Expanding the Final Frontier

Some of my readers may remember my review a ways back of Star Trek – Adventure Gaming in the Final Frontier. It’s a nifty little RPG, the first with the Star Trek license, designed to accompany some metal miniatures produced by Heritage Models Inc. of Dallas, Texas. Frankly, I fell in love with it – rules lite, somewhat compatible with old school D&D, includes stuff from animated Trek – totally up my alley.

I’ve also talked a bit about my love of original Star Trek on this blog HERE and shared some basic spaceship battle rules I designed to go along with my Star Trek vapor-campaign (i.e. a campaign I’ve designed but know I’ll never actually play).

To keep the original Star Trek RPG alive, and to pass some time, I decided to produce some character stats for a few of the aliens introduced in Star Trek: The Motion Picture.

A Quick Rules Primer

Before I present those character stats, and because most people do not own the Star Trek adventure game, here’s a quick primer on some of the rules:

Characters in Star Trek have ability scores … and they’ll be pretty familiar to old school gamers: Strength, Dexterity, Luck, Mentality, Charisma and Constitution. And yes – you generate them with 3d6 in turn, as God intended. There’s also a size attribute and movement attribute, and there is a 1% chance for most characters to have psionic powers; Vulcans are always psionic, and Kzinti are psionic on a roll of 1 on 1d8.

Combat is pretty standard for old gaming, but in Star Trek the attacker rolls 1d6 and adds his Hand-to-Hand combat class and modifies it by his Strength and Dexterity (-1 for each point below 9, +1 for each point above 12), while the defender rolls 1d6 modified by H-H class and Luck. If the attacker’s roll is higher than the defender’s, the defender takes the difference in damage.

For ranged combat, you have a “to hit” chance based on your Dexterity, and if you hit you then roll damage based on the weapon used, and the defender rolls 1d6 modified by Luck, taking the difference (if positive) as damage. Damage is deducted from Constitution in this game, rather than from hit points.

As an example of how species were presented in the game, here’s how they present Vulcans in the book: Pointed-eared humanoids of great emotional control and logic. Their blood is based on copper salts and they have protective nictitating membranes to protect their eyes from dirt and glare. They have limited powers of telepathy and empathy in that they usually have to be in contact with a subject for the powers to operate. Once every seven years they must mate or die. Basic size: 200cm, Basic move: 11m, ST +3, DX +2, MN +3, CT +4.

That’s enough info to give you an idea of how the game works.

The Aliens

For the aliens I chose, I did “excel-shopping” to put them in Starfleet uniforms.

Arcturian Security

Arcturians are humanoids from Arcturus IV, a very large and dense planet. All Arcturians are clones, and there are over 100 billion of them in their home system. Arcturus IV is best described as an anarcho-capitalist society, with no central government to speak of. Despite their lack of central authority, the Arcturians are militaristic, and provide the bulk of the UFP’s infantry forces. Many also work in Starfleet security and marines. They are also known to have a great appreciation for the works of Shakespeare. Arcturians are often contemptuous towards outsiders.

Basic Size: 180cm, Basic Move: 11m, ST +3, CT +3, CH -1, increase H-H Class by +1

Betelgeusian Command

Betelgeusians evolved from leopard-like birds – perhaps something akin to griffons. They have retained the talons and bone structures of predatory birds, but walk upright, and have two mouths. One mouth is used for speaking, the other for eating. Their home planet is Betelgeuse IV. Betelgeusians are known to be aggressive, but also calm and decisive. They have a strong hunting instinct.

Basic Size: 210cm, Basic Move: 10m, ST -1, DX +2, CT -1, add +1 to H-H rolls using their talons

Kazarite Biologist

Kazarites are known to be simple shepherds on their own planet, preferring the company of animals to most sentient humanoids. They possess the power of telekinesis, which they use to propel their simple spacecraft through space. Kazarites sometimes enter Starfleet as biologists. They are capable of communicating with animals.

Basic Size: 175cm, Basic Move: 10m, LK +1, MN +1, CH +3

 

Rhaandarite Communications

Rhaandarites are a child-like species, sometimes considered the “country bumpkins” of space. They have a lifespan of many centuries, and do not mature until they are 150 years old. They also continue to grow their entire lives, with the oldest topping 240cm. Rhaandarites are good at taking commands, not giving them, but they are very loyal and trustworthy. They originate on the planet Rhaandar orbiting Alpha Indi. Males and females can only be told apart by the style of jewelry they wear. The Rhaandarites are known for hiding their technology in jewelry.

Basic Size: 190cm, Basic Move: 10m, LK +1, MN -1

Rigellian Engineer

Rigellians evolved from saber-toothed turtles in ancient times (but no word on whether they are descended from a certain “friend of all children” we all know and love). They usually wear armored exoskeletons, which give them a sense of security. Their society is broken into two castes, the lords and attendants. Lords are taller (usually 200-210cm) and are capable of laying eggs. Attendants are shorter (165-175cm) and hold all real power in their society. It is the attendants who sometimes join Starfleet. They originate from Rigel III*.

Basic Size: 170cm, Basic Move: 9m, DX -1, CT +2, armored skin rating of 1, skilled swimmers, +2 to H-H combat rolls using their claws and bite

Saurian Doctor

Saurians are reptilian humanoids who come from Psi Serpentis IV, a volcanic planet of heavy gravity, dim light and poisonous gases. Saurians can breath many gases, and are generally resistant to poison. They have four hearts, and their large eyes are sensitive to bright light. They are especially known for their Saurian brandy, which even exported into the Romulan Empire.

