Wednesday, July 5, 2017

Star Trek with Fate Accelerated (Part 1, Characters)

So I watch the old Star Trek just about every Saturday night on MeTV, right before Svengoolie. Every time I think "Man, I should run a Star Trek game." Well, this week it really stuck under my skin, so I started writing up a bunch of rules for playing Star Trek with Fate Accelerated Edition.

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.

Here's the rules for creating Star Trek characters with Fate Accelerated. I have starship rules I'll post next. These rules weren't created in a vacuum. I took influences from a few other places. Federation Rules insist that I site my sources, of course.

Influences

Resources
Star Trek Online wiki: http://sto.gamepedia.com 

Further Posts
Part 2, Starships
Part 3, Badguys

One last word. I know that Betazoids and Trill didn't appear in the original series, but my wife likes them and she's one of my players, so I put them in anyway.


Star Trek: Fate of the Federation
Star Trek using Fate Accelerated

Setting
Original Series period  (mid-23rd century) but in an alternate continuity, separate from either the original universe or the Kelvin timeline. This helps smooth over cannon conflicts. It also allows a player to be a Federation Klingon or android without stepping on Worf or Data’s toes.

Setting Assumptions
The universe in generally optimistic. There are troubles and conflicts and all-out wars, but for the most part the powers of good, community, and altruism ultimately win. The Federation is a techno-socialist utopia in a post-scarcity society (or very close to being so). The Federation is a force for good in the universe. Starfleet is the Federation’s military peace-keeping, exploration, and diplomatic arm. The PCs are heroes. They may have conflicts and even dark secrets, but overall they are the good guys.


Character Creation
As per normal Fate Accelerated, with a few minor tweaks to required aspects and stunts.

Aspects
You get five of these. Most should describe specific character details in order to feel properly Star Treky.
  1. High Concept: Should describe your function in Starfleet, as well as your species if not human, and maybe an evocative adjective. Brave captain of the U.S.S. Beowulf, Swashbuckling Andorian security chief, Cynical android engineer, Plucky young ensign.
  2. Trouble: Your major source of conflict and drama; same as in base FAE. Torn between my human and Vulcan heritages; Displaced out of time; I don’t play by your rules; Young, naive, and chirpy; Extended state of barely-controlled pon farr.
  3. Relationship: Describe your relationship with another character. It needn’t be positive. It can be either a PC or NPC (but a PC has more potential for drama). Unresolved romantic feelings for Yeoman Jones; My buddy, Engineer Smith; “I’ll get you for this, Harry Mudd!”
  4. Background: Describe what you did before joining Starfleet or how joining Starfleet affected you. Simple country doctor; First one in my family to leave Earth; Academy linguistic prodigy; Last survivor of the Tenebrae Disaster.
  5. Wildcard: Your last aspect can be anything you want. Make it interesting! A cousin in every starbase; Master of Klingon martial arts; Latent telepathic abilities; Tribbles! Tribbles everywhere!

Stunts
Per the normal rules for FAE. However, if you play a non-human species you should/must take at least one stunt relating to your alien heritage.

Example Alien Stunts

Vulcan Stunts
Vulcan_captain,_first_contact.jpgBecause I can use the Vulcan Nerve Pinch, I get +2 to sneakily attack a single opponent when they aren’t expecting it.

Because I can use the Vulcan Mind Meld, I get +2 to carefully create advantages related to thoughts and memories pulled from a linked mind.

Because my dedication to logic has purged my mind of all emotion, once per session I can ignore all stress from a social or mental attack.


Andorian Stunts
120065ad88709c015c3eb2663ff82791.jpgBecause I am trained to use the deadly ushaan-tor, I get +2 when I quickly attack an individual with my Andorian ice knife.

Because I am trained in Andorian military tactics, once per session I can automatically create an aspect (with a free tag) or remove an aspect for my side while in combat.

Because I get stronger the more you hurt me, once per session I can I positively invoke all the physical consequences I currently have for free.


Tellarite Stunts
Gav.jpgBecause I am stubborn and strong willed, I get +2 to forcefully defend against attempts to sway my opinion or control my mind.

Because my people are master engineers, I get +2 to cleverly create advantages when working on starship systems.

Because I am impatient and short tempered, once per session I can choose to go first in the turn order of a conflict, regardless of Quick scores.


