A Cat of Tindalos

A Cat of Tindalos
Showing posts with label Star Trek. Show all posts
Showing posts with label Star Trek. Show all posts

Tuesday, August 15, 2023

FAE Star Trek Lemurs and Lies Klingon Stats

 Klingon Warrior(Delusional)

Kill the Monsters!
Good (+2) at: Violence
Bad (-2) at: Impulse control
Stress: OO

STAR TREK FAE

Lemurs & Lies v1.0a

A Star Trek Mission for the Fate Accelerated Tabletop (FAE) Roleplaying System

By Mark Tygart

Play testers: Michael Palucki, Ric Battaglia, Josh Iverson

Introduction

“Star Trek typically isn't focused on action and combat. The nice thing about Fate Accelerated is that its conflict rules work just as well for phaser blasting a cadre of Romulans as they do for talking a group of robots to death using logical paradoxes. This here is just a long string of Flashy social attacks...So yeah, FAE is perfect.”

---Josh Burnett (Bernie the Flumph Blog)

Josh Burnett is right, of course. There are a respectable number of Star Trek rules conversions for Fate in all its various flavors but you can’t go wrong with Burnett’s brilliant example of how you can simply play Star Trek with the FAE rules. So much so that when my normal gaming group’s GM had to miss a D&D 5e session I was able to beam them over to the Star Trek universe for an adventure using Josh’s Trek blog entries as a basis for our ensuing space opera.

Josh Burnett’s Fate of the Federation

Character Creation

http://bernietheflumph.blogspot.com/2017/07/star-trek-with-fate-accelerated-part-1.html

Starships

https://bernietheflumph.blogspot.com/2017/07/star-trek-with-fate-accelerated-part-2.html

Bad Guys

http://bernietheflumph.blogspot.com/2017/07/star-trek-with-fate-accelerated-part-3.html

Setup

The players are the crew of the USS Prometheus, a starship which closely resembles the USS Archer in the Star Trek: Strange New World pilot. It’s a small scout ship intended for scientific missions within the Federation with a very minimal crew and a high degree of automation. The onboard ship’s A.I. which can perform almost all the ship’s functions at the crews’ command. It has unusually comfortable crew quarters to cater to a possible civilian staff, advanced sensors but no photon torpedoes or shuttlecraft.

One of the players should be given command and a higher rank than the other officers although the culture aboard Federation science vessels tends towards the informal. Another item to note is the absence of a shuttlecraft and dependence on transporters can easily help strand them when dramatically needed.

The Prometheus is something of a plum assignment, given it has the latest equipment, comforts and crew cabins for both the small crew and any passengers. However, this entire ship class has been given the derogatory nickname of the “comfortable coffins” for it perceived lack of combat ability. More than one barfight has been started by envious officers asking about crewmembers “funeral plans” when learning they are serving aboard this class of ship.

U.S.S. Prometheus

Classification: Marco Polo class science vessel

Assets: Scientific Sensors, A.I.

Weakness: Doesn’t carry torpedoes or shuttlecraft

Reputation: A.I. is the best the Daystrom Institute can currently supply

Stunts

Because the Prometheus has an advanced sensors, the crew gets +2 on all ship sensor rolls

Because the AI is so advanced it can run routine operations, maintenance, and repair with minimal crew input, by receiving a -3 penalty on all combat roles. Over time the A.I. will develop a personality of the GM’s choosing and after multiple missions could even become a liability or even dangerous at the GM’s discretion.

Refresh: 3

Stress: OOO

Mission Briefing

(Wherein our brave crew learns its mission)

Wherever the crew of the Prometheus is currently occupied they receive urgent and updated orders.

The crew of the Prometheus has been at once tasked with checking on a small scientific outpost on the only moon of Palucki 3 (Palucki 3a), an M class planetoid with conditions like Earth during its Ice Age (think Endor or Pandora with Hoth’s climate). Despite the system’s proximity to the Klingon Neutral Zone its chief attraction to the Federation is scientific. In the snowy forests of the moon’s equator live a race of small, sentient humanoids that strongly resemble Earth’s lemurs (if on Earth lemurs were the size of young children and had snowy white fur, with black stripes and soulful blue eyes). The appearance of this sentient species on the planet contradicts the three most currently popular theories of sentient evolution and a pair of scientists (Andorian female and male Human) were dispatched to a small and carefully camouflaged base (nicknamed “New Siberia”) to study the situation. Recently the Federation has lost contact with scientists and the Prometheus is ordered to leave at once to check on their welfare. All the restrictions of the Prime Directive are to be fully enforced with the possible penalty of court martial. Godspeed, Prometheus.

