Roleplaying Games


All the Franz Joseph fans from the ‘70s were in for a treat with the first episode of Strange New Worlds — the Saladin-class!

Nope…this is the Gral-class starship USS Archer, NCC-627. Fanhome dropped their latest model of the ship this month and the wee booklet that came with it describing the design process and thinking buffs out what we know about her: she’s small, has a crew of three, and is “more of a runabout than a starship”. There’s no mention of if it is armed, but if the Class C shuttlecraft had phasers, this mot likely does, as well — if only a bank or two.

She’s described as 110.47m long, 58m on the beam (making the saucer 77ish meters from bow to stern), and a draught on the dish of 10ish meters. The guide claims one deck, but the thickness suggests there could be two. The bridge is supposed to be at the bow (so that’s a window), and the slits along the sides also windows. That makes it about the size of two super-yachts side-by-side…more than enough space for a standard crew of 25-50 by SNW standards (with Enterprise having a crew of 210.)

So here’s my take on the Gral — your lightyears may vary:

This build assumes these are used for covert missions in denied areas — either watching pre-warp alien cultures in secret or scouting the edges of the Neutral Zone. For our game, I’m assuming two decks, with most of the engineering areas in the space under the central raised section on the dorsal hull, and a crew of 25-30 standard, with the senior staff typically being lieutenant commanders.

The copyright for 2d20 system is Modiphius, 2019. STAR TREK and related marks and logos are trademarks of CBS Studios inc., and Fanhome is ©2025 DeAgostini Publishing Sp.A. All Rights Reserved and no infringement is intended.

Looks like I’m running Outgunned! on Thursday morning and evening. The adventure is The Lagos Job — and will run the players through character creation and a mission in the four hour block. Yes — we can do a full adventure and character creation in that time. Character creation is staggeringly easy, and with the stretch goals card deck, the players can find their roles and tropes and knock out their character in under half an hour. I’ve already done it with a five person table in that time.

Friday is Blade Runner — I’ll be running the original Electric Dreams adventure from the Starter Set with pre-gen characters from the same. Got a morning and afternoon game. I’ve played in this one last year at GenCon and it’s a good mission.

Saturday is my working the whole day — Alien, running the original Chariot of the Gods adventure. If I can get Free League to drop me a PDF (or if I can score a hard copy) of the new edition, I might even run the games using the new rules.

Sunday morning is Outgunned! again, then I have to move fast to catch my flight out of Indianapolis.

Looking forward to it.

We’ve been gone a while, but the first adventure for our “Prohibition Cycle” — Rum Row — is out on DriveThruRPG.

“Rum Row” is a 2-4 hour scenario for 3-5 players where the characters are roped into a bet — which crew can make the run from Bimini, stop to pick up alcohol at Rum Row and land it in Fort Lauderdale, then return to Bimini first? What could go wrong?

The scenario is written for Ubiquity, but we’ve added some suggestions on how to tweak for other systems like Spirit of the Century‘s FATE and Director’s Cut, the excellent engine for Outgunned Adventure by 2 Little Mice.

Modiphius had dropped its first supplement for the second edition of Stark Trek Adventures — the Technical Manual is a 129 pages of material on the various gear of the Star Trek universe. From the universal translator to tricorders, alien weapons to phasers, starship systems like the warp drive to replicators, the book gives some insight into the history and working of the toys of Trek. 

There’s new career events choices for character building in the first chapter, as well as some nice talents for characters and service histories for starships that lean into the technical and the weird of the universe. There’s also a new section on space “mines” and the various different types. For those Discovery-philes, there’s material on the spore drive, and the quantum slipstream, transwarp, and protostar systems from the more recent shows also are featured.

Chapter 2 covers the usual equipment that the characters will encounter — from personal gear to replicators and holography. One of the better things that turns up in the chapters, and probably one of the best reasons to buy the book, is the charts for gear compications. Complications are one of the more important, and from what I’ve experienced, one the worst understood, game mechanics in the 2d20 system.

