Vulcan Stev's Database

It's a BLOG Captain, but not as we know it.

Gaming in the Universe of… Night at the Museum

akmenrah-tabletNight at the Museum 2: Battle for the Smithsonian as reviewed by the family:

The Night at the Museum movies are set in our modern world.  There aren’t any superpowered beings.  Larry, the night watchman, is a normal guy who happens, according to his son, have the coolest job in the world.  The whole kernel of inspiration in both movies is an extended dungeon crawl.  The one unique thing from this film series is the tablet of Ahkmenrah.

 The tablet of Ahkmenrah, however, is a pretty powerful artifact.  Based on the events of the movies, the table brings to life mummified remains, skeletal remains, stuffed remains, sculpted representations of living organisms, paintings and sculptures.  The tablet also turns photographs into portals to the period being photographed.  Properly used it can open other portals as well.

Having statues come to life is nothing new to D&D.  This concept has been used by more than one DM, I’m sure.  However you could send your PCs out on a quest to recover the tablet.  Some evil wizard may want it for his own nefarious purposes.  Or a Lawful/Good wizard may want to safeguard this powerful artifact.  Whatever you as a DM decide, make SURE that the PCs enter the dungeon housing the artifact after the sun goes down.

Tablet of Ahkmenrah: A Magical Artifact
After sundown the Tablet of Ahkmenrah is capable of bring to life the remains of any living creature.  Skeletons will become animated.  Stuffed and mummified remains will regain their full undecomposed bodies.  Manufactured, carved, or constructed representations of life, will be given a sentient personality.

All creatures/humanoids revert to their “unliving” state when the sun rises.  The life cycle is similar to our wake/sleep cycle, for all intents and purposes, daylight is when they sleep.  Constructed representations of specific entities retain the knowledge of the entity they represent as well as the knowledge of what they actually are.  It is unknown whether a representation of a superhero or a monster would have the abilities as the original.

Artistic representations become animated and interactive.

Photographs (if they exist in your setting) become portals to the era/place/time being photographed.  Residents of the photographed period are not aware of the portal but can and will interact with the PCs once they have entered.  It is unknown what happens to the PCs if they do not return through the portal before sun-up.

June 25, 2009 Posted by | Fluff/Inspiration, Gaming in the Universe of..., Legacy D&D, Other Systems, RPG | , , , , , , , | 1 Comment

What D&D Character are You?

I KNEW there was a reason I liked Nevets. Nevets Belin is 9th level Fighter/Cleric in our AD&D campaign.

I Am A:Lawful Good Gnome Cleric (5th Level)

Ability Scores:


Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.

Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3.5 feet tall and live about 350 to 500 years.

Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron’s vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity’s domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric’s Wisdom score should be high, since this determines the maximum spell level that he can cast.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

June 24, 2009 Posted by | Fluff/Inspiration, Legacy D&D, RPG | , , , , | 6 Comments

Dungeons & Dragons Edition Wars: Wrap Up

Last week I was trying to figure out why Edition Wars are cropping on the Blogshpere.  I am not emotionally tied to any one edition of D&D and wanted your thoughts about the “superiority” of one edition over another.  What I discovered is that Dungeons & Dragons has loyal followers in whatever edition is played.

Orginal D&D: The main consensus is a nostalgic love of the game.  Lots of folks waxing enthusiastically about the games they used to play.  Lots of folks stating they’d play this game today if there were any games being run.

(Hey Wizards, you might have a market for reprints of D&D Classic)

Advanced D&D: What surprised me about AD&D as the like/dislike of the sheer amount of material produced for the game.  Folks loved the voluminous settings produced for this ruleset.  Folks disliked the number of splat books produced.

(Hey Wizards, Maybe it’d work better to release campaign settings as opposed to multiple editions of the core rulebooks)

D&D 3.5:  The clear consensus is that the current revitalized state of the industry can be directly attributed to the OGL of 3.5.  3.5 fixed some inherent problems introduced with AD&D but broke some things as well.

(Hey Wizards opening up 4e to an OGL might not be a bad idea)

D&D 4e: The biggest complaint I’ve heard is “It’s not the way we’ve played D&D before,” (or some variation).  This is a semi valid complaint that I’ll address shortly.   The other complaint is that combat takes too long in 4e.  “There’s not enough time for RP.”  “It’s all kill monsters and lot their treasure.”

