined as fol-
lows. Divide the modified DEX by 10 and round down. Roll
1D10, divide by 2, and round down again; add this to the
first number to give the initial AP. To compensate for the
greater agility of meat-eaters, herbivores are assumed to
move more quickly (over short distances) than carnivores or
omnivores in order to escape from being eaten; their AP
score is modified by +2 to reflect this.
Carnivores, because they must kill their prey before they
eat it, are assumed to have a higher Skill Rating in UnarmedCombat and to give more damage than omnivores. Herbi-
vores, because they eat relatively defenseless plants, are
assumed to have a lower Skill Rating in unarmed combat
and to give less damage than omnivores. The table below
gives the rolls necessary for establishing the creature's Skill
Rating and the modifiers to the damage that they give. To
find the Skill Rating, roll percentile dice, divide by 2, and
round down; this gives base Skill Ratings between 1 and 50.
The feeding habits modify this roll, so that carnivores have
ratings between 41 and 90 and omnivores have ratings be-
tween 21 and 70.
The average To-Hit Number for unarmed combat is de-
termined by adding the creature's average modified DEX to
its Skill Rating in Unarmed Combat. Divide this total by 2 to
give the average To-Hit Number for the race. This number,
which should be calculated now, represents the ability of an
average, healthy individual; any given individual may have
a greater To-Hit Number or a lesser To-Hit Number, at the
gamemaster's option.
10
This
for
on the
MENT
Modifier
+ 1
+ 2
modified
will
these
Alien
be
by
The base damage is determined by the Alien Attribute
Table. This is modified by the creature's Skill Rating in Un-
armed Personal Combat. To find the modifier, divide the Skill
Rating by 10, round down, and add any modifiers because
of feeding habits from the table below. This gives modifiers
between 5 and 10 for carnivores, between 2 and 7 for omnivores, and between 0 and 4 for herbivores. This means that
every time the creature scores a successful hit in unarmed
combat, the damage given is the dice roll from the AlienAttribute Table plus the modifier determined from the table
below.
Once the AP score, Skill Rating in unarmed combat, To-Hit
Number, and damage are determined, record them on the
Alien Creation Record.
TACTICAL MOVEMENT AND COMBAT STATISTICS
Feeding
Habits
Carnivore
Omnivore
Herbivore
AP
Score
DEX-^ 10+D10-H2
DEX-^ 10 + D10 + 2
DEXH-
10 +
010-^2
+ 2
Combat
Skill Rating
40 + D100-2
20 + 0100-^-2
D100-2
Damage
Modifier
Skill Rating -MO + 1
Skill Rating -MO
Skill Rating + 10-1
The F'lanari have a modified DEX of 64; .dividing this by
10 gives 6.4, rounded down gives 6. The 1D10 roll for their
AP score is 9; dividing this by 2 gives 4.5, rounded down
gives 4. They are carnivores, and so there is no modifier,
and so their AP score is 6+4, or 10.
The percentile roll for their Skill Rating in Unarmed Com-
bat is 89; dividing this by 2 gives 44.5, rounded down is 44.
After adding the modifier of +40 because they are carni-
vores, their Skill Rating is 84.
The F'lanari have an average DEX of 64 and a combat
Skill Rating of 84. Adding these together gives 148; dividing
by 2 gives 74. This means that their average To-Hit Number
is 74, and they hit 74% of the time in unarmed combat.
The F'lanari give a base damage of 2D10 in unarmed
combat because of their high sr/?. This is modified for their
skill in unarmed combat To find this modifier, divide their
Skill Rating of 84 by 10, giving 8.4; round down to give 8.
Because they are carnivores, there is an additional modifier
of +1, bringing the total Damage Modifier to 9, Adding this
to the creature's base damage makes the damage 2D10 + 9.
Fleshing Out The Numbers
The Alien Character Record shows all of the numbers
that define a new life form. Just as a Character Sheet only
gives the skeleton of a player character, the Alien CharacterRecord only gives the skeleton of the race just created. The
gamemaster must look at the numbers and turn them into
a flesh-and-blood (in most cases) creature. There are no real
guidelines for this, but there are a number of questions that
the gamemaster can answerfor himself to help this process.
1. Where does the creature live? In trees, in the air, in
water, on the ground?
2. How does the creature move? The answer to this question depends on its DEX score, its AP score, and on where
it lives. For example, if the creature lives on the ground,
does it walk on 2 legs, 3 legs, 4 legs, or more, or slither
on its belly?
3. What does it eat? The answer to this depends on its
feeding habits and its skill in unarmed combat, which can
be used as a measure of its hunting ability.
4. How does it get its food? The answer to this depends
on its STR, INT or MENT, its DEX, its feeding habits, and its
skill in unarmed combat. The answer to this, coupled with
the creature's type, size, and END may give a hint about
the shape of its body.
5. What does its skin look like? The answer to this can
be used to explain its armor protection.
6. How does it do its damage? With teeth, claws, tail,
arms, or sting? The answer to this depends on what type
of creature it is. It also can be used to explain how much
damage the creature does.
When these questions (and others that the gamemaster
surely will think of) are answered, write the information about
the creature on the Alien Creation Record as shown in the
illustration.
Now we can flesh out the F'lanari's description a bit.
Obviously, we are dealing with a very dangerous animal here
- both strong and fast. We picture it as an animal that stands
upright on 2 legs, one that is not quite a thinking animal, but
at least as intelligent as one of the great apes of Earth.
The F'lanari stand about 8 feet tall, with a well-muscled
but sleek body, with golden brown fur. It resembles the Earth
legends ofBigfoot or the Abominable Snowman, but is much
more slim and agile. It probably has the DEX and AP to be a
natural climber, and so it probably lives in mountainous ter-
rain. It scrambles up and down sheer cliffs deftly, attacking
any prey it can find.
We will say that the F'lanari are highly territorial and
mate for life, forming no group larger than an individual
family. Young are run out by the jealous parents as soon as
they can fend for themselves. These things have a nasty
temper!
Given another million years or so, these creatures might
develop enough intelligence to be called truly intelligent. For
now, they are merely dangerous, violent beasts.
The completed Alien Creation Record for this creature
is shown to give you the idea on how to write one up.
Combining this information with the World Log for Spartal IV, we come up with the following background. TheAndorian military survey party that discovered Sparta/ IV and the
creatures named them 'F'lanari.' In the Andorian language,
this means 'golden death-bringers,'referring to an old Andorian legend about berserk warriors created from gold by a
mad magician.
The F'lanari now are protected by the Federatioh until
ecologists settle on a way to get at the valuable deposits in
the mountains without being forced to exterminate the fierce
F'lanarilor lose miners to their deadly attacks.
ATTRIBUTE SCORES FOR INDIVIDUAL ALIENS
When generating values from the Alien Attribute Creation Table, a single number results, representing an average,
healthy individual of the race. For the sake of play balance,
individual members of the race should not vary by more
than 25 points to either side of the number generated by the
animal creation system.
For any individual's attribute, first determine if the attri-
bute is greater than average or less than average. Roll !D10;
Ion a roll of 1 - 5, the attribute score will be less than average,
and on a roll of 6 - 10 the attribute score will be greater
than average.
11
Then determine if how much difference there is between
the individual's attribute score and the average. For average
attribute scores of 50 or lower, roll 1D10; for attribute scores
of 51 or more, roll percentile dice and divide by 2. Add the
number determined in this way to the average score if the
individual's attribute score is to be greater than average.
Subtract the number from the average attribute score if the
individual's score is to be less than average.
NEW CIVILIZATIONS
The basic technological achievement of an intelligent
race can be described by an overall assessment of the race's
development in engineering and the hard sciences. Similarly,
the social, economic, and political achievement of a civiliza-
tion can be described by stating its development in social
sciences and its basic attitude toward cooperation between
individuals that shapes its specific government forms. In this
game, these assessments are numerical indices called the
technological index and the sociopolitical index, respectively.
In the system following, a 1D10 roll is used, with modifiers, to generate the six numbers that make up the
Technological Index and the two numbers that make up the
Sociopolitical Index. If the die rolls are too high, roll several
times for each roll required, using the lowest number rolled.
To parallel the system for generating attributes, a system is
given below that will generate indices based on Human civilization in STAR TREK's time, except the index for psionics,
which is based on Vulcan civilization.
This system uses dice rolls to generate the data and no
system of random generation is even a fraction as good as
the intelligent use of the human imagination. These dice rolls
should be used only to spark a gamemaster's imagination
or to give a push in one direction or another. The planets
generated using this system, which is purely random, may
not end up as being reasonable. Gamemasters should keep
in mind that the system provides a guideline to the relative
chances for each civilization attribute and does not guarantee
overall acceptability.
Gamemasters should not be bound by this dice rolling
procedure, but should feel free to throw out any results that
make no sense given the physical type of the alien race or
the campaign situation desired. Gamemasters should be re-
luctant to introduce many races that exceed the Federation's
capability and extremely reluctant to introduce a race that
exceeds the Federation's capability in more than one area.
LIFE AND CIVILIZATION LOG
The Life And Civilization Log is used to record the impor-
tant information about a world where there is some civiliza-
tion. Usually, it will not be used for worlds without intelligent,
thinking, dominant life forms. The log has two parts. One of
these summarizes the important aspects about the world's
dominant life form. The other gives the important informa-
tion about the life form's civilization. In the illustration, the
shaded portion is filled in from the Alien Creation Record for
the dominant life form.
The civilization creation system follows the unshaded
part of this log, with each step adding new information to
the it. An example of this log has been provided, with all of
the information filled in for the civilization of Phoebus III.
After each step in the process is explained in the text, the
appropriate information will be generated forthis example.
THE TECHNOLOGICAL INDEX
The technological index is composed of 6 numbers that
range from 0 to 9, one for each area. Zero indicates no notice-
able development and 9 indicates the highest level of de-
velopment known at the time the Federation adopted the
system; intermediate levels have proportional development.
If a civilization has gone beyond the Federation in some
respect, it is given a letter value instead of a number, begin-
ning with A, which would correspond to a value of 10, and
so on. Alphabetic designations are defined by the Federation
Science Council as they are needed; a recent addition, they
are rare and have been used only for psionically advanced
races such as the Metrons and the Organians.
Technological Index Classifications
The classifications in the technological index, then, is a
six-place series of numbers and letters, with the places represented in the following order: space sciences, physical sciences, engineering, planetary sciences, life/medical sciences,
and psionics. For each area, the various numbers (or letters)
represent breakthroughs that have a major effect on a cul-
ture's development. These breakthroughs do not proceed
equally in all areas of achievement. Thus, where a race may
be highly advanced in life sciences, it may still know very
little about physics or engineering.
For example, the designation for Terra (Earth) in STAR
TREK's time is 999994. In STAR TREK's time, Terra is on the
verge of gaining a rating of "A" in life sciences, due to widespread experimentation in large-scale organ regeneration. A
major breakthrough would make Earth the most advanced
Federation member-planet in this regard.
The accompanying table gives brief descriptions for the
divisions in the technological index for each classification,
along with some representative accomplishments at each
level.
Creating The Space Science Index
Generate the space science index by rolling 1D10. Sub-
tract 4, making all negative results 0. This will give space
science indices of 0 to 6. Space science indices above 6 are
possible only if the gamemaster chooses that a culture will
be capable of interstellar travel.
No interstellar-capable race should be generated as the
result of random rolls. The addition of another spacefaring
race to the STAR TREK universe should be considered carefully by a gamemaster, keeping in mind its effects on his
campaign and on the players in it. Such a step should never
occur because of a series of die rolls.
After it has been created, record the space science index
on the Life And Civilization LOQ in the space provided.
The 1D10 roll for the space science index of Phoebus III
is 9. Subtracting 4 gives 5, indicating that the people of
Phoebus III are constructing space craft for'unmanned space
probes and artificial satellites, and that they are gathering
data from the far reaches of the galaxy with their radio tele-
scopes.
12
Rating
0
1
2
3
4
5
6
7
8
9
Rating
0
1
2
3
4
5
6
7
8
9
Space Sciences Index
No accomplishment
Star recognition; constellations; basic astronomy
and navigation
Recognition of other planetary bodies
Solarsystem mechanics; planetary motion
Relativity; celestial mechanics; stellar evolution
Basic astronautics; unmanned space probes;
Portable medical scanners; cloning
Propoplaser surgery; major nerve regeneration
9
Rating
No accomplishment
0
1
Psi activity largely unrecognized or unknown
Psi activity recognized, but only rare cases;
2
no understanding
Psi activity documented in selected individuals;
3
no understanding
Psi activity widely recognized; rudimentary
4
understanding of use
Psionics measured in many; basic psionic
5
theory understood
Psionics seen as conservable resource; wide-
6
spread psionic research
7
Rudimentary training provided to psionically-
gifted individuals
Psionics cultivated in all; widespread basic
8
training provided
9
Widespread acceptance and use; extensive
psionictraining provided
Accomplishment
Psionics Index
Accomplishment
Creating The Physical Science Index
Generate the physical science index by rolling 1D10. Sub-
tract 2, making any negative numbers 0. This gives physical
science indices between 0 and 8. Spacefaring races probably
have physical science indices of 9 or more. After it has been
created, record the physical science index on the Life And
Civilization Log in the space provided.
The 1D10 roll for the physical science index of Phoebus
III is 8. Subtracting 2 gives 6r indicating that the people of
Phoebus III routinely use x-rays, radio theory, the atomic
theory, and organic chemistry. Furthermore, they understand
and use microwaves, electron microscopes, and rudimentary
atomic fusion.
Creating The Engineering Index
Generate the engineering index by rolling 1D10. Modify
this base number according to the physical science index,
choosing the modifier from the table below. After it has been
created, record the engineering index on the Life And Civili-
zation Log in the space provided.
ENGINEERING INDEX MODIFIERS
Physical Science Engineering Index
Index Modifier
0or1
-2
2or3 -1
4or5 0
6or7 +1
8or9 +2
Aormore +3
The 1D10 roll for Phoebus Ill's engineering index is 6.
The table shows that there is a +1 modifier for its physical
science index of 6. This brings the engineering index of 7,
which means that the people on Phoebus III routinely use
microctrcuitry and computers.
13
Creating The Planetary Science Index
Generate the planetary science index by rolling 1D10.
Apply a modifier from the table below, based on the physical
science index. After it has been created, record the planetary
science index on the Life And Civilization Log in the space
provided.
PLANETARY SCIENCE INDEX MODIFIERS
Ph ysical Science Planetary Science
Index Index Modifier
0or1
-2
2or3 -1
4or5 0
6or7 +1
8or9 +2
Aormore +3
The 1D10 roll for Phoebus Ill's planetary science
index is 4. The table gives a modifier of + 1 for its physical science index of 6. This brings the planetary science
index to 5, which means that the people on Phoebus III
routinely predict earthquakes and the weather, and are
beginning to modify the weather to suit themselves.
Creating The Life/Medical Science Index
Generate the life/medical science index by rolling 1D10.
Apply a modifier from the table below, based on the engineering index. After it has been created, record the life/
medical science index on the Life And Civilization Log in the
space provided.
Apply a modifier from the table below, based on the engineering index. After it has been created, record the life/
medical science index on the Life And Civilization Log in the
space provided.
LIFE/MEDICAL SCIENCE INDEX MODIFIERS
Engineering Life Science Index
Index Modifier
0or1
-2
2or3 -1
4or5 0
6or7 +1
8or9 +2
A or more +3
The 1D10 roll for Phoebus Ill's life/medical science index
is 5. The table shows that there is a modifier of + 1 for its
engineering index of 5. This,makes the life/medical science
Index 6 which means that the people of Phoebus III are,
constructing artificial limbs and organs, and they are initiat-
ing gene and DNA research.
Creating The Psionics Index
Generate the psionics index by rolling 1D10 and subtracting 3. Apply a modifier from the table below, based on the
life sciences index. Make all negative numbers 0. After it has
been created, record the psionics index on the Life And Civili-
zation Log in the space provided.
PSIONICS INDEX MODIFIERS
Life Sciences
Psionics
Index Modifier
0or1 -2
2or3 -1
4or5 0
6or7 +1
8or9 +2
Aormore +3
The 1D10 roll for Phoebus Ill's psionics index is 2, The
table gives a modifier of +1 fonts life/medical sciences index
of 6. This makes the psionics index 3, which means that
although psi activity has been documented in the people of
Phoebus ///, no real understanding of the phenomenon exists.
THE SOCIOPOLITICAL INDEX
The Sociopolitical Index is a two-digit indexthat contains
values from 0 to 9. The first digit in this index is a measure
of the culture's achievement in social science. The second
digit is an indication of the culture's attitude toward cooperation.
When listed along with the Technological Index, the
Sociopolitical Index follows it, with the two separated by a
hyphen.
Social Science Index Classifications
The social science index, like the hard sciences indices
within the technological index, is a linear progression in
which 0 indicates no achievement and 9 indicatesthe greatest
achievement known to the Federation at the time the index
was determined. The table below gives the divisions of the
index and examples for each division.
SOCIAL SCIENCE INDEX CLASSIFICATIONS
Rating
No accomplishment
0
1
Recognition of formal leadership
2
Development of religion;
Accomplishment
specialization in professions
3
Development of social classes; symbolic economics
4
Basic socioeconomic theory
Basic psychology of own race
5
Psychoanalysis; behavior modification
6
7
Large-scale social planning
8
Elimination of racial, cultural, or sexual prejudice
Psychological theories and principles
9
about alien races
Creating The Social Science Index
To create the social science index, roll 1D10 and subtract
3. Apply a modifier from the table below, based on the space
science index, making all negative numbers 0. This will give
a social science index between 0 and 7 for non-spacefaring
races, and higher indices for races who probably have had
contact with other spacefaring races. After it has been
created, record the social science index on the Life And Civili-zation Log in the space provided.
SOCIAL SCIENCE INDEX MODIFIERS
Space Science Social Science
Index Index Modifier
0 through 4 0
5or6 +1
7or8 +2
9 or above +3
The 1D10 roll for Phoebus Ill's social science index is 6.
The table indicates a modifier of +1 for the space science
index of 5. This makes the social science index 7, which
means that although the people of Phoebus III have eliminated prejudice to some extent, racial, cultural, and sexual
prejudice still exists. The governments of Phoebus III are
engaged in widespread social planning.
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