Showing posts with label startrek. Show all posts
Showing posts with label startrek. Show all posts

Sunday, January 20, 2013

Want A Science Fiction Adventure?

Last night I ran my first Starships & Spacemen: Star Trek game. Rather than do a post-play write-up, I thought it would be more interesting and maybe useful for people to turn it into a sort of mini-module. 

So here it is.

It's suitable for any science fiction game, really, but assumes Star Trekian universe.

Thursday, January 17, 2013

Pirates of Orion

Here’s another Star Trek species for Starships & Spacemen:


ORIONS
Encountered: 2d4 (5d10)
Movement: 120 (40’)
Intelligence: Average
Psionic Potential: 2d4 (inactive)
Hits: 1d8
Armor: -1
Combat Skill: 12
Save: L1
Attacks: 1
Damage: By weapon
Morale: 8
XP: 10
The Orions are an ancient, multi-species society engaged in legitimate trade--but also involved in numerous criminal enterprises including piracy and slave-trading. Their most infamous commodity are the “Orion slave girls” or “Orion animal women,” members of a green-skinned humanoid species exploited by the more advanced members of the Orion congeries.

The dominate Orion species has pale blue to chalk
white skins. They employ disruptor weapons and fly fast, stealthy starships. 


Sunday, January 13, 2013

The Little Guys

For Starships & Spacemen, here's another obscure species from Star Trek:

ITHENITES
Requirements: None
Ability Adjustments: STR -1
Skill Adjustments: Contact +1
Metabolism: Copper Based

Ithenites are dwarf-like, metallic bronze-skinned humanoids from the planet Orodanga in the 61 Virginis system. They call themselves “Dayen.”  They have been longtime members of the Federation, joining shortly after it’s founding.

The Ithenites are a wide-ranging species, often encountered in small enclaves on the more cosmopolitan worlds. No one knows how long they have been a spacefaring culture--certainly for longer than most prominent Federation species. They have never been involved in any protracted conflicts with other species and have the uncanny ability to avoid offending either side in times of disagreement.

Ithenites are generally considered affable and easy-going, and are widely known for their love of good music, food, and drink--though they seldom over-indulge. Outside of the hospitality and entertainment industries, they are mainly encountered as traders. They're noted to be shrewd dealers, but considered fair and pleasant to haggle with.


Notes: These coppery skinned dwarfs were unnamed delegates at the Babel Conference in TOS episode “Journey to Babel.” An unfilmed scene from the script for the Enterprise episode “Terra Prime” called an ambassador resembling the characters from TOS “Ithenites.” The first mention of Ithenites was in the episode “Azati Prime.” An article for the FASA Trek rpg in Stardate Magazine #11 named this species “Dayen.”

Thursday, January 10, 2013

The Techno-Matriarchs of Cygnet XIV

Here's another obscure Star Trek species for Starships & Spacemen:


CYGNIANS
Requirements: INT 9 (female); STR 9 (male)
Ability Adjustments: INT +1 (female)
Skill Adjustments: Technical +1, Contact -1 (female)
Metabolism: Iron Based


Cygnians are a humanoid species from Cygnet XIV, a class M moon orbiting a circumbinary gas giant. Cygnet XIV is a Federation member, notable for its technological acumen and gynocratic society.

Though female Cygnians are outwardly indistinguishable from humans, Cygnian males bear a greater resemblance to Neanderthals and have a much lower intelligence. Males are not allowed to participate in government and are essentially wards of a female family member. They are seldom seen off their homeworld.


Cygnian females are somewhat prejudiced against males of other humanoid species. Other Federation nations have found it expedient to use female representatives when dealing with them. Cygnians females often view males in positions of power as so bizarre or silly, that have been known to play pranks at the males' expense.


Notes: The natives of Cygnet XIV never appeared in any Star Trek show, but were mentioned in the Original Series episode "Tomorrow is Yesterday." The technicians of Cygnet XIV overhauled the Enterprise computer and gave it a stereotypical flirtatious female personality, much to Kirk's irritation.

