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TEMPLATE, OVERLAYS, AND RULES


Rules


Martial Arts

Ninjitsu

Basic Manuevers
Block difficulty - damage: - parrys hand to hand attack, it’s difficulty is the Ninja’s opponents attack roll.

Disarm difficulty 9 damage: - If the strike is successful, the ninja and opponent must make opposed fitness tests modified by strength and the ninja having +2 to his roll. If the Ninja wins then his opponent’s weapon lands 1d6 meters away from the combat.

Joint Lock: difficulty 9 damage: - If a joint lock is successful the ninja has imobilized one of his opponents limbs and his opponent may on the next round make a opposed fitness+ strength test as a free action at the beginning of their next round to break free. All attacks made by some one in a joint lock are –2 due to awkwardness.

Throw/Sweep difficulty: 8 damage 1+1d6 – Target is thrown to the ground and suffers penalties for being prone until they stand up which takes an action to do.

Punch difficulty: 6 damage: 2+1d6

Kick difficulty: 7 damage: 3+1d6

Advanced Manuevers
Atemi Strike difficulty: 9 damage: special - This strike is directed at the vital points of a target’s body and is designed to render them unconcious through a great deal of pain but without harming the victum in a lasting fashion. This attack does 2d6 stun damage. But becomes difficulty 10 and 1d6 damage on species which the ninja is unfamiliar with their pressure points.

Knife Hand difficulty 8 damage: 4+1d6 – This is a side of hand strike built to damage tissue and break bone.

Special Requirments: Stealth 2, Primitive Weapontry 2, and Unarmed Combat 2, as well as obligation –1 (To school master, and the rules placed on Ninja in regaurds to who they teach their techniques)


Templates


Templates

Xenexian
Fitness: 2
Vitality: +1
Coordination: 2
Intelect: 2
Presence: 2
Willpower:+1
PSI: 0



Planetary Survival (choose specialization) 1(2)
Primitive Weapontry (Sword) 2(3)
Culture (Xenexian) 2(3)
History (Xenexian) 1(2)
Language: Xenexian 2
World Knowledge (Xenex) 1(2)

Battlehardend +3*, Resolute +3** Species Enemy: Danteri -3.

* For Xenexians who have been through the Danteri Occupation.
**For Xenexians born after the Danteri Occupation.


Physiology: The Xenexians have developed on a harsh planet and as such have developed a tough skeletal structure and efficient circulatory system to deal with the harsh environment. Making them slightly tougher than a human despite their almost identical appearance. Also Xenexian women have a much slower reproductive cycle, becoming fertile every three months instead of every month. The other notable difference between Xenexians and Humans physically is that Xenexians eyes are different than Humans, the same properties that make Xenexian eyes less vulnerable to radiation also make them a variety of different colors, such as purple and silver.
History: The Xenexian people have had a long history of war and bloodshed, their planet has long been one with few easily habitable locations, and just as few easily exploitable resources, as such the various Xenexian tribes were often forced to go to war on their neighbors for their own survival. Making development of a peaceful coalition often difficult when a drought in one tribe's region could force it to go to war on another tribe's so it could feed it's self despite any alliances. Though some of these tribes accomplished this and prospered, the city of Calhoun is one such example. It is a prosperous city with alliances with nearby villages who share their resources for maximum gain to all included. Though this was the limit of the size of their alliances until the Danteri came.

The Danteri were a neighboring species who at the time of their contact with the Xenexians had developed a sizable Empire, of colonies and worlds who had been made subjects in war. The Xenexians greeted them with suspicion, but having little more than basic anti-grav technology and basic plasma weapons, the Xenexians were unable to resist for long when the Danteri began to take over their world by force. This ended in the entire planet being dominated by Danteri and the Xenexians made a working class, which were all but slaves to their Danteri overlords.

Then in 2349, a young boy named M'k'nz'y of Calhoun returned from his ritual trek into a dangerous region of Xenex, claiming that he had seen a vision, his vision was of a free Xenex one where the Danteri were pushed off by the Xenexians. His conviction and personal charisma rallied the Xenexian people around him and he led what ended up to be a planet wide rebellion which in the end forced the Danteri to leave Xenex for good, in 2356.

