FASA ST RPG:
1st Edition;
Klingon Character Generation Short Form
The information contained here comes from the FASA book; The Klingons  #2002 1st Edition 1983
Short Form by David Ramos 02/21/97

(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

 

(1) Getting Started:

To generate a Klingon character you must have the following supplies:

  • 2 ten (10) side dice also called percentile dice (D100).
  • A pencil. (Yes a Newton will do as well!)
  • A few blank sheets of paper.
  • Most important AN ATTITUDE!
  •  

    (2) Starting age of a Klingon Character:

    Unlike Federation characters, Klingon’s 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!

     

    (3) Skills and Attributes:

    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!

     

    Skill List for the Klingon Characters!

    SKILLS

    Administration
    Atmosphere Craft Pilot
    Artistic Ability (form)
    Astronomy / Astrophysics
    Botany
    Bribery
    Carousing
    Communications System Technology
    Comparative Archeology (race)
    Computer Operation
    Computer Technology
    Deflector Shield Technology
    Electronics Technology
    Environmental Suit Operation
    Federation History
    Federation Law
    Gaming
    Geology
    Ground Vehicle Operation
    Klingon History
    Klingon Law
    Instruction
    Interrogation
    Instrumental Music (instrument)
    Languages (language)
    Leadership
    Life support Technology
    Marksmanship (archaic)
    Marksmanship (modern)
    Mechanical Engineering
    Medicine (race)
    Negotiation / Diplomacy
    Opera (Klingon)
    Personal Combat (armed) (weapon)
    Personal Combat (unarmed)
    Physical Chemistry
    Planetary Ecology
    Planetary Survival
    Psychology (race)
    Racial Culture / History (race)
    Ship's Weaponry Technology
    Shuttlecraft Pilot
    Shuttlecraft Systems Technology
    Small Equipment System Technology
    Small Unit Tactics
    Starship Combat Tactics / Strategy
    Starship Communications Procedures
    Starship Engineering (general)
    Starship Helm Operation
    Starship Navigation
    Starship Security
    Starship Sensors
    Starship Services
    Streetwise
    Surveillance
    Swimming / Diving
    Transporter Operational Procedures
    Transporter System Technology
    Trivia (category)
    Water Vehicle Operation
    Zero-G-Operations
    Zoology

     

    (4)The Basics Rolls:

    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

     

    (5) Bonus Points:

    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.

     

    (6) Line affiliation Roll:

    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.

     

    (7) Pre-Academy Skill Lists:

    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
  • Administration
  • Artistic Ability
  • Bribery
  • Carousing
  • Gaming
  • Instruction
  • Music
  • Languages
  • Leadership
  • Planetary Survival
  • Streetwise
  • Trivia (category)
  • Klingon Opera
  • Marksmanship (archaic weapon)
  • Marksmanship (modern)
  • Personal Combat (armed weapon)
  • Personal Combat (unarmed)
  • Small Unit Tactics
  • Astronomy/ Astrophysics
  • Atmospheric Craft Pilot
  • Botany
  • Computer Operation
  • Klingon History
  • Klingon Law
  • Geology
  • Ground Vehicle Operation
  • Medicine (Klingon)
  • Physical Chemistry
  • Physics
  • Psychology (Klingon)
  • Water Vehicle Operation
  • Zoology
  •  

    (8) Academy Skills:

    After four (4) years at the academy the character receives the following skills:

    Basic Academy Skills
  • Administration: 10
  • Astronomy / Astrophysics: 10
  • Computer Operation: 10
  • Interrogation: 10
  • Klingon History: 10
  • Klingon Law: 10
  • Languages (Galacta): 40
  • Languages (any): 10
  • Leadership: 10
  • Marksmanship (modern): 30
  • Personal Combat (armed weapon): 20
  • Personal Combat (unarmed): 30
  •  

    (9) Imperial Klingon Star Academy Specialization Areas & Skills:

    Sciences Engineering
  • Astronomy / Astrophysics: 20
  • Computer Operation: 10
  • Environmental Suit Operations: 10
  • Starship Sensors: 20
  • Any other science skill: 80 in any combination
  • Computer Operation: 20
  • Deflector Shield Operation: 10
  • Electronics Technology: 10
  • Environmental Suit Operation: 10
  • Life support systems technology: 10
  • Mechanical Engineering: 20
  • Personal weapons technology: 20
  • Physics: 10
  • Ship's Weaponry Technology: 20
  • Starship engineering: 30
  • Starship sensors: 10
  • Tranporter Operational Procedures: 10
  • Transporter System technology: 20
  • Warp Drive Technology: 25
  • Security Combat Troops
  • Bribery: 20
  • Federation Law: 10
  • Gaming: 20
  • Interrogation: 30
  • Klingon Law: 20
  • Marksmanship (Modern): 20
  • Negotiation / Diplomacy: 15
  • Personal Combat (unarmed): 20
  • Personal Weapons technology: 10
  • Psychology (Klingon): 10
  • Shuttlecraft Pilot: 20
  • Small Unit Tactics: 20
  • Starship Security: 30
  • Surveillance: 20
  • Zero-G Operations: 10
  • Carousing: 20
  • Environmental Suit Operation: 25
  • Gaming: 10
  • Ground Vehicle Operation: 20
  • Interrogation: 10
  • Languages: 10 (any)
  • Leadership: 30
  • Marksmanship (archaic weapon): 10
  • Marksmanship (Modern): 30
  • Personal Combat (armed weapon): 20
  • Personal Combat (unarmed): 30
  • Personal Weapons technology: 10
  • Planetary Survival: 20
  • Small Unit Tactics: 20
  • Streetwise: 20
  • Zero-G Operations: 30
  • Medicine Navigation / Helm
  • Botany
  • Environmental Suit Operation: 10
  • Interrogation: 25
  • Life support systems technology: 10
  • Medicine (Klingon): 40
  • Medicine (non-Klingon): 10
  • Psychology (Klingon): 10
  • Starship Security: 10
  • Starship sensors: 20
  • Zoology: 10
  • Astronomy / Astrophysics: 25
  • Computer Operation: 10
  • Computer Technology: 10
  • Electronics Technology: 10
  • Starship Helm Operation: 40
  • Starship sensors: 20
  • Warp Drive Technology: 15
  • Weapons / Defense Communications
  • Computer Operation: 10
  • Computer Technology: 10
  • Deflector Shield Technology: 20
  • Electronics Technology: 20
  • Starships Weapons Technology: 30
  • Starship Combat Tactics/Strategy: 20
  • Starship sensors: 20
  • Tranporter Operational Procedures: 10
  • Communication System Technology:30
  • Computer Operation: 15
  • Electronics Technology: 20
  • Languages (Galacta): 20
  • Languages (any): 15
  • Small Equipment System Technology: 10
  • Starship Communication Procedures: 30
  • Starship sensors: 20
  • Starship services: 20
  • Tranporter Operational Procedures: 10
  • All Departments
  • 10 Skill rolls (1 D10) in any skills.
  • 1 bonus skill roll for every 10 points (or fraction thereof) over 50 in INT attribute score. (These MUST be taken on the skill listed under the specialty areas above...)
  •  

    (10) The Cadet Cruise:

    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 candidate’s 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 character’s CHS score. If the roll is successful, no permanent blot appears on the character’s 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 character’s ability to increase in rank, get good assignments, etc.

    Bribery can play an important part in a character’s 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 uninitiated’s 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
  • less than 25
  • 26-40
  • 41-65
  • 66-80
  • 80+
  • Imperial Klingon Expeditionary Forces.
  • Imperial Navy
  • Sector Naval Garrison
  • Exploration / Colonization Fleet
  • Merchant / Courier Fleet
  • Die Modifiers
  • -20
  • -10
  • -5
  • +5
  • -10
  • -5
  • +10
  • If character is of the Imperial Klingon Race
  • LUC 40+
  • LUC 35-39
  • LUC 20 or less
  • INT 70+
  • INT 60-69
  • Failed to pass last cruise.
  • 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
  • Less than 05
  • 06-15
  • 16-60
  • 60+
  • Pass with imperial commendation (one grade promotion; -20 on first post Academy assignment roll).
  • Passed with favorable security notation (-10 on first post Academy assignment roll).
  • Passed
  • Failed (Save vs. CHA necessary to avoid security risk notation).
  • Die Modifiers
  • -20
  • -15
  • -10
  • +10
  • +20
  • -10
  • -5
  • +5
  • +10
  • -10
  • Imperial Klingon Expeditionary Forces.
  • Imperial Navy
  • Sector Naval Garrison
  • Exploration / Colonization Fleet
  • Merchant / Courier Fleet
  • LUC 40+
  • LUC 35-39
  • LUC 20 or less
  • Second (or late) cruise
  • Successful Administration skill roll
  • 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.

     

    (11) Cadet Cruise Skills:

    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).

     

    (12) Command School: (Optional)

    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
  • Administration
  • Interrogation
  • Klingon Law
  • Federation Law
  • Leadership
  • Starship Combat Tactics/Strategy
  • Starship Security
  • 25
    20
    20
    10
    30
    20
    20

    Graduates of Command School are automatically raised one grade in rank at the end of the two-year period.

     

    (13) Terms Served:

    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
    Character preparing to command a ship (first officer or captain).
    Character preparing to be a department head.
    LUC 40+
    LUC 20 or less
    Character enters as an Ensign
    Lt. J.G or Lt.
    Lt. Commander or Commander
    Ship Captain
    Admiral or above
    Character enters campaign as dept. head or command personnel on a ship of the Imperial Klingon Expeditionary Forces
    +2 terms
    +1 term
    -1 term
    +1 term
    -1 term
    No modifier
    +1 term
    +2 terms
    +3 terms
    +1 term

     

    (14) Term Length and Assignments:

    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
    Imperial Klingon Expeditionary Forces
    Imperial Navy
    Sector Naval Garrison
    Exploration/Colonization Fleet
    Merchant/Courier Fleet
    Imperial Starbase duty
    10 or less
    11 - 30
    31 - 50
    51 - 70
    71 - 85
    86 - 00
    Die Modifiers
    Attribute Modifier
    INT 70+
    INT 60-69
    LUC 40+
    LUC 20 or less
    Graduated with Imperial Commendation (1st Assignment only)
    Graduated with favorable security notation (1st Assignment only)
    -10
    -5
    -10
    +5
    -20
    -10

     

    (15) Service Skills:

    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
    INT 70+
    INT 60 - 69
    LUC 40+
    per 2 years service Exp. Forces.
    Per year Imperial Starbase duty.
    per addl. cadet cruise beyond first
    2
    1
    1
    1
    1 Streetwise or Gaming
    1 Streetwise, Gaming or Carousing

    DONE: The character is now ready to be played!