Nibiru, the Crossing Star, is back. With the same results that we had back in September.
So in honor of this apocalyptic repeat here is the original article!
If you are reading this then you know we survived.
Today is the day that some conspiracy theorists believe that the planet Nibriu will destroy the earth.
Interestingly enough the Babylonian "star" of Autumn was called Nibriu. Of course, the tin-foil hat crowd will claim that this is because the Babylonian's and the Aztecs were in contact with the same aliens (the Zetas according to one group).
Of course, this is all great stuff for a game.
Nibriu could be a sub-brown Dwarf, a body with 2.5 times the mass of Jupiter.
With a name like Nibru it could be some Clark Ashton Smith-like god, a fatal star whose invisible light shines down bringing woe and destruction. Worshiped by insane warlocks and blind abominations whose milk-white eyes can see the foul light.
Witches and warlocks can forge a pact with Nibiru for more magics.
Nibiru's Crossing
Level: Witch/Warlock 2
Range: 1 person
Duration: Instantaneous
By means of this spell, the warlock can instantly transport himself instantly 10 feet + 5 feet per level to any unoccupied space of five feet square. So a 4 level warlock can transport 30 feet away. The warlock does not need to see the area he is transporting too, but he must know if it is occupied or not.
Winds of Nibiru
Level: Witch/Warlock 3
Range: 40 feet from the warlock
Duration: 1 round + 1 round per 3 levels
With ancient incantations, the warlock summons the foul winds of Nibiru. The winds blow from the warlock in a cone shape and terminate 40 feet away. Creatures in the area of effect are blown outside of it. Those outside cannot enter the cone area in front of the warlock. Missle weapons and spells are also ineffectual in area. Such is the concentration required that the warlock cannot move during the duration of the spell.
Dreadful Gravity of Nibiru
Level: Witch/Warlock 4
Range: 100 feet from warlock
Duration: 1 round
With this spell the warlock summons the dreadful gravity of the planet Nibiru and can pull one Small, Medium or Large creature to it to stop five feet from the Warlock. The creature is pulled and immobilized for 1 round. After this it may attack normally.
Eclipse of Nibiru
Level: Witch/Warlock 5
Range: 50 feet radius sphere from warlock
Duration: 5 rounds
This spell summons a piece of dread and invisible Nibiru to block all magical attacks directed at the warlock. Any spell directed at the warlock is deflected or is stopped at a distance of 50 feet from the warlock. Magical weapons are also likewise deflected.
Monday, April 23, 2018
Thursday, April 19, 2018
This Old Dragon: Issue #109
You know how some issues don't grab you at first, but something about them keeps at you and makes you keep coming back to them? They was me and this issue back in May 1986. I did not buy this issue when it came out, my then regular DM did (more on that later) but I kept borrowing it. I kept coming back to it. Today rereading it again after getting my own copy I am struck by how much of it stuck with me. So let's set the way-back machine to May 1986, put on some Whitney Houston and see what we have in this Issue #109 of This Old Dragon!
The cover for this one is mixed for me. I love the artist's (Daniel Horne) other works and this is objectively a good piece of work. But there is something....I don't know. I have never been able to come out say I like it or I hate it. Strange. No fault of the artist, but something with me I am sure.
Note: looking past the cover I see this is his first cover for Dragon.
Moving on!
While we are near the time of the special features and theme issues, we are not quite there yet in this one. For example our center piece is a fold out poster and the Gen Con 19 Booklet. Whomever owned this issue before had removed the book, but kept in a folder with all their Gen Con 19 registration materials and receipts for game tickets. Very interesting stuff. Heavy on AD&D.
That is not to say there are not some great features here. Far, FAR from it.
Letters covers people noting that AD&D game seems to be growing rules-wise all the time and there is so much to keep track of. Others discuss how Dragon is becoming the "house organ" of TSR. Oh just wait buddy...and another asking if we will see more Gary classes he promised three years ago. Sadly we did not know it then, but Gary was nearly out the door by this time and completely gone in less than 5 months.