Orion Stunts
OrionMale2154.jpgBecause, as an Orion female, I produce irresistible pheromones, I get +2 to sneakily attack receptive males in social situations (consequences from such attacks will put the target further and further under the Orion’s sway).

Because I am a sexy beast, I get +2 to flashily create advantages in social situations where I use brazen physical seduction.

Because I am part of the Orion Pirate Syndicate, once per session I can locate an allied underground contact willing to give me aide and/or succor.


Betazoid Stunts
Star-Trek-The-Next-Generation-marina-sirtis-35468332-694-530.jpgBecause I am an empath, I get +2 to carefully create an advantage when trying to determine another character’s Weakness or Consequences.

Because I can telepathically influence emotions in others, I get +2 to stealthily create advantage on an individual when creating aspects related to emotional states.

Because I can mentally sooth fear and trauma, once per session I can remove all stress and/or a mild mental-based consequence from an individual.


Joined Trill Stunts
trill.jpgBecause I am joined with a symbiote, once per session I can trade the scores between two of my Approaches for a scene, as I tap into knowledge from a previous life.

Because I have lived many lives before, I get +2 when I cleverly create advantages that place aspects on myself representing skills and experience I’ve retained from previous hosts.

Because two brains are better than one, I get +2 to carefully defend against psychic attacks or telepathic influence.


Caitian Stunts
Srrel_admiral.jpgBecause I am an agile leaper, I get +2 to quickly overcome obstacles when moving from zone to zone or avoiding zone barriers.

Because I have sensitive ears and whiskers, I get +2 to carefully overcome obstacles when trying to detect hidden threats or prey

Because I work well as part of a team, once per session I can add my entire Approach to a roll while helping a teammate.


Original Series Klingon Stunts
KangYoung.pngBecause I am physically stronger than a human, I get +2 to forcefully overcome obstacles or create advantages when using brute strength.

Because I have several redundant organ systems, I get a fourth stress box.

Because I am a space fascist full of plots and schemes, I get +2 to cleverly create advantages related to lies and manipulation.


GENERIC STUNTS
Because I fight better once my shirt is ripped and my chest is bleeding, I get +2 to flashily attack in personal combat when I have a mild physical consequence.

Because I never go anywhere without my type 3 phaser rifle, I get +2 to quickly attack in ranged combat.

Because I live and breathe military bureaucracy, I get +2 to cleverly attack in a debate when quoting rules, regulations, and precedent.

Because I am the best trombonist in Starfleet, I get +2 to flashily create advantages while playing Dixieland jazz.

Because I can give an inspiring speech like nobody’s business, I get +2 to flashily create advantages relating to morale and motivation.

Because the beatings will continue until morale improves, I get +2 to forcefully create advantages relating to motivation and loyalty.

Because I can jerry-rig just about anything , I get +2 to quickly create advantages when working on machinery with little time and the wrong tools.

Because I am a doctor of xenoanthropology, I have +2 to cleverly create advantages when discovering aspects of alien species.

Because my brain is highly trained in analytics, I have +2 to cleverly create advantages when contemplating large amounts of complex data.

Because I am fluent in 300 distinct alien dialects, I get +2 to cleverly overcome obstacles when translating languages or breaking codes.

Because I know a guy who knows a guy, once per session while on a Federation planet, I can find a friendly NPC willing to help me with aid or resources.

Because I am trained in covert operations, I get +2 to sneakily defend against being noticed.

Because my alien body is silicon-based, I get +2 to forcefully defend against physical attacks.

Because I always have the right tool for the right job, once per session I can automatically create an aspect (with a free tag) representing a handy piece of non-weapon equipment I just so happen to have.

Because I can, in fact, change the laws of physics, once per session I can change all the blanks on my roll to pluses.


AWAY MISSIONS
The PCs, regardless of rank or specialty, will almost always be chosen to go on away missions. That’s just how Star Trek works.

Any away team heading to a hostile or dangerous area can bring can bring along a group of Redshirts (one group per away team). Redshirts are treated as mooks in Fate Accelerated.

