Showing posts sorted by date for query klingons. Sort by relevance Show all posts
Showing posts sorted by date for query klingons. Sort by relevance Show all posts

Tuesday, February 18, 2025

Orcs and Drow, Klingons and Romulans

Star Trek as Space Fantasy
Today is the release day of the new D&D 5.5 Monster Manual. It does not have "monster stats" for orcs or drow (nor elves, dwarves, halflings, gnomes, and other playable species). In general, I am okay with this. I can add my own if I want. But the treatment of orcs, in general, seems to have some people bothered. My post on Nouveau Orcs has been constantly in my weekly top five posts since I posted it back in July. It also seems the most noise is coming from a section of gamers who have also bragged about how they have not played any D&D published in the last 10 or 25 years.

Frankly, we are still on the same road that Gygax put us on.

Drow and Romulans

I have mentioned that my wife and I are rewatching all the episodes of every series of Star Trek. Right now (tonight even) we are going to rewatch the classic "The Balance of Terror."  The first time since we rewatched it's alternate-timeline counterpart, "A Quality of Mercy."

The Balance of Terror changed Star Trek forever. We see its effects in the "Reunification" trilogy of episodes, its effects on Star Trek The Next Generation, Star Trek Picard, and Dungeons & Dragons.

I have mentioned it many times here before, but the introduction of the Drow as "Evil (with a capital E) Elves" was a parallel to the Romulans as Evil Vulcans in Trek. It was obvious to me back in the early 1980s when I first played through it, but sadly, that plot point was spoiled for me. I don't know the effect either the D-Series adventures or The Balance of Terror had on those unaware.  Since then, Drow and Romulans have followed a similar development path. 

Both of our pointy-eared races have begun to be more like their good-aligned cousins since their mutual rediscoveries. Relations with the Romulans were beginning to get better even in the time of the Next Generation and practically friendly in Picard to allies in the later seasons of Discovery. Same is largely true for the Drow, save we have not hit the friendly part yet.

I would add that the same relationship and development cycle has become true for Orcs and Klingons.

Orcs and Klingons

When the Next Generation was in the idea stages, creator Gene Roddenberry originally did not want any Klingons in it. The rumor is that the fall of the Soviet Union, the "Evil Empire" of so many decades, prompted him to change his mind and see Klingons as becoming part of the Federation. Good thing too. Klingon episodes were always some of the most interesting ones in the franchise. 

Orcs are taking a similar role to Klingons. Granted, while there are individual good, even heroic, orcs, none have stood out yet like Worf Son of Mogh or Drizzt Do'Urden. But this is the early days of orcs now being a part of our Dungeons & Dragons "Federation."

Personally, I have stopped using orcs as pure antagonists for a long time. I almost always got for undead, demons, or evil cultists of any humanoid sort. Does this mean orcs are off the menu? No more than Klingons were. It is amazing for allies how many battles between the Federation and Klingons we saw not just in The Next Generation, but also Deep Space Nine and Voyager. Discovery even began with a fight with the Klingons that started the Federation-Klingon war.

So really. Maybe it is time to shift away from orcs as always evil. They can still be warlike and brutal, but giving them a little more credit can only make them more interesting. Take Orkworld, for example. John Wick was doing what D&D is trying to do now, 25 years ago. 

Games should evolve. Otherwise, you are just doing the same old thing all the time. And if I choose to say have orcs and drow and whatever as antagonists again? Well. I can still do that.

But maybe, just maybe it is time to see what orcs can add to the game as a culture.

Wednesday, February 5, 2025

New Release: Dungeons & Dragons 5.5 Monster Manual

 I went to my FLGS yesterday and picked up the last of the new Dungeons & Dragons 5.5 core books, the new Monster Manual.

Dungeons & Dragons Monster Manual

It was the original AD&D Monster Manual that got me into D&D originally, so any new Monster Manual has a long climb to impress me.

Yes, it is true. There are no orcs in this book, nor humans, halflings, elves, dwarves, duergar, dragonborn, or gnomes.

There are goblins, bugbears, and hobgoblins. Also, monsters still have alignments. So the oft repeated rumor that WotC/Hasbro was getting rid of alignments is not true. There are still plenty of purely evil creatures to kill. Note: Goblins are now chaotic neutral. I actually like this, more akin to how I have been playing them.