Up first is an article that pretty much dominated my life for the next few years. Paul Montgomery Crabaugh's famous Customized Classes article was for the D&D game, but could be adapted to AD&D. I think most of us today know this article and many of the similar class customization tools you can find online or in books like the ACKS Player's Companion. I used this to "check my numbers" for my first witch and healer classes, which were using modified XP tables based on the cleric. I found my witch needed to be increased and the healer decreased. The numbers I used today are based now more on playtest and some numbers I worked out in Excel.
My then DM, who owned this issue, went even further than me. He created a whole new grouping of psychic based classes (we playing a pretty heavy Deryni-like game then were psychic were the outcasts in our world. His classes, call Riddlemasters (based very, very loosely on the Riddle-masters of Hed) were psychic warriors that survived by making their psychic powers look like magic. I remember coming over to play and he handed me a 25-page typed manuscript that explained them and how they worked. They also needed something like 7,500 XP just to hit 2nd level. Each level had different color robes with white for first level and black for 10th. My character, Retsam, spent so long at 9th level (like a year) that in the game world and real world he gained the nickname "Retsam the Red". He was a Bedouin-like human with dark skin and white hair and became one of my most favorite characters of all time. But Riddlemasters were not for everyone. He also created Shadowmasters and Beastmasters, which did basically what you think they might do. I tried to adapt the Riddlemasters to 2nd ed AD&D and then again to 3rd Ed, but not with any success.
On a sad note this was Paul Montgomery Crabaugh's last article. He had died in November of 1985 and never got to see it print or it's legacy online.
The Barbarian Cleric by Thomas Kane provides us with a different view of the cleric. It is an interesting idea and one I think got great traction under the name "Shaman" for other publications/editions of the game. I like the idea of defeating a spirit nemesis in theory, but not sure how it works in practice. I do like it. I like the idea that clerics all need to be different than each other.
James A. Yates has a nice long bit on mercenaries in Fighters for a price. It's really long and has a lot of great advice and tables. It should still work in the newest editions too.
Ahh, here is another one of those articles that stuck with me for years.
Question. Do dwarf women have beards? Today it is not so much of a discussion, but back then? Wow. Worth its weight in gold helps clear up some this mysteries and more by John Olson. This article taught me to never trust a male dwarf that shaves. It also answered for me, definitively, that dwarven women do have beards years before I met Violet of the Rat Queens. Later when designing the Xothia tradition of dwarven witches I decided that what made these women different from others was they could not grow a beard at all. If a dwarf woman can't grow a beard it is because she is a witch.
Bill Mickelson is next with one of my favorite Ecology articles, The Ecology of the Displacer Beast.
Role of books features the best of May 1986. At this time I was moving away from fantasy into horror. But I still read the second Dragonlance Trilogy (featured here) and thought it was better than the first.
Garry Spiegle covers some additions and clarifications to the War Machine rules found in the D&D companion set. I never used these rules really, or the BattleSystem for AD&D. I wonder if there would have been more of this sort of rules if the two lines had adopted a signal use of the same rules. I have talked to people over the years and I keep hear that War Machine is better than BattleSystem.
The Uncommon Tongue by Gregory Andersen helps provide some differences to your languages by using some old English to spice things up.
Have a couple of smaller articles next.
Locals aren't all yokels: In town, adventurers may not hold all the aces by Ralph Sizer covers unexpected NPCs in small towns. I think back to Fred Gwynne's judge character in "My Cousin Vinnie" who got his degree from Harvard and lives in a little town.
Blades with personality by Sam Chupp discusses how to make mundane and slightly magical swords more interesting. A name, a little history is what makes for your Excaliburs, Stormbringers and Mournblades.
Giant-sized weapons by Stephen Martin discusses weapon adjustments for large and larger creatures, something you can see in D&D now.
Ah, now this one was fun. Hooves and green hair by Bennet Marks covers two new breeds for the AD&D game universe; the half-satyr and the half-dryad. I remember that 4e had similar races too, but that is the only official ones I can think of. Rereading it now I think they would make for some great race choices in a 1st ed or 5e game.
TSR Profiles covers Jeff Easley and Ruth M. Hoyer.
TSR Previews has the Dungeoneer's Survival Guide (wow, how much did this one change your game?) and the Marvel Superheroes Advanced game.