Four-Man Security Team
Brave and Loyal, Phaser Bait
Skilled (+2) at: Following orders, shooting phasers
Bad (-2) at: Spotting danger
Stress: OO (four redshirts)
redshirts.jpg

Friday, February 24, 2017

The Flumph for Dungeon Crawl Classics [Flumph Friday February]

Flumph: Init +0; Atk: Tentacle +5 melee (1d8 + paralysis DC 14 Fort); AC 16; HD 5d8; MV fly 30’; Act 1d20; SP Aura of Law; SC Fort +1, Ref +0, Will +4, AL L


Flumphs are extra-planar creatures from the High Heavens who serve as messengers for the Lords of Order. The travel to Aerth to bestow quests, warnings, or prophecies to lawful champions. These strange creatures appear as large floating jellyfish with leathery golden hides and large eyes on the ends of long stalks. They smell of sandalwood and have airy voices like windchimes.


When forced into combat, Flumphs attack with their long tentacles. A creature struck by a Flumph tentacle must make a DC 14 Fort save or be paralyzed for 1d7 rounds. Flumphs also radiate an Arua of Law with a radius of 15 feet. Lawful characters within this aura (except the Flumph itself) regenerate 1d5 HP per round. Chaotic Clerics and all wizards suffer a -5 penalty to all their spellcasting checks while within the Flumph’s Aura of Law.

Friday, February 17, 2017

Flumphs of Carcosa [Flumph Friday February]

Today I add flumphs to Geoffrey McKinney’s Carcosa. The specific version of Carcosa I’m using comes from McKinney’s four Carcosa AD&D modules, not the core Carcosa book. These gazetteers (which you should go buy) make use of traditional AD&D classes and alignments. They also make references to the Elder Gods and other forces of Good on Carcosa. I think fumphs fit in nicely.


Flumphs, Carcosan
Flumphs are floating, jellyfish-like aliens stranded on Carcosa after their home planet was destroyed 2000 years ago by intergalactic minions of the Great Old Ones. They now make their home in hidden enclaves and monasteries nestled underground or hidden within mountains. Flumphs are completely devoted to the Elder Gods and are one of the few powers of Good on Carcosa. They are generally distrustful of Men, but are willing to help any heroes dedicated to destroying the Great Old Ones.


Flumph, Ulfire
Number Appearing: 1-4
Armor Class: Upper surface: 0; Underside: 8
Move: 6”
Hit Dice: 5-7
Number of Attacks: 1
Damage/Attack: 1-8 plus 2d6 acid
Special Attacks: Holy fluid spray, spells
Special Defenses: none
Magic Resistance: standard
Intelligence: High
Alignment: Lawful Good
Size: M (4’ diameter)
Ulfire flumphs acts as the leaders and spiritual guides of flumph society. They have dedicated their lives to the Elder Gods and can cast spells and turn undead like a lawful cleric with a level equal to their Hit Dice.
 
An ulfire flumph attacks with the acid-laced spikes hidden within it’s tentacles. Once per day, it can also spray a pearlescent fluid in a 60’ arc with a range of 20 feet. This emission functions much like holy water, and inflicts 2d6 points of damage on any undead or Spawn of Shub-Niggurath that fails a save vs. poison.


Flumph, Dolm
Number Appearing: 2-8
Armor Class: Upper surface: 0; Underside: 5
Move: 9”
Hit Dice: 4-5
Number of Attacks: 1 or 2
Damage/Attack: 1-8 plus 1-4 acid or by weapon
Special Attacks: Paladin abilities
Special Defenses: Paladin abilities
Magic Resistance: standard
Intelligence: Average
Alignment: Lawful Good
Size: M (3’ diameter)
Dolm flumphs form the militant arm (tentacle?) of flumph society. They act as bodyguards to the ulfire flumphs and conduct raids against minions of the Great Old Ones. A dolm flumph has all the powers of paladin (except for Summon Warhorse) with a level equal to their Hit Dice.
 
Dolm flumphs are the only flumphs trained in the use of weapons. They can hold two two-handed weapons in their tentacle masses (usually spears or pole arms) and can attack with both. Without weapons, a Dolm flumph can still attack with the acid-laced spikes hidden within its tentacles. It lacks the stink-spray attack of normal flumphs.


Flumph, Jale
Number Appearing: 1
Armor Class: Upper surface: 0; Underside: 8
Move: 6”
Hit Dice: 4-9
Number of Attacks: 1
Damage/Attack: 1-6 plus 1-4 acid or by spell
Special Attacks: spells
Special Defenses: none
Magic Resistance: 25%
Intelligence: High-Genius
Alignment: Chaotic Good
Size: M (2’ diameter)
Aside from their color, jale flumphs are distinguished by their third eyestalk. Their over-sized, multi-faceted third eye allows the jale flumph to see invisible objects or beings within 120 feet.
 