Actual Situation

The moon’s inhabitants (called Snow Lemurs, Ice Lemurs or simply “Lemurs”) are the products of bioengineering experiments of an ancient, alien manufactured entity known as the Crystal Probe. Dispatched eons ago by its creator race it has been manufacturing both life and eventually sentient lifeforms all over this section of the galaxy ever since. To aid it in its work it also uses psionic cloaking technology and manufactured servant Biological Probes from its former bioengineered polar base on Palucki 3a.

The Crystal Probe is ancient and arrogant, holding both the Klingons and Federation in contempt. It originally simply ignored the Federation scientists and successfully cloaked itself and its base from them as successfully as they avoided the Lemurs. It was detected by the nearby Klingons due to fact that it radiated a signature form of temporal displacement like the Klingon world of Boreth’s time crystals and the Klingon’s recently acquired knowledge of simple cloaking technology obtained from the Romulans. A cloaked Klingon ship (ISS Horrifying Death) was dispatched to covertly investigate and promptly engaged in a brutal conflict (Klingons being Klingons) with the Crystal Probe. This resulted in a deeply damaged Crystal Probe being captured, its polar base largely destroyed and its Lemur friends being traumatized. The Federation base was destroyed mistakenly by the damaged and malfunctioning Crystal Probe and the Human scientist killed. The Andorian female scientist was captured by the Klingons who decided to frame the Lemurs for the loss of the Federation base. Unaware they were slowly being driven mad by the vengeful psionic attacks of the Crystal Probe the Klingons decided to hide and repair their damaged ship in the upper layers of the Palucki 3 gas giant where under the captive Crystal Probe’s malign influence most of the crew has lapsed into delirium. Their ship is malfunctioning and descending slowly deeper into the gas giant. Within a few days it will reach a crush depth and everything and everyone aboard will be destroyed unless the Prometheus intervenes.

Act 1

(Wherein our brave crew may be freaked out by one of the many obligatory strange alien probes inhabiting both the Star Trek Universe and this adventure.)

This act is entirely optional and may be omitted by the GM to reduce session time if needed.

A confused and malfunctioning Biological Probe survivor looking to protect its master will pull the Prometheus out of warp and look to scare the ship away by manufacturing harmless illusions it intends to be terrifying. This can be played seriously or as a comedy. Any decent Sensor Roll (+1) will reveal the illusions are unreal and any successful attack will destroy the probe or cause it to retreat. It will in no event use its powers to in any way harm the Prometheus or her crew. A good Sensor Roll (+2) will reveal it is quite small, defenseless, and completely organic. If the crew can somehow perform a brilliant Sensor Roll (+4) the probe’s DNA will be revealed to be related to that with life from Palucki’s moon.

GMs are encouraged to consult the Star Trek: TOS episode The Corbomite Maneuver for more inspiration.

Ideas for probe encounters include:

The probe pretends to be huge, silent, and scary

The probe pretends to be Darth Vader aboard the Death Star and threatens to use the Force

The probe pretends to be Count Dracula in a giant floating castle and announces it wants to come aboard for dinner unless the ship retreats

The probe pretends to be the Devil and tells the crew this is the road to hell

The probe pretends to be a giant, interstellar Abraham Lincoln and orders the crew back to Earth

All the above

Act 2

(Wherein our brave crew gets to play detective amid snowy landscapes amid terrified but cute Lemurs, hopefully not forgetting the Prime Directive)

Depending on the time allowed to complete the adventure this Act can be abbreviated or even eliminated. Ships scanning the Palucki gas giant can detect the Klingon ship on a roll of +2 and an investigation of the devasted former science outpost (an earlier version of the one in the Next Generation episode Who Watches the Watchers) reveals a wide variety of clues left by Klingons affected by the Crystal Probe that the Lemur attack was staged and a +4 scam will add clues that the badly damaged Crystal Probe was responsible. The corpse of the human scientist is present at the New Siberia site, pierced by multiple Lemur spears added after his death and replicated from wood not native to the planet.

A +4 scan of the planet can also indicate the former site of the destroyed organic base used by the entity to bioengineer the planet, but little of it remains after the devastating Klingon attack. The Lemurs can provide a great deal of information about the “Sky Demons” (Klingons) as they call them, but unless the party can avoid breaking the Prime Directive, they may face court marital for their actions.

Eventually if the players will be psionically contacted by the Andorian female scientist (who is half Aenar) if they do not board the Klingon ship to investigate. She is wounded, terrified and being held against her will in the Horrifying Death’s brig.

Act 3

(Wherein our brave crew attempts a rescue of a captured scientist aboard a malfunctioning Klingon ship sinking to crush depth in a gas giant with a mostly comatose but largely demented crew of murderous aliens).

There are a few active Klingons in both the brig and control room. At this point the Andorian will be unconscious.

The players will need to beam over to the Klingon ship without being detected or the Klingons will attempt to attack them. This is quite possible as the few remaining Klingons aboard the ship are suffering from delusions brought upon by the captured Crystal Probe and no shields will operate in a gas giant.

Promptly after beaming over the ship will suddenly descend due a delusional Klingon pilot to near crush depth and the transporters will be inoperable. The players will have to seize the bridge and pilot the ship out of the gas giant to survive unless they bring pattern enhancers to improve their transportation chances. GMs wishing to expand the adventure can additional delusional Klingon attacks or various forms of Klingon “food” from the galley escaping deciding to make the Starfleet officers lunch. Star Trek: Enterprise’s first season episode Sleeping Dogs can be a useful source of inspiration for the entire act.

The Crystal Probe is kept in a cloaked energy cell in the hold, but it is simple to detect +0. If freed (+1 roll required) it will apologize for mistakenly destroying the Federation base while malfunctioning and depart the system for a hidden location to regenerate itself fully before establishing a new bioengineering base on a new planet. The remaining Biological Probes will stay behind to care for the peaceful Lemurs as they begin to form a basic agricultural civilization. When recovered the Andorian Scientist can fill in any gaps the players may have in understanding the mission’s events.

Players that solve the mystery, recover the scientist, and salvage the Klingon ship without breaking the Prime Directive will be commended by Starfleet. Players that break the Prime Directive will possibly face court martial with the outcome to be roleplayed in a future session or decided by the GM. Successful players will find that they are given the honor of officially naming Palucki 3a and its new expanded Federation camouflaged science facility. War is avoided as Starfleet officially accepts that this was a “rogue” operation in exchange for several important Klingon diplomatic concessions.

ISS Horrifying Murder

Classification: D7-class cruiser (Klingon Bird of Prey)

Assets: Burly workhorse of a ship

Weakness: Weak belly plating

Bridge Positions

Captain: +2, Tactical: +3, Helm: +1. Engineering: +2, Communications: +1

Stunts

Because the Bird of Prey also has a cloaking device, it gets +2 to sneakily create advantages related to stealth or invisibility.

Because the Warbird is powerful and well-built, it has an extra stress box.

Because the Warbird is bristling with weapons, It gets a +2 to forcefully attack another ship under a “Focused Fire” aspect.

Refresh: 2

Stress: OOOO

 

Sunday, May 7, 2023

Monsters from Star Trek

 

Star Trek RukSolitary, Intelligent, Construct
Strike (d12+2 damage 2 piercing)20 HP0 armor
Close, Forceful
Special Qualities: Android, Master of voices, Silent movement

Ruk was an android built on Exo III half a million years before the 23rd century by the Old Ones. Ruk was tall, broad and immensely strong, capable of lifting a Human male easily with one hand. Despite his size, he could move silently and gracefully, making him an extremely dangerous physical opponent. He could duplicate voices effortlessly – his actual voice was very low-pitched and gravelly. He was discovered in the underground ruins of that planet in 2261, by Dr. Roger Korby, where he was still tending the machinery the Old Ones had left behind. Even he did not remember how many centuries he had been doing this work. Ruk helped Korby learn how to use the ancient machinery, including the android duplicator. With Ruk's help, Korby built other androids, including Brown and Andrea. In 2266, Captain James T. Kirk and Christine Chapel arrived at Exo III in search of Korby. By then, Korby had reprogrammed Ruk to serve him, and had devised a scheme to infiltrate android duplicates into society slowly and carefully. As part of that scheme, Korby and Ruk imprisoned Kirk and Chapel, and built a duplicate of Kirk to take control of the USS Enterprise. Instinct: Corrupt by offering power

    Star Trek KalarSolitary, Cautious, Planar
    Weapon (d10+2 damage)8 HP2 armor
    Close, Forceful, Near

    The Kalar was a primitive warrior species native to the planet Rigel VII. Somewhat larger than humans, they primarily relied on weapons such as armor, swords, spears, pikes, and maces. In 2254, Captain Christopher Pike of the starship USS Enterprise had a violent encounter with a Kalar on Rigel VII, during which three of his own crew members, including his yeoman, were killed and seven were injured. Captain Pike later blamed himself for this, claiming that his own complacency was the reason the Kalar had been able to successfully attack them. Instinct: Attack

    • Seize treasure
    • Warrior-thief fanatic native to the planet Rigel VII
    • Ignore Pain
    Star Trek TalosianGroup, Small, Stealthy, Devious, Intelligent, Planar
    Mindblast (w[2d6] damage)6 HP0 armor
    Close

    Talosians were once a warp-capable, technologically advanced culture but a nuclear holocaust left their planet virtually uninhabitable and killed most of the species. The survivors of the nuclear war congregated in underground dwellings, where they became dependent on their mental ability to create stunningly real illusions, an ability that had been developed by their ancestors. As their mental powers grew, they lost the ability to use the technology left behind by their ancestors. The Talosians found that life using illusion was addictive, almost like a Human developing a physical and psychological dependence on narcotics. They became bored with the content of the illusions which they had. Their dependence upon these illusions for mental stimuli caused the Talosians to begin capturing travelers to use as the living basis for their illusions.In 2254, the Talosians captured USS Enterprise Captain Christopher Pike and attempted to use him to rebuild their civilization. The Talosians hoped that Pike would be attracted to Vina and would wish to remain on Talos IV. Thousands of the Talosians probed Pike's thoughts, discovering he had "excellent memory capacity." However, after assimilating the records of the Enterprise, the Talosians learned that Humans have a "unique hatred of captivity;" even when made as pleasant as possible, Humans prefer death. This made Humans unsuitable to the Talosians for breeding stock, and Pike and his crew were released.The Talosians refused Pike's offer of trade and mutual understanding, claiming that Humans would use their powers of illusion to their own destruction. Instinct: Capture travelers to use as the living basis for their illusions

    • Create Illusions
    • Test humanoids
    • Need breeding stock for slave race
    Star Trek Beta XII-A EntitySolitary, Tiny, Magical, Stealthy, Devious, Intelligent, Planar, Amorphous
    Energy Bolt (d10-2 damage)16 HP2 armor
    Hand, Ignores Armor
    Special Qualities: Transmutes Matter, Non corporeal, Telepathic, Can Heal

    The Beta XII-A entity was a non corporeal being composed of pure energy first encountered on Beta XII-A. The entity appeared as a small, circular pattern of multiple swirling lights in different colors, although it became red in hue and emitted a high-pitched wail when "feeding". The entity fed on the emotions of hatred, anger, and primitive predatory instincts exhibited by humanoids in close proximity to it. If these emotions were not present, the entity was capable of creating conditions to spawn such feelings. The entity appeared as a small, circular pattern of multiple swirling lights in different colors, although it became red in hue and emitted a high-pitched wail when "feeding". The entity fed on the emotions of hatred, anger, and primitive predatory instincts exhibited by humanoids in close proximity to it. If these emotions were not present, the entity was capable of creating conditions to spawn such feelings. The entity could control the instantaneous transmutation of matter, turning everyday objects into weapons and opening doors on a whim. It could pass through solid objects at will, teleport from one location to the next, and influence the thoughts of others (control monsters and NPCS and whisper "ideas" to players). It could heal a humanoid's mortal wounds, and could even alter a person's memories so that they remembered fictional family members and events that never existed. The entity appeared unable to communicate in any fashion understandable to a humanoid. Although its motives and nature were not wholly known, it lacked the same ethical standards of most humanoids and largely acted in a malignant fashion. Its only weakness appeared to be exposure to emotions of humor, good nature, and friendship; it was particularly susceptible to laughter. These emotions will drive it away from its present location. Instinct: Feed on harmful emotions

    • Manipulates Emotions
    • Telepathic control of NPCs
    • Only harmed by Magic and Magic Weapons
    Star Trek Denevan Neural Parasite SwarmHorde, Tiny, Devious, Planar
    Infecting Bite (d4-2 damage)3 HP0 armor
    Hand
    Special Qualities: Pain Enslavement of Infected

    A Denevan neural parasite was roughly disc-shaped, about thirty centimeters in diameter and two to four centimeters in height. The edges were thin and yellowish; towards the center, the creature was thicker and redder. Occasionally, they pulsated. Parasites had no detectable external or internal organs. Spock described a parasite as "resembling, more than anything, a gigantic brain cell." Looking -- and moving -- like a half-digested Frisbee, these creatures are part of a large organism that takes over humans' nervous systems and forces them to infect other planets, kind of like Borg without the fashion sense. (This is also the episode where we learn that Spock has nictitating membranes. That doesn't have much to do with the monster. It's just creepy.)Denevan neural parasites were capable of clumsy flight. They attacked by making physical contact with a target and stinging it as does a bee. The stinger injected a strand of tissue that infiltrated the victim's nervous system very rapidly, entwining about the nerves. Leonard McCoy described this entwining as "far, far too involved for conventional surgery to remove." Once the parasite infiltrated a host, it pressured the host to obey its commands by inflicting enormous pain. There seemed to be some level of pain even when the host obeyed, but the creature could increase the pain it inflicted to bring an uncooperative host to heel. Exactly how the creature communicated its desires is unclear, but that it could do so is evident: Spock, while infected, attempted to land the Enterprise on Deneva, despite the fact that (as he knew) this was impossible. Later, he was able to end the pain through mental discipline and convince the crew to let him collect one of the parasites to run tests on. Eventually, this continuous painful stimulation could have led to insanity and death. Infected victims cooperated in working towards the parasites's objectives. This, and their enormous resistance to harm, led Spock to theorize that all of the parasites were parts of a single organism. How the parts communicated without a physical connection was not made clear. The parasites were so alien that Spock also theorized their origin was a place where different physical laws applied, outside of the Milky Way Galaxy. Instinct: Destroy

    • Infects
    • Enslaves with pain
    • Sunlight kills
    • Magical healing kills
    Star Trek Space HippiesGroup, Intelligent, Planar
    Alien Dagger (d8 damage)6 HP0 armor
    Close
    Special Qualities: Annoying

    Several scholars have discussed the "space hippies". Like the acolytes of Leary, Charles Manson, and other negative counter-culture leaders, these bizarre and stereotypical alien flower children are "under the spell of an unknown "charismatic but dangerously unhinged leader"(Dr. Sevrin or chosen by the GM) and "stand for a sixties generation in the thrall of misled idealism." The group shows a disrespect for authority and demands to be taken to a planet they call "Eden" (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them "Herberts" and begin to loudly mock them.Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity. Instinct: Guide innocents to destruction

    • Chant
    • Replay Woodstock
    • Die
    SevrinSolitary, Stealthy, Devious, Organized, Planar
    Sonic Blast (d8 damage)12 HP0 armor
    Ignore Armor
    Special Qualities: Charm as per spell

    "We turn our backs on confusion and seek the beginning." – Sevrin, 2269 ("The Way to Eden"; Star Trek TOS) Doctor Sevrin was a research engineer from the planet Tiburon, renowned in the fields of acoustics, electronics, and communications. He came to reject the modern technical society of the Federation and started the philosophical movement One ("Space Hippies"), in search of the mythical planet Eden. When he started his movement, he was dismissed from his post. He carries the disease synthococcus novae, which required him to remain in environmentally-controlled areas. His rejection of modern technology and his inability to leave technologically-regulated areas contributed to his insanity. His fatal illness has somehow given him the psionic power to charm (as per the spell) and create fatal sonic blasts. Instinct: Create insane plans

    • Summon Space Hippies
    • Babble
    • Channel inner Charles Manson
    Star Trek Salt VampireSolitary, Stealthy, Intelligent, Planar, Terrifying
    Suckers (d12 damage)12 HP0 armor
    Close, Ignores Armor
    Special Qualities: Shapeshifter

    Salt Vampire, or M-113 creature, is the unofficial nickname given to a now extinct sapient species which once inhabited planet M-113. This creature is notable for requiring extremely large quantities of salt, specifically sodium chloride, to live. It can remove salt directly through the skin of other beings using the sucker-like structures on its fingers, a process which usually results in the death of the victim. Also noteworthy are the creature's illusory shapeshifting abilities. Although it cannot physically change its appearance, it can use telepathy to project an illusion into the minds of those around it, making it appear like any person it wants. Instinct: Drains salt from humanoids

    • Imitates victims
    • Murder and replace victims with perfect imitation
    • Predator with telepathy
    Star Trek Guardian of ForeverSolitary, Huge, Magical, Devious, Planar, Construct
    Teleport20 HP4 armor
    Reach, Ignores Armor
    Special Qualities: Will seek to protect the natural timeline, May Transport hostile party into the past

    "Are you machine or being?" "I am both… and neither. I am my own beginning, my own ending." – James T. Kirk questioning the Guardian of Forever, 2267 ("The City on the Edge of Forever") A Guardian of Forever is a mysterious construct of an unknown, ancient alien race, which functioned as a time portal; a gateway to the time vortex that allowed access to other times, locations and dimensions. One was located on an ancient planet where the focus of all timelines throughout at least the Milky Way Galaxy converged. It was found among the ruins of a large, forgotten city that stretched beyond the horizon in all directions around it. Based on initial observations, the ruins appeared to be at least one million years old. The Guardian said that it was far older than that, even exceeding the Earth's sun's age of 4.6 billion years. An inert, crudely asymmetrical, circular gateway comprised of a quasi-metallic substance, the Guardian is able to somehow display the flow of time itself although it could not alter the "speed at which it displayed the past." It generated immense ripples in time that manifested themselves as spatial disturbances in the region around the planet where it was located. Apparently sentient, it is capable of speech and interacted with anyone it encountered, responding to external stimuli such as questions and actions. The object would flash whenever it spoke and emitted a gaseous fog within its center whenever it generated a portal. Instinct: Can cause dangerous time paradox

    • Provide a Time Portal
    • Very lonely
    • Loves to converse about the past
    MugatoGroup
    Pummel (d8+2 damage)6 HP1 armor
    Close, Forceful
    Special Qualities: Venomous bite

    Mugatos were large, intimidating animals that could reach a height of two meters (not including their horns). Covered by a thick pelt of white fur all over their bodies with the exception of their faces and hands, they were similar to the great apes of Earth in their physical proportions and prehensile hands and feet. All of their teeth were sharp and serrated and their fangs contained a strong venom that was fatal within a matter of hours without magical healing. Mugatos had large, thick horns projecting from the top of their craniums as well as smaller spikes running down the spine. They usually traveled with their mates.The Classic Star Trek TOS killer space ape! Instinct: Hunt

    • Ambush
    • Bite with Venomous fangs
    • Devour
    Mutant Bugman DroneGroup, Small, Terrifying
    Bite (d4 damage)6 HP1 armor
    Close
    Special Qualities: Horrible mutant man insect mix of beetle, Hive mind, Limited use paralyzing bite

    A horrible recent product of a mutant mix of spider, termite and beetle the Mutant Bugman Drone is part of a hive mind controlled by the collective's telepathic Hive Queen. The Bugman Drones have a paralytic venom overwhelms the victim, but she or he is usually immune after a single dose. Once the victim is bound in webbing the Grub Queen spins they are converted to become new Bugmen Drones by multiple transforming injections from the Hive Queen, but some adventures are naturally immune to the effects, if not of the side effect of a powerful amnesia.These are eventually eaten by the Hive. Think an insect mutant Borg-like race from Star Trek. The Drones are relentless but slow and clumsy. If the Hive Queen is destroyed all of her Drones will collapse into a coma until one of their number mutates into a new Mutant Bugman Hive Queen in a few days. Instinct: Transform Outsiders

    • Serves the Hive
    • Collect recruits
    • Destroy Dangers
    Mutant Bugman Hive QueenSolitary, Large, Intelligent, Hoarder, Terrifying
    Bite (w[2d4] damage)14 HP0 armor
    Special Qualities: Telepathic Control of the Hive, Mutant mix of elf female, spider and termite queen

    A terrible recent creation the Mutant Bugman Hive Queen resembles a Drider mixed with a Giant Termite Queen. A weak warrior the Hive Queen will likely try to web her victims and summon help. Once the victim is bound in webbing the Hive Queen spins they are converted become new Bugman Drones by multiple transforming injections from the Hive Queen, but some adventures are naturally immune to the effects, if not of the side effect of a powerful amnesia.These are eventually eaten by the Hive. Think an insect mutant species like the Borg from Star Trek. Her Drones are relentless but slow and clumsy. If the Hive Queen is destroyed all of her Drones will collapse into a coma until one of their number mutates into a new Mutant Bugman Hive Queen in a few days. Instinct: Transforms humanoids

    • Rules the Hive mind by Telepathy
    • Transforming Venom
    • Casts Webs
    GornSolitary, Planar
    Pummel (d12+2 damage)12 HP2 armor
    Close, Forceful

    The Gorn are a fictional extraterrestrial humanoid reptilian species in the American science fiction franchise Star Trek. They first appear in the original series episode, "Arena" and are hostile to humans; this may be due to in-universe territorial disputes as to which planets can be colonized by which species. Gorn were a cold-blooded, reptilian species with green, rubbery skin, red blood and an average height of approximately two meters. They tended to be many times stronger than most humanoids, albeit slower and less agile but with greater stamina and, like most cold-blooded species, preferred warmer temperatures. The Gorn's first contact with the prime reality Federation took place in 2267, when the Gorn attacked a Federation colony on Cestus III. The Gorn saw the strike as a preemptive move, since they regarded the Cestus system as part of their territory. The USS Enterprise pursued a Gorn starship from Cestus III into a previously unexplored region of the galaxy, near 2466 PM. There, both starships were immobilized by the Metrons, who transported James T. Kirk and the Gorn captain to a planet's surface, where the two captains were instructed to settle their differences in a "contest... of ingenuity against ingenuity, brute strength against brute strength." Although the Gorn captain was physically stronger than Kirk, Kirk was able to construct makeshift cannon out of materials on the planet's surface and defeat the Gorn. When Kirk showed mercy to his defeated opponent, the Metrons sent both captains back to their respective ships and transported the Enterprise out of the area. (Star Trek Episode: "Arena") Instinct: Dominate

    • Attack invaders!
    • Alien Lifeform



    Tuesday, September 8, 2020

    LL&P

    EVENT: Star Trek Day

    DATE: September 8

    DESCRIPTION: Celebration commemorating the premiere of Star Trek on television in 1966.



    Wednesday, May 13, 2020

    Beware Space Hippies!


    Star Trek Space Hippies for Dungeon World!

    Sevrin Solitary, Stealthy, Devious, Organized, Planar
    Sonic Blast (d8 damage) 12 HP 0 armor
    Ignore Armor
    Special Qualities: Charm as per spell
    "We turn our backs on confusion and seek the beginning." – Sevrin, 2269 ("The Way to Eden"; Star Trek TOS) Doctor Sevrin was a research engineer from the planet Tiburon, renowned in the fields of acoustics, electronics, and communications. He came to reject the modern technical society of the Federation and started the philosophical movement One ("Space Hippies"), in search of the mythical planet Eden. When he started his movement, he was dismissed from his post. He carries the disease synthococcus novae, which required him to remain in environmentally-controlled areas. His rejection of modern technology and his inability to leave technologically-regulated areas contributed to his insanity. His fatal illness has somehow given him the psionic power to charm (as per the spell) and create fatal sonic blasts. Instinct: Create insane plans
    • Summon Space Hippies
    • Babble
    • Channel inner Charles Manson

    Space Hippies Group, Intelligent, Planar
    Alien Dagger (d8 damage) 6 HP 0 armor
    Close
    Special Qualities: Annoying
    Several scholars have discussed the "space hippies". Like the acolytes of Leary, Charles Manson, and other negative counter-culture leaders, these bizarre and stereotypical alien flower children are "under the spell of an unknown "charismatic but dangerously unhinged leader"(Dr. Sevrin or chosen by the GM) and "stand for a sixties generation in the thrall of misled idealism." The group shows a disrespect for authority and demands to be taken to a planet they call "Eden" (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them "Herberts" and begin to loudly mock them.Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity. Instinct: Guide innocents to destruction
    • Chant "Herbert!"
    • Replay Woodstock
    • Die