(1) Getting started
(2) Starting Age
(3) Skills and Attributes
(4) Basic Rolls
(5) Bonus Points
(6) Line Affiliation
(7) Pre-Academy Skills List
(8) Academy Skills
(9) Imperial Klingon Star Academy Specialization Areas & Skills
(10) Cadet Cruise
(11) Cadet Cruise Skills
(12) Command School
(13) Term Served
(14) Term Length and Assignments
(15) Service Skills
To generate a Klingon character you must have the following supplies:
Unlike Federation characters, Klingons begin there training early! The Average Klingon Cadet enters the Klingon Forces at around the age of 12. This is after intensive training and the declaration of intent to become a warrior!
The average Attribute score for Normal characters are:
| STR | END | INT | DEX |
| 70 | 65 | 65 | 40 |
Skills judge as follows:
| Skill Level | Expertise |
| 0 | No applied knowledge. |
| 1 - 10 | Basic Knowledge, Little Experience. |
| 11 - 20 | Fair Knowledge, Able to work alone. |
| 21 - 30 | Good Knowledge, Able to lead others. |
| 31 - 40 | Excellent Knowledge, Known in field. |
| 41 - 50 | Expert, Leader in field. |
| 51 - 75 | Expert, Highly Respected as leader in field. |
| 76 - 90 | Expert, Call in to lead major projects! |
| 91 - 99 | Renowned Leader, No One questions you! |
SKILLS |
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| Type | STR | END | INT | DEX | CHA | LUC | PSI |
| Die Rolls | 3D10 + 40 | 3D10 + 40 | 3D10 + 40 | 3D10 + 40 | 3D10 + 40 | D100 | D100 |
| Imperial Race | +10 | - | - | +5 | -30 | -40 | -60 |
| Human Fusion (TOS) | +10 | +5 | - | - | -20 | -40 | -50 |
| Romulan Fusion | +10 | +10 | - | - | -10 | -40 | -40 |
Roll D100 and Divided by two, remember to always round down. This is the total number of bonus points that you may add to your character's attributes (except PSI). You may NOT add more than 30 points to any one attribute and NO attribute may be greater than 99.
All Klingon Characters should roll to see what status there family has. Use this chart to determine your charters family.
| 1 D10 Die Roll | Family Line Affiliation Remarks |
| 1 | This character is of a line that is in disfavor with the Emperor or another powerful figure. 10 point penalty to all rolls for assignment, graduation, etc. during the character creation procedure, and to all Administration, Bribery or CHA rolls when dealing with Klingons of other lines. |
| 2 - 3 | Character is of an undistinguished and somewhat disreputable line. 5 point penalty to all rolls for assignment, graduation, etc.during character creation only. |
| 4 - 7 | Character is of an established but not especially notable line. No modifiers applied. |
| 8 - 9 | Character is of a known and well-thought-of line. 5 point bonus to all rolls for assignment, graduation, etc.during character creation only |
| 0 | Character is of a powerful and wealthy line. 10 point bonus o all rolls for assignment, graduation, etc. during the character creation procedure, and to all Administration, Bribery or CHA rolls when dealing with Klingons of other lines. |
This is where you find out what your character likes to do! You have the ability to select from the following categories PERSONAL DEVELOPMENT, MARTIAL SKILLS and EDUCATIONAL BACKGROUND. You must make one third of your selection from each! Choose wisely and remember "WE ARE KLINGONS". To determine the number of skills you will be able to chose from divide your INT attribute by 10 and round down This will give you the total number of different skill roll you will be able to make. A Skill roll for the Pre-Academy selection is 1 D10 +5.
| Klingon Pre-Academy Skill List | ||
| Personal Development | Martial Skills | Educational Background |
After four (4) years at the academy the character receives the following skills:
| Basic Academy Skills |
| Sciences | Engineering |
| Security | Combat Troops |
| Medicine | Navigation / Helm |
| Weapons / Defense | Communications |
| All Departments | |
Upon completing training and indoctrination at the Imperial Star Academy, the candidate is sent on a one year assignment in space, where his/her performance is carefully monitored by his/her superior officers and by agents of Klingon Imperial Security acting for the Academy. During this cruise, the officer-in-training carries the rank of Midshipmen. Unlike the Federation practice, Imperial cadet Midshipmen do indeed exert useful authority on such cruises. (How else would a Midshipmen maintain the respect of the crew?)