Sunday, January 6, 2013

Wings of War

Here's another obscure Star Trek species for Starships & Spacemen:

SKORR
Encountered: 2d4 (5d10)
Movement: 120' (40') (F) 480'(120')
Intelligence: Average
Psionic Potential: 4d4, inactive
Hits: 1d8
Armor: -1
Combat Skill: 12
Save: L1
Attacks: 1
Damage: By weapon or 1d4 (2 claws)
Morale: 10
XP: 10


The Skorr are avian humanoids found in several systems in the constellation Hercules. They are six-limbed beings, possessing a functional pair of wings. Skorr are taller than humans on the average with a more gracile body type. They are even less massive than expected for their physiques due the large number of hollow bones in their skeletal structure.

Though not a Federation member in the mid-23rd Century, the Skorr are a member of civilized galactic society. Two centuries prior, however, they were a warlike and expansionistic. They were capable of interstellar travel and bred rapidly, producing 1 to 3 eggs in a clutch that were rapidly aged in communal incubators.

The Great Teacher Alar brought a new religion and way of life to the Skorr people, and they abandon their warlike ways. Alar's brain patterns were recorded shortly prior to his death in an indurite sculpture known as "The Soul of Skorr." It is their holiest relic. It's theft once lead the Skorr to begin marshalling for holy war against all of galactic civilization. Luckily, the Soul was returned before hostilities broke out.


Notes: The Skorr first appeared in the Star Trek Animated Series episode "The Jihad." The location of their homeworld was never mentioned, but since the Skorr are virtually identical to the Aurelians who Worlds of the Federation says hail from Xi Herculis, it seems reasonable to believe their related and colocal.

Thursday, January 3, 2013

Send in the Clones

For Starships & Spacemen, here's an obscure species from the background of Star Trek: The Motion Picture:



Requirements: CON 12
Ability Adjustments: CON +2, STR+1, CHA -1
Skill Adjustments: Combat +1, Contact -1, Technical -1
Metabolism: Iron Based

Arcturians are a Federation member species from a densely populated world in the Alpha Boötis system. They’re a militaristic people, valuing unity and discipline above individuality. Beyond military service in the Federation, Arcturian mercenaries serve throughout the galaxy.

Arcturians have reddish gray or purplish gray skin that droops in distinct wrinkles and folds, and deep set eyes. They have two sexes (though they’re often difficult for other species to tell apart), but Arcturians have given up sexual reproduction. Instead, all Arcturians are clones of a select few genetic lines.


Despite their military nature, Arcturians don’t revel in combat. Many display a degree of emotional restraint reminiscent of Vulcans, and they're often stereotyped as a dour people.

It’s unlikely the Arcturians' homeworld is the product of natural evolution: Their star is too metal poor. Federation scientists speculate that it was engineered by some super-advanced civilization in the distant past. Given their clone nature, some have speculated that the Arcturians themselves were engineered by this same race.


For more Trek conversions, check out our S&S Star Trek rpg group on G+.

Note: Arcturians just appeared in the background of ST:TMP and have never been featured prominently. They don't even show up in any of the Trek rpgs. What little information has been published about them comes from the costume designers for the film. See Memory Alpha.

Monday, December 17, 2012

The Pulp Core of Trek


I was musing on Google+ the other day about how all the speculation on the identity of Cumberbatch's character in the upcoming second Abrams Star Trek film had got me thinking about playing a Trek game. There was some enthusiasm for that so I've thought about it a bit more--even though I don't know if anything would ever come of it.

While I've enjoyed all the Trek series (well, maybe not Voyager) to one degree or another, my favorite has always been the original. It's very much of it's era which gives it a cool design sense and adapts a lot of Golden Age and pulp science fiction elements. The "core canon" for my game would be the original series.

(As an aside, I'd say that a lot of later accretations on the Trek universe have served to downplay the old school science fiction feel. Genetic supermen and a interplanetary sleeper ship coming from the 1990s does not suggest the 20th century history of space travel in Trek played out like it did in our history, but rather more like the imaginings of Werner von Braun and Willy Ley.)


I mean, what would Trek be without Rigel II cabaret dancers?


I wouldn't leave it there, though. The now-noncanonical animated series adds the Kzinti (among other stuff) to the mix. Got to have these guys:


James Blish's novelizations of the original episodes give them a subtle sci-fi lit spin: I think Trek is better with a mysterious Vegan Tyranny in it's past than without it. Always early fan documents add a lot of stuff. The Starfleet Officer's Manual and Star Trek Maps are definitely in--as are parts of the totally out there on its on but well illustrated Spaceflight Chronology.


Anyway, that's the idea. We'll see.