INDIGEN NSTT

This is the product of the Defense Venture Group, which builds vehicles for special operations units.  It is an off-road racing pick-up modified for special operations use.  Four door, seats five (four with gear), it has a Navstar V8 that produced 325hp and 570 ft-lbs of torque and will run JP8 as well as #2 military diesel.  Run falt tires, IR lights, winch, compressor, 2000 watt inverter and blast-resistant seats, as well as Indigen Armor rated to 7.62mm…

Here it is in action:

PM: 0   RED: 3   CRUS: 60   MAX: 103   RNG: 300   FCE: 3   STR: 9   COST: lots

GM Information:  The HSTT ignore off-road modifies, halves weather modifiers in a chase, and removes one wound level to passengers in an accident (if strapped in.)  The armor removed -6DC from firearms, and -4DC from explosive devices.  Run flat tires allow it to function at speed up to 50/25mph (on road/off road) for up to an hour.

I like the look of the Enterprise-era BOP, and for our retcon campaign, I’m not having non-warp Romulan ships…just dumb, when one considers they’re essentially Vulcan refuseniks.

So…my Romulan Bird of Prey:

Scale:  Massive     Length: 125m     Beam: 37m     Draught:  22.5m     Decks: 5     Crew: 205

ATTRIBUTES:  Agility: d8   Strength: d6   Vitality: d6   Alertness: d8   Intelligence: d6   Willpower: d8

Initiative: 2d8   Life Points: 12   Armor: 1W, 1S   Speed: .5c [sublight]; Warp 4 [cruise], Warp 6 [max]   Transporters: 1 20-person/cargo transporter

SKILLS: Heavy Weapons [d4], Knowledge [d4], Mechanical Engineering [d4], Perception [d4], Pilot [d4], Technical Engineering [d4]

TRAITS: Cloaking System [d8, adds to INT for Stealth], Impaired Weapon [die step down at medium and long range], Tough [d4]

TACTICAL SYSTEMS:  2 RTP-1 Plasma Cannon [d8W Massive scale, Long range]; Tractor Beam System [d6+Tech. Eng. v. STR of ship towed]; PFF-2a Deflector System  [2W, 2S]

Tractor Beam System [d6+Tech. Eng. v. STR of ship towed]

The Times reports Spiderman saves a comic store from a robbery.  Well, okay…it was one of the employees dressed (badly) as Spiderman, but hey — I’ll take my superheroes where I can.

ATTRIBUTES:  Agility: d6   Strength: d8   Vitality: d8   Alertness: d8   Intelligence: d6   Willpower: d6

Initiative: d6+d8   Life Points: 18   Armor: 2W, 1S   Speed: .5c [sublight]; Warp 5 [cruise], Warp 7 [max]

SKILLS:  Heavy Weapons [d4], Knowledge [d4], Mechanical Engineering [d4], Pilot [d4], Perception [d4], Technical Engineering [d4]

TRAITS:  Tough [d4]

TACTICAL DATA:  6 K-GDM-2 Disruptor Arrays [d6W massive scale, medium range]; KP-2a Photon Torpedo Launcher [d6W massive scale, long range], Tractor Beam System [d8+Tech Eng vs. the STR of towed ship]; Deflector System [acts as 2W, 3S armor]

AUXILIARY VESSELS:  3 Klingon shuttlecraft

Why the low Vitality and Willpower?  On-screen, it looks like the Klingons go for tough over reliable, and they don’t appear to maintain their vessels with particular elan.

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…


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]; 

Poison Tolerance [d4]; 

Stubborn [-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; 

Mathematician [d6]

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

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.

’cause sometime you just need something scorchingly fast…

2010 SUZUKI HYABUSA

This motorcycle was designed to be the fastest production bike of its time.  While it is computer governed to 186mph as a top speed, a bit of tinkering allows the machine to top the 200mph mark.  Powered by a 1300cc inline four cylinder motor that produces 197hp and 102 ft-lbs of torque that shoots the 550lb vehicle from stop to 60 in under 3 seconds.  Teh bike is comfortable for long hauls, as well as hooning about.

PM: +2   RED: 3   CRUS: 80   MAX: 186 (220)   RNG:  180   FCE: 0   STR: 1   COST: $12,000

GM Information:  +2EF Pursue/Flee, -1EF to double back maneuvers.

I got one of the early Eclipse Phase RPG books from Catalyst when a friend of mine snagged one at last year’s GenCon.  I like much of the setting, although I think they throw a little too much at the wall with the aliens and Pandora Gates (think Stargates and your mostly there.)  The one thing that I didn’t like:  the system, especially the hugely clumsy character generation system.

Also, I found EP mechanics didn’t mesh well with the “you are your mind” theme of transhumanism.  You build a character in toto, and while you have the opportunity to reskin with another physical body, it never seemed to capture the idea of the physical body as a tool.  So I thought about porting it over into Cortex.

Some initial thoughts:  when building a character, the starting level of novice, veteran, or elite gives you points to build the “original” you, the one starting the game.  Once built, you can assume that the skills and the psychological traits and complications will stay the same unless the GM has some reason to tweak them, but the attributes might be something that can be toyed with as the character changes skins.

One way to handle changes in the characters “morph”, or physical body might be to allow them to rearrange their attributes when they change bodies.  Maybe the character needs a combat shell, but the only thing available is an older mining mecha turned combat walker.  It’s got the physical stats you need, but the processor is sub-par, lowering (for the time you’re in it) your alertness and intelligence.

If the character needs to buy/rent something upscale, they can either use whatever monetary /trade system your setting has, or they can throw plot points into it “buying” the higher traits for the length of their time in the body.  (Say, they are normally a d6s across the board physically, but they need a high end acrobatic humanoid body for some mission — they want an AGL d10, and VIT of d8…they throw 6 plot points to get the body rented for the time being.)

One idea for the mental attributes might be that while an new skin might have higher attributes, the character is unused to having the processing power or sensor acuity and they need time to ramp up to use it (if they don’t feel like throwing plot points at it.)  Allow them to test their attribute over time to see if they can learn to use the excess brainpower.

The toughest part of the EP and other transhuman settings is the disembodied — the sentient program, “ghost”, or whatever you call it.  Building a super-intellect AI at character creation is a bit harder.  You could 1) For balance the 48 points you have for a veteran character, for instance, could be cut in half to 24 (averaging a d8 for those mental attributes.)  The other 24 points could go into traits — maybe buying backups  or other benefits you would expect an AI to have.  2) You could allow them to buy their mental attributes a level lower (novice at 42 points) and allow the excess 6 pts to go to traits or skills (I like this, personally.)  The get a super intellect that can be stepped down when put into a body, as above.

Another option I’ve toyed with:  temporarily trading skills and (mental) traits for new ones.  You are a high-end cybershell with a top notch brain, but you need to copy yourself for an operation to a radiation-hardened vacuum-environment mecha on Europa.  To save bandwidth and memory costs on the transfer (or to the point, get the boffo physical stats you need), you trade a few of your skills and traits for the physical attributes and traits you need.  Essentially, you sent a stripped down version of your persona to the new body, since it’s to be temporary.

This is, admittedly, just a quick bit of spitballin’ to work out how you could work with the ideas from EP for changing character forms and mind-states, but it might be enough for some clever person out there to create rules for a transhuman setting.