John J. Terra has some advice for Top Secret administrators.
Up next is Ares. I loved the Ares section.
Stephan Jones is first with Combat Variations in Space Opera. I still need to try this game out, it seemed so epic to me to be honest.
For Star Frontiers we get new material for cults in Patriots, Terrorists and Spies. Great stuff. I used to run with a cult of "Earth First" groups.
The Double-Helix Connection gives us some rules for running mutants in Traveller from Michael Brown.
The Second Annual Hero roster is up for Marvel Phile.
Sherri Gilbert has a great article on getting started with Sci-Fi games. At three pages it is not everything, but it is a good start in the Keys to Good SF.
Small ads and classifieds.
Dragonmirth, SnarfQuest and what is likely one of the last Wormy's before Tramp and I move to the same town (unknow to me at the time).
So a fun issue, a useful issue and one I like coming back too.
Want to see what I was saying about White Dwarf from the same time? Or do you just want to pop over and see one of my favorite White Dwarf covers of all time? Either way, check out White Dwarf Wednesday #77.
The cover for this one is mixed for me. I love the artist's (Daniel Horne) other works and this is objectively a good piece of work. But there is something....I don't know. I have never been able to come out say I like it or I hate it. Strange. No fault of the artist, but something with me I am sure.
Note: looking past the cover I see this is his first cover for Dragon.
Moving on!
While we are near the time of the special features and theme issues, we are not quite there yet in this one. For example our center piece is a fold out poster and the Gen Con 19 Booklet. Whomever owned this issue before had removed the book, but kept in a folder with all their Gen Con 19 registration materials and receipts for game tickets. Very interesting stuff. Heavy on AD&D.
That is not to say there are not some great features here. Far, FAR from it.
Letters covers people noting that AD&D game seems to be growing rules-wise all the time and there is so much to keep track of. Others discuss how Dragon is becoming the "house organ" of TSR. Oh just wait buddy...and another asking if we will see more Gary classes he promised three years ago. Sadly we did not know it then, but Gary was nearly out the door by this time and completely gone in less than 5 months.
Up first is an article that pretty much dominated my life for the next few years. Paul Montgomery Crabaugh's famous Customized Classes article was for the D&D game, but could be adapted to AD&D. I think most of us today know this article and many of the similar class customization tools you can find online or in books like the ACKS Player's Companion. I used this to "check my numbers" for my first witch and healer classes, which were using modified XP tables based on the cleric. I found my witch needed to be increased and the healer decreased. The numbers I used today are based now more on playtest and some numbers I worked out in Excel.
My then DM, who owned this issue, went even further than me. He created a whole new grouping of psychic based classes (we playing a pretty heavy Deryni-like game then were psychic were the outcasts in our world. His classes, call Riddlemasters (based very, very loosely on the Riddle-masters of Hed) were psychic warriors that survived by making their psychic powers look like magic. I remember coming over to play and he handed me a 25-page typed manuscript that explained them and how they worked. They also needed something like 7,500 XP just to hit 2nd level. Each level had different color robes with white for first level and black for 10th. My character, Retsam, spent so long at 9th level (like a year) that in the game world and real world he gained the nickname "Retsam the Red". He was a Bedouin-like human with dark skin and white hair and became one of my most favorite characters of all time. But Riddlemasters were not for everyone. He also created Shadowmasters and Beastmasters, which did basically what you think they might do. I tried to adapt the Riddlemasters to 2nd ed AD&D and then again to 3rd Ed, but not with any success.
On a sad note this was Paul Montgomery Crabaugh's last article. He had died in November of 1985 and never got to see it print or it's legacy online.
The Barbarian Cleric by Thomas Kane provides us with a different view of the cleric. It is an interesting idea and one I think got great traction under the name "Shaman" for other publications/editions of the game. I like the idea of defeating a spirit nemesis in theory, but not sure how it works in practice. I do like it. I like the idea that clerics all need to be different than each other.
James A. Yates has a nice long bit on mercenaries in Fighters for a price. It's really long and has a lot of great advice and tables. It should still work in the newest editions too.
