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Old-School Renaissance System Reference Document for Gene D.'s "Vanished Lands" fantasy campaign, based on the Basic Fantasy Role-Playing Game and the D20 Open Game License Table of Contents: Attributes: Str, Dex, Con, Int, Wis, Cha, bonuses, adjustments Species/subraces: Dwarves, Elves, Gnomes, Halflings, Humans, Humanoids Character Basics: Gender, appearance, height/weight, age, Alignment Occupational Classes/subclasses: Cleric, Fighter, Rogue, Wizard Derived Statistics: BAB, AC, HP, Saves, Languages, Move, Carry Combat and Healing Backgrounds/Skills Spells Equipment: Clothing, class tools, rations, armor, weapons Companions: Allies, contacts, foes, steed/vehicle Strongholds Backstory: Nationality, family/mentors, description, motivations, hobbies, foibles

Attributes (4d6, drop lowest, reroll 1s) -Strength: to Hit, Damage, x10 = max. load (Ftr) -Dexterity: to Hit, Reflex save (Rog) -Constitution: Hit Dice, Fortitude save -Intelligence: languages (Mag) -Wisdom: Will save (Clr) -Charisma: reaction, followers (Bard, Sor) Racial bonuses (revised): Dwarf: +2 Con, -1 Cha Elf: +2 Dex, -1 Con (Half-Elf: -1 Str, +1 Dex) Gnome: -2 Str, +2 Dex, +1 Cha Halfling: -1 Str, +2 Dex Human: +2 to any one stat at creation Humanoid: +2 / -2 (Gnoll: +2 Str and Con, -2 Int and Cha; Modron: +1 Con and +1 Int, and -1 Dex or -1 Wis) Adjustments as follows (Score, Penalty/Bonus): 3: -3 4-5: -2 6-8: -1 9-12: 0 13-15: +1 16-17: +2 18: +3

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Species/subaces (and subraces, abilities) -Dwarves: Hill, Mountain, River, Dune, Korubokuru -Elves: Sylvan, High, Sea, Spirit Folk, Dark -Gnomes: Forest, Rock, Tinker, Deep -Halflings: Harfoot, Faldine, Woldan, Shan Sao -Humans: Barbari, Hifalendorin, Saganim, Shengtese, Suthern, Zarendo -Humanoids: Beast-kin, Changelings, Ogre-kin, etc. Species

Character Basics -Gender -Appearance -Height/Weight -Age -Alignment

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Occupational Classes (and subclasses, hit dice, abilities) -Cleric: Druid, Monk, Paladin, specialty priest Cleric: Gets orisons/0-level spells Turning (p. : Do we want to include a positive energy burst? It would be something like 1d6 x Lvl. to heal foes or harm Undead within 30 ft., with a save. Monk/Battledancer/Capoeirista: Josh, we'll have to work this out. Let me know if you want to swap out abilities from the "Great Way Adept." -Fighter: Barbarian, Cavalier/Knight, Ranger Ranger: Favored foe or terrain: Pick +1 to Hit or +1 Survival every even level Tracking at +1 per odd level Stealth: See Thief -Rogue/Thief: Acrobat, Assassin/Ninja, Bard Thief: +1 to all at Lvl. 1, +1 to any two skills each level Acrobatics (Dex; climb, tumble) Disable devices (Int; locks/traps) Search (Wis; perception, listen/spot) Sleight of hand (Dex; pick pockets) Stealth (Dex; hide/move silently, sneak attack for +4 to hit, x2 damage) Bard: Comprehend languages or magic: +1 to one per level Sing to cast as a Mage/Sorcerer or Cleric/Druid of -1 Level (get cantrips/orisons; must pick arcane or divine focus at creation) Use Thief skills at -1 Lvl. -Wizard: Sorcerer, specialist Mage, Warlock Magic User: Gets cantrips/0-level spells Mage-Warlock: As per pact-based spellcasters from Dungeon Crawl Classics

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Derived Statistics -Base Attack Bonus: Melee, Missiles -Armor Class: Dex+equip. Armor Class ("BFRPG," p. 10): None: 11 (Monks, but they get Lvl. bonus) Padded: 12 (max for arcane spellcasters) Leather or hide: 13 (max for Thieves) Studded leather or ring mail: 14 Chain or banded: 15 (-1 on all endurance-related saves on up) Scale or splint: 16 (-1 on all Dex checks and Reflex saves) Plate-mail: 17 (-2 on all Dex checks and Reflex saves) Full plate: 18 (rare; -3 on all Dex checks and Reflex saves) Shield: +1 Shield, large: +2 (but -2 on all Dex checks and Reflex saves) -Hit Points: By class Hit Points (and current, other effects): Start with maximum for class

Wounds (death at -Con):

-Saving Throws: Reflex, Fortitude, Will, by class Saving Throws: Modified by abilities and experience level. Classes grant bonuses for relevant checks. Reflex (Dex): Fortitude (Con): Will (Wis): Lvl., Bonus A, Bonus B 1-2 0 3-4 +1 5-6 0 +2 7-9 +1 +3 10-11 +2 +4 12-13 +3 +5 14-15 +4 +6 16-17 +5 +7 18-19 +6 +8 20+ +7 +9 Cleric: Reflex A, Fort A, Will B Fighter: Reflex A, Fort B, Will A Magic User: Reflex A, Fort A, Will B Thief: Reflex B, Fort A, Will A -Languages: By Int -Movement: By Con -Carrying capacity: By Str Combat: Roll high on 1d20 to hit vs. ascending Armor Class, modified by Str, Dex, and level (different from many retro-clones). Damage is based on weapon modified by Str. P.C.s unconscious at 0 Hit Points, dead at negative Con. Healing is at 1 HP + Con bonus per day, plus divine or arcane aid. Crits I've used different critical hit/fumble systems over the years, and we can again if people are interested. Here's one proposed set: Critical hits: On a natural 20 on a D20, double the damage. If it's a natural 20 on a called shot and the damage is sufficient, it could result in a sundering, disarming, or slaying. Critical fumbles: On a natural 1 on a 1d20 attack roll. To confirm, use one of the following two methods:

Simple result: As with the [D&D3.x] multiplier for critical hits, roll a second 1d20 after rolling a natural 1. If another natural 1 is rolled, roll 1d20 for the result on the table below. Additional roll: Roll again against the opponent's Armor Class, including all normal attack bonuses. If the attack misses again, see the table below for the result, where the difference between the second attack roll and the defender's Armor Class is the number of the result. 1. Swing and a miss: Simple miss, no penalties. 2. Butterfingers: Drop random item from possessions. 3. Flat-footed for one round (no Dex bonus to AC). 4. Barf: Sickened (hit in the 'nads), -2 attacks, damage, and saves for one round. (Fortitude save, Difficulty Class 15 to negate). 5. Here, use mine: Opponent can try to disarm. 6. Slam dancing: Bump into friend, make Balance check DC 12 or both lose next attacks. 7. Get out of my way: Spoil closest ally's next attack (Reflex save to avoid). 8. With friends like these Distract nearest friendly spellcaster (concentration check to negate). 9. Ouch: Pull a muscle, -2 to attacks until treated. 10. What monsters? I don't see any monsters! Armor/gear slips, 2 to attacks and Armor Class until straightened out (Move action). 11. Capes, foiled again! Entangled: Need to spend a standard action to get out. 12. Wide open: Opponents get an Attack of Opportunity. 13. Slip slidin' away: Off-balance, miss next-round action (Reflex save to negate). 14. Oof: Knocked back one hex (five feet, provoke AO). 15. Disarmed: Drop weapon; will need to spend an action (and possibly provoke an AO) to retrieve. 16. On your ass: Prone; you can spend an action next round getting up (provoke an A) at +4 when doing so). 17. Shattered: Weapon saves to avoid breaking (magical bonuses apply; see rules for Sunder and Breakage) 18. Boot to the head: Hit self (Fortitude save or be stunned for one round). 19. Friendly fire: Hit friend (save to negate damage). 20. You're your own worst enemy: Hit self (save for half damage). Possible spell fumble table [originally proposed by Atilla C./"Duartbell"] Spell fizzles (slot lost for the day). Spell takes effect but at half potency (damage, range, area effected, duration). Spell has unexpected effect (see "Dungeon Crawl Classics"). Spell confuses the character, he keeps thinking, "What the hell I was gonna say?" lose one round. Exaggerates gestures to the level he loses balance (Dex/Reflex). Spell causes tremor in the area. Spell hits caster or friend. Spell takes effect a diffrerent spot than intended, you roll randomly and see how far it falls. etc. For noncombat situations, critical hits and fumbles should be opportunities for player control of the narrative. Here's some old-school art for inspiration.

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Backgrounds/Skills (nonadventuring trade or nonweapon proficiencies): In general, I've shifted a bit from oD&D's idiosyncratic subsystems such as initiative (now 1d20 plus Dex mod) or Thief abilities in the direction of more typical D20 rolls plus modifiers for abilities, race, class, and level. However, I've also tried to stay away from the granularity of D&D3.x and later editions. We shouldn't have to wrangle points for dozens of skills, feats, and powers. Most skill checks like staying in the saddle while a horse is fording a river, trying to identify a particular creature, or swinging on a rope while in combat should be straight 1d20 rolls, modified by ability adjustments. I've also considered updating Turning/Healing, but since we don't have a straight Cleric, it's not urgent. If something falls within your Player Character's area of expertise such as a Thief searching an area, a Bard trying to fast-talk someone, or a Mage identifying a scroll you should apply the relevant class bonuses or just remind me. By the same token, if you're a bowyer/fletcher, it's safe to assume that you can create and salvage arrows during downtime, or if you're a cook/brewer, you can prepare decent meals for the party. Of course, P.C.s will need the proper equipment to do so. For now, each P.C. starts with one background profession and one circus role. I'll probably grant more nonweapon proficiencies every four levels, based on your characters' developing interests. It's better to be creative and describe what you're trying to do rather than spend a lot of time looking for rules justifications.

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Spells

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Equipment (by location, weight): Starting packages by class; silver/gold standard. Clothing: Class tools: Other gear: Rations: On steed: none yet Magic items: Relatively rare, compared with later D&D editions. Armor (see also AC): Melee weapons (see BAB, above): Ranged weapons (and ammunition, ranges): Money: Copper pieces: Silver pieces: Electrum pieces: Gold pieces: Platinum pieces: 0 Gems (number, g.p. value): 0

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Companions, allies, contacts, foes Steed: none yet Strongholds

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Backstory: Nationality / homeland /home town Family/mentors: Description (mannerisms, image links, etc.): Motivations: Hobbies: Foibles:

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>[24 December 2013:] Josh, we've talked about D20-FATE mashups; which was the one again that you wanted me to look at? Thanks, -Gene >Hi Gene, it's called Fatescape; it's intended to be a adoption of Planescape to FATE. However, they put a lot of energy into adapting some common D&D conventions like levels and some of the spells. >I'm can't find a link right not but I'll try to fish one out later. You can also ask on the Google + fate group, that's the last place I saw it posted. >For the hybrid system you're putting together, how did you intend to work with magic? >>Thanks, Josh. I'll take a look at "Fatescape" when I get a chance. >>For magic, a Player Character would need the Arcana or Faith skill. The Int or Wis modifier plus ranks would equal total levels of castable D20 spells per day. Individual spells would be expressed as Stunts, with no FATE point cost unless someone's trying to extend the range, duration, etc. >>So, let's say a Wizard had a 16 Int for a +2 bonus and three ranks in Arcana. He can cast: -5 spells at Lvl. 1, -3 at Lvl. 1 and 1 at Lvl. 2, -2 at Lvl. 1 and 1 at Lvl. 3, 1 at Lvl. 1 and 1 at Lvl. 4, or 1 at Lvl. 5 in a day. >>In addition, he can tag his occupational aspect "Wizard of the North," to get a temporary boost in caster level, extra damage, etc. Alternatively, things like elementalism, psionics, or spell stunts from "Legends of Anglerre" might also be available, with the degree of effect depending on FATE points used. >>In light of the FATE/"Basic Fantasy RPG" house rules we've been using, I've been giving thought to streamlining them further. Here's the short version of the mashup so far: -Aspects -- five FATE (can be tagged for a +1d6 or reroll, or invoked by G.M.) -- species/nationality, occupation/training, trouble, guest star, personality/motivation -Attributes -- traditional D20 -- 4d6, drop the lowest, reroll ones; bonuses affect skills -Hit Dice and Base Attack Bonus -- as D20 (see advancement below) -Skills -- D20, organized under Attributes and include saves; 10 skill points to start -Stunts -- 5 refresh total to start; can include race/class abilities, feats, spells, signature items >>Advancement: -Every session: +1 skill point -Every five sessions: As above, and +1 Base Attack Bonus, +1 Hit Die (per D20 archetype -- Cleric d8, Fighter d10, Rogue d6, Wizard d4) -Every 10 sessions: As above, +1 FATE point (too stingy, move up?), and choice of one new Aspect or +1 to one Attribute >>As you can see, this lets the players define their archetypes and isn't truly a class/level-based system, but it does have steady advancement. Let me know what you think. BTW, don't forget to let Jason know what you might play in his upcoming "Glassworks" game. >>I'll be heading out for Virginia shortly, so I hope that you and Sara have a very Merry Christmas! -Gene >Hi Gene, one quick question how is base attack bonus being handled. You say at one point that it's as per d20, however you say later that the system isn't really class-based and I don't see a reference to levels. I only see the +1 to hit every five levels, which seems low for fighters. >While I know you tend to lose some weapon differentiation, I'd favor fate style stress over hit points. I think they make for faster and more dynamic combat scenes, and I like anything that makes combat faster or more interesting. >Let me meditate on the rewards for a bit. >If memory serves, you're going to use the "Pathfinder" skill list, correct? How are you going to cap them? >Hi Gene, I forgot to add, you may want to check out the Day after Ragnarok. It should be free on the FATE "Core" backer page. It's a post-

