|In creating a translation from the original Prime Directive to Hero 4th Ediition, I have made a few changes to the Hero methods to accomplish the transition.|
Prime Directive 1st. Ed. Utilized Several statistics:
|LDR||Leadership||Presence + Key Skills|
|INT||Intuition||Presence + Key Skills|
|GKN||General Knowledge||Knowledge Skills|
|LDC||Lethal Damage Capacity||Body|
|SDC||Stun Damage Capacity||Stun|
LDC and SDC are figured stats based from STR and DIS.
LDC = 2x STR|
SDC = STR+DIS 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 category. See TEC Skills below for more information.
Fast Talk does not appear in Hero, and Persuasion already appears under leadership. However, Fast Talk is an easy enough skill to describe, so it will be included: Fast Talk allows the player to dupe an unwary victim into a state of confusion or to believe something that he would normally realize is false. Presence Based, 3 pts., +1 to roll for 2 points.
Evaluation is a PRE based skill that lets the character make a deduction about another character’s skills, abilities, or intent. Think of it as Deduction for People things. Used by Drill Instructors, and Teachers.
Systems Operations is too general for all the many systems one can specialize in, in the Prime Directive Setting. As a result, Systems Operations is different. Basic Systems Operations is a 3-point skill for an 11-, 2 points for each +1 to the roll. It is effectively a new character Stat. This General Systems Operations gives characters the basic ability to run systems on which they are familiar (let’s face it, these high-tech systems will be run by intuitive computers after all). Thus, anyone can give basic orders to the systems. This skill replaces Console Ops. in Prime Directive. 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.
List of Systems Types
- Cloaking Device
- Communications Systems
- Computer Systems (Hardware, Computer Programming is different)
- Damage Control
- Impulse Drive Systems
- Life Support Systems
- Medical Systems
- Power Generation Systems
- Sensor Systems
- Shield Systems
- Ships Weapon Systems
- Transporter Systems
- Warp Drive Systems
TEC Skills are those skills that fall under the Technical Skills category in Prime Directive. These include Intelligence based skills such as Computer Programming and Demolitions, as well as the SysFam skills, like Transporters and Medical Systems. All continue to function as normal, but any levels applied to TEC Skills (5 points) apply to this skill group. Note that for difficult tasks, (like beaming through an ion storm) there will be substantial negatives to TEC Skill rolls. (like a -5). If you want your character to specialize in an area, buy it up. Science Skills
Similar substantial negatives will apply to science skills, especially when applied to alien biology, or previously undiscovered phenomena.
Psionics are treated as skills in Prime Directive. These will be treated as powers the player purchases. These powers have yet to be created and players would have to use the powers in the books as a starting point. The Player may utilize a Multipower to purchase their mental powers. All Psionics must be approved by the GM. The paths from the Federation Source Book can be duplicated this way. 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).
Professional and Heroic Reputations|
Professional and Heroic Reputations are not used. Players may purchase a reputation use Hero rules, and of course, may take the Reputation disadvantage.
Players all start with a Base Background Rating of a 6 or less. For every 3 points spent on Background this goes up by one. Background rolls will be used in adventures to determine if the character has any connection to the adventure. Maximum rating is an 11-. Sometimes the connection will mean the character might also have developed skills in the past that will be handy in this adventure. For Example: Lt. Commander Wells was once part of the team on Yallin IV, and while there he learned the language, and the culture. The team is now being sent to Yallin IV and knowing the language and culture will be of help in the adventure.
| Rank and Seniority|
Players will roll for their Rank or Select it from the lists based on their Branch and Service Area and roll for Seniority. See Rank and Seniority Tables.
Players receive their Seniority/5 (rounded down) in “freebie points” to spend on character improvements. These must be spent on skills and skill levels and cannot be spent on characteristics. 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 succeeds, 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).
Range type rules are not used. If the player wants to make his character a better shot at range, he or she may purchase skill levels for their character. Improvements with experience are permitted.