Showing posts with label Fasa Star Trek. Show all posts
Showing posts with label Fasa Star Trek. Show all posts

Thursday, September 8, 2016

1d12 Star Trek Inspired Random Finds Table For Your Old School Campaigns


Given the amount of weird radiation, odd time warps, unearthly dimensional doors, and other strange phenomenon that the Star Fleet crews of various Federation vessels encounter. There have been any number of odd finds that have slipped through the various dimensional and planar cracks over the centuries.
Here then are a number of weird & dangerous items for your adventurers to stumble upon.



1d12 Star Trek Inspired Random Finds Table
  1. Slightly fried Tricoder with memory disks going back to the 1920's with events recorded from before the 1929 stock market crash. The material is all centered around the life of one woman whose name seems erased from every single entry in the tricorder. The machine has been heavily modified with delicate home made repairs but the device while functional is in rough shape. Worth 600 credits to the right collector of military memorabilia. 
  2. A flash frozen corpse of a Conbus plague victim, if thawed the thing will spring to life and attack as a zombie the nearest victim which it will try to spread the plague too. 
  3. Slightly fried phaser pistol with a fully charged battery, the thing has been recently been fired but there isn't a phaser missing from stores. 
  4. A medical kit with a heavy contamination of tacycon contamination. The thing is saturated with weird time radiation and it will cause some radiation poisoning after exposure for more then 12 hours. 
  5. Scraps of a sweat stained Captain's uniform. The whole cloth is torn to shreds but its valuable for the DNA of the owner. Its worth about 500 credits to the right collector. 
  6. Power couplink from a galaxy class ship the thing has a massive weird radiation check going on. Anyone handling it must make a save make radiation check 
  7. Flower slightly phaser burnt, the seeds and darts are still good. They can be sold on the black market for 300 credits for the whole lot. 
  8. The time soaked radiation has affected the entire computer unit from a shuttle and now the computer want's it back. Anyone handling this unit will lose 1d20 days of their past and find themselves in a seemingly alternative version of their reality.
  9. A +2 double bladed pole arm with a weight at the end that was a part of ritual set. The pole arm is slightly used but otherwise in good shape. 
  10. Warp core crystals worth a small fortune at least a 1000 credits. 
  11. A medical kit that has several small instruments missing but the main medicines are in tact. They're worth 300 credits. 
  12. A slightly used Star Fleet space shuttle that needs the whole thing tuned and gone over. Because these repairs need to be done its only worth 4600 at the moment. The options package for the shuttle is in tact. 
These items are not a challenge nor infringement on the owners of Star Trek the original series. This blog entry is the work of a fanatical Star Trek fan.

Monday, February 3, 2014

Review And Commentary On 'Star Trek Renegades' and Its Use In Your Old School Star Trek Campaign


Official Site Right Over
HERE
Its nice to be reporting on a Star Trek Renegades. 

I've been following Star Trek Renegades from their Kickstarters and IndieGoGo programs for months. There's a ton of new fan/professional material here that has cropped up from Renegade Studios since 2006. These folks are pros at it. These are the same folks who did the Star Trek Fan film Of Gods and Men back in 2006.

You can watch that Here 

 Renegades takes the work Of Gods and Men and spins it in a whole other direction. we have an entirely new Trek.
According to Wiki: 
Star Trek: Renegades is a fan created project to create a pilot for a new Star Trek series. Several former Star Trek actors will appear, including Walter Koenig, Robert Picardo and Tim Russ. Tim Russ will also direct the pilot
Colour me impressed with the tightness, ideas, and feel of Renegades.
The Background of Renengades According To Wiki: 
It is ten years after the starship Voyager’s return from the Delta Quadrant, and the Federation is in a crisis. The Federation’s main suppliers of dilithium crystals (the primary fuel used for interstellar travel) are disappearing. Space and time have folded around several planets, effectively isolating them from any contact with outside worlds. The phenomenon is not natural – someone or something is causing it to happen. This necessitates drastic measures; some of which are outside the Federation’s normal jurisdiction. For this, Admiral Pavel Chekov, head of Starfleet Intelligence, turns to Commander Tuvok, Voyager’s former security officer and current head of the newly reorganized Section 31, Starfleet's autonomous intelligence and defense organization. Tuvok must put together a new covert, renegade crew – mostly outcasts and rogues – and even criminals. This new crew is tasked with finding out what is causing the folding of time and space, and stopping it at all costs. But will they be able to put aside their differences and stop trying to kill one another in time to accomplish their mission?
I'm pretty excited to see this production moving forward and the work that these folks are doing. We really do new some 