apocalypse setting. However, since gear is a big deal in that general they put some effort into a gear subsystem for FATE. That may be worth a look. >One last thing, Merry Christmas. -Josh C. >>[15 January 2014:] Fellow role-players, as you may know, I've been tinkering with a D20-FATE hybrid, and here are some of my latest thoughts. Why D20-FATE? Back in the 1980s in New York, I ran the "BECMI" edition of "Dungeons & Dragons" and AD&D1 and 2, and I played other tabletop games of that era. In the 1990s in Virginia, I mostly ran GURPS 3e for various genres and played "Storyteller: World of Darkness." In the 2000s here in Massachusetts, we played D&D3.x and various systems based on the D20 Open Game License. In the past few years, we've had some success with indie rules sets such as FATE and "Savage Worlds." Nowadays, I'm less interested in buying or memorizing hundreds of pages of rules (even as D&D5/"Next" approaches). I also want to balance character customization with ease of prep and play. My current house rules for the "Basic Fantasy Role-Playing Game" retro-clone reflect my experiences and personal preferences, and they may not necessarily match your ideal systems. That said, I'm always open to suggestions. Design goals In addition to supporting my long-running campaigns, including the fantasy "Vanished Lands," the "S.J.I." superheroes, and the "Vortex" space opera, I'd like my D20-FATE hybrid to be broadly backwardcompatible to ease conversion of existing characters. In the "Vanished Lands" alone, there have been nearly 400 Player Characters in 40 adventuring parties over the past 30+ years! As a result, I'd like to streamline my existing house rules but still have them be recognizable to anyone who has played AD&D1, GURPS 3e "Steampunk," or "Mutants & Masterminds" through "Starblazer Adventures." In some cases, that means keeping familiar conventions, such as Armor Class, Hit Points, and somewhat granular skills. On the other hand, I've also tried to incorporate some of the simplicity and storytelling support of FATE. Preview Here's a quick look at what I'm working on: -Aspects: Species/race/origin, occupation/class, trouble, guest star, personality/motivation; can be tagged for a +1d6 or a reroll, plus compels -Attributes: Str, Dex, Con, Int, Wis, Cha; 4d6 drop the lowest, reroll ones; modified by origin -Skills: On D20, modified by attribute bonuses, includes saves, point-buy (10 to start with) -Stunts: Race/class abilities, skill specializations/feats, spells (dedicated skill points = total castable levels), signature items, superpowers, etc.; 5 Refresh total to start with -Combat stats: Hit Points (by class, modified by Con), Armor Class and Base Attack Bonus (Dex), damage by weapon/stunt (Str); only two actions per round (move, to hit, unless have stunt) -Advancement: 1 skill point per session; +1 BAB and HD every five sessions; +1 Refresh and +1 Aspect or Attribute every 10 sessions Highlights of the above include the following: -Familiar D20 rolls for skills and combat -FATE-based aspects, refresh, and stunts -Steady advancement -Gone or consolidated: Lots of race/class abilities, saving throws, attacks of opportunity, etc. As you can see, this is a bit simpler than the "BFRPG"-FATE mashups we've been using for "Vistel's Circus" and "A New Dawn" in the "Vanished Lands," and it should still allow for character customization, use of existing equipment, and narrative flexibility. Josh has suggested incorporating ideas from other hybrids, such as FATE "Freeport," "Pathfinder: Saga," or "Lorefinder." While I

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understand how FATE "Core" could substitute aspects for skills and use a stress track rather than HP, they feel a bit broad for my campaigns. When we played "Vortex," I found that I missed the distinctions between types of weapons and gear, and in "BFRPG," I know a few of you miss specific skills. What do all of you think? -Gene >>Working on streamlining and consolidating my house rules, currently found at.... https://vanished-lands.obsidianportal.com/wikis/house-rules-forthe-vanished-lands https://vanished-lands.obsidianportal.com/wikis/10-steps-forvanished-lands-a-new-dawn https://vortex.obsidianportal.com/wikis/fate-character-creationfor-vortex >>Since I'm working on my own house rules, I'm supporting this Kickstarter.... https://www.kickstarter.com/projects/1503538195/aspects-offantasy-a-d20-fate-fantasy-roleplaying?ref=email >That seems reasonable; do you get an advanced copy for this Kickstarter? -Josh C. >>Josh, I haven't yet, but I'll let you know if I do. -Gene >Thanks for the heads-up. -Josh C. >>[17 February 2014:] Fellow role-players, it was good to see everyone online for last night's "Vanished Lands: A New Dawn" telecom session. Here are some notes regarding Player Character advancement.