Chapter 3 is an odd choice that hasn’t, to my mind, ever features in a Trek RPG — diplomatic equipment, doctrine, and the like. There’s a large chunk of verbiage on the universal translator, and quite a few charts on complications for diplomatic missions and the use of the universal translator. Chapter 4 goes into scientific equipment, but also has some nice encounter and complication ideas for away teams. Chapter 5, similarly, medical equipment. The material here is influenced heavily by Strange New Worlds and Discovery — and real life: there’s cybernetics, genetic augmentations, and it even has PIke’s chair mentioned. 1966 Trek and the medicine of The Next Generationwas advanced…except for places that should obviously been more so — Worf’s spinal injury, for instance. They could wire LaForge for sight, but not get around a spinal injury with cybernetics?

Chapter 6 deals with the transporter, heavily, and as it is one of the main McGuffins for all the series…good. There’s a section on computer technology from Enterprise to Picard, and a section on the engineering gear of the various eras, plus the complications charts and suggestions. Chapter 7 deals with weapons and armor: from the various hand-to-hand instruments of the various alien races to the various energy weapons, each with a little crypto-history lesson.

Chapter 8 rounds it out with starship systems, and here I think the complications tables for the various different things — from shield or engines, to artificial gravity — will be a big help in starship combat missions.

The layout is clean and in the same design as the 2nd Edition rulebook. This is a good thing, as the LCARS look of the 1st edition, while evocative of the TNG/DS9/VOY era, was a pain to read for most folks. This is clean, neat, easy to read. The artwork is suitably improved, as well. The artwork for the Trek line has always been on the good side, but they’ve been getting it right for the last series of sourcebooks and 2E. While right now, it’s only available on PDF, the pre-order for the physical book is available on the Modiphius website. I suspect they’ll drop it for GenCon, but if it’s the usual hardcover (and seems to be), their track record on physical quality is pretty good.

So is it worth it? At $50 buck on the website for a 129 page book, that’s a bit steep, in my opinion. Hell, the core book isn’t much more expensive for twice the page count and the 2E starter set is selling for $35 on the website. My suspicion is, once we get past GenCon and the release of the book, you’ll be able to find it for a more reasonable $25-30 online. Is it worth buying, yes; at $50…you be the judge.

The copyright for 2d20 system is Modiphius, 2019. STAR TREK and related marks and logos are trademarks of CBS Studios inc. All Rights Reserved and no infringement is intended.

Here’s my 2nd Edition take on the Bellerophon-class U.S.S. Farragut, N.C.C. – 1647. I’ve noticed the general consensus on the internet is that she is considered an “Unlucky Ship”, so I put that in as a trait. Following the suggestion in the Core Rulebook, I also added “Earth” ship — as that was the main crew complement of the vessel. Also assume it most likely would have had a few years service and a single refit by the time we see it in Strange New Worlds.

Image is copyright of David Metlesits (thefirstfleet) over on DeviantArt. The copyright for 2d20 system is Modiphius, 2019. STAR TREK and related marks and logos are trademarks of CBS Studios inc. All Rights Reserved and no infringement is intended.

MISSION BRIEFS: Search and Rescue

  • Suggested Era: Star Trek: Nemesis
  • Spotlight Characters: Security and Science officers

SYNOPSIS

The ship is doing a routine patrol along the Romulan Neutral Zone when they receive a distress signal from Nimbus III.

OPENING LOG ENTRY

Captain’s Log, Stardate 56844.1: We are on a routine patrol along the Romulan Neutral Zone, close to the Nimbus system — the “Planet of Galactic Peace” — whose purpose is to allow the major powers of the Quadrant to meet and hash out their differences peaceably. In reality it is a sort of civilian Starbase 80 — a dumping ground for failed and disgraced diplomats. It is located in the Neutral Zone, and is the only point where Federation, Romulan, and Klingon ships may enter the zone. 