Using The Renegades Method For Your Old School Trek Campaign
The Renegades method seems to be take the loose threads from Trek and create an entirely new direction. The idea of gathering criminals, pirates, and the scum of the Federation isn't new. But it does work as background for 'FASA Trek' or as OD&D Trek. 

There have always been dirty little corners of the Federation universe that don't get talked about or explored that much except for a nod from the movies and occasional some little alien planet with a dark and sinister background. Star Trek Renegades seems to really take some of the tone of DS9 and expand upon it ten fold in some respects. The same could easily be applied to your old school Trek game. We do see quite a bit of this in 'Star Trek Online'. 

 Many of the props, sets, uniforms,etc. That we've seen seem to set the tone of Renegades into just such a direction. A brand new enemy, and a boatload of pirates, scum, and others. Star Trek Renegades is one to keep an eye on. 
Live Long and Game On! 

Wednesday, January 15, 2014

A Taste For Darkness - AD&D Star Fleet Mission On Carcosa Actual Play Adventure Part II

The Setup 
I just got back from the second part of my AD&D Star Fleet Mission On Carcosa, A Taste For Darkness. You can read about the first part right over HERE



  1. Lieutenant Hamanod - Human Star Fleet Personnel - Peter's PC Fighter 
  2. Science Officer T'voh - Vulcan Science  Officer - Jackie's PC  
  3. Military Engineer Singh - Human Star Fleet Officer - Billy's PC 
  4. Michael Evens - Star Fleet Security Officer - Carl's PC 
  5. Marrah - Catian  Star Fleet Demolitions - Mary's PC 
  6. Doctor Kussh - Amoebaoid  Star Fleet Officer/Doctor - Henry's PC Cleric


The AD&D Rules for Star Trek's races, equipment, etc. are available right over
HERE 

The party of PC's dealt with its latest host of weirdness on Carcosa when they stumbled upon a small Romulan 'duckblind' built within the side of some city ruins. They stumbled upon the last of the remaining three Romulan survivors fighting against strange proto shaggoth slime monster.
It took both parties to finally drive the thing off.  Disruptor rifles and hand phasers were set on max and only just managed to drive the thing off.

It turned out that the Romulans had managed to break into a wizard's tower and steal valuable 'protoshaggoth' material.  The situation quickly got out of hand for the Romulans as their new 'weapon' almost consumed the entire party of eight! Only three warriors remained of the party!
One vial of the material remained.

 


 The party still had most of its ammo and equipment. Which made the attack by the 'Diseased Guardians' especially harrowing. It seems that the wizard that they had pissed off earlier had found them and had taken a bit of a liking to their technology. He wanted it for himself and so he sent six of his minions to take it from them. 


Military Engineer Singh rigged up some explosives and was able to take out a couple of the 'guardians' with a lucky roll but was exposed to the mutagen qualities of the guardians filthy nails. 
Doctor Kussh was able to treat but not cure the condition and Singh began the painful process of becoming a  Diseased Guardian. He didn't make his save.
The Romulans told the party of the 'Tower of the Sorcerer H'revere'  and the possible cure he might have for Singh's condition. 
Science Officer T'voh,Marrah - Catian  Star Fleet Demolitions, The Romulan Warriors, and Lt.Michael Evans decided to pay a visit to the tower.
After a two day ride on some war lizards that the Romulans had captured previously. The party did have to do battle with a bunch of flying eye ball demons and a group of green men scav muties.  Yet the couldn't shake the feeling that they weren't alone. The party made it to the tower without further incident. They thought it might be a bit too easy.
'Tower of the Sorcerer H'revere'

 
Stands amid the blowing winds and stark sand at the edge of the 'Radioactive Desert'. This bio mechanic palace of ruined bio mechanical horror leans to one side and is slightly ruined by the centuries of neglect and abuse. The thing's skin is still alive and rich with nutrient solution. The Sorcerer H'revere is known as the trader of rust and ruin. All technology and artifacts interest him. He is rumored to be a living brain of the ancients transplanted into the skin of a bone man. Each century he transplants himself into another body. The unholy energies of his sorcery burns out the shell of his existence. 



 The party  was confronted by the guardian of the tower a bio goddess from Gigerland. This horror confronted the party and demanded to know their business with the wizard. After some heavy bargaining by the party they were let in for the price of a phaser power pack and a medi kit. Seems as if the goddess had an agenda of her own.
 The party explored the interior of the breathing and living tower. The interior was carpeted in living tissue and weird technology. There was also a triple hit point diseased guardian cyborg guardian it took out the remaining NPC  Romulan warriors. The party found the cure even as the wizard came home. A fire fight ensued and one of the PC's was wounded.
The other player was barely able to keep diseased PC sedated as the others rode back and confronted their team mate. The cure was applied even as 'Romulan Shaggoth' thing returned! Even blasted apart there is a good chanc for it to return. 
The barely healed PCs confronted the thing and blasted it apart. The wizard showed up and instead of a fire fight a truce was announced. You see the PC's trip was one way! The bargained some of the Romulan's technology for energy cells and a favor from the wizard. He gave them a map to some of the nearby villages where the just might get help and perhaps a lead on a way home! 




1d10 Random Carcosa Encounters


  1. A flock of flying eye ball parasites infected with various evil eye diseases 
  2. A group of alien drug traffickers 10% of them having 'the good stuff', white limbed 2nd level fighters armed with blasters 
  3. A giant rolling ulfire coulored slime the size of a bus being ridden by an alien wizard from the 8th dimension. 
  4. A flock of flying robots randomly blasting stuff for 1d4 points of damaged. The flock moves like pigeons in random directions and patterns. They may be mad or looking for someone. 
  5. A giant silent bio blimp life form lazily moves across the sky. Actually this thing is Lovecraftian demon possessed horror searching for a small green man boy. A lost prince of his people being hunted down by a family curse. 
  6. A lost jedi knight who has crash landed on Carcosa. Searching for a legendary order of Jedi lost upon this unholy place. 
  7. A space alien patrol pod looking for experimental victims to hunt down for its masters will summon 1d8 saucers in three rounds! 
  8. A undead spawn of Shub Niggurth, dead but still mobile looking for victims it can level drain to return to life from. 
  9. A lost boy, an advanced robot, and sniveling mad professor searching for their family/party. They are armed with a few high tech devices. 0 st level fighters at best. Armed with a laser pistol 
  10. A star Spawn of Cthulhu moves over head searching for prey! Insanity and depravity as well as destruction follows in its wake! 

Saturday, January 11, 2014

A Taste For Darkness - AD&D Star Fleet Mission On Carcosa Actual Play Adventure Part I


Background
I've just gotten back from a very intense AD&D Carcosa/FASA Star Trek crossover game set in the same universe as my Carcosa/ FASA Klingon one shot adventure. The game lasted until five am this morning.
The AD&D Rules for Star Trek's races, equipment, etc. are available right over
HERE
By star date 3156.2  Star Fleet and the Federation were  much of the data from Mr. Spock's science reports among them were a series of speculations, equations, and break downs of the equipment methods of the entity known as Lazarus.


Much of these were controversial to say the least.
Some might even say 'Lovecraftian in the extreme. Star Fleet was looking for any advantage against the Klingons, the Romulans, Orions, and a host of other hostile races.
Orion spies had sold much of this information to the Romulans and thus began a race into the higher realms. No one was crazy enough to open the time/space corridor to Lazarus but there were other realms as well. The Romulans were using a variation of their cloaking device to open doorways were none should ever be opened! Much about the Romulans was still relatively unknown at this point and a mad race was on!


The Star Fleet 'Interphase Project' began and resulted in insanity, death, and other issues that have never been unclassified to this day. Many of the early material is still under Star Fleet Indict orders. Except for a few brave men and women who trusted their lives to an untested time drive gate system capable of breaking through universes.
These six brave souls ended up going to Carcosa in the early evening hours of seven o'clock last night. The following is still classified.

These brave souls had four mission objectives - 1. Determine the Romulan influence and military presence upon this unknown planet. 2. Protect any native cultures that are found from contamination by the Romulans. 3. Recover any unknown and dangerous technologies encountered. 4. Destroy any Romulan military presence if possible.


The party consisted of six Star Fleet Intelligence Personal including the following :
  1. Lieutenant Hamanod - Human Star Fleet Personnel - Peter's PC Fighter 
  2. Science Officer T'voh - Vulcan Science  Officer - Jackie's PC  
  3. Military Engineer Singh - Human Star Fleet Officer - Billy's PC 
  4. Michael Evens - Star Fleet Security Officer - Carl's PC 
  5. Marrah - Catian  Star Fleet Demolitions - Mary's PC 
  6. Doctor Kussh - Amoebaoid  Star Fleet Officer/Doctor - Henry's PC Cleric

    The Crossing 

    Moving from one universe to another proved pretty hair raising as the PC's raced along time corridors nearly running into a Hound of Tindalos. We were using Osric rules to compensate for the the OD&D setting. Everything worked out well actually. A few near deaths from 'Interphasic Parasites' and the PC's arrived on Carcosa.
    I had not told the players they were crossing over to the setting before hand.
    They got their first taste by running smack into a wizard astride his mount!
    A fire fight lasted close to a half an hour of real time and cost them precious ammo. The wizard finally seemed to leave or it might have been the clever zig zagging through the undergrowth.

    Combat ensued again and the party ran losing him the in thick underbrush finally.
    They were immediately attacked by life force sucking eye ball leeches but  doctor Kush was able to drive them off with a quick application of some cobalt radiation in the zeta spectrum. 
     The party set out to  hex crawl accross the face of Carcosa. They had phaser rifles, hand phasers, tri corders, some additional equipment and plenty of ammo.
     The party made its way through the jungles of Carcosa still without a clue where they are. They happened upon some unusual ruins dating back hundreds of years when they were attacked by a flying saucer with Nazi insignia upon the sides of the thing.
    A running fight with the saucer commenced. The party finally lost the craft among some other ruins. The were able to penetrate its screens and managed to finally drove it off.
     That's when they heard disruptor fire coming from a couple of kilometers ahead!



    To be continued!



Sunday, December 22, 2013

Naked Under The Stars! OD&D Klingon Carcosa Actual Play Adventure Part II Assault On The Temple of Dagon

The Imperial Klingons are growing more desperate as fissionable fuel begins to run out in the ruins of their space wreck. Three months(game time have passed and between parasite outbreaks, fighting for life and limb, not to mention getting ship systems back on line. Things have been interesting for our Klingon marines. 


 In tonight's OD&D Star Trek Game the PC's dealt with a spawn of  Shub Niggurath. A ten hit point lizard thing with hundreds of luminous eyes over its body. The horror had a tongue with razor sharp edges across it. Disruptor fire finally drove it off after six rounds of combat.
File:AhuitzotlGlyphHarvard.jpg
 The Imperial Klingon marines attacked the thing's worshipers and followed them back to the temple complex pyramid. The place was inhabited by Deep Ones using a nuclear pile to fuel a small hybrid village.There were two pyramids in the region of the PC's found themselves in. Two Deep one controlled nuclear reactors dedicated to both Father Dagon And Mother Hydra respectively. There were scattered Deep One hybrid villages throughout the region.  



The Deep Ones had stolen the cyrotubes from some of the PC's ship mates and were sacrificing the marines to the foul Great Old Ones operating in the area. There were two huge natural land locked seas in the area. After sneaking into the pyramid and finding their brethren being sacrificed all bets were off. The PC's attacked any Deep Ones they came across. They also upgraded their Disruptors to Mark II's which with a simple conversion kit are able to become Disruptor rifles. 