Ahh, here is another one of those articles that stuck with me for years.
Question. Do dwarf women have beards? Today it is not so much of a discussion, but back then? Wow. Worth its weight in gold helps clear up some this mysteries and more by John Olson. This article taught me to never trust a male dwarf that shaves. It also answered for me, definitively, that dwarven women do have beards years before I met Violet of the Rat Queens. Later when designing the Xothia tradition of dwarven witches I decided that what made these women different from others was they could not grow a beard at all. If a dwarf woman can't grow a beard it is because she is a witch.
Bill Mickelson is next with one of my favorite Ecology articles, The Ecology of the Displacer Beast.
Role of books features the best of May 1986. At this time I was moving away from fantasy into horror. But I still read the second Dragonlance Trilogy (featured here) and thought it was better than the first.
Garry Spiegle covers some additions and clarifications to the War Machine rules found in the D&D companion set. I never used these rules really, or the BattleSystem for AD&D. I wonder if there would have been more of this sort of rules if the two lines had adopted a signal use of the same rules. I have talked to people over the years and I keep hear that War Machine is better than BattleSystem.
The Uncommon Tongue by Gregory Andersen helps provide some differences to your languages by using some old English to spice things up.
Have a couple of smaller articles next.
Locals aren't all yokels: In town, adventurers may not hold all the aces by Ralph Sizer covers unexpected NPCs in small towns. I think back to Fred Gwynne's judge character in "My Cousin Vinnie" who got his degree from Harvard and lives in a little town.
Blades with personality by Sam Chupp discusses how to make mundane and slightly magical swords more interesting. A name, a little history is what makes for your Excaliburs, Stormbringers and Mournblades.
Giant-sized weapons by Stephen Martin discusses weapon adjustments for large and larger creatures, something you can see in D&D now.
Ah, now this one was fun. Hooves and green hair by Bennet Marks covers two new breeds for the AD&D game universe; the half-satyr and the half-dryad. I remember that 4e had similar races too, but that is the only official ones I can think of. Rereading it now I think they would make for some great race choices in a 1st ed or 5e game.
TSR Profiles covers Jeff Easley and Ruth M. Hoyer.
TSR Previews has the Dungeoneer's Survival Guide (wow, how much did this one change your game?) and the Marvel Superheroes Advanced game.
John J. Terra has some advice for Top Secret administrators.
Up next is Ares. I loved the Ares section.
Stephan Jones is first with Combat Variations in Space Opera. I still need to try this game out, it seemed so epic to me to be honest.
For Star Frontiers we get new material for cults in Patriots, Terrorists and Spies. Great stuff. I used to run with a cult of "Earth First" groups.
The Double-Helix Connection gives us some rules for running mutants in Traveller from Michael Brown.
The Second Annual Hero roster is up for Marvel Phile.
Sherri Gilbert has a great article on getting started with Sci-Fi games. At three pages it is not everything, but it is a good start in the Keys to Good SF.
Small ads and classifieds.
Dragonmirth, SnarfQuest and what is likely one of the last Wormy's before Tramp and I move to the same town (unknow to me at the time).
So a fun issue, a useful issue and one I like coming back too.
Want to see what I was saying about White Dwarf from the same time? Or do you just want to pop over and see one of my favorite White Dwarf covers of all time? Either way, check out White Dwarf Wednesday #77.
Wednesday, April 18, 2018
Mail Call: Star Frontiers
I have always been a fan of Star Frontiers. Despite not having much success with Sci-Fi games, my brother and I picked up a copy as soon as it came out. We had a fun time with it for a while, but often our games became more "D&D in Space". While I would go on to other games, Star Frontiers always held a place in my heart.
I was quite pleased to see official copies come out on DriveThruRPG and RPGNow a bit back. I was also pleased to see the new Print on Demand versions out too. I wondered how they would simulate the boxed sets. Well, now I know!
I picked up PoD copies of Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks.
The color covers are quite bright and there are some color pages inside as well. But the vast majority of the interior is still black and white.
Can't punch these out though. They do give them to you as a PDF to print and cut out.