Jale have dedicated themselves to the study of sorcery and are exceedingly rare. While other flumphs see them as heretics for aligning themselves with Chaos, their devotion to Good is without question. Still, no flumph enclave will tolerate more than one of these magic-users in their midst.
 
Jale flumphs have weaker spikes and acid than other flumphs, and have given up their stink-spray ability. However, they can cast spells like a Magic User with a level equal to their Hit Dice.


Lurffamyrm Sanctuary (3720)
Flumph Citadel
Population: 37 normal flumphs (from the Fiend Folio), 3 ulfire flumphs, 7 dolm flumphs, 1 jale flumphs
Alignment: LG
Resources: Fungal Spices
Leader: Barniabos (7HD ulfire flumph)
Significant NPCs: Korbuurn (5HD dolm flumph), hawkish leader of the Dolm Spears; T’odd (7HD jale flumph), chatty sorcerous researcher.
 
Lurffamyrm Citadel is a citadel made of metallic, interconnected dome-like structures nestled within the mountains. There are no paths leading to the citadel (the floating inhabitants don’t need them) and is very difficult to reach on foot. The citadel is home to 64 flumphs, led by a ulfire flumph named Barnibos and his two under-priests. 37 normal flumphs perform daily benedictions to the mysterious Elder Gods and tend to the cavernous spice middens beneath the citadels. The Sanctuary is guarded by a troop of dolm flumphs called The Dolm Spears. Their leader, Korbuurn wants to take a more pro-active stance against the green men in the Grotto of Azathoth (3718). He has a space alien plasma rifle (5-30 damage) that he believes will give his warriors the edge they need. T’odd, the jale flumph Magic User, keeps a library of dangerous lore in a disused storeroom near the spice middens. He will gladly “talk shop” with any visiting good-aligned magic users--an all-too rare opportunity.

Friday, February 10, 2017

The Flumph for Ryuutama [Flumph Friday February]

Today I present to you the Flumph for Ryuutama (a delightful game I intend on reviewing in the near future.)

Flumph

Level: 4
Habitat: All
Season: All
Materials: Flumph pearl (500gp)
Draconica Number: 537

HP: 12
MP: 16
STR: 6 DEX: 4 INT: 6 SPI: 8
Initiative: 5
Condition: 7
Accuracy: d4 + d6 
Damage: d6 + poison: 4
Armor: None

Flumphs are friendly and peaceful little creatures that came down from far-off stars. They resemble rubbery floating jellyfish with googly eyes on the ends of flexible stalks. Shy and secretive, they make their homes in hidden shrines across the world. They will gladly help any travelers who are lost or injured. Though peaceful, a threatened flumph can defend itself with a noxious stream of poisonous acid. 
Special Abilities: Posion - A creature hit by a flumph's attack suffers [poison: 4]. Blessings of the High Ones - The flumph knows all Spring Magic spells, plus the Cure Touch spell.

Friday, February 3, 2017

Flumph for Fate Accelerated [Flumph Friday February]

Well hey, gang! I’ve decided to bring back Flumph Friday February this year. Each Friday this month, I’ll post the beloved Flumph, statted out for a different game system. All of these conversions are based on my interpretation of the Monastic Flumph from AD&D 2nd Edition.

Past conversions of the Flumph:
Far AwayLand
Mutant Future
Stars Without Number
QAGS
Dungeon World


This year I’m kicking off Flumph Friday February with Fate Accelerated! (That’s a lot of Fs!)



FLUMPH!
High Concept: Funny Little Floating Alien Pilgrim
Weakness: Lawful Good
Other Aspects:
“May the Blessings of the High Ones be upon you.”
Noxious Chemical Spray
Everybody’s Buddy



Approaches
Careful +3
Clever +2
Flashy +1
Forceful +0
Quickly +1
Sneaky +2

Stunts
Because I can tap into the healing power of the High Ones, once per session I can remove all the stress from one creature I can touch.

Because I produce a variety of noxious chemicals
, I get +2 to Flashily Create Advantages related to acid, blindness, or nausea.

Because everybody trusts a Flumph, I get +2 to Carefully Create Advantages or Overcome Obstacles related to trust or friendship.

Stress: OOO