Often, a candidate may be required to take two or more of these tours-of-duty. Sometimes this indicates marginal performance, but more often the candidate has done or said something that that sounded faintly seditious to Security officials. In such a case, a note is made in the candidates record - a note that may haunt him/her for the rest of his/her professional career.
Each time a candidate fails a cadet cruise results roll, he/she must attempt a standard saving roll against the characters CHS score. If the roll is successful, no permanent blot appears on the characters record. If the roll fails, however, the character has a PERMANENT security risk notation on his/her record. Each note of this type applies a ten (10) point penalty against ALL saving rolls on Administration, CHA, and Bribery when dealing with the Klingon government or superior officers. Too many such marks can permanently cripple a characters ability to increase in rank, get good assignments, etc.
Bribery can play an important part in a characters advancement, if the character is good at it. A character with a low Bribery skill level, however, might be better off to wait until it can be raised, as bribery within the advancement structure can be dangerous to the uninitiateds standing. See the list of modifiers for each step for specific bribery procedures.
If a candidate fails the cadet cruise, the cruise procedure id repeated (with a 10 point penalty on the results roll - security has a special eye on you now ). If a character fails more than 3 or 4 cruises, and gets several security risk notations, the player and game master may agree to scrap the character (keeping the records for use as a non-player later, perhaps) and start again This is recommended to keep player character with "one foot in the (political) grave," as it were
When the character passes a cadet cruise, she/he is promoted to Ensign. The character also gains 5 rolls (1 D10) for any skills of his/her choosing at this time. No skills are gained by candidates who FAIL a cruise.
Follow the procedure below for determining the results of the cadet cruise.
| Cadet Cruise Assignment | |
| D100 Die roll | Assignment |
| Die Modifiers | |
Bribery attempt (save on Bribery Skill) allowed if desired, AFTER assignment roll made. Successful bribe moves character up one step on assignment table (and adds 5 points to Bribery skill level). Unsuccessful attempts moves character down one step (and adds 2 points to the Bribery skill level anyway...).
| Cadet Cruise Results | |
| D100 Die Roll | Result |
| Die Modifiers | |
A bribery attempt may be made BEFORE rolling results,at the player's option. A successful bribe means the character AUTOMATICALLY passes the cruise (but without chance for special commendations), and gains five (5) points on the Bribery skill level. A bribery attempts that FAILS, however, means the candidate AUTOMATICALLY receives a security notation. (A failed bribery attempt still adds two (2) points to the Bribery skill level...).
A character who receives a security risk notation suffers a PERMANENT penalty of 10 points to all saving rolls against Bribery and Administration skills or against the CHA attribute, when dealing with the Klingon government or Klingon superior officers having access to the character's file.
The penalty is cumulative, adding 10 points to the penalty per risk notation. Security risk notations may be wiped out at some future time by the game master if the character involved has an exemplary service to the Empire. They are also removed if the character finishes the cruise procedure with an Imperial Commendation or a favorable security notation.
A character gains 5 rolls (1D10) on any skill areas of his/her choosing when passing the Cadet Cruise. The character is automatically promoted to Ensign (or one grade higher, if finishing with an Imperial Commendation).
Characters who are to be department heads or top command personnel are required to attend Command School for two (2) years following their cadet cruise.
| Skill | Points |
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Graduates of Command School are automatically raised one grade in rank at the end of the two-year period.
Roll 1D10, subtract 1, and divide by two (rounding down - minimum roll allowed is 1). Add and/or subtract the following modifiers to determine the number of terms served by your character.
| Modifier | Terms |
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Each "term" served is on a different ship or in a different location. Young Klingon officers are kept moving around a lot, partly to give them a variety of experience and partly to prevent them from developing a strong organization of their own anywhere. Thus, the term length for young officers is from 1 to 4 years (as opposed to 1-5 years for Federation personnel). The following tables will allow the player to determine what type of assignment the character had for each term and how long he/she stayed on that assignment.
Roll 1D10, subtract 1, and divide by two (rounding down - minimum result is 1) to determine the length in years of each term of service. Then, roll on the following table to determine where the term was served.
| Term Length and Assignment | |
| Assignment | D100 Roll Result |
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| Die Modifiers | |
| Attribute | Modifier |
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Add up the number of service years from all terms (not including the Academy, cadet cruise, or Command School) to determine the number of years spent in service. The character gains skill roll (1D10) per two years of service, with the following additions:
| Skill Roll Adjustments | |
| Attribute | Extra rolls |
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DONE: The character is now ready to be played!