MAJOR BEATS

1) Distress Call

The ship will monitor some kind of high energy discharges only a few light hours away in the Romulan Neutral Zone. A successful scan of the area will reveal two Romulan warbirds duking it out. Both are in violation of treaty, but what are they doing fighting each other? As they watch, the Valdore-class warbird is destroyed by the older, larger D’Deridex, which quickly cloaks and disappears. A successful scan, difficulty 4 will reveal that just before the destruction of the warbird, there was a vessel launched and which quickly cloaked (for 2MP, they can determine it was a small scout ship, their equivalent of a runabout.)

They will pick up a faint signal a little while later. It’s the scout vessel, currently in the Nimbus system. “…need assistance… attacked by warbird {static] and ship destroyed… Have to get word to the high command… coup d’etat… Trying to make Nimbus III but losing control…” They will lose the signal, but not before the ship is spotted near Nimbus III, entering the atmosphere much too quickly.

Fortunately, they are authorized to enter the zone in a tight corridor of space to get to Nimbus III. A difficulty 2 navigation test should get them there in an hour or so.

2) Planet of Galactic Peace

A review of their records will show the Romulan ambassador is Shir’el — a diplomat that had worked to bring the Romulans into the Dominion War after the assassination of Senator Vreenak. The UFP Vincent Lorentz — a human from Centauri who had some personal issues that made him unsuitable for higher office. The Klingon ambassador is a former captain, Balek, who lost his attack wing during the war and has been parked on Nimbus III in disgrace. the world itself is mostly desert, although the settlers conned into coming to Nimbus with the promise of opportunity have managed to wrestle portions of it into (barely) arable land. The capital is Paradise City, and they will hear from any officials they contact that the scout ship never made it.

If they contacted the Romulan ambassador, he will relate that the scout ship must have gone down somewhere on the planet and that they will find it. Their assistance is not required. The Federation diplomat, however, will encourage them to find the ship and rescue the crew.

On arrival, they can start scanning for the ship. The helmsman can assist with a successful difficulty 1 test to set up a Polar Orbit scene trait that will aid in a more quick and efficient scan. This can be run as an extended test. Once they have found it, the wreck is near a small town of farms near an outcropping of rocky hills (that are absolutely not the Vasquez Rocks). The wreck is mostly intact, but there’s no life signs. 

The mission directives are thus: 1) find and rescue the crew, 2) gather any intelligence regarding their claim of a coup d’etat — a coup against whom? 

3) The Wreck

The scout ship is badly damaged — it looks like when their mothership blew up, the scout was hit with debris that eventually caused a lost of power and control systems. The computer core has been destroyed with a disruptor. Why? Before they can ask, a ground vehicle with a team of Romulans will arrive — and they are not friendly disposed. The leader Senek is looking for the crew, as well, and is highly suspicious of their presence.

Searching the area for life signs — there’s some small critters and plant life tenaciously digging into the dead soil of the planet. A difficulty 3 will find the Romulans from the scout ship, two life signs, hiding (of course) in a cave in the rocks. Work together with the Romulans or try to beat them to the crew?

4) Friend or Foe?

The crew are Tal Shi’ar officers who are hiding out from their people. Subcommander Valera and Lieutenant Tala had tried to reach the Federation ambassador, but their ship was barely under their control. Why not go to their ambassador? The reason is simple: they don’t know who to trust; they were attacked by Commander Suran of the warbird Triere. He’s one of the main commanders in the region. 

If the characters had worked with the Romulans to find the crew, this is where the double cross happens and the Romulans attack!

They had uncovered one of the Tal Shi’ar’s research centers was experimenting with a danger weapon: a small thalaron radiation projector. Thalaron radiation can disrupt biological functions quickly and disastrously. These projectors had been built for some of their people who were concerned about the thawing relations with the Federation following the Dominion War, and are looking to murder the Praetor Hiren!

If the characters worked alone and beat the Romulans to the cave and the scout ship’s crew, they’ll arrive just in time for a fight.