I am quite pleased with these. I'd love to get a game going of this, even if if it is just for a single session. Now I need some percentile dice! Maybe blue and red to match the dice that came in my boxed set.
I was quite pleased to see official copies come out on DriveThruRPG and RPGNow a bit back. I was also pleased to see the new Print on Demand versions out too. I wondered how they would simulate the boxed sets. Well, now I know!
I picked up PoD copies of Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks.
The color covers are quite bright and there are some color pages inside as well. But the vast majority of the interior is still black and white.
Can't punch these out though. They do give them to you as a PDF to print and cut out.
I am quite pleased with these. I'd love to get a game going of this, even if if it is just for a single session. Now I need some percentile dice! Maybe blue and red to match the dice that came in my boxed set.
Tuesday, April 17, 2018
Tim Kask on Witches
Tim Kask, who goes back in TSR as long as there was such a thing has been online ruminating about the history of TSR, D&D, and related topics.
He has a YouTube channel, called appropriately enough, Curmudgeon in the Cellar. Though I think he missed an opportunity to call it Curmudgeon in the Dungeon.
In this video, he talks about a lot of things going on in social media this week. First is the issue of gatekeeping at GaryCon. I didn't see or feel any myself so I am not sure where this is coming from.
The big one for me, of course, starts at 6:13, where Tim talks about why there was not a witch class in 1st Ed AD&D. A lot of this we have heard before and tracks with the history of the game. Here he is in his own words.
Frankly, I am glad they didn't include witches. If they had I might not have ever made my own which led to my own publications and my current career/hobby. I likely would have refocused back on writing vampire stuff.
Tim also goes into how he runs his games.
I like Tim, even when he is cantankerous (he is a self-professed curmudgeon after all) or maybe even more so. He is also a fellow Saluki, so he always gets a pass in my book for that alone.
I am looking forward to watching some his other videos. Should be fun.
He has a YouTube channel, called appropriately enough, Curmudgeon in the Cellar. Though I think he missed an opportunity to call it Curmudgeon in the Dungeon.
In this video, he talks about a lot of things going on in social media this week. First is the issue of gatekeeping at GaryCon. I didn't see or feel any myself so I am not sure where this is coming from.
The big one for me, of course, starts at 6:13, where Tim talks about why there was not a witch class in 1st Ed AD&D. A lot of this we have heard before and tracks with the history of the game. Here he is in his own words.
Frankly, I am glad they didn't include witches. If they had I might not have ever made my own which led to my own publications and my current career/hobby. I likely would have refocused back on writing vampire stuff.
Tim also goes into how he runs his games.
I like Tim, even when he is cantankerous (he is a self-professed curmudgeon after all) or maybe even more so. He is also a fellow Saluki, so he always gets a pass in my book for that alone.
I am looking forward to watching some his other videos. Should be fun.
Monday, April 16, 2018
Weekend Games: A Tale of Bards
This weekend we got some gaming in. The Treasure Hunters continued to explore the Forbidden City and discovering more about the influence of the Yuan-ti.
They have not encountered the Mongrel men or the Blood Apes yet, but that will be coming up.
Everyone managed to level up to level 5 this weekend. A lot (3) of the characters are going to take a level of bard, all of different types. It's going to be interesting to say the least.
After this adventure the sun here will also go out. Giving the players the first indication that their games are all linked.
They have not encountered the Mongrel men or the Blood Apes yet, but that will be coming up.
Everyone managed to level up to level 5 this weekend. A lot (3) of the characters are going to take a level of bard, all of different types. It's going to be interesting to say the least.
After this adventure the sun here will also go out. Giving the players the first indication that their games are all linked.
Friday, April 13, 2018
Back!
Sorry for the radio silence folks.
Had a computer die on me and needed to get this new one up and running.
Back to normal posting next week.
Had a computer die on me and needed to get this new one up and running.
Back to normal posting next week.
Tuesday, April 10, 2018
The USS Protector game stats
USS Protector, NX-3120
Mystic-class Starship (based on existing Ambassador-class refits)
Explorer/Heavy Cruiser/Experimental Starship
Construction
Klatu Nebula Yards (USS Mystic and engine prototype)
Neptune Station (USS Protector; warp field configuration)
Ships of the Line
Each ship is listed as experimental due to differing warp field configurations and nacelle placements. The overall length of ships can vary by as much as 50 meters.