Why did Hasbro/WotC publish 4e in its current form?  Honestly I think it’s a very astute business decision on their part.  Mike Blanchard (owner of The Core) has noticed that although there’s still a market for comic books and RPG amongst my generation, very few of us are passing our love for the game onto the next generation.  That’s not to say every Geekdad is failing to pass on love of the game to his kids, just that most teens that come through the door come through on their own.

Hasbro has produced a game that emulates the MMORPGs and first person shooters that teens are playing.  The business model follows suit with the CCG and collectible minis games that teens have recently been playing (though according to Mike that market has gone somewhat soft).  Hasbo/WotC is trying to market a game they think will play into what today’s teens want to play.  Is it your Father’s D&D? no.  Is it D&D? yes, get over it.

The other complaint about combat taking too long?  We just started a brand new 4e campaign with 1st level characters and found that not having to keep track a whole multitude of unfamiliar feats and powers sped up combat tremendously.  The other thing that our DMdid to speed up combat was to use an assistant whose sole responsibility was to keep track of initiative.   While Nick (DM) was dealing with the PC who’s turn it was, Mike (assistant) was informing the next PC that they were on deck so they could KNOW what they were doing on their turn.

Is D&D 4e D&D? Yes, Hasbro has decreed it to be so.  Get over it.  4e isn’t going away.  If you don’t like 4e, grab an earlier edition and play that.

June 23, 2009 Posted by | Legacy D&D, News, Reviews and Culture, RPG | , , , , , | 4 Comments

Order of the D30: Curses to Place on Your Magical Items

orderd30Another article in my Order of the D30 series.

Magical items are not everyone’s cup of tea.  Some gamers have gone so far as to tell me they’ll never play a game where magic is used.  Less alarmist gamers view magic and magical items as a crutch that a PC will use instead of actual battle.

One way to balance the use of magic in your game is to place curses on the magical items.  “That’s great,” you say, “but where do I find some really cool curses?”

Have no fear, just roll on this handy table and viola` instant curse.

1. The Fleas of a Thousand Camels – Any attempt to use this item summons the fleas from a thousand camels.  The fleas find that the PC is an acceptable new home.
2. Cortez’s Curse of Immortality – Keeping and using this treasure will grant you the same immortality from Pirates of the Caribbean.
3. Alethia’s Curse of Veritas – The Greek goddess compels the user of this item to NEVER lie.  You can’t lie.  There is no saving throw.  Your alignment determines how much stress you are under when telling the compelled truth.
4. Eternal Night – Users of this item are cursed to live in darkness.  They need torches to see in broad daylight.
5. The Curse of Eternal Shedding– You lose all your hair and it never grows back as long as the item is in your posession.
6. Haud Sapor Victus– If you have this cursed item in your inventory and eat anything without thanking your deity for the food, the food tastes like cardboard.
7. The Curse of the Monkey Poo– Using this item summons a baboon that adopts your party.  If any PC does something stupid (GM discretion) the baboon flings poo at that PC.
8. The Curse of the Velico Requiro – This item curses one of the PC’s weapons at random.  If any roll misses it’s target to hit by 10 or more, the miss is critical.
9. Darlington Stripe – Any vehicle the PC is operating now has a tendency to veer towards an obstacle and brush up against it.
10. Taste the Rainbow – After any rain storm the owner of this item is pelted with small colorful orbs.
11. The Curse of Lucky the Leprechaun – Everyone else is determined to wrest ownership of this item from you.
12. Atractivo Para los Gatos– Cats suddenly find you irresistible.  They NEVER leave you alone.
13. Perro Orinar – Canines suddenly seem to think that your PC is a tree (if you catch my drift).
14. Levis Negotium – You are all knowing.  But only really useless knowledge.
15. Carcer Extraho Carmen – You are unable to talk.  You must sing everything.
16. The Curse of I.B. Flemming– Every adventure one of your pieces of gear breaks.
17. Perpes Erroris – If you fail a task with this item in your possession you will continue to fail that task on every subsequent attempt.
18. Rapio Vestri Informatio – Any idea the PC has is considered a bad idea by the party, however really good ideas are immediately suggested by another party member.
19. Molestus Sonitus – Off key music follows the party wherever the party goes.
20. Parvulus Sermo – The PC is reduced to “baby talk” for 1d6 days. 
21. Amicabiliter Inconcinnus – The PC is unable to articulate themselves to the next 1d6 members of the opposite gender.
22. Parvulus Singulus Cornu – The party is adopted by a bad luck baby unicorn.
23. Iners Secuutus – The PC acquires a lower level follower.  However this follower suffers from inability to do ANYTHING with any degree of success.
24. Amplus Creatura– PC is turned into a Bullywug for 1d6 days
25. Deus Non Hic– Any prayers to your deity are answered with an automated, “We’re sorry your Deity cannot answer right now.”
26. Incompertus Populus – For 1d10 days your race is completely forgotten.
27. Viagra Enzyte – Every treasure map acquired by the PC leads to bogus male enhancement potions.
28. Samson’s Saeta Fatum – If the PC ever gets a haircut his strength stat is at 10% of normal until his hair grows back to normal length.
29. Incendia Incommoditas – Fire attacks now do double damage to the PC.
30. Glacies Incommoditas – Ice attacks now do double damage to the PC