The art is gorgeous, as expected, and there is art for every monster and then some.

The stat blocks are mostly the same as D&D 5.0 (2014), they are a bit clearer to read. Saving throws are all listed now, even when they are just the same as the ability modifier. 

The new book sits at 384 pages. The 2014 Monster Manual was 352.

Monster Manuals

Following in the footsteps of every major "Even" release (2nd ed, 4th ed, and this as 6th ed) each monster fits on 1, 2, or 4 whole pages. This makes reading the monster stat easy while in game; everything is right there. It also follows the trend established by many OSR and D20 publishers. Lots of monster books have been doing this, going back to the Creature Collection from Sword & Sorcery Studios in 2000. While it does make reading easy, sometimes narrative text and lore takes the hit to make room for stat blocks. I am mixed on that. I love the layout, and I am generally a fan of one-page monsters, but I feel like some monsters get shorted.

My biggest pet peeve, though, is the alphabetical organization. For example, Blue and Black Dragons are listed under "B" right along with Balor. Red Dragons are under "R."  This continues for all groups, including Giants, demons, devils, and everything. 

An interesting little quirk of this and a logical extension from the 2014 MM, Succubi are now an independent fiendish creature and Neutral Evil. They are also distinct from the Incubus. They are no longer separated by gender, but by role. Succubi (male and female) drain life via physical touch and Incubi (male and female) drain via dreams. I like the split in roles and it allows us to have two creatures to fill the role of the mythological succubus.

Succubus

You can see this movement away from "gendered" monsters throughout the book. The art for the dryad is androgynous, which is fine. I have had male and female Ginko Dryads ever since I learned that ginko trees can be male or female. There are female satyrs. Again, there is precedent for that in art.  Sphinxes are no longer Andro- or Gyno- but rather Sphinxes of Wonder, Secrets, Lore, and Valor. Ok, that I actually like.  But, there are no nymphs.  I came to the D&D Monster Manual by way of Greek myths, so this feels a bit odd to me.

Monster Manual 5.5e

Monster Manual 5.5e

Monster Manual 5.5e

Monster Manual 5.5e

Honestly. I have been moving away from Orcs as my big bads for a while now. Goblins have always been too much fun to make completely evil. Give me gnolls, yuan-ti, or beholders as my monsters, and I can slaughter them indiscriminately. 

Even Star Trek made allies out of the Klingons and, eventually, the Romulans, so why can't D&D grow in its nuanced takes as well.

While the book is plenty large, I am disappointed there are no named Demons and Devils here. No Demon Princes, no Lords of the Nine, no Slaad Lords.

Monster Manual

Dungeons & Dragons 5.5 core rules

This book completes the Dungeons & Dragons 5.5 aka 2024 version of the Core Rules. I am not 100% sure I'll get much more of this line. I am not playing D&D 5 in any flavor at the moment. But who knows. 

Friday, November 10, 2023

Friday Sci-Fi interlude

 I interrupt this non-stop talk of Gods and Monsters to look towards some sci-fi ideas I have been playing around with.

The FASA Star Trek Facebook Group has been a huge source of ideas lately.  

Poster Greg Price had some uniform ideas that would be perfect for my Trek games set between the TOS movie area and the Next Generation. This would cover my Star Trek: Mercy (2295) and Star Trek: BlackStar (2352).

Star Trek Uniforms

Star Trek Uniforms

Star Trek Uniforms

Star Trek Uniforms

They work rather great to be honest.

Kevin McCaig in the same group, also shared his HeroForge Klingons.  They look like tweaks to the Klingon design floating around the HeroForge groups a bit back. They look great.

Klingons!

Mercy

Speaking of Star Trek: Mercy. I just learned, or re-learned, that there was a short-lived TV series called "Mercy Point."  IT was on the UPN back in 1998 to 1999. I am sure I saw it advertised, but never watched it. My wife and I were expecting our first born at that time and we were a little distracted by all the work we needed to do before he was born.

But anyway the show takes place on a hospital space station ("Mercy Point"), it was a medical drama in space, in the future. Or pretty much everything I am thinking of doing with my own ST: Mercy. It even takes place in 2249, so a few years before my games.