Ships of the line are named after types of magic-users. All 21 ships were built from refit Ambassador-class spaceframes.
NX-3100 USS Mystic
NX-3101 USS Wizard
NX-3102 USS Sorcerer
NX-3103 USS Thaumaturgist
NX-3104 USS Hierophant
NX-3105 USS Mage
NX-3106 USS Illusionist
NX-3107 USS Summoner
NX-3108 USS Conjurer
NX-3109 USS Enchanter
NX-3110 USS Abjurer
NX-3111 USS Invoker
NX-3112 USS Diviner
NX-3113 USS Necromancer
NX-3114 USS Witch
NX-3115 USS Shaman
NX-3116 USS Incantatrix
NX-3117 USS Elementalist
NX-3118 USS Arch-Mage
NX-3119 USS Imbolc Mage
NX-3120 USS Protector
Geometry
Length: 700m
Saucer Section width: 324m
Nacelle width: 396m
Height: 102m
Mass: 4,110,000 metric tons
Personel
Number of Decks: 33
Officer crew: 320
Enlisted crew: 900-1,000
Comand Officer: Commander rank
Omega-13 Warp Drive
Cruising Speed: Warp 6 (392 C)
Top speeds:
- Traditional warp: Warp 9 (1516 C) / 9.4* (1753 C)
- Asymmetric warp: Warp 13 (5166 C)
*Asymmetric Warp has no known upper limit so speeds past Warp 9 will use tradition Warp calculations. The current top speed is Warp 13.
Impulse Drive
Full Impulse: .75 C (typical cruising speed 0.25 C)
Armaments
Dorsal, Ventral and Aft phaser arrays, Type 9.1 (Type X prototypes)
Four forward facing phaser cannons, Prototype
Fore and Aft photon torpedo tubes, Type 6
USS PROTECTOR NX-3120 for Star Trek Adventures
Systems
Comms 09
Computers 09
Engines 09/10 (for experimental Omega 13 Drive)
Sensors 08
Structure 08
Weapons 09
Departments
Command -
Conn -
Security -
Engineering +2
Science +1
Medicine -
Scale: 6
Power: 10 (based on normal crew compliments)
Shields: 13
Resistance: 6
Weaponry:
Talents
Mystic-class starships have the following Talents:
USS PROTECTOR NX-3120 for the White Star RPG
ARMOR CLASS: 7 [12]
HIT POINTS: 150
SHIELD STRENGTH: 20
MOVEMENT: 5
TARGETING: +3
RANGE:
ATTACK: Heavy Laser x5 (6d6) (Phaser Array), Laser Cannon x4 (2d6) (Phaser Cannon), Proton Missile x2 (8d6) (Photon Torpedoes)
MODIFICATIONS Advanced Shielding (3), Automated Weapons (16), Faster-Than-Light Drive (Warp Drive), Proton Missiles, Tractor Beam (2), Shield Capacitor
USS PROTECTOR NX-3120 for Starships & Spacemen
Ship type: Cruiser
Crew complement: 320 officers, 900-1000 enlisted
Command Rank: Commander
Power Pile Base: 200 energy units (two full pods)
Teleporter Capacity: 5 at a time
Beam Banks: 3
Ion Torpedoes: 2
Shuttle Ships: 12
Sick Bay Capacity: 60 (emergency to 200)
USS PROTECTOR NX-3120 for X-plorers
Ship Class: 4
Type: Cruiser
Crew: 320 officers, 900-1000 enlisted
Hull Points: 90
Weapon Damage: 3d6 (phasers), 2d8 (photorps), 4d8 (phase cannons)
AC: 14
NPC Skill: 14/12/10+
XP Value: 5,500
Cost Million Cr: 240
Mystic-class Starship (based on existing Ambassador-class refits)
Explorer/Heavy Cruiser/Experimental Starship
NX - 3120 USS Protector |
Klatu Nebula Yards (USS Mystic and engine prototype)
Neptune Station (USS Protector; warp field configuration)
Ships of the Line
Each ship is listed as experimental due to differing warp field configurations and nacelle placements. The overall length of ships can vary by as much as 50 meters.