5) Calling in the Cavalry

Once back on their ship, they can attempt to contact a Romulan commander that Valera trusts: Commander Donatra of the warbird Valdore. They will receive word that she is on her way, but at that moment Commander Suran’s D’Deridexuncloaks! He will demand the return of the scout’s crew or he will destroy their ship.

If a fight ensues, let it run until one side or the other is in real trouble. At that point, Valdore will arrive and Donatra will warn Suran off. She will take the Tal Shi’ar officers into her protection. They’ve done a real service; they made have just stopped a Romulan civil war.

CONCLUSION

The crew, several days later, will receive the news that a coup d’etat has occurred on Romulus and that a new Praetor, Shinzon, has ascended to rule. the rumor is some kind of biogenic weapon was used to kill much of the Romulan Senate! He has already offered to open talks with the Federation, and USS Enterprise under Captain Picard is on route to Romulus.

The copyright for 2d20 system is Modiphius, 2019. STAR TREK and related marks and logos are trademarks of CBS Studios inc. All Rights Reserved and no infringement is intended.

So…you can use your Promotion Points in the Blade Runner RPG, but what exactly are those awards and medals? Here’s a list of real (and a few imagined for the Blade Runnersetting) for your characters to spend PP on.

Los Angeles Police Department Awards and Decorations

The awards and medals are not presented in their order of precedence when displaced on an officer’s uniform.

Awards for Bravery

Medal of Valor: Given for individual acts of bravery above and beyond the call of duty, this medal is awarded by the Board of Police Commissioners and the Chief of Police, and is the highest award in the department. It was first presented in 1925 and is awarded at a yearly banquet for the medal’s recipients.

Preservation of Life Medal: This medal may be awarded to an officer who has distinguished himself or herself by employing exceptional tactics and exercising sound judgment, beyond the normal demands of duty, to preserve the life of another during a volatile or dangerous encounter while protecting the safety and security of the public or fellow officers.

Police Medal: Awarded for individual acts of bravery in the line of duty (though not above and beyond the call).

Purple Heart: Awarded to officers who sustain traumatic injury due to suspect action in the line of duty. May also be awarded posthumously when officer dies due to suspect’s actions.

Police Star: An award for bravery performed with exceptional judgment and/or utilization of tactics to defuse dangerous situations.

Police Lifesaving Medal: Given for bravery in the act of rescuing or attempting to rescue a fellow officer or other person in imminent danger.

Awards for Service

Police Distinguished Service Medal: The Distinguished Service Medal is the department’s highest award for service and may be awarded to officers or other employees who distinguish themselves by performing exceptional service in a duty of great responsibility or of critical importance to law enforcement.

Police Meritorious Service Medal: This medal is awarded to employees who distinguish themselves by performing exception service in a position of of great responsibility or critical importance to law enforcement, but to a lesser degree than required for the Distinguished Service Medal.

Police Meritorious Achievement Medal: Primarily a civilian award, given for either sustained, long-term, noteworthy achievement or a single significant, noteworthy achievement in the administrative, clerical, or craft duties.

Police Commission Distinguished Service Medal: This medal is given for exceptional performance in service to the LAPD in stressful or emergency situations with good judgment or bravery.

Police Commission Integrity Medal: Awarded for actions of exemplary integrity, requiring personal character, fortitude or moral courage.

Community Policing Medal: This medal is given to personnel who have solved a significant community problem, included the community in the problem solving process, and/or showing a commitment to the department’s community policing philosophy.

Human Relations Medal: Awarded to officers who have shown compassion and gone above and beyond the call of duty in their response to their fellow human beings.

Unit Citations

(These are typically authorized for uniform wear while serving with the unit.)

Police Commission Unit Citation: The highest unit award, this citation is given to an organization unit of the department for bravery or outstanding service by its members functioning as a team.

Police Meritorious Unit Citation: Awarded to an organizational unit of the department for bravery or outstanding service by its members, but to a lesser degree than the Commission Unit Citation.