If you're continuing with the house rules we've been using for this fantasy campaign -- AD&D1 Oriental Adventures and the Basic Fantasy Role-Playing Game, here's what changes at Level 3: -Hit Points: Roll an additional hit die. -Saving Throws: These improve for most classes; see
https://vanishedlands.obsidianportal.com/wiki_pages/occupations-of-theeastern-vanished-lands

-Racial/class abilities: You get one of either, for a total of three. -Proficiencies: You get an additional non-weapon skill, for a total of three. The bonus is +3 (plus Ability score bonus) or +5 if it's class-related. -Spells: Most arcane and divine spellcasters get one more spell to cast per day. -Fate points/refresh: You get one, for a total of four. -Base honor: See AD&D1 "OA" for advancement. >>If you're converting your P.C. to the D20/FATE hybrid, here's what you need to know: -Aspects (FATE): These are more prominent, but they're mostly the same as above. Note that you get two more Aspects or Attribute points for being at Lvl. 4. -Attributes (D20): These stay the same, but note that bonuses shifted slightly. Score Penalty/Bonus 1-3 -3 4-5 -2 6-8 -1 9-11 0 12-14 +1 15-17 +2 18-20 +3

-Hit Points (D20): Since you're getting an additional level -the equivalent of five sessions -- you'd get four hit dice, not three. These are still based on class. -Base Attack Bonus (D20): This is at a +4 for level; if you want better, add skill points to Martial Arts, Melee, or Shooting skills. -Armor Class (D20): This stays the same. Restrictions for armor weight remain by class. -Saving Throws (D20): These have been rolled into skills -Fortitude = Endurance, Reflex = Acrobatics, and Will = Resolve. -Race/class abilities (D20): These have been rolled into aspects, skills, and stunts. -Skills (D20): These are more specific than what we've been using. You get 10 points at first level, plus one point per session, or 5 points per level. So, at Lvl. 4, you'd have 10 + (3x5) = 25 skill points total to spend. There's no limit to how many points you can put into any one skill, but it's best to spread them around a little. -Spells (D20): Note sources. Spellcasters should take the Mysteries skill, which is the equivalent of Knowledge: Religion or Knowledge: Arcana. The total rank equals the total levels worth of spells that can be cast in a day. Spellcasters also need to spend one stunt slot per spell level. Caster level equals class level, or 4, and saves are based on Mysteries level. -Stunts (FATE): Note that most racial and class abilities don't require an expenditure of Fate points to activate. In the case of the Martial Arts skill, each style or bundle of maneuvers (kicks, punches, etc.) counts as one stunt slot. Stunts can also eventually include skill specializations, D20 feats, and signature items. -Refresh (FATE): You start out with 6 Fate points, plus one for every 10 sessions, or the equivalent of every two levels, so at Lvl. 4, you'd have a total of eight, minus any stunts. -Weapons and other gear (D20): These stay the same.
The enclosed character sheet should have everything you need beyond the notes above. Let me know if you have any questions. -Gene >>[18 February 2014:] Thanks to Geoff, Beruk, Brian, and Sara for trying out my latest D20/FATE hybrid house rules. Not only have "Soske'," Giacomo, Hamfast, and Scully been updated, but they've also gained an extra level! In the process, we've found a few things that needed fixing or clarification:

-The Origin/race aspect affects attribute scores and some stunts. -The Occupation aspect affects hit dice, wearable armor, and stunt/feat and spell availability. -Base Attack Bonus should increase only once every 10 sessions or two levels, and it doesn't get a Dex bonus, since skills for Martial Arts, Melee, and Shooting exist. -Points spent on a given skill can't exceed character level (sorry, Geoff). Attribute bonuses still apply to the total, which can exceed level. -Linguistics was omitted, and each total rank equals one language beyond native. -I may break Persuasion into Deception (which would include disguise) and Diplomacy (which would include etiquette and heraldry). Computers/technology doesn't apply to the "Vanished Lands," and I may tweak the names of a few skills to be easier to read at a glance.

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-The Perform skill is based on whatever Attribute is being used, so Dex for dance, Int for literature, or Cha for acting, for example. -For skill-based stunts, the FATE 3e "Legends of Anglerre" book, while not well-organized, might be a better reference than "Pathfinder," since most combat rules are streamlined. -Refresh, or Fate points after stunts, can be pooled for the party, a ship, or a shared stronghold. I've thought about slowing the rate of advancement to one additional point for every two levels (10 sessions), but Beruk did burn through all his chips last night....
>>I'll try to put out a revised summary and character sheet soon. >>Jason, let us know if you'll be running your "Glassworks: the Devil's Den" superhero scenario next Monday, 24 February 2014, and let's hope the weather cooperates! I look forward to continuing our adventures, -Gene >>[20 February 2014:] Fellow role-players, thanks to your feedback, I've recompiled my D20/FATE hybrid house rules, and here's the latest iteration. I've cleaned up skills, adjusted advancement, and added spells to the character record sheet. >>Thanks again for your help and patience, and I'll try to have fresh hardcopies for next Monday's face-to-face session. I'm still working on updates for recent sessions, and I look forward to seeing copies of your conversions! -Gene >Gene, this looks good, but if I were to send you a reformatted PC sheet (for how the skills are arranged) would you be insulted? >For example, intimidation is linked to strength? Alexander the Great was 5'4" and Joe Pesci from GoodFellas, one of the most intimidating characters in movie history is a midget. Trust me, there are plenty of big strong guys that are pussies. What about mean grandmothers and stern nuns? -Beruk A. >>Beruk, if you'd like to whip up an alternate sheet, that's fine by me. >>For now, let's leave the skill/attribute associations as they are -I'm pretty generous with skill points to spread around, and there are always stunts that allow one attribute to be substituted for another for a given skill. -Gene >Gene, it's very difficult to do format without Publisher and you know what, after review, it is really not necessary. I still disagree with intimidation, but it will work and I will convert Sonny before Sunday. Beruk >Different matter... I'm digging your Fate/D20 hybrid; the clean-ups are nice. Character creation seems pretty intuitive, but obviously requires some DM adjudication (as with Fate) on Aspects, Stunts, etc. :) >Here's the character I started playing around with, if you're interested. (Not sure if anyone's played a Sea-Elf before! :) -Rich C.G. >>Rich, thanks for the positive feedback! "Jasmine Silvermane," your Sea Elf Barbarian, looks decent so far -- it shouldn't be too hard to select skills and stunts for her. I have seen the occasional Sea Elf or Sea Spirit Folk in the "Vanished Lands," but none played as a long-term Player Character. -Gene >Hi Gene, has the Mondays group switched over to the hybrid system? I know there was a conversion done, and it was mentioned in the update. Josh C. >>Josh, while Sara, Beruk, and Brian have converted their "Vistel's Circus" and "A New Dawn" Player Characters to my latest D20/FATE hybrid, I'm not requiring everyone to do so. >>The incentive of an additional experience level has helped motivate people, as well as the relative simplicity of the house rules (enclosed).