Ships of the line are named after types of magic-users. All 21 ships were built from refit Ambassador-class spaceframes.
USS Mystic, NX - 3100 |
NX-3101 USS Wizard
NX-3102 USS Sorcerer
NX-3103 USS Thaumaturgist
NX-3104 USS Hierophant
NX-3105 USS Mage
NX-3106 USS Illusionist
NX-3107 USS Summoner
NX-3108 USS Conjurer
NX-3109 USS Enchanter
NX-3110 USS Abjurer
NX-3111 USS Invoker
NX-3112 USS Diviner
NX-3113 USS Necromancer
NX-3114 USS Witch
NX-3115 USS Shaman
NX-3116 USS Incantatrix
NX-3117 USS Elementalist
NX-3118 USS Arch-Mage
NX-3119 USS Imbolc Mage
NX-3120 USS Protector
Geometry
Length: 700m
Saucer Section width: 324m
Nacelle width: 396m
Height: 102m
Mass: 4,110,000 metric tons
Personel
Number of Decks: 33
Officer crew: 320
Enlisted crew: 900-1,000
Comand Officer: Commander rank
Omega-13 Warp Drive
Cruising Speed: Warp 6 (392 C)
Top speeds:
- Traditional warp: Warp 9 (1516 C) / 9.4* (1753 C)
- Asymmetric warp: Warp 13 (5166 C)
*Asymmetric Warp has no known upper limit so speeds past Warp 9 will use tradition Warp calculations. The current top speed is Warp 13.
Impulse Drive
Full Impulse: .75 C (typical cruising speed 0.25 C)
Armaments
Dorsal, Ventral and Aft phaser arrays, Type 9.1 (Type X prototypes)
Four forward facing phaser cannons, Prototype
Fore and Aft photon torpedo tubes, Type 6
USS PROTECTOR NX-3120 for Star Trek Adventures
Systems
Comms 09
Computers 09
Engines 09/10 (for experimental Omega 13 Drive)
Sensors 08
Structure 08
Weapons 09
Departments
Command -
Conn -
Security -
Engineering +2
Science +1
Medicine -
Scale: 6
Power: 10 (based on normal crew compliments)
Shields: 13
Resistance: 6
Weaponry:
- Phaser Arrays
- Phaser Cannons
- Photon Torpedoes
- Tractor Beam (Strength 4)
Talents
Mystic-class starships have the following Talents:
- Prototype (presently applies to all ships in the line with various modifications)
- Improved Warp Drive
- Advanced Sensor Suites
USS PROTECTOR NX-3120 for the White Star RPG
ARMOR CLASS: 7 [12]
HIT POINTS: 150
SHIELD STRENGTH: 20
MOVEMENT: 5
TARGETING: +3
RANGE:
ATTACK: Heavy Laser x5 (6d6) (Phaser Array), Laser Cannon x4 (2d6) (Phaser Cannon), Proton Missile x2 (8d6) (Photon Torpedoes)
MODIFICATIONS Advanced Shielding (3), Automated Weapons (16), Faster-Than-Light Drive (Warp Drive), Proton Missiles, Tractor Beam (2), Shield Capacitor
USS PROTECTOR NX-3120 for Starships & Spacemen
Ship type: Cruiser
Crew complement: 320 officers, 900-1000 enlisted
Command Rank: Commander
Power Pile Base: 200 energy units (two full pods)
Teleporter Capacity: 5 at a time
Beam Banks: 3
Ion Torpedoes: 2
Shuttle Ships: 12
Sick Bay Capacity: 60 (emergency to 200)
USS PROTECTOR NX-3120 for X-plorers
Ship Class: 4
Type: Cruiser
Crew: 320 officers, 900-1000 enlisted
Hull Points: 90
Weapon Damage: 3d6 (phasers), 2d8 (photorps), 4d8 (phase cannons)
AC: 14
NPC Skill: 14/12/10+
XP Value: 5,500
Cost Million Cr: 240
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