Basic Size: 180cm, Basic Move: 11m, ST +1, DX +2, CT +4, CH -1, skilled swimmers, +1 to H-H rolls with their claws

Zaranite Navigator

Zaranites come from the harsh planet of Mu Capricornis II (or Zaran II). They have two hearts and are capable of stopping one in order to meditate on their choices in life and so one heart can repair itself. They breathe fluorine gas instead of oxygen, and so usually wear special breathing apparatus. The Zaranites have a love of logic, numerology and mathematics almost equal to the Vulcans, but they are not non-emotional, and in fact can be quite belligerent. They live past the age of 400.

Basic Size: 180cm, Basic Move: 10m, MN +1, CT +2, CH +1, 5% chance of psionics

* It’s a funny thing, but Star Trek used Rigel as the location of a whole lot of alien settlements/civilizations/etc., most likely because it was a star name that was familiar to people. Unfortunately, Rigel is really far away … as in far enough away to not make sense in the context of the show. As a result, I treat references to Rigel as being to the much nearer Alpha Centauri A in MyTrek, since it is also called Rigil Kentaurus.

Buzzkill

A while back, I was playing around with creating YouTube playlists based on Saturday morning TV shows from different years. The one’s I managed to create – not an easy thing, since most of those classic shows are not remotely public domain – are live on the site. If you search for “SaturdayMorning1968” – or other years – you’ll probably find them.

In the process of making these lists, I came across a Canadian sci-fi show called Starlost. Given the audience for this blog, many of you have probably heard of this show and maybe even seen it. The episodes are on YouTube, and I must say that the one I watched I quite enjoyed. I watched episode 15, thus starting near the end of the series, but it wasn’t hard to figure out what was going on.

The show could be good inspiration for folks who run Metamorphosis Alpha, as it has a similar setting. Episode 15 involved a creature that I thought would work well as a monster for fantasy, post-apocalypse or sci-fi games, but I must issue a SPOILER ALERT here, since the creature and its stats give away the plot of the episode.

Scroll down past the episode link if you don’t care about spoilers, or better yet, watch the episode first and then check out the monster stats …

 

 

 

 

The episode involved  giant mutant bees that I thought would make a pretty good monster. Their Blood & Treasure stats are below:

Giant Mutant Bee
Type: Monster
Size: Medium
Hit Dice: 4
Armor Class: 14
Attack: Sting (1d4 + Poison III)
Movement: 30′ (Fly 80′)
Save: 15
Intelligence: High
Alignment: Lawful Neutral (with evil tendencies)
No. Appearing: 2d4
XP/CL: 1,200/6

Giant mutant bees are highly intelligent bees that measure up from 3 to 4 feet in length. They are very aggressive, wishing to expand their territory and domination over “lesser” species by any means possible.

A giant mutant queen bee is capable of controlling one humanoid creature at a time, communicating through something akin to radio waves and issuing orders to it in a subtle-enough way that the controlled creature does not recognize that it is being controlled. This domination has a range of 1 mile, but can be extended through the queen’s drones – thus up to 2 miles.

A giant mutant queen bee can control normal bees within 1 mile, sending swarms of them to harass and attack her enemies. She can read the thoughts of humanoid creatures within 3 miles.

Giant mutant bees enjoy a +3 bonus to save vs. poison, while the queens are immune to poison. Cold damage acts as a slow spell on giant mutant bees.

A giant mutant beehive consists of one queen and 2d4 drones.

A Moment of Paternal Pride

Just a quick note today to show off something that made me very happy, for a few reasons …

This is a shot of the game table where my daughter ran a session of Blood & Treasure for a group of her friends.

Of course, it makes me happy to see my game being played, especially on a table instead of via the internet.

It also makes me happy to see that the little acorn didn’t fall too far from the tree. Gaming was never something I pushed on my daughter. She showed interest from an early age, mostly because we collected some of those D&D miniatures that WoTC put out. Out games were not very serious and used rules I made up as I went along – mostly me asking what she wanted to do, and then having her roll the dice and try to beat a number to do it. We had fun – her party consisted of Romeo the dwarf, Aladdin the cleric, Tinkerbell the thief … and a few others. I don’t remember them all, but I do remember that the wacky antics of Romeo the dwarf were our favorite.

Since those times, we’ve played some real D&D – recently using the Moldvay Basic set with some family friends, wherein she has a played a thief that was the only smart enough not to challenge a dragon while 3rd level … and thus was the one who survived the fight without a scratch. The others should have listened to her, but a couple of them were just learning the game, and the most experienced player had most recently played 3.5 edition … so you know how that works in terms of player survivability. Just a wee bit different than old Basic D&D.

But now the child has become the DM (or Treasure Keeper, in this case), and it was fun to listen to her introduce her friends to the concept of gaming. They wanted to try because of Stranger Things – who knows how good that show has been to table top gaming? Listening to people who have never played before start hatching crazy plans involving 10′ poles and finding a way to kill the witch without destroying her treasure brought a smile to my face – the game may be old now, but it has the same goofy effect on the players. And, most importantly, they had fun and wanted more – 3 sessions in all before one of them went off to college.

Folks, games are supposed to be about getting people together and having a good time. D&D and its many clones and descendants do just that – so raise a glass to the games, and all the people who designed, played and enjoyed them over the years.

And no – I’ve not disappeared from the hobby. I’m taking a sabbatical and planing to get back to work in earnest in 2020.