Commendations

Commendation Ribbon: The ribbon is authorized for wear after the employee has received 40 minor or major commendations or citizen letters. After 80 such commendations, a bronze oak leaf is worn on the ribbon. After 120 commendations, the bronze oak leaf is replaced with a silver star. after 160 commendations, the silver star is replaced by a gold star.

Patrol Service Ribbon: The ribbon is authorized for wear after 5 years of patrol services as an officer, sergeant, or lieutenant. After 10 years, a bronze oak leaf is worn on the ribbon. After 15 years, the leaf is replaced by a silver star, and after 20 years, with a gold star.

Detective Service Ribbon: This ribbon is authorized after 5 years with investigative units as a detective or lieutenant. As with the Patrol Service Ribbon, the bronze oak leaf device is worn on the ribbon after 10 years, a silver star after 15, and gold star after 20 years.

Replicant Detection Ribbon: The ribbon is authorized for wear 5 years with investigative units as a detective or lieutenant and is noted for its metal knife device on detective’s ribbon (hence the nickname “blade runner”). The bronze knife device is replace with a silver blade on the ribbon after 10 years, a gold blade after 15, and gold star after 20 years.

Reserve Service Ribbon: Awarded for 4000 hours of service as a reserve officer.

Event Awards

1984 Summer Olympics Ribbon: Given to any officer who saw service during the period of the Olympic Games in 1984.

1987 Papal Visit Ribbon: Given to any officer who saw service during the period of the Papal visit in 1987.

1992 Civil Disturbance Ribbon: Given to any officer who saw service during the period of the riots of 1992.

1994 Earthquake Ribbon: Given to any officer who saw service during the period of Jan 17-18, 1994.

2000 Democratic National Convention Ribbon: Given to any officer who saw service during the period of the 2000 Democratic National Convention.

2010 Replicant Rebellion Ribbon: Given to officers who saw service during the events of the 2010 Nexus 5 rebellion.

2022 Blackout Ribbon: Given to any officer who saw service during the period of the Blackout in 2022.

Qualification Ribbons

Urban Police Rifle Cadre Ribbon: Given to any officer who is qualified to use a police urban rifle.

Shotgun Slug Ammunition Cadre Ribbon: Given to any officer who is qualified to use a shotgun with slug ammunition.

Voight-Kampf Testing Ribbon: Officers must have qualified with use of the Voight-Kampf Detection Device.

Aerial Vehicle Ribbon: Officer must have passed classroom and solo flight testing for use of dpartmental aerial vehicles.

Distinguished Expert Marksman Badge: Officers must score 2310 out of 2400in a consecutive six-month period in voluntary bonus qualification shoots held each month. (Characters must have a B or higher in both Agility and Firearms, gives 1 chiyen per session.)

Expert Marksman Badge: Offices must score 380 out of a possible 400 in voluntary qualification shoots held each month. (Characters must have a B in either Agility and Firearms, gives 1 chiyen per session. does not stack with DEM Badge.)

Sharpshooter Marksman Badge: Offices must score 340 out of a possible 400 in voluntary qualification shoots held each month. (Characters must have a C or higher in both Agility and Firearms.)

Marksmanship Badge: Offices must score 300 out of a possible 400 in voluntary qualification shoots held each month. (Characters must have a C in either Agility and Firearms.)

Right up front: I’ve not been a fan of the d20 system for decades. I played Dungeons & Dragons up through the AD&D days, but from version 3 on, I mostly ignored it and played other things. About eight years ago, our new gaming group coalesced around 5e. I inherited books from a Pathfinder fan who didn’t want them and started running the game for the group, as well as another campaign for my wife and daughter. A few of the group were excited for the drop of the new Player’s Handbook at GenCon and after having a look through it, I’m glad I didn’t waste money on it.