>>I'll try to post some guidelines regarding level adjustments, and I'll have hardcopies of the revised summary and blank character sheets at our next face-to-face sessions. -Gene > converted will use their converted sheet with the hybrid rules or will they use the old rules until everyone converts? Thank you for the rules. -Josh >>Josh, those who have already converted their characters can already use the new rules in play, so they'll get more use out of skills and stunts. But the basic combat stats should remain close enough for those who haven't yet converted to be able to play alongside. -Gene >I was wondering, my complaints about damage are suspended until everyone is on the same page. -Josh >>Fellow role-players, by now, you've probably seen the latest version of my D20/FATE hybrid. Here are some guidelines for updating your existing -- and backup -- "Vanished Lands" characters:

>>Basic info: Don't forget to put your Player Characters' names, your names, and the date revised on your record sheets, since there will likely be numerous hardcopies and Word files floating around. >>Total experience levels: After 30 sessions, the "Vistel's Circus" team has just attained Lvl. 6, plus a bonus level for conversion. After 10 sessions, the adventuring party in "A New Dawn" is close to Lvl. 3, plus a bonus level for conversion. >>Aspects and Attributes: You start with five FATE-style Aspects -- Origin/race, Occupational Class, Trouble/foibles, Guest Star, and Motivation/alignment. You don't need to reroll basic D20 Attributes -- Str, Dex, Con, Int, Wis, Cha, Con -- but note that bonuses have changed slightly. -"Vistel's Circus:" At Lvl. 7, you can add up to three Aspects, Attribute points, or any combination thereof. We can talk about new Aspects, which should reflect both helpful and hindering traits. If you already added an attribute point at Lvl. 3 or 4, that counts toward your total. -"A New Dawn:" At Lvl. 4, you have one additional Aspect or Attribute point. >>Hit Points: For both parties, you get max at first level, plus one hit die by Occupation for each level after that. You don't need to reroll for past levels, but I'd prefer to witness new rolls. >>Base Attack Bonus: This is essentially half your level, rounded down, so +3 for "Vistel's Circus" and +1 for "A New Dawn." It doesn't stack with your Str or Dex bonus, since there are skills for Martial Arts, Melee, and Shooting. >>Armor Class: See the rules summary for armor allowed and types. In most cases, they are the same as in oD&D and D20. >>Skills: You start with 10 points and get a point per session, so "Vistel's Circus" should have a total of 45 and "A New Dawn" 25 (including the bonus levels). Note that these have shifted since my earlier draft and absorb our previously confusing saving throws. >>Refresh/Stunts: P.C.s start with a total of 6 and get one Refresh for every two levels. Subtract Stunts, which can include racial/class abilities, spellcaster levels, skill specializations, or signature items. As noted previously, FATE 3e "Legends of Anglerre" may be helpful here. Individual spells (limited by Mysteries skill levels) and citations go on a separate page.

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-"Vistel's Circus:" 9 total at Lvl. 7 -"A New Dawn:" 8 total at Lvl. 4 >>Weaponry: Damage, reach/range, and other qualities remain the same from the D20 "Basic Fantasy Role-Playing Game" and AD&D1 "Oriental Adventures." >>Equipment: This and money stay the same from D20, but make sure your lists are complete and up to date. >>Description and Backstory: Remember to copy and paste this out of previous P.C. records, as well as any contacts, animal companions, etc. If any of you are brave enough to try converting older "Vanished Lands" or even "Vortex" P.C.s, let me know!
>>I've also updated the template on Obsidian Portal and can provide a streamlined text-only version if needed: https://vortex.obsidianportal.com/characters/d20-fate-vortex-p-ctemplate >>Again, you're under no obligation to convert if you don't want to, but the incentive of an extra level seems to be encouragement enough. For the moment, the difference in skills and stunts will be noticeable, but I hope that the basic combat stats will be close enough that updated and existing characters can adventure alongside one another. >>Let me know if you have any questions, -Gene

*Hit Points* (by occupation, start at max, plus Con bonus, + 1 hit die per every five sessions): *XX* * _Explorer_ (Clerics and scouts): 1d8 * _Mystic_ (Wizards and scientists): 1d4 * _Trader_ (Rogues and scoundrels): 1d6 * _Warrior:_ (Fighters and soldiers): 1d10 *Base Attack Bonus* (on 1d20 to hit, + Dex bonus; +1 every five sessions): *XX* *Armor Class* (see also Dex bonus, equipment): *XX* * 10-11: None * 12: Padded (max nonmagical for Mystics) * 13: Leather or hide (max nonmagical for Traders) * 14: Studded leather or ring mail * 15: Banded or chain (-1 on Endurance) * 16: Scale or splint (-1 on all Acrobatics) * 17: Plate mail (-2 on all Acrobatics) * 18: Full plate (-3 on all Acrobatics, Endurance) * +1: Shield * +2: Large shield (but -2 on Acrobatics, cumulative) *Skills* (on 1d20, plus attribute bonus; 10 points to start with, plus one per session) * _Acrobatics_ (Dex/Reflex; incl. escape artist, fly, tightrope, tumble): * _Animal Handling_ (Wis; ride): * _Area Knowledge_ (Int; by region; geography, history, law/politics): * _Athletics_ (Str; climb, fly, jump, lift): * _Computers_ (Int; communications, electronics, hacking, AIs): * _Craft_ (Dex/Int; specialize by creation, e.g. alchemy, armory, cooking, create magic items, herbalism, poisons, weapon smith): * _Endurance_ (Con/Fortitude; physique/stamina, run, swim): * _Engineering_ (Int.; architecture, dungeoneering, siege engines, power systems): * _Gaming_ (Int; card, tabletop, gambling, strategy): * _Intimidation_ (Str): * _Leadership_ (Cha; ranks = total follower levels, but must be 2 levels lower than P.C.): * _Linguistics_ (Int; 1 pt. per language beyond native; incl. decipher script, forgery): * _Martial Arts_ (Dex; unarmed combat, one maneuver per rank): * _Mechanics_ (Dex; burglary, constructs, disable device/trap, tools, vehicle repair): * _Medicine_ (Int/Wis; heal): * _Mysteries_ (Int/Wis; need to use arcane/divine/psionic/super powers; ranks equal total castable levels per day): * _Perception_ (Wis; empathy, passive alertness, sense motive vs. Persuasion): * _Perform_ (Cha, etc.; by artistic medium, incl. acting, dance, painting, sculpture, music, poetry): * _Persuasion_ (Cha; bargaining/diplomacy, bluff/deceit, provoke): * _Profession_ (Int/Wis; nonadventuring activity; e.g., appraisal): * _Resolve_ (Wis/Will; concentration, to cast under stress): * _Science_ (Int; lore, by specialty, such as biology/nature): * _Search_ (Int; active notice, hear noise, investigate, spot): * _Sleight of Hand_ (Dex; holdout): * _Stealth_ (Dex; follow, hide in shadows, move silently): * _Streetwise_ (Cha; contacts/gather info, etiquette, rapport): * _Survival_ (Wis; incl. tracking; by terrain): * _Vehicles_ (Dex; drive/pilot, by type/medium): * _Warfare_ (Int; fighting, tactics, strategy, weaponry): _By attribute:_ * *Str:* Athletics, Intimidation