I'd like to watch it, but it doesn't seem to be streaming anywhere I could find.

Doctor Who: The Lost Children of Time

The 60th Anniversary of Doctor Who is less than two weeks away now. I am quite excited.  

Completely unrelated to that my wife and I just COVID binge-watched Bodies on Netflix. It was a fun little time travel show that reminded us both a little of Dark.

I won't spoil the ending for you, but suffice to say there is a character at the end who is someplace she should not be, time-wise.  This reminded me again of Dark where there two characters disappear due the paradox falling in on itself.  

This got me thinking about a Doctor Who adventure.  Something I am calling, The Lost Children of Time.  In it these various people find themselves together despite the fact that they should not even exist at all. I figure I'll find a few others, maybe even grab one of the characters from Manifest! (my wife and I like to mock that show, but we watched every damn episode.)

Might make for a silly-fun Convention game with the right people. 

Back to Gods and Monsters here in a bit.

Saturday, April 1, 2023

#AtoZChallenge2023: Doctor Who Aliens

Doctor Who A to Z: Aliens
Starting the A to Z challenge off easy with one that always comes to mind when talking about Doctor Who; Aliens.

The Doctor (an alien from the Planet Gallifrey) has encountered numerous aliens in the 60 years since the show began. While the very first episode, "An Earthly Child" didn't encounter any aliens (they went back in time) the Doctor (in his first incarnation) and his granddaughter Susan were the aliens, though we did not know that yet at the time. We knew the Doctor and Susan were from the far future. 

Honestly, I could do an A to Z of just the aliens. Starting with Autons all the way to Zygons.

But instead, I want to talk about the aliens in a more general sense.

Steven Moffat (writer 2005 to 2008, executive producer 2009 to 2017) once commented that the Doctor does not have superpowers, he has two hearts. He does not have a gun, he has a screwdriver to fix things. So the notion that aliens are not always some galactic threat, like we see in the Christmas Invasion (2005), but are here to help. 

ADRIC: The Earth people use it to beam messages to the stars. The Doctor calls it reiterated invitation to alien intelligences in deep space.
NYSSA: And that's us.
ADRIC: So they'll be very pleased to see us.
- "Logopolis," Season 18, Serial 7, March 1981.

While I will call out some of the more prominent alien species through out this month I'll mention a couple here.

Autons. An alien species that can live in and bring to life plastic. They are connected via a linked consciousness, the Nestene. 

Cybermen. Actually a race of humans from a planet much like Earth. The humans there depleted all their natural resources and had to replace their bodies with cybernetics. One of the Doctor's oldest foes.

Daemons. Not demons, but they do look like them. A group of transdimensional scientists.

Draconians. If Doctor Who had a race closest to the Klingons of Star Trek, then it is these guys. They are a species of war-like reptile/humanoids who value honor above all else. They are a space faring species that often run into conflict with humans in the future. The masks and make-up used for them was a significant step up in terms of effects, allowing the actors a full range of facial features.

Judoon. These creatures look like bipedal rhinoceroses. They are not very bright but follow orders and are often used as police, peacekeepers, or mercenaries. Though they are smarter than the Ogrons below. 

Ogron. Largely space Orcs. These guys are mercenaries willing to work for whoever had the most coin or credits. They are brutal and not very bright. The make-up and masks come from the same time as the Draconians, so a large step up from previous creatures.

Ood. These guys look like monsters. Indeed they have more than just a passing similarity to the Mind Flayers of D&D; they are one of the most peaceful species in all of Doctor Who.  They are highly telepathic and empathic. Of course, humans use them as slave labor by lobotomizing them.  The message here is clear, in the future, humanity is still pretty much shit.

Silurian. Along with the Sea Devils. This is a race of reptile humanoids that evolved on Earth millions of years before humanity. When their scientists predicted the asteroid that would wipe out the dinosaurs they retreated far below the surface and went into suspended animation. Their computer would wake them when the Earth began to warm up enough for them.  Even in the 70s Doctor Who had a keen idea on what was going on.  There are three varieties. The Homo Reptilia which is split into two castes the warrior (female) and the scientists (male). There are the psychic Silurians (which I tend to think of as a third gender) and the Sea Devils a race of purely aquatic reptiles.