 The biggest shock came to the PC's when they found out that Deep Ones possessed energy weapons and a shoggoth. One of the PC's died when he got a face full of Green Slime from a projector carried by a Deep One. It ruined his day even as he blew away his attacker while he melted into a puddle.
The shaggoth proved to much for the PC's and they with drew for a bit. They finally found a nice coolant tunnel into the pyramid which was filled with mutant slugs. The party switched to Klingon melee weapons. One of the other PC's found a mono molecular sword in the muck in the tunnel just as one of the slugs spit acid at him. He dispatched the thing in no time flat. 




The PC's were able to grab some fissionable material just as they began to run low on charges for their disruptors. Several encountered the guardian shaggoth again and this time they were able to get away before it got to them. 

 They exchanged more energy weapon fire with the Deep Ones and were able to kill of one of their head priests/wizard which demoralized the bastards enabling the PC's to escape with the material. 
The PC's had a pitched battle in the jungles of Carcosa with Deep One hybrid warriors. But were able give a good show of themselves after recovering more disruptor energy cells for their weapons. 
They were finally able to lose their pursuers in the black parts of the jungles but ran into a  giant spider like spawn of  Shub Niggurith. They blasted the thing with their weapons and were able to loot one body for a spare blaster. It wasn't a disruptor but it would have to do in a jam.
After returning to base they were able to repair some of the wreck's systems. They had recovered four other warriors from the clutches of the Deep Ones and managed to over heat the reactor dedicated to Father Dagon. 


 1d10 Minor Treasures of Carcosa 


  1. A Deep One Control stone able to direct any Deep One hybrid as if a suggestion spell. Can only be used once a day. 
  2. An amulet of the Old Dog - This amulet enables the user to call 1d4 ghouls after the suns go down. They will not attack the PC's holding the amulet. This item can not control the ghouls merely call them. 
  3. A wand of the Winter Ones  this wand will summon 1d4 winter demons tot the character. Treat them as max hit point air elementals  able to summon the North Wind to freeze stuff instantly. 
  4. A minor computer tablet with alien porn playing on it. Functions as a science tri corder. 
  5. A data ring of the silent city, this item contains the day to day life of bone men including several hidden spellls not known to outsiders of the local tribes. 
  6. A crystal containing the life forces of over 1d6 souls trapped forever in this mad prison. The thing is able to tap two wizards for 1d4 1st level spells usble twice a day. 
  7. A statue of IOD made of plastic. The god is fond of this artwork and will smile on some one for returning it to his blue worshiping tribe in the east. 
  8. A bowling ball sized lump of crystal that shows bad visions of all possible  futures able to drive the user mad unless the saving throws are made. The user may create 1d6 illusions from within their own mind once a day. 
  9. An ornately carved tusk from some forgotten god, once a day it will gate in one random Lovecraftian monster. The thing will try to eat the PC unless PC grovels and makes the correct gestures and possibly sacrifice as well. The tusk will allow a sorcerer to open a gate way to another dimension. 
  10. A Living Guardian Statue of Cthulhu This statue is the bound form of a stat spawn. It will do the user's bidding for 1d6 days and challenge the PC to a game of chance for their souls.  

Saturday, December 21, 2013

Naked Under The Stars! OD&D Klingon Carcosa Actual Play Adventure


Earlier today I was going through a box of rpg material and stumbled upon my old Fasa Star Trek rpg Klingon race books including Klingon Star Ship Recognition Manual. I've haven't seen these books in months. They included a series of notes I had made last Christmas about using the OD&D Star Trek PDF supplement and Carcosa. Specifically, about running an adventure using the Imperial Klingons from the Fasa material upon Carcosa.

The OD&D Star Trek Supplement can be found right over HERE


 After making some addition notes and rereading what I'd written, I was pretty convinced that I could run a one shot game using this material.
The following is based partially on the Fasa Star Trek Material : 
A K- 4 (Enforcer) Class II Gun boat ( manufactured at the Gnuu Re' ship yards) is on a routine patrol in the Triangle. On board are six Imperial Klingon space marines( Imperial Klingons are like a cross between old Soviet Russian forces with a dash of samurai warrior, they're a far cry from the Next Generation watered down Klingons) in hyper sleep. A space time gate appears in front of the ship and sucks it in! The Klingon ship reappears in Carcosa space!
Instruments frozen, warp core breached, deflector shields failing, and their going to crash! The ship crashes into alien jungle floor! Two months later the cryo tubes wake up the marines now stuck on an alien planet. The rest of crew dead, eaten, or worse. The PCs set out to find out about their fellow warriors and crew mates!
They exit the ship into a world of Lovecraftian horror! 


After making a quick series of calls this afternoon I was able to get a hold of my buddy Peter whose an old Trekker  Fasa head from way back and into OD&D as well. His brothers were in Torrington visiting with him. I've played with these folks way,way, back when. So it was an easy fit to get them to play especially when I mentioned an all Klingon warrior party. These were 3rd level fighters armed with Lev'ek knives and disruptors MK ones each with 10 shots each (sounds like a lot but this is Carcosa folks and they went through those like a hot knife through butter). 
The first thing that the PC's recovered was cooling undergarment for their armored suits. The Klingon Imperials don't really do well in hot jungle conditions. They began to take in their new world and were almost attacked by green multi tendril monkey type Lovecraftian spawn things. These small two hit point things made thing especially difficult but were easily dispatched with disruptor fire.
 The ruined interior of the gunboat would be the base for the party for now. Exploration of the surroundings near their ship lead the PC's to a nearby Green man village. The PC's witnessed the sacrifice of a maiden to a local multi tentacled god. The PC's were far more interested in the energy beam weapon the village had then some frail thing being sacrificed to the local 'god'.
They attacked and managed to disrupt the ceremony. They were able to find spare energy cells, and get an amulet with a small shield generator built into it.
The maiden was eaten but they did get their hands on the technology. One of the PC's did bite the dust while trying to get his hands on a disruptor mark II during play by being dissolved by a green slime that was being used  by the village as a garbage pit .
 The warriors fled after the place was attacked by a wizard in a giant war machine. The exact quote from one of the players went something along the lines of 'One does not fight in a burning building."
The PC's made it to another crashed section of their ship and except for the eye ball like parasites that infest parts of that ship.
The PC's were able to up grade to the disruptor Mar II from stores after defeating a whole bunch about giant leeches with multiple human eyes implanted along's is surface. It too the patty about 22 minutes to dispatch the monsters and search this section of the ship. They found the energy weapons they were looking for.
 Further exploration found the group facing down that same wizard who wanted to add the PC's to his collection of oddities.
 The party wasn't about to tangle with the monster war machine this NPC was living in. The party made it on to the war machine and were taken to the underground environment of the  wizard Calri' Fen.
Fen had a collection of alien warriors in suspended animation including the PC's ship mates and warriors from the past.
The PC's were to be flash frozen and put on display. They managed to take out some of the robotic horrors the wizard was using as guards.
Two sonic grenades and they escaped from the wizard's tower to regroup and check out the booty they gained for Klingon Empire! One of the PC's managed to wound the wizard causing him to flee! The war machine crashed into a nearby set of ruins and thus began the Klingon  warriors guided tour of Carcosa after they killed the wizard!

1d10 Random Cowardly Wizard's Booty Table 
  1. A small case of twenty two rock crystal prisms. Each one has a small pornographic image inside. 
  2. A tendril whip capable of dealing 1d4 points of damage and very free with its advice. 
  3. A slightly burned up wizard's staff and rod combo. These items of local manufacture and have the names of thousands of deities carved into it. There is a 5 % chance of this Lovecraftian fiend hearing its name. 
  4.  An ulfire lens that focuses the energies of damaged and depraved into an alignment changing beam of madness. 
  5. A small brass key to a modern temple of ancient madness. The owners will know immediately that the key has been located and will seek out the new owners to try to eat them. 
  6. A small jade stature of a sea god. This trinket is of local manufacture and the deep ones will seek out the owner and try to murder him. 
  7. This small statue of Cthulhu is actually a star spawn locked in form. The thing will try to whisper secrets of a horrid nature to the new owners of this trinket. Many have simply buried it only to have the thing return. It acts as a cursed item but once per day it can cast a second level magic user spell. 
  8. A small Mark II disruptor with lots of carbon scoring and a dead cell.
  9. A lens of the Outer Ones. This lens shows every last detail of an Outer God's realm and will try to teleport a PC's into range of the thing's beaked mouth.
  10.  A statue of  Yog Shagoth that enables one to command any of the spawn of Sub Niggerith with a 40 yard range for 1d4 rounds after which the spawn will try to eat the owner of this object. They will actively hunt down the owner of this object. 

 
  

Thursday, December 20, 2012

Highywaymen Stars Without Number Rpg Actual Play Out of The Toybox





Apex Medical Battle Pyramids which are part of the recovered serpent men hoard that megacompany has refitted with spike drives. 


Tonight's game was brought full circle by the players. The PC back tracked upon the station that was falling apart  around their ears. As I said the last time I was using a bit of Rifts Manhunter with this game. Tonight I was brought back full circle to when I started this campaign.
 The players got themselves a brand new M83 Freighter but wanted to explore this weird toy box as they called it. 



The former star ship yard was mostly used as storage for the various hauls that Apex employed space pirates had gotten. There were various terraforming equipment still within storage crates and various robots still being powered but now used in packing foam. Things were weird. They kept expecting something to come out at them at anytime.

From various beams and such were several shuttles refitted with long range spike drives and sub-light engines.  The party went about its business as the rest of the relic/station was on high alert from the last time we played. 

 For months I've been using various Star Trek/Space 1999/70s style ships to really present the 70s era style of  Science Fantasy action. Tonight  I settled on the Daedalus class of refitted star ship for Apex to send to the evacuation of the station. The players freaked! Seriously they got the hell out of there. The version of the Daedalus is based on the ones seen at Daedalus.com and so confirm to their specs.

 Credited to the original artist Andrew Hall and used without permission.
 You can find out about this version of the Daedalus class right over Here

The players grabbed everything that wasn't nailed down and accidently activated several security robots and had to fight their way back as the place was breaking up around their ears.
Then they had to sneak past the Apex ships. After some fast foot work and dice rolls it was lets get back over to the hyperspace ways.

Players really freaked when the first of the battle pyramids began to show on their galactic radar. The things were massive and began to radio in to start expecting wounded and patients. The players started going through their notes looking for a safe haven. They dredged up location after location and nothing was safe for them.
 They remembered Allard Electronics the firm who built the cybernetics of one of the NPCs and the rivalry between Allard and Apex.

So began the 4 week (game time) trek to the Allard controlled worlds. They have bounty hunters, pirates, and scum of the Talon sector still on their tale. But they have a bunch of terraforming equipment to sell and a brand new world to being to explore another pirate haven just waiting at the end of the journey.


Allard Electronics was taken from Storm Haven a game pack from the 80s for Mercenaries, Spies, And Private Eyes. All Star Ships are the property of the artists and paramount pictures. No copyright infringement or trade mark piracy is intended. 

Friday, November 16, 2012

Review & Commentary On The Star Trek Concordance For Your Old School Space Opera Rpg

"This is a revised and updated A-Z guide to the popular television and radio "Star Trek" series, covering all 79 episodes of the original series, the animated series and all the Trek films. The book is highly illustrated and contains more than 2000 entries, explaining names, weapons, Star Fleet terminology, ships, aliens and planets, with plot synopses, and information about actors, directors, authors and special effects."

 Another Good Will find recently is the Star Trek Concordance Bjo Trimble. Before the Star Trek Encyclopedia came out this was the way to go for all things Trek and in a way still is. 

This is was one of the Fasa Trek fact checking sources for a DM using that universe & its various timelines back in the 70s & 80s. 

The black & white illustrations have a Star Trek Fan based quality to them adding a DYI old school feel to the book & it sets up the OSR mood of the book nicely for me. 

 "With more than 2000 entries, explaining names, weapons, Star Fleet terminology, ships, aliens and planets, with plot synopses, and information about actors, directors, authors and special effects"  And they mean it. The material is divided into The Animated series, OST movies, Star Trek The Next Generation, Deep Space Nine, Lexicon, Star Trek Vessels, Star Trek Sections of Vessels, Cosmos Star Trek Astronomical References, Actor Cross References, Production Cross References "

How & And Why It Works As a Resource 
There have always been differences between Fasa & regular Trek shows. These gaps aren't so much a hindrance to a DM as an opportunity for bridging the gap with a PC driven adventure. For many years the various Trek "authorities" have dismissed the Animated series for example. But the fans have know better & used that  opportunity to expand into the worlds that many authors dismissed. 


The most important thing about Trek is its accessibility & recognition  The Concordance enables a DM to instantly, completely, & simply grasp a Trek concept & make it their own. Everything is broken down to its simplest essence enabling the DM to not get lost in the minutiae of Trek. 


This book could be used to create a "Keep On the Borderlands" style adventure any number of games while keeping that oh so instantly recognizable Trek brand. Need a item, a phaser, a whole alien species for a game? Bang their right in here. This is a very non game source for lots & lots of ideas as well to fill in those campaign background pieces 

The ideas here are from & about the fan based products that we've seen time & again. Things & characters like Spock, Kirk, etc. are so innovative that the creativity & originality still resonates today with players everywhere making this setting one of the easiest to slide into.
 This makes the Concordance something that I'm still reaching for even before the slick production, etc of the Star Trek Encyclopedia. There is more of an intimacy & DYI sense of this book.
 This Concordance makes it easy to live, work, & dream along with part of a Star Ship crew. This makes the book still matter to me all of these years.
"Star Trek" Concordance
 I've since worn away & tattered my copy of the original Concordance pictured above! 

Thursday, November 8, 2012

Who's Who In The Universe -A FASA Star Trek Resource For Stars Without Numbers




 There are times when a DM needs a fast NPC & needs him or her right now! This book I'm about to give a link to can easily be used that way. I used this 20 page pdf numerous times for a SWN game when I needed some one to fill a role really, really, quickly. 
This a comprehensive listing of every one in the Fasa Star Trek universe. This a great non canon refernce work for the DM on the run. This is the type of thing that an serious DM whose using Star Trek elements in his or her game needs. The best part is that its free! You can down load the pdf right over Here.
 I'd like to thank Scott Hover for putting the time & effort into this bad boy. There's a lot of material in one solid easy to use place.  There's another one of these coming your way folks on Saturday. Thanks for your attention. More coming tomorrow! 









Tuesday, November 6, 2012

Review & Commentary on The Unofficial FASA Galactic Time Line As Stars Without Number Resource

"This is a timeline strictly limited to FASA’s interpretation of the Star Trek universe as presented in various publications for theirStar Trek: The Roleplaying Game. The primary sources used by FASA in developing their timeline included the original Star Trek TV series, the animatedStar Trek series, Star Trek: The Motion Picture, Star Trek II: The Wrath of KhanStar Trek III: The Search for SpockStar Trek IV: The Voyage Home and to a very limited extent, Star Trek: The Next Generation . No attempt has been made to reconcile it with other additions to the Star Trek universe, such as Star Trek V: Final Frontier or Star Trek VI: The Undiscovered Country or any of the other novels, movies or television series’." 

 Years back Kellri put out this little gem of a piece of a 76 page timeline traces down the entire run of the Fasa Trek stuff. 
 From   Star Fleet doubles its patrols along the Romulan Neutral Zone, and 

establishes new, more heavily armed, border stations in reaction to the 
Romulan border attack of 2/0710 To The USS Constellation is scrapped. (TNG)
 Its all there & waiting for an Enterprising DM to use this FREE resource! That's right another Kellri freebie you can down load right from here! 
This  thing is perfect for the DYI Stars without Numbers DM who wants to go to town & really totally confuse, convert, & condaggle his players 
You can download it right from Here

Kellri is Scott Hover who deserves a bit more credit for all of the old school goodness he's created over the years. Currently he's over in Vietam teaching some awesome students. He says hi but has little time these days. Personally I'd like to thank him for all the work he's contributed to my games over the years.