Since the Danteri departure the Xenexians have become a unified people, and led by a council of Tribal Chiefs centered in the city of Calhoun and led by an elected Chief of Chiefs. At one point that was D'n'dai of Calhoun, brother of M'k'nz'y, who led his people into an alliance with the Danteri which was condemned by M'k'nz'y as collaborating and he left Xenex to join Starfleet, at the invitation of Jean Luc Picard who had negotiated the peace between the Xenexians and Danteri. D'n'dai's reign as Chief of Chiefs ended when he died on Thallor. Since then Xenex has still remained in contact with their former oppressors but not so much in their pocket, and have focused on making Xenex a space power and presence in the sector.


Overlays


RRT Enlisted Overlays


RRT Trooper

These are the basic soldier of the RRT and unlike most other branches of Starfleet these are indeed soldiers. The majority of their training is directed towards combat. While lacking some of the diversity of normal Starfleet enlisted men, these troops are well trained and do their job well and with the minimum amount of damage and loss of life, something they are proud of.

In addition to combat duty RRT troopers also help in cases of natural disaster by lending a hand and assisting in rescue operations.

Demolitions or Heavy Weapons 1(2)
Dodge 1
Energy Weapon (Phaser) (Phaser Rifle)1(2)(3)
Language Federation Standard: 1
Law (Starfleet Regulations) 1(2)
Unarmed Combat (Starfleet Martial Arts) 1(2)
Personal Equipment (Personal Shield) 1(2)
Material Engineering or Planetary Survival (choose specialization) 1(3)
Zero-G Training +2



RRT Medic


Much like the nurses on Starships and Starbases, the RRT Medic is there to either heal the minor wounds and affliction of their fellows or to assist the Doctors in the larger problems. Though unlike the Nurses, they must also be capable of going into the combat zone and holding there own until they can fix their patient or withdraw with him to a safe location. Making these people some of the most respected among the RRT, sub-divisions.

First Aid (Combat Trauma) 2(3)
Medical Science (Surgery) 1(2)
Energy Weapon (Phaser) 1(2)
Dodge 1
Law (Starfleet Regulations) 1(2)
Personal Equipment (Medical Tricorder)(Personal Shield) 1(2)
Language: Federation Standard
Planetary Survival (choose specialization) 1(2)
Zero-G Training +2



RRT Communications Specialist


On the 24th century battlefield communications is still a major advantage which is fought over just as bitterly as the ground the armies are on. As such every RRT unit has a Communications expert who, much like their 20th century equivalent keeps the squad in touch with HQ for orders and to call in extra support or evacuation. Fortunately the equipment is far less bulky in the 24th century but far more advanced, meaning it’s operators must forgo much of their combat training to learn how to properly use it.

Personal Equipment (Personal Shield)(Com-unit) 1(2)(3)
Espionage (Covert Communications)(Cryptography) 1(2)
Law (Starfleet Regulations) 1(2)
Language: Federation Standard 1
Material Engineering (Personal Equipment) 1(2)
Energy Weapon (Phaser) (Phaser Rifle)1(2)
Unarmed Combat (Starfleet Martial Arts) 1(2)
Dodge 1
Zero-G Training +2



RRT Vehicle Specialist


These member of the RRT forces command the vehicles of the RRT, mostly small shuttles and other transport craft that brings the rest of an RRT team to the place it wants to go. Other times their jobs include moving supplies and helping evacuate civilians from a combat or dangerous area. These jobs are of course are either in lieu of (due to jamming) or in combination with transporters.

Vehical Operations (Shuttlecraft) 2(3)
Shipboard Systems (Tactical) 1(2)
Dodge 1
Law (Starfleet Regulations) 1(2)
Language: Federation Standard 1
Energy Weapon (Phaser) 1(3)
Shipboard Systems (Choose two one) 1(3)(2)
Zero-G Training +2