*Player Character:* *Role-Player:* *Campaign:* * _Game Master:_ * _Rules systems:_ D20, _Fantastic Adventures in Tabletop Entertainment_ (FATE) * _Date created:_ * _Date revised:_ *Aspects* (can use a Fate point to tag for +1d6 or a reroll, plus compels): * _Origin_ (species/race/nationality/homeworld): * _Occupation/level_ (class/subclass/archetype; lvl. = sessions divided by 5): * _Trouble:_ * _Guest star:_ * _Personality/motivation_ (alignment/allegiance): *Attributes* (roll 4d6, drop the lowest, reroll 1s; modified by origin, usually +/- 2): * _Strength_ (x5 = max carry, x10 = max lift): *XX* * _Dexterity_ (x2 = ft. per round; to initiative): *XX* * _Constitution:_ *XX* * _Intelligence:_ *XX* * _Wisdom:_ *XX* * _Charisma:_ *XX* _Adjustments_ (note that this has changed slightly): | _Score_ | _Penalty/Bonus_ | | 1-3 | -3 | | 4-5 | -2 | | 6-8 | -1 | | 9-11 | 0 | | 12-14 | +1 | | 15-17 | +2 | | 18-20 | +3 |

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* *Dex:* Acrobatics, Craft, Martial Arts, Mechanics, Sleight of Hand, Stealth, Vehicles * *Con:* Endurance * *Int:* Area Knowledge, Computers, Craft, Engineering, Gaming, Linguistics, Medicine, Mysteries, Profession, Science, Search, Warfare * *Wis:* Animal Handling, Medicine, Mysteries, Perception, Profession, Resolve, Survival * *Cha:* Deception, Leadership, Perform, Persuasion, Streetwise *Stunts* (race/class abilities, skill specializations/feats, spells, signature items, superpowers, etc.; provide citations): * * * * * * _Refresh_ (out of initial total of 6 Fate points, can be used to tag an aspect, make a declaration, or activate a stunt): *XX* *Weapons* (by range/reach, damage, qualities): * _Ranged_ (and ammunition): ** ** ** ** * _Melee_ (+ Str bonus damage): ** ** ** **

** ** ** ** ** ** * _Animals/transport:_ ** ** ** * _Money:_ ** ** ** ** ** *_Advancement:_ 1 skill point per session; +1 BAB and HD every five sessions; +1 Refresh and +1 Aspect or Attribute every 10 sessions *Bio/background* (include upbringing, hobbies, goals; see also Aspects):

* _Homeland/nationality:_ * _Religion/alignment:_ *Contacts/followers:* * * *

*Description:* * _Gender:_ * _Date of birth/age:_ * _Eyes:_ * _Hair:_ * _Complexion:_ * _Height:_ * _Weight:_ * _Appearance/mannerisms:_ * _Image links:_ *Equipment:* * _Magic/empowered items:_ ** ** ** ** ** ** * _Clothing, armor:_ ** ** ** * _Occupational tools:_ ** ** ** * _Rations:_ ** ** ** * _Other gear:_ ** ** **

*Adventuring party:* * * * * * * * *

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*Player Character: "Capt. Tzu Tien Lung"* https://vortex.obsidianportal.com/characters/capt-tzu-tienlung *Role-Player:* Gene D. *Campaign: "_Star Trek: the Tempest_"* * _Game Master:_ Steve M.R. * _Rules systems: Generic Universal Role-Playing System_ (GURPS) 3e _Space_, D20 _Prime Directive, Fantastic Adventures in Tabletop Entertainment_ (FATE) * _Date created:_ 2 September 1994/"_Stardate 47060.12 or 1 March 2370 A.D./C.E._" (Virginia) * _Date revised:_ 19 January 2014/"_Stardate 47108.08 or 2371_" *Aspects* (can use a Fate point to tag for +1d6 or a reroll, plus compels): * _Origin:_ Terran human * _Occupation/level:_ Starfleet officer (Explorer 11) * _Trouble:_ Hello, ladies! * _Guest star:_ Damn Cardassians... * _Personality/motivation:_ Wants to help United Federation of Planets recover from recent wars and again expand. * _Adventuring:_ Swashbuckler at heart * _Reputation:_ Married to his ship *Attributes* (roll 4d6, drop the lowest, reroll 1s; modified by origin, usually +/- 2): * _Strength:_ *12* (+1; x5 = max carry, x10 = max lift) * _Dexterity:_ *12* (+1; x2 = ft. per round; to initiative) * _Constitution:_ *12* (+1) * _Intelligence:_ *13* (+1) * _Wisdom:_ *12* (+1) * _Charisma:_ *14* (+1) *Hit Points: 58* (by occupation, start at max, plus Con bonus, + 1 hit die per every five sessions) *Base Attack Bonus: +11* (total; on 1d20 to hit, + 1 Dex bonus; +1 every five sessions) *Armor Class: *13* (Starfleet uniform plus Dex bonus) *Skills* (on 1d20, plus attribute bonus; 10 points to start with, plus 10 levels and one per session = *67* pts.) * _Acrobatics_ (+ 1 Dex/Reflex): *1* * _Animal Handling_ (+ 1 Wis): *1 *, incl. ride * _Area Knowledge_ (+ 1 Int): *4* -- 1 pt. @ in Terra/Earth and U.F.P. space, Federation law, history, politics * _Athletics_ (+ 1 Str; climb, fly, jump, lift): *2* * _Computers_ (+ 1 Int): *2* -- ship systems (Tech Level 13) * _Craft_ (+ 1 Dex/Int): 0 * _Endurance_ (+ 1 Con/Fortitude): *1* (carousing) * _Engineering_ (+ 1 Int): *2* -- incl. force field operations (TL 12) * _Gaming_ (+ 1 Int): *1* * _Intimidation_ (+ 1 Str): *1* * _Leadership_ (+ 1 Cha): *5*

