| In creating a translation from the original Prime Directive to Hero, I have made a few changes to the Hero methods to accomplish the transition. This was originally for 4th Ed. but should carry over to 5th Ed. with little problem. |
Statistics
Prime
Directive 1st. Ed. Utilized Several statistics:
| Abbr. | Name | Hero Analog |
| STR | Strength | Strength |
| ACC | Accuracy | Dexterity |
| SPD | Speed | Speed |
| LDR | Leadership | Presene |
| LGC | Logic | Intelligence |
| INT | Intuition | None |
| DIS | Discipline | Ego |
| TEC | Technical | None |
| GKN | General Knowledge | None |
| PER | Perception | None |
| LDC | Leathal Damage Capacity | Body |
| SDC | Stun Damage Capacity | Stun |
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LDC and SDC are figured stats based off of STR and DIS. LDC
= 2x STR STR also doubled as the same effect as Constitution in Hero. INTution was created solely to have something that Vulcans were bad add, based on the original series. INTution based skills were things such as Gambling, Art, Bribery, Fast Talk, and Evaluation. I have decided to eliminate the statistic altogether, and move these skills to Presence where they belong. PER is part of Intelligence in Hero, and those races with higher than average Perceptions will get a bonus to their Perception Rolls. GKN is another orphan statistic, that in effect is a bonus to Knowledge Skills. This will be eliminated. TEC will survive as a class of skills. All forms of Systems Operations, High Tech Weapons Smith, Electronics and Mechanics fall under this catagory. See TEC Skills below for more information. |
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Fast
Talk Fast Talk allows the player to dupe an unwary victim into a state of confusion or to believe something that he world normally realize is false. Presence Based, 3 pts., +1 to roll for 2 points. Evaluation Systems
Operations To be proficient as using a system in difficult circumstances (say, transporting someone through an ion storm), and to get the full roll to repair or drastically alter the system (turning your communicator into a sonic weapon), the player must purchase a familiarity with the system. Each System Familiarity (SysFam) costs 1 point. +1 to roll for that particular system for each +1 point. |
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Psionics The Player may utilize a Multipower to purchace their mental powers. All Psionics must be approved by the GM. We will not use the paths from the Federation Souce Book, as some of those powers seem silly, and it is obvious the the PC's won't choose certian paths anyway. Non-Vulcan Psionics will have no point penalty of any kind. Psionics characters must have an Ego Based Skill Roll to use their powers, however, cost to increase this roll is 1 point per +1, and the limitation of the skill roll is -1 (this is due to the high cost of effective mental powers). |
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Professional
and Heroic Reputations |
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Rank
and Seniority A character's Rank is expressed with a Perk of 1-5 that corresponds with the Professional Reputation rating listed on p. 25. As noted, this Perk would cost -1 point for a non-Prime Team Member (i.e. a normal Lt. Commander would have a Rank Perk of 4) reflecting the prestige associated with being on a Prime Team. The Rank Perk is a "freebie" Perk that does not count against the Character's total points. It increases as Rank increases. Players will gain Seniority at a rate of 1 point/3 points of experience, (plus any GM Seniority Awards. Advancement will come when the character reaches the seniority needed for the next level as outlined on p. 100. The player will roll 1d6 against their Rank (i.e. Rank Perk of 3 would be a 3- roll). If the roll succedes, the character is promoted. If it fails, the character must wait until they earn 10% of the seniority needed for their current Rank (1,3,5, or 7). |
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Range
Types |