So what’s wrong with it? There’s a few things but let’s start with the obvious: D&D is an utter disaster, rules-wise. The basic die mechanic is fine. Very simple. Roll a die and get above the DC (difficulty class). The flat probability (each face on the d20 is essentially 5%) is simple, although there are so many systems that allow for the probability curve to shift by using different dice or multiple dice, rather than a flat modifier based off of the ability. In fact, the ability score itself — strength, dexterity, what have you — is generally not used.

And then you get to combat. There’s 13 different types of damage, some that carry on over the course of a few turns or until a save throw is made. It’s overly fiddly, and an artifact from the wargaming origins of the game. Yes, there’s some reason for it. Maybe you’re resistant to a type of damage — fire, cold, necrotic, etc. — and the rule is there to allow specificity so that a player or gamemaster can ensure fairness. 

There’s been some complaining over time about the use of ye olde 10’ (or 5’) grids for combat, but again…this started as a wargame and for a lot of the older players, that’s what they’re looking for. Yes, I prefer the idea of zones (see everything Free League, and other publishers…) better, but it’s certainly not a deal breaker. The issue with the grid can come quickly when the GM or the player starts busting out their trigonometry skill to figure out if their target’s elevation puts it outside the range of a weapon or spell.

Spellcasting is probably the most egregious point of failure in the game. The spell section is enormous — and no, that’s not a good thing. The original 5e Player’s Handbook has 82 pages of word count-filling blather. There are spells no one is going to use…ever. There are the ones that will be commonly used. Is it a cone? Is it a sphere? Area effect? Range? There’s a lot of moving parts to just using a spell, and this is an artifact of the game’s original wargaming heritage. Only certain spells can be used by certain spellcasters. Good to try and have players focus on their character and their type of magic, instead of everyone just grabbing fireball.

Character creation is overly involved and fiddly — especially once you start adding the burgeoning feats (74, now…about double what they had in the original 5e), ideals, bonds, flaws, or even alignment. I’ve always hated alignment, although I understand why it’s there. More on this in a moment. There’s more weapons mastery properties (proficiencies, essentially). More is not better; more is just more. The race/class/level mechanic is central to a lot of the roleplaying element of D&D and becomes a primary driver of the game: gaining levels to gain more spells, special maneuvers, and other perks. The list of these is huge — 54 pages of material on character class for 12 classes. Add in the special abilities of different races, and it’s overwhelming for newbies.

Just to simplify it to the point of making running an adventure manageable, I used the excellent Game Master 5 and Fight Club 5 apps, which take a lot of the work out of running the game.

None of this has been fundamentally changed by the 2024 edition. Yes, there’s the move from “race” to “species” because some folks have to be offended by…everything. Does it change the idea of race? Nope. Classes have more perks per level. Why? More, stupid! There’s more subclasses in each class. Why? More.

There is also, of course, the whinging about “woke”, and yes, the social justice types have infiltrated WotC in force. The move from race to species, the addition of the BDSM derived “safety tools” that are showing up in almost every new TTRPG are there. (The worst offended I’ve seen is Evil Hat, to the point I haven’t even considered their products since Atomic Robo.) I’m not surprised by this development. We’ve gotten allow the spoiled, wealthy, and whiny to politicize everything at the expense of fun, and games are not immune. I’m also not doing that stuff at my table. Should you be alert to things that might be making folks uncomfortable? Yes. Should one overly sensitive tit shut down everything so you can all pay attention to and change everything for them? No.

Yes, there’s the professed attempt to “decolonize” D&D and push white guys out of the hobby so the rainbow warriors can have it all to themselves. The anti-white woke was particularly highlighted by the online rants of brand leader Kyle Brink — since let go from Wizards. Ain’t going to happen. We’ll see what we’ve always seen: like-minded folks will play together. Cool. So, yes, D&D got woke and that might hurt the brand, but it’s the least of the problems.

