May 2010
Monthly Archive
2 May, 2010
Posted by blackcampbell under
Roleplaying Games
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CONSTITUTION-CLASS STARSHIP
ATTRIBUTES: Agility: d4 Strength: d8 Vitality: d10 Alertness: d8 Intelligence: d8 Willpower: d10
Initiative: d4+d8 Life Points: 18 Armor: none Speed: .5c [sublight]; Warp 6 [cruise], Warp 8 [max]
SKILLS: Heavy Weapons [d4], Knowledge [d6], Mechanical Engineering [d4], Pilot [d4], Perception [d4], Technical Engineering [d4]
TRAITS: Allure [d4], Prototype [-d4 to Willpower tests]
TACTICAL DATA: 8 Type IV Phaser banks [d6W massive scale, medium range]; 3 Mark 12 IF Photon Torpedo Launchers [d6W massive scale, long range]; Tractor Beam System [d8+Tech. Eng. vs. STR rating of the towed vessel]; PFF-2a Deflector System [act as 3W, 3S armor]
AUXILIARY CRAFT: 4 Class F Shuttlecraft
MISC. SYSTEMS: 2 6-person transporters, 4 20-person/cargo transporters
I’m still working out how the shields would work. I like the way Decipher has the shields and other systems degrade (an easy check on the ship’s VIT+WIL vs. damage that gets through the shields, I think would work for each.)
Using Madkoifish’s fantastic model of his retcon Enterprise which can be found at scifi-meshes.com…

2 May, 2010
Posted by blackcampbell under
Roleplaying Games | Tags:
cortex rpg |
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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.
ANDORIAN: Antennae: [d2] add to Perception tests; Redundant Circulation: Immunity to Cold [d4]
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]
KLINGON: Honor [-d4]; Tough [d8]
NAUSICAANS:
Brawler [d4];
Formidable Presence [d4];
High Pain Threshold [d4];
Out for Blood [-d8]
ORIONS [Female]:
Allure [d4];
Immunity [d4]: Ultraviolet;
Lustful [-d4];
Owned [-d8] if slave
ORIONS [Male]:
Immunity [d4]: Ultraviolet;
Tough [d4]
ROMULANS:
Enhanced Sense, Hearing [d2];
Discipline of D’Era [d4]: Add to willpower tests
TELLARITES:
Hearty Constitution [d4];
VULCANS:
Enhanced Sense, Hearing [d2];
Enhanced Sense, Mind Meld [d6]: Must be able to touch target;
Fast Healing [d6]: Must be able to trace meditate;
Unemotional [-d4]: Against social tests
XELATIANS:
Enhanced movement, swimming [d6];
Enhanced sense, vision [d4];
Enhanced communication, luminal [d4];
Impaired communication [d8]: mute;
Invertebrate [d6]: Adds to AGL tests, save on land, when it is a negative to movement tests
XYRILLIANS:
Curious [-d4];
Good Natured [d4];
Pacifist [-d4];
Parasitic Reproduction [-d4]
ZARANITES:
Complex Needs, Atmospheric [d8];
Enhanced Sense, Sight [d4]: Night Vision;
Impaired Sense, Vision [-d4]: Light sensitive;
1 May, 2010
No time tonight for the descriptive niceties…and you’ve got internet access, don’t you? (chuckle…) So without further ado: the Audi R8 V10:

PM: +2 RED: 2 CRUS: 80 MAX: 197 RNG: 200 FCE: 2 STR: 7 COST: $200,000
1 May, 2010
Sometimes, we overlook the small things… Recently, I came into possession of a Surefire E2D Defender Executive flashlight. It’s a tactical flashlight with a 60+ lumen light (more if I put an LED lamp in it) and a combat bezel around the light and the activation button on the butt. Adapters can let you hang it under your handgun (if you have a rail system like most polymer and Kimber combat handguns have, or on your rifle (same.)

The flashlight can be used as a self-defense weapon, striking with the striking bezel. This adds a +1DC in the James Bond: 007 game (or gives a d2B in Cortex.)
Additionally, the intense light of the E2D can be used to momentarily stun an attack by flashing it in their eyes. This requires the target to be at ranges of less than 10 feet, and a Fire Combat test with a base EF5. A quality result of 4 (average), means the target is semi-blinded for the combat round, with a -1EF to his/her actions; a QR3 gives a -2EF to actions, a QR2 means they are -2EF this round and -1EF next round, and a QR 1 that they are incapable of action in the current round and at a -2EF for the next combat round. (Yes, it really is that bloody bright when shone in your eyes in darkness or low-light conditions.)
Cortex rules for using the light as a blinding weapon: The character makes an AGL+ Athletics or Guns test. Success adds the number of points the roll was made by to the target’s actions for the combat round. Extraordinary success means the target has half that modifier against them the following round.
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