Prime Rules

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

 

LDC and SDC are figured stats based off of 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 catagory. See TEC Skills below for more information.

 

Skills

Fast Talk
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 world normally realize is false. Presence Based, 3 pts., +1 to roll for 2 points.

Evaluation
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
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-. (This is a General Skill and not based on any stat). 2 points for each +1 to the roll. 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.

 

TEC Skills
TEC Skills are those skills that fall under the Technical Skills catagory 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 contiune 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
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 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).

  

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.

 

Background Ratings
Players all start with a Base Background Rating of an 6-. 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 the character might also have devloped 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. Click here for 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 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).

 

Range Types
Range type rules are not used. If the player wants to make his character a better shot at range he or she may purchace skill levels for their character. Improvments with experiene are permitted.