The big error is their move toward trying to milk the players for every dime they can. The “One D&D” push reminds me of BMW and Mercedes trying to charge drivers a subscription to use their heated seats. The push to move to digital books and tools and away from pen & paper is 1) cheaper for WotC, especially with the cost of paper, printing, and shipping; 2) allows them to bilk their customers with a subscription model for access to Beyond D&D and other “exclusive products”. If anything, this is the reason that Dungeons & Dragons is most likely going to bleed customers to Pathfinderand better games like Forbidden RealmsThe One Ring, and the retroclones of old D&D.

So, is it worth it? At $50-60 to get new art and feel like you’re saving Orcs from racism? Nope. Find the 5e stuff on sale and buy that.

Our Dune: Adventures in the Imperium game has been humming along much of this year. I’m running it for my daughter (who loved the movies) and wife (who loved both the Villaneuve and Linch movies). Neither have read the books, so the Imperium is mostly a mystery to them. To lean into this and have allow them to discover the world of Dunewithout a massive info dump, I started them on a backwater world run by a small House Major (Fujimori) that hadn’t really managed to hit their stride in the millennium of running the world. They have been playing as one of the House Minor — the Cailean — that served the Fujimori loyally…even though this was their homeworld for thousands of years before their masters were foisted on them.

Throughout the plot of the game sessions, the new generation of Cailean are more amibtious and get several openings to advance their masters and themselves. One of these adventures was the uncovering of a major pirate base only 11 light years from their homeworld. (We’re using House Reyder, lightly described in The Great Game: Housed of the Imperium sourcebook as the baddies.) They discovered that the Reyder use “slow FTL” — faster than light travel buth not the instantaneous foldspace of Dune. Without the use of high-order machine intelligence, slow FTL is dangerous — with a 10-20% loss rate for ships using it. It is also highly illegal, as the Spacing Guild has the monopoly on safe interstellar travel. Gaining the aid of the Guild, the Cailean maneuvered the Fujimori into an invasion of the world.

PURANA (Gamma Tucanae ): a star system in the older portions of Imperial space, it is a F4V main sequence star with a mass of 1.5 sols, diameter of 2.2 sols, and a luminosity of 11.3. Bright, hot, and with a quick rotational period. The heat and brightness mean a high local radiation level and of the eleven planets, the third sat in the prime zone.

BHUMI (Gamma Tucanae 3): A Class V habitable world, Bhumi saw limited colonial efforts during the early expansion before the Butlerian Jihad, and for reasons only speculated at, was overlooked in the rush for exploring further into space. One possibility is the native flora often was toxic, the fauna was highly aggressive, and even with a strong magnetic field, the planet saw higher than average rates of solar irradiation. With two Class I moons, the planet has a stable axial tilt of 19.6˚ and a strong magnetic field powered by active tectonics.

Nevertheless, recent surveys conducted by House Fujimori and the Spacing Guild have revealed a populated world of approximately 500 million people. Technological development is stunted, with only a few of the larger cities possessing modern amenities. Much of the world is governed by petty potentates with limited area of influence. The most developed of the cities, Dari, is the site of the lone spaceport on the world. The city has been dependent on House Reyder, a minor house that has operated the spaceport out of the sight of the Empire and the Guild, and which had been illegally using slow FTL equipped ships to move to other nearby worlds to operate clandestinely.

Gravity on the world is 1.1g (In game terms, a scene trait of “heavy gravity”) and an atmospheric pressure at surface of 16.2psi. The planet possesses no ice caps and 71% is covered in ocean. The climate is warm to hot and tropical.

The population of the world is listed as “independent” with no ruling family, at present. The low population is spread in dense clusters and much of the planet is untamed. The primary languages are an older form of Galach, Dravid, and Hindi. There is no organized planetary forces, and the few fighting forces present tend to be local, the equivalent of “militia” under rulers than could be considered “nascent houses.”

The primary resources for exploitation would be agricultural and mineral — the planet and system is a treasure trove of heavy metals and radioactives. The human capital is mostly uneducated, the political systems rife with corruption and inefficiencies. 