* _Linguistics_ (+ 1 Int): *5* -- Cantonese, Cardasian, English/"Galacta," Mandarin (native), Klingon, cryptography, signing * _Martial Arts_ (+ 1 Dex): *6* -- 1 pt. @ in archery, fast draw, fencing, Judo, Karate, knife/sword * _Mechanics_ (+ 1 Dex): *1* (GURPS Tech Level 11) * _Medicine_ (+ 1 Int/Wis): *1* * _Mysteries_ (+ 1 Int/Wis): 0 * _Perception_ (+ 1 Wis): *2* * _Perform_ (+ 1 Cha): *5* -- 1 pt. @ in acting, calligraphy, dancing, painting, literature, musical instrument * _Persuasion_ (+ 1 Cha): *3* * _Profession_ (+ 1 Int/Wis): 0 * _Resolve_ (+ 1 Wis/Will): *1 * * _Science_ (+ 1 Int): *8* -- 1 pt. @ in anthropology, archaeology, astronomy, biology, chemistry, ecology, geology, planetology, xenology * _Search_ (+ 1 Int): 0 * _Sleight of Hand_ (+ 1 Dex): 0 * _Stealth_ (+ 1 Dex): *1* * _Streetwise_ (+ 1 Cha): *1* * _Survival_ (+ 1 Wis): *2*, incl. SCUBA, tracking, vacc suit * _Vehicles_ (+ 1 Dex): *3* -- 2 in astrogation, 1 pt. @ in boating, piloting * _Warfare_ (+ 1 Int): *5* -- 1 pt. @ in black powder weapons, demolitions, phasers, starship gunnery, strategy/tactics *Stunts* (race/class abilities, skill specializations/feats, spells, signature items, superpowers, etc.; provide citations): * The Artist's Eye (Perform, art appreciation) FATE 3e _Starblazer Adventures_ (SBA) * Best Foot Forward (Persuasion/Rapport) no crit fumbles, _SBA_ * Capable Researcher (Science) faster inferences, FATE _Bulldogs_ * Brawler (Martial Arts) + 1 to AC, _SBA_ * Cold Read (Perception, faster empathy) _SBA, Bulldogs_ * Cool Under Fire (Leadership) + 1 to Perception/Alertness when outnumbered, _SBA_ * Intergalactic/Starfarer (Persuasion/diplomacy) _SBA, Bulldogs_ * Minions (Leadership, crew) _Bulldogs_ * Patron (resources, 2 slots): U.F.P. Starfleet Command * Tracker (Survival) _Bulldogs_ * _Refresh_ (out of initial total of 6 Fate points, can be used to tag an aspect, make a declaration, or activate a stunt): *4* * _Advancement:_ 1 skill point per session; +1 BAB and HD every five sessions; +1 Refresh and +1 Aspect or Attribute every level or 10 sessions *Weapons* (by range/reach, damage, qualities): * _Ranged_ (and ammunition): ** knife, thrown 1d4 ** phaser, Type 2 -- stun DC 20 or 4d6 * _Melee_ (+ 1 Str bonus damage): ** knives, survival 2, 1d4 ** saber, fencing 1d6

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** sword, Chinese broad 1d8 ** unarmed (brawling, Judo, Karate) 1d4

*Description: * * _Gender:_ Male * _Date of birth/age:_ Stardate 36810.15 or 2325 A.D./C.E., 46 * _Eyes:_ Dark brown * _Hair:_ Balding, black, in a ponytail * _Complexion:_ Olive * _Height:_ 1.7 meters or 5 ft., 7 in. * _Weight:_ 66 kilograms or 148 lbs. * _Appearance/mannerisms:_ Claims to be descended from pirates. Called "Edmund" by Academy friends. Likes to read old copies of Shakespeare. Enjoys Klingon food. When permitted, wears a ponytail. * _Image links:_ http://i211.photobucket.com/albums/bb42/GeneD5/Blog%20a nd%20games%202013%20to%202014/371x461xCapTzu 3jpgpagespeedicci71UErcH1_zpseec66aac.jpg http://i211.photobucket.com/albums/bb42/GeneD5/Blog%20a nd%20games%202013%20to%202014/DSCN1977_zps9 0248ed4.jpg http://i211.photobucket.com/albums/bb42/GeneD5/Blog%20a nd%20games%202013%20to%202014/DSCN1976_zps3 ae95af4.jpg *Equipment:* * _Clothing, armor:_ ** boots, riding ** civilian clothes/disguises ** uniforms -- duty, several sets (see _Star Trek: First Contact_), dress, with rank insignia ** vacc suit * _Occupational tools:_ ** communicator badge ** First Aid kit ** Padds ** Tricorder ** Universal Translator * _Rations:_ ** Ship's replicators ** Rations, field, 3 days * _Other gear:_ ** antique Shakespeare manuscripts ** backpack, with camping gear ** notebooks and pens ** spyglass, brass, with leather case * _Transport:_ see notes for the U.S.S. _Tempest_, below * _Money:_ 15,000 credits in annual salary/assets? *Bio/background* (see also Aspects): * _Homeland/nationality:_ New Shanghai, Terra (Earth, Sol 3) * _Religion/alignment:_ Justice (Lawful Good), duty to United Federation of Planets and ship * _Service Record:_ ** Tzu Tien Lung studied at Starfleet Academy in San Francisco from 2342 to 2346. ** Ensign aboard the U.S.S. _Eagle_, NCC 956, under Capt. [John Z.G.] from 2347-2351.