There you go 30 curses ready to use.

June 22, 2009 Posted by | Fluff/Inspiration, Legacy D&D, Order of the D30, RPG | , , , , , | 1 Comment

What D&D Monster are you?

D&D Home PageWhat Monster Are You?D&D Compendium

June 21, 2009 Posted by | Fluff/Inspiration, News, Reviews and Culture, RPG | , , , , , , | 5 Comments

Coming Soon to your FLGS (or not)

Inspired by recent Twitter posts from the folks I follow:

Coming Soon to your favorite local gaming store –

Consensus D&D– All of the rules you love from your favorite RPG and none of the ones you hate.  Available just as soon as we have a consensus.

Edition Wars the RPG – Everyone builds the same character in each of the available editions.  Bonuses are given to the number of rule books necessary to build your character.

Geek’s Dream Girl the RPG – Each of the PCs plays one of E’s assistants trying to find dates for geeks when the only available pool of dates plays an edition that the geek loathes.

GenCon the RPG– Your character tries in vain to navigate the dealers room dungeon whilst simultaneously trying to attend the gaming session you signed up for and the WotC’s panel on D&D 5e.

Pirates of the Flamish Main– You constantly fire off salvos of hate and mistrust at the company responsible for the “downfall” of your favorite game while posting your own scanned .pdfs of their material.

Do you like these?  hate these? have a better idea?  Leave suggestions in the comments.

June 20, 2009 Posted by | Fluff/Inspiration, News, Reviews and Culture, RPG | , , , , | Leave a comment

Five Bullywugs Named Steve: Steve Omega

5bullywugs2Steve Omega is the last Bullywug in the Steve Series one of the many, at least.  The sorcerers made it all the way to Steve Phi before they finally realized it was impossible to craft a perfect Bullywug.  After the Gamma failure, the sorcerers realized they might have accidentally discovered a new path towards Bullywug perfection.  Trying a new tactic, they tried to reverse the bad hand that nature dealt the poor bullywug by slowly increasing the Bullywug’s native intelligence. 

The sorcerers who formed the core of the Steve project watched in glee as the increasing intelligence of the Bullywugs caused them to want to live in a better environment.  They began to rethink their experiment as the +Healing for killing a Bullywug began to disappear from the genetic make-up of their test subjects.  Omega was able to pass all the rudimentary skills tests of intelligence.  Awash with the heady elixir of a partial success, the sorcerers began their plans to breed a completely new race of Bullywugs using Omega as their main breeder.

thefrogtrixUnfortunately before they could begin they breeding program, the tower was overrun by a band of marauding barbarians.  Escaping the mayhem and simultaneously releasing the other Steves, Omega banded together four of the more remarkable Steves.  The Five Bullywugs named Steve now patrol the countryside defending the innocent, righting the wrongs, robbing from the rich and giving… (no wait that’s another group).  Defending the innocent and protecting the countryside, The Five Bullywugs named Steve, are unlike any group of Bullywugs you’ve ever met before or are likely to meet again.

How was Omega able to survive the attack on the tower?  How was he able to rescue his fellow bullywugs?  How did the Barbarians know to attack this particular tower?  The answer is quite simple.  Omega having his intelligence raised well beyond what nature intended for a Bullywug realized one very important thing that no one else in his plane of existence has realized…. Do not attempt to defeat the dungeon as that is impossible.  Rather realize that there IS no dungeon.

Thanx to my good buddy Greywulf for the use of his Bullywug renders

June 18, 2009 Posted by | Blog Carnival, Fluff/Inspiration, Legacy D&D, RPG | , , , , , , | 3 Comments

Order of the D30: The Infinity Rings

orderd30Another article for the Order of the D30.

An Infinity Ring gives it’s wearer it’s infinite ability as long as the ring is worn.  The Infinity Rings are listed below.  These rings were forged by a wizard with a strange sense of humor, a very strange sense of humor.  The rings have impressive sounding names but don’t usually provide any help to the wearer.  The rings are magnetically repulsive to each other and as such a wearer is only allowed to wear one at any time.  In fact if the PC is wearing one of the Infinity Rings any of the others will be pushed out of reach.  The rings are made out of solid gold and the distinctive infinity symbol adorns each ring.  There have been many forgeries made throughout the years.  If you find one for sale, it’s probably a forgery, probably.  Some of the forgeries have even been enchanted in order to fool lower lever magic users.

Roll on the table for which Ring the PC found.  The PC should NOT be aware of which ring they have found.

The Ring of Infinite:
1. Trivia Knowledge – i.e. The PC knows that the artifact was forged by an armorer whose middle name is Warren, but the knowledge doesn’t actually help the party.
2. Appeal – Animals love you, all animals.
3. Spectrum – Every day your skin is a new color.
4. Pockets – Every day something random appears in one of your pockets, always the same pocket.  If the item is not removed it vanishes (Item is at GM discretion and must physically fit in the pocket).
5. Stupidity – No matter how intelligent the player’s suggestion is, the other PCs will believe it to be a stupid idea.  The smarter and more intelligent the idea, the dumber everyone will believe it to be.  Highly intelligent PCs will eventually figure out the correlation.
6. Sidekicks – A young squire feels compelled to follow the PC at the beginning of the quest.  He is destined to die horribly before the quest is over.  There is nothing the PC can do to save him.  A new one will follow after the squire dies.
7. Pancakes – All you can eat pancakes whenever the PC stops at a tavern.
8. Awareness – PC is no longer able to be surprised.
9. Contact – The PC runs into the same NPC everywhere.
10. Awkwardness – The PC is no longer able to articulate themselves around members of the opposite sex.
11. Smoothness – The PC is able to charm the opposite sex with a bonus to any applicable roll.
12. Surprise – Something strange and wonderful happens to the PC each session.
13. Explosions – At least once per session something explodes due to the PC’s efforts.
14. Beer – One of the PCs canteens is now a bottomless fount of beer.
15. Backfire – Magic users standing next to the PC have their spells go harmlessly wonky.
16. Death – The PC dies horribly at the end of each session.  However at the start of the next of the next session the PC is back all XP and inventory intact.
17. Weather – The PC is now able to accurately predict the weather but only if the PC is being sarcastic about the forecast.  If the PC states it’s probably raining in the dungeon, it is.
18. Pets – The PC gains one new swarming pet each session.
19. Healing – PC can no longer be taken to complete death, at least one hit point will remain.  At the point of 1 hit point the pC falls into a coma until 10% of full HP is recovered.
20. Negative Misunderstanding – NPCs will constantly misunderstand the PC with negative results.
21. Positive Misunderstanding – NPCs will constantly misunderstand the PC with positive results.  
22. Invisibility – At will the PC can become invisible, only the PC.  Clothing and weapons are still visible
23. Light – Rings casts of small glow in the dark as long as PC is awake.  Does not dispel magical darkness.
24. Fire – PC is able to light campfires or torches but not much else.
25. Status – PC is perceived as royalty by peasants and as high-ranking nobility by royalty but the perception is equated to the alignment of the royalty of the land.  Unless the PC is Royalty than they are perceived as lowly status
26. Lookout – PC now has a sixth sense about any attack.  Just enough of a warning to duck.
27. Geckos – Every encounter ends with a talking Gecko attempting to sell the PC insurance.
28. Impact – At least once per session the PC rolls percentiles.  Beating the DM high something good hits the PC on the head.  Missing low, something bad like an anvil falls. (Thanks to Dr. Checkmate for the name for this one).
29. Goat Witness – No matter where you are or what you are doing, when you look over your left shoulder a goat is watching you. (Thanks to Bob Schafer for this one)
30. Forgery – I never said there were 30 rings did I.  The ring is mildly enchanted to grant the PC some minor magical ability but it isn’t a Ring of Infinity.

My thanks to Quest for the Staff of Genesis players for some of these ideas.

June 17, 2009 Posted by | Fluff/Inspiration, Legacy D&D, Order of the D30, RPG | , , , , , | Leave a comment

RPG Blog Carnival: Gaming in the Universe of…. Steampunk

rpgblogcarnivallogocopyThis month’s topic of Steampunk & Klockwerks is being hosted by Mad Brew Labs.  I’m currently running Reality Blur’s Rune Punk as a Stargate Scenario for my Friday night game group.  This is a quintessential Steampunk setting that goes into quite a bit of detail.   We’re enjoying it, but I will admit that Steampunk is not my first choice when it comes to gaming scenarios.  I prefer High Fantasy (D&D) or SF (Star Trek, Stargate).  However this month’s topic got me thinking what it is about Steampunk that appeals to so many folks.

Before I started writing this post I didn’t think I was very familiar with the genre.  So, I started with a search of Steampunk on Google and came across this list of American films that utilize Steampunk:
(1958) The Fabulous World of Jules Verne
(1979) Time After Time
(1999) Wild Wild West
(2001) Atlantis: The Lost Empire
(2003) The League of Extraordinary Gentlemen
(2004) Van Helsing
(2007) The Golden Compass
I’ve actually seen and enjoyed a few of these films.  Maybe I’m not as much of Steampunk noob as I thought.  As I pondered this list I though of something I like to add to this list, the 1968 film Chitty Chitty Bang Bang.  Although Chitty is not strictly speaking a steampunk setting, Caractacus Potts is clearly a steampunk inventor.

I have seen four of those films Wild Wild West, League of Extraordinary Gentleman, Atlantis, and Van Helsing (five including Chitty) and have enjoyed each of them.  Wild Wild West could easily be played using the Savage Worlds Deadlands.  Van Helsing can be dropped into a D&D campaign with no difficulty.  The League of Extraordinary Gentlemen is begging to be run as a Mutants and Masterminds game.  Carracticus Potts can be dropped as is into your steampunk setting.  Admittedly, the search for Atlantis is something I’d probably run as a campaign instead of a setting.

What it is it about steampunk that appeals to some folks but not to others?  Few of the films on that list (except Chitty) was ever considered a hit.  In fact Wild Wild West, League of Extraordinary Gentlemen, and Van Helsing were all planned as  a series of movies but the poor box office showing of the originals scuttled planned sequels.  I have discovered that as a general rule my fellow bloggers really enjoy these films in this genre (Wild Wild West being an exception). 

Why as a general rule are RPGers able to suspend their disbelief more for this Victorian Sci-Fi as opposed to the mainstream audience that cannot?  It cannot be the sci-fi angle as there have been many true science fiction hits.  My belief is that we as RPGers are able to disassociate alternate realities.  We are constantly playing in altered or alternate universes.   We as a group aren’t “tied” to history, the general audience cannot let go their perceptions from “what happened” to enjoy what is being depicted on screen or in your game.

Because RPGers are constantly placing themselves (and characters) in alternate realities,  we have no problem imagining a world where Jules Verne actually invented the things he wrote about.  We can wax eloquent on how current technology could have been built using clockwork gears and steam power.  This, I believe is why Steampunk is more of hit amongst RPGers than it is amongst the general public.  As such I present the following Savage Worlds Wild Card NPC.

van-helsingVan Helsing, a Steam Punk Fighter/Cleric
Name: Van Helsing
Race: Human
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d6
Skills: Climbing d6, Driving d8, Fighting d8, Guts d8, Knowledge (Arcane) d8, Knowledge (languages) d6, Notice d6, Shooting d8, Stealth d8, Survival d6, Throwing d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5;
Hindrances:  Heroic, Code of Honor
Edges: Combat Reflexes, Arcane Background, Arcane Resistance
Gear: Large variety of items used in fighting the supernatural

June 11, 2009 Posted by | Blog Carnival, Fluff/Inspiration, Gaming in the Universe of..., Other Systems, RPG, Savage Worlds, Stargate | , , , | 6 Comments

Gaming in the Universe of… Star Trek

ncc-1701-aStar Trek as reviewed by the family

Gaming in the Universe of Star Trek guest post by Uncle Bear: Part 1 Part 2 Part 3

Uncle Bear offered some very nice world-building tips and thoughts on how he’d run a game set in Roddenberry’s universe.  These were helpful and I appreciate his efforts on my behalf.  However it would be illogical for me to not offer my own thoughts on gaming in my favorite universe.

Star Trek has had a long history of association with RPGs.  FASA published quite a number of books in the 1980s.  From 2002 – 2007 Decipher picked up the license to produce the RPG.  This was produced after their successful run of the Star Trek CCG.  I found more Pbem Trek RPGS than I’d care to list.  I also found Groknard’s Blog, which is very useful compilation of Star Trek blogs and associated RPG materials.  My own personal favorite Trek related RPG is the Starships of the Third Fleet creative writing club.

I have been playing Lt. Stev off and on for the better part of two decades.  Through Stev’s eyes, I’ve infiltrated the Romulan Empire to rescue Federation operatives.  I’ve traveled through time to Earth’s past.  I have encountered evil doppelgangers of Stev and his fellow crew mates.  Stev and I have had a lot of adventures and that is one of the nice things about the Star Trek universe.  It is fully realized and ready for you to play in.  With over 40 years of world building development it is one of the better sandbox settings that has ever been developed.

Star Trek has a long history using other genres in the stories told; westerns (Fistful of Datas), gothic horror (Catspaw), war (Most of the later season of DS9), time travel (at least one from each series), gangsters (A Piece of the Action) and many more genres that have been adapted.  If I factor in the stories (games) I’ve participated in Third Fleet, you can add High Fantasy, Murder Mystery, and Prison Break to that list.  Star Trek is rife for just about any kind of game that you want to run.

How would I run a Star Trek game?  One shot scenarios would be run off a starship.  I’d plan a nice dungeon crawl, using the meta-dungeon of the entire planet’s surface.  I’d run it with the Captain of the ship being played by the DM.  The first officer would be the party leader and the players would be members of the away team.  Something would interfere with the ability to just beam the PCs off the surface until they finished the dungeon crawl/mission.

For an ongoing campaign, I’d run either a Voyager based game or DS9 styled game.  Just about any adventure module published for any other game could be adapted.  TOS: Orcs=Klingons, Demons=Romulans, TNG: Orcs=Cardassians, Demons=Borg  just for thumbnail conversions. 

The ONLY problem I’ve ever had in wanting to run a Star trek game was in convincing players that they’d want to play in Star Trek game.  PIT #1 has been the only one of my players that ever wanted to play Star Trek.  That said should I ever get the chance to run a Star Trek game, I’d take my friend Nuke Havoc’s suggestion and use the Savage World’s Pirates of the Spanish Main setting for the rule set.  Intrigued? he’s writing a guest post about how to do just that.  I’m getting ready to use his idea.  Stats for Kirk, Spock and certain Vulcan Lieutenant. 

CaptainkirkName: James T. Kirk 
: Human
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d8, Driving d4, Fighting d8, Guts d8, Notice d6,  Shooting d8, Survival d6, Throwing d10
Charisma: 5; Pace: 6; Parry: 6; Toughness: 5;
Hindrances:  Quirk (cannot find a beautiful woman without attempting to bed her), Heroic, Loyal
Edges: Combat Reflexes, Block, Command, Strong Willed, Attractive

spockName: Spock
Race: Vulcan
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8,
Vigor d6
Skills: Climbing d6, Driving d8, Fighting d8, Guts d8, Knowledge (computers) d8, Knowledge (Logic) d12, Knowledge (science) d8, Notice d6,  Shooting d8, Survival d6
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5;
Hindrances:  Quirk (strives to block his emotions), Quirk (seeks logic above all else)
Edges: Combat Reflexes, Block, Command, Vulcan Nerve Pinch

stev_small1Name: Stev
Race: Vulcan
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8,
Vigor d6
Skills: Climbing d6, Driving d8, Fighting d8, Guts d8, Knowledge (espionage) d8, Knowledge (Terran Rock and Roll) d10, Knowledge (computers) d8, Knowledge (languages) d10, Notice d6,  Piloting d8, Shooting d8, Stealth d8, Survival d6, Throwing d10
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5;
Hindrances:  Outsider amongst Vulcans, Curious, Quirk (translates ancient Terran poetry {Rock and Roll})
Edges: Combat Reflexes, Investigator, Scholar

June 10, 2009 Posted by | Fluff/Inspiration, Gaming in the Universe of..., Other Systems, RPG, Savage Worlds, Star Trek | , , , , | Leave a comment