I’ve been running a Star Trek game for my Saturday group for a few weeks, and finally we had a combat sequence. I’ve been using Decipher Trek, which has got solid mechanics (particularly like the starship combat rules), but which is a bit dodgy in character combat. Use of phasers is fairly good: stun requires a test to see if you’re stunned, set it to “obliterate” and you make the guy disappear…but most PCs can walk away from a phaser shot that is described as burning a foot wide hole in a metal door with an “Ow! That sucked…”
Hand to hand is equally bad. It’s very obvious that the Decipher character designed were a bit kludged to try and fuse the d20ish aspects that came into the design with the elements of Last Unicorn Trek that worked well…unfortunately, your character winds up with ridiculous amounts of damage they can soak up. this can be fix with a few simple adjustments, like knocking out one of the health levels, but I decided to do a port over to Cortex. (Whether or not I use it is another matter!)
First I took a pass at doing up some species templates of Old Show/Movie period aliens. (We’re running in a combo of the retcon universe of Abrams and the original universe…) The templates are meant more as a guide for what traits the aliens often have and aren’t necessary to build a reasonable facsimile.
AXANARI: Enhanced Senses [d4]; Radiation Resistance [d4]
BETELGEUSANS: Tough [d8]
BOLIANS: Good Natured [d6]
CARDASSIAN: Vesala [d4]: Works as contacts
DELTANS: Allure [d4]: Pheromones; Credo, Oath of Celibacy [-d6]; Enhanced Communications, Empathy [d8]; Enhanced Senses, Empathy [d4]
GORN: Inherent Armor [d4]: Impact & Cutting Damage; Inherent Weapons [d4]: Claws and Teeth, d4B; Dull Sense, Smell [-d4]
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