In game terms, taking a planet is an expensive endeavor. Note the near panic of the Atreides on arriving at Arrakis and finding much of the spice mining equipment in poor shape. Not only do they have quotas to meet, but the expense of moving the house from Caladan would have been prohibitively expensive. The invasion the Harkonnen plan nearly bankrupts them. This is why most “wars” in Dune as hit and run affairs, more to make a point or gain a very specific goal, than invasion.

Using the House Management rules from chapter four of the Great Game, gaining the title to Bhumi would require a boon ventures of Gain Territory (wealth 50, Communicate, Diff 5) to gain the sirdar to the world. This alone could be a series of adventures set at the court in Kaitain as the characters’ house attempts to gain the Emperor’s favor for taking the world under their rule. Moving their forces will require a wealth 10 to have the Guild move their people to Bhumi. Once they have succeeded, at the very least they will need to Claim Domain, Secondary (12 resources/per domain and an Understand, Diff 5) to organize production to the point the house to provide material to the Imperial markets. Once they have secondary domains, the next House management cycle would allow them to attempt to grow a domain to a primary. Fortifications, building military forces, all would need to be done fairly quickly. Since most houses won’t have this kind of money or resources, there is the option to take a loan from the Guild Bank. For simplicity sake, assume the loans would have a certain period with a fixed interest rate — say 10% for 20 years. If the house finances all of this, you’re looking at a principal of, say, 75 wealth, for a yearly expense of 11 wealth on top of the other usual expenses to maintain the house. (Debt is the most subtle slavery of all.)

I saw this lovely design online — the USS AtlantisKusanagi-class by Diogo Vincenzi (here’s the ArtStation link) — and decided to stat it up for Star Trek Adventures 2.0.

It looks like she should be running thirteen decks or so and the pontoons would give her a length similar to that of Enterprise from the era. I’m assuming a smaller crew, so perhaps between 250-300. Using the Miranda as a base, I threw this together using BC Holmes’ excellent website:

Launch Year: The hull numbering suggests this was post Miranda and pre-Excelsior, so I’m thinking 2275 for the initial run of the vessels.

Overview: Resurrecting spaceframe design queues from the original NX and the Walker-class, the Kusanagi-class was initially designed for patrol and combat, similar to the older Miranda class. Like the Miranda, this series was build with a rapid-firing torpedo pod, but where the Miranda were build with large shuttle bays to accommodate planetary landings by troops and materiel, the Kusanagi was built with speed in mind and naturally lead these to be outfitted for long-range reconnaissance and pathfinder missions. Like the Miranda, these vessels were seen operating well beyond their original expected service life, some seeing combat in the Dominion War.

Suggested Mission Profiles: Multirole Explorer, Pathfinder and Reconnaissance, Tactical Operations.

Naming Conventions: Many of these vessels took their names from mythological or Japanese naval vessels like Yamato and MusashiShahrat and Argo. Registry numbers range from 1900 to the 1990s. Notable examples: USS Atlantis, NCC-1933 and USS Yamato, NCC-1966.

Traits: Federation Starships, Kusanagi-class

Talents:

IMPROVED REACTION CONTROL SYSTEMS: Whenever the ship attempts to move through difficult terrain, reduce the Momentum cost of the difficult ter- rain by 1, to a minimum of 0.

HIGH-RESOLUTION SENSORS: The vessel’s sensors can gain large amounts of accurate data, though they are extremely sensitive. While the vessel is not in combat, any successful task assisted by the ship’s Sensors gains 1 bonus Momentum. Bonus Momentum may not be saved. 

IMPROVED WARP DRIVE: Whenever the ship takes the Warp major action, roll a d20; if you roll equal to or under the ship’s Engines, you do not spend reserve power for the ship.

The copyright for 2d20 system is Modiphius, 2019. STAR TREK and related marks and logos are trademarks of CBS Studios inc. Image copyright of Diogo Vincenzi . All Rights Reserved and no infringement is intended.

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