** Made lieutenant at helm of U.S.S. _Phoenix_, NCC 65420, under Captain Maxwell from 2352 to 2355. ** Was Lieutenant Commander at Tactical/Security on the U.S.S. _Excalibur_, NCC 26517, under Capt. ? from 2356 to 2361. ** Served during the Cardassian War, from 2355 to 2366. ** Promoted to commander and first officer of the U.S.S. _Endeavor_, NCC 71805, with then-Capt. Rotha from 2362 to 2369. ** Given own command, the starship _Tempest_, NCC 2094-B, from March 2370-present. ** _Stardate 47060.12 to 16:_ The _Tempest_ visited U.F.P. petitioner Ventax 2 (formerly home of Ardra) to assist the _Curie_ in relieving Rigelian plague with ryetalyn medicine. Encountered Gomtu/"Tin Man" on the way, as well as civil unrest on the planet. ** _Stardate 47080.20 to 47108.07:_ Visited First Contact Office on Aquarius 3 in non-aligned space. Rotated crew, avoided Pakleds, solved engineering problems, and ran drills. Encountered Cardassian cruiser in Aquarian system, but they were apparently incapacitated by Romulans. Uncovered smugglers and a Ferengi plot. *Adventuring parties: crew of the U.S.S. _Tempest_, * (Virginia, 1994 to 1997): * *"Capt. Tzu Tien Lung"* [Gene D.]-male Terran human, commander of _Excelsior_-class ship NCC 2094-B * *"Cmdr. Slasck"* [James A.W.]-male Vulcan, first officer, specialist in tactics and sciences, away team leader * *"Lt.Cmdr. Mohammed Abil Cousteau" [Chris R.]male Terran human, tall chief engineer and second officer * *"Lt.Cmdr. Agamemnon"* [Josh H.]-male Betazed, security chief; took a leave of absence * *"Lt.Cmdr. Harley McMasters"* [Jack P.M.]-male Terran human from the U.S.S. _Bozeman_ of the 23rd century (present day is 24th), second security/tactical officer * *"Dr. Conrad Livingston"* [Chris D.C.]-male Terran cyborg, chief medical officer * *"Lt. Lionel Joseph"* [Tim M.B.]-male Terran human, science officer, with interest in the occult * *"Lt. Jeremy Monomuro" [Greg D.C.]-male Lunar human, transporter chief, promoted to assistant engineer * *"Lt. Tailkinker Starclaw "* [Jon W.P.]-male Caitian, tactical officer * *"Lt. Kanor"* [John J.G.]-male Klingon, helm officer * *"Lt. Smith"* [Jon W.P./N.P.C.]-male Terran, security officer * *"Lt. Florence Barton"* [Nicole T.O.]-female Terran human, medic * *"En. A'Roo"* [Jodi A.R.]-female Fleegan (trilateral amphibious species), helm officer

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* *"Yeo. Trema Telca"* [Janice L.M.]-female Terran human, communications officer; fencing partner of Capt. Tzu * *"Ms. Raven Starclaw "* [Shelly]-female Caitian, bartender * *Non-Player Characters * [Steve M.R.]: ** _Lt. Clara Nightingale:_ female Terran human, nurse ** _Lt. Diego Gonzales:_ male Terran mutant (descendant of "El Fiero" from GURPS _Supers:_ "the S.J.I."), pyrokinetic engineer with a mixed service record ** _Lt. Nargeta:_ female Horta (mineral species from Janus VI), mission specialist ** _Lt. Bob Hoover:_ male Terran human, science division assistant ** _En. Denise Gilbert:_ female colonial human, transporter operator ** _Yeo. Erica Jansen:_ female Terran human, communications officer and roommate of Trema Telca ** _Earl Sinclair:_ male colonial human, noncommissioned officer in maintenance (apologies to Henson's _Dinosaurs_) ** _Cmdr. Benjamin Larson:_ male colonial human, leader at Aquarius 3 First Contact Office (nonStarfleet) ** _Dr. Allison Kane:_ female colonial human F.C.O. researcher ** _Adm. Treve Rotha:_ male Terran human, Judge Advocate General; responsible for the _Tempest_'s missions ** _Commodore Erik T. Lutwin:_ male Terran human, xenology expert and commander at Starbase 51 http://static3.wikia.nocookie.net/__cb20090908061504/sgv st/images/7/7a/ExcelRefit2.jpg http://thefirstfleet.deviantart.com/art/USS-Enterprise-NCC1701-B-325804290

18. Beginning of primary hull, maintenance 19. Shuttlebay 2: 2 Type 15, 1 Type 6, 1 Type 7, 2 Type 9A (bay is aft, behind pylons) 20. Shuttlecraft support, Transporters 4, 5 21. Cargo bays 2-4, Transporters 6-8 22. Main Engineering 23. Engineering and environmental support 24. Deuterium fuel storage, pumps, and fill ports 25. Auxiliary power, distribution subsystems 26. Living quarters, Holodecks 2-5 27. Living quarters, botanical garden, brig 28. Environmental and life support 29. Main sensor array, navigational deflector 30. Antimatter storage pods, tractor beam emitter. "These are the voyages of the Starship _Tempest_. Our mission: to explore the tempestuous and stark cosmos, defend the Federation, and uphold the honor of Starfleet. To bravely travel to new worlds and meet such people as we find on them."
http://thefirstfleet.deviantart.com/art/USS-Enterprise-NCC-1701-B325804290

*Decks of the U.S.S. _Tempest_, NCC 2094-B* http://www.cygnus-x1.net/links/lcars/blueprints/excelsiorblueprints-sheet-5.jpg 1. Bridge, main command center 2. Captain's ready room, conference room 3. Shuttlebay 1: 1 Type 15, 1 Type 6, 1 Type 7 4. Impulse Engines, Junior Officers' quarters 5. Fusion generators, Science laboratories 6. Transporter room 1, more Science labs 7. Captain's quarters, residential apartments 8. Sickbay, Transporter 2, medical laboratories 9. Food preparation, recreation deck, Holodeck 1 10. Phaser controls, cargo bay 1, Transporter 3 11. Maintenance, life support, photon torpedo bay 12. End of saucer, escape pods, Captain's yacht 13. Battle Bridge, auxiliary controls 14. Dorsal interconnects, docking latches 15. "Raven's" bar, residential apartments 16. Inertial dampening system, observation deck 17. Engineering support, Jeffries tubes, turbolifts

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