Slitheen. Pictured above. These aliens are bad. But they are also quite fun since the poke fun at the cheap rubbery suits that were a feature of Doctor Who aliens for years.  They look human until they unzip their human suits to reveal the alien inside. They come from the planet Raxacoricofallapatorius, which is just fun to say.

There are so many more. I hope this little taste is enough to prepare us for the month ahead.


A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.

Thursday, June 23, 2022

Review: Pathfinder 2nd ed Advanced Player's Guide

Pathfinder Advanced Player's Guide
Continuing my exploration of the Pathfinder Second Edition I am going to examine the book you all knew I was going to get to sooner or later. 

Like the previous edition of Pathfinder the Advanced Player's Guide introduces some new classes to the Pathfinder game, and like the previous edition, one of those classes introduced is the Witch.

Pathfinder Advanced Player's Guide 

As before I am considering the hardcover Special Edition version of this book. The book is 272 pages and has full-color interior art.

This book is Player focused and shares a lot in common with its predecessor. It also follows the format of the Second Edition Core rules.

Introduction

This introduces us to the book and gives us an overview of what we can expect.

Ancestries & Backgrounds

Now here are some neat ideas. We get five new Ancestries here. They are Catfolk, Kobolds, Orcs, Ratfolk, and Tengus.  

The Catfolk are fun and comparable to the D&D Tabaxi and Rakasta (not Rakasha).  Likewise, the Tengus are like the D&D Kenku.  Orcs are orcs, but I like what they are doing with them. Orcs has always been the "Klingons" of D&D. Someone to fight in the TOS ("The Original Series" or "The Old School") but that changed later on. We have Klingons in Starfleet in TNG and beyond and now we can have Orcs as a player race.  Orcs are still described as being mostly chaotic (which I like) and even, maybe just a little bit evil. Player Character Orcs don't have to be.  Also like Klingons, these Orcs seem to see their gods as something they should strive to kill. A little John Wick influence here? (The game designer, not the character).  These orcs would be interesting to play.  We also get Ratfolk (anthropomorphic rats) and Kobolds.  Now I will admit, I really don't like Pathfinder's ultra-reptilian Kobolds.  I am certain they have their fans, but if I am going to play a small annoying creature why would I choose anything but a goblin? 

Each ancestry gets a set of ancestry feats to choose at 1st, 5th, 9th, 13th, and 17th levels.  

There are new heritages as well including the new versatile heritage which gives you lineage feats as well. I know the "feat haters" are already screaming. Yeah, that might be justified. The lineages are Changeling, Dhampir, and Planar Scions which include Aasimar, Duskwalker, and Tiefling.  These feats are also taken at 1st, 5th, 9th, 13th, and 17th levels.  

More feats are given for the Core Rules ancestries as well. I think the next goblin I play is going to need the "Extra Squishy" feat.

There are more backgrounds as well including Common and Rare backgrounds. 

Classes

Ah. The real reason I bought this book!

In addition to the four new classes, Investigator, Oracle, Swashbuckler, and Witch, there are new features for the twelve Core Rules classes.

The Investigator is an interesting class and one I can see working well in an FRPG.  Basically is Sherlock Holme could fit into your game then this class has a place too.  The Oracle is a staple of classic mythology and is a divine-powered class. A nice alternative to the cleric.  The Swashbuckler is neat and all but I didn't "get it" until I started thinking of them as a DEX-based fighter as opposed to the normal STR-based one. That leaves just one more class.

The Witch

The Witch has been a great addition to Pathfinder since 1st Edition and I rather like this one too.  This witch is an Intelligence-based spellcaster. Like many interpretations of the witch she gets a Patron and Familiar.  This is how she learns her spells. Now for me this points more to Charisma, but there are a lot of Charisma-based casters in Pathfinder. Wisdom would have also been a good choice.  These witches also get Hexes which are powers they can use that are not spells but spell-like. 

While clerics are clearly divine spellcasters and wizards are arcane, witches as a class can move about these distinctions. So depending on their Patron Theme, they can be Arcane, Divine, Occult, or Primal.  A Rune Witch is arcane, but a Winter Witch is primal. This time also grants a skill, