Showing posts with label star trek RPG. Show all posts
Showing posts with label star trek RPG. Show all posts

Monday, April 13, 2015

STT: Eishon

Eishon
High Concept: Dedicated Romulan Security Officer

Eishon was assimilated by the Borg in her teens. She participated in the destruction of several civilizations and was assigned with tasks related with suppressing other Borg and reviewing transporter analysis by lesser drones.

After over a decade, she was one of thousands saved during Operation Right of Janeway*. She was actually rescued by the Ferengi Daimon Clemoff. When the tide of the battle shifted, Clemoff lost over a third of his crew, but he saved hundreds of individuals. The bounty paid for those rescued more than paid for a new Marauder.

After fifteen years of trying to find a place in Romulan society, Eishon applied to Starfleet Academy. There, she still faced discrimination, but her talents and temperament led to a grudging respect. While still watched carefully for any remission, she has found her place.

Monday, April 06, 2015

STT: Tal

Tal is a young Ferengi with a dram of one day running a transportation ship in the Klingon Empire. 

Before joining the Academy, he served on a Ferengi marauder under Daimon Clemoff. The older Ferengi mentored him and encouraged him to join The Academy. 

In Tal's freshman year, his study of random information in isolinear databases turned up data that lead to the identification of the culprits of the 2400 Smithsonian Theft. Tal's ability to find patterns inside seemingly random systems was a talent that he honed during the rest of his academic career.

He also put together a betting pool based on his application to the Academy's Klingon Warrior Training Program. His plan was to pass indoctrination and quit the next week, beating the majority of bets and pocketing the bulk through a proxy who'd take a small cut.

As the first Ferengi to apply for the program, Tal was put through hell during the indoctrination phase. After two emergency transports to Starfleet Medical, he was ready to quit and pocket his money. News of Daimon Clemoff's death reached him at that time and he resolved to persevere.

The next three years were nothing but the harshest part of every Klingon ritual the program instructor could imagine. Against that backdrop, Tal volunteered for the salvage team assigned to the crashed Enterprise NX-01. He learned how ships were built from the keel up.

Tal's assignment to the Enterpirse was canceled due to its untimely destruction in 2404. He currently serves as an engineering officer aboard the Taiwan

Monday, March 30, 2015

STT: Revvik

Revvik is Richard's character. I really liked his concept. Then Richard quit responding to my emails and never showed up to play. Revvik's basically an NPC, now which gives me latitude when it comes to redefining his character.

I'm going to try do to these on Mondays and include links to the Obsidian Portal.

Revvik (Wiki link)
Aspects
High Concept: Hotshot Vulcan Pilot

Trouble: Where did the Humans go? – Starfleet discourages investigation into why the Humans vanished. In addition, there are thousands of crackpot theories across known space about why it happened. None the less, Revvik still follows up on almost every lead he comes across when it comes to learning about them. This curiosity threatens an already shaky career, but it also makes the junior-grade lieutenant one of Starfleet’s foremost experts on the matter.

Aspect: I know what she can do – As a callow ensign fresh out of The Academy, Revvik was given a plumb assignment on board the museum ship Enterprise, NX-01. While trying an unauthorized sublight slingshot of the ship around a moon, he pushed it to its limits—and beyond. The crash had zero fatalities, but left the ship itself irreparable. The young pilot was reassigned to the ground-based Memory Alpha for the next year. However, Revvik still pushes vessels to their limits and has gained an appreciation for how far outside of specifications they can be driven.
This Aspect and Revvik’s Trouble are both combination troubles/aspects. Both can compel Revvik to do certain actions as well as being invoked by him to help him on certain rolls.

Aspect: Infinite Diversity in Infinite Combinations – In 2400, Revvik gathered an eclectic group of freshmen to perform an Academy tradition in outstanding fashion. Full details can be found at The 2400 Smithsonian Theft. It was the first of many times throughout his career that Revvik demonstrated the ability to find the gifts of those with different skills and backgrounds and use them effectively.

Aspect: “Here’s What Happened, Sir…” – Revvik has a history of getting into hot water with his superiors. There’s no clearer example of this than the away mission to Delta Rana IV as delta shift leader on board the USS Taiwan. There, the six members of the away party were immediately ambushed and cut off from the ship. While there are varying accounts of the subsequent events, it was lieutenant Revvik’s initial debrief of Captain Tavel that diffused concerns over the team’s actions and earned them only a slight rebuke.

Monday, March 23, 2015

Star Trek: Season 1 Wrap Up

The Nap of Fate that took me Sunday afternoon marks the end of season one of Star Trek: Taiwan.

I do intend to do a write up or podcast for each of the episodes we did and get into depth on the player characters and non-player characters of the game.

It's been enjoyable for me, but I know that that isn't universal. Long ago, we articulated a few paradigms of our gaming group:

1) If the storyteller doesn't push it, it doesn't get played. We've called off campaigns that everyone liked because the person running it wasn't sure that it was going well.
2) If players don't like a game, its priority drops below other priorities in their lives. They get too busy to play.
3)  Games that run over a longer period of time tend to pick up steam. Familiarity in a game makes it more appealing. Long life leads to long life.

Logically, this means that I am not going to stop Star Trek. You are going to have to tell me to climb off of its corpse and gently whisper to me, "It's dead, Kris" before I call a time of death and run something different*.

That also means that I need to really try to make things better. At the very least I need to ease off of the metaplot. I'd like to get some "feature" episodes together that don't just have a main character, but which feature that character.

But I can't fix what I don't know about. I would like some feedback. Anonymous comments should be enabled below this post. If you would like to play Star Trek some more, but haven't for some reason, let me know what I can fix. What you'd like to look forward to whenever you play. Anything. The only things I really ask is that you mention fixes--however general--for the problems the campaign is having.

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*Do not do that now  because I am in a mood to try Battletech again and none of us want that.

Wednesday, March 04, 2015

Star Trek: Taiwan: The Crew

So I've been talking about The Star Trek RPG (and related endeavors) for a while now.

I've never really laid it all out here. We've actually been playing it. Interest is low, bordering on dead, but it's still happening. There is the primer I handed out to my players, but that's forty pages. (It's here.)

So, it's 2404, twenty-five years after the events of Star Trek: Nemesis and twenty years since the human race vanished. It's no secret that the human race did a lot of heavy lifting in Starfleet and (for our purposes here) the rest of The Federation. The resulting power vacuum brought known space to the brink of total war and a sham Federation was propped up by the usual suspects (Klingons, Romulans, Ferengi, and Cardassians) to maintain a peace while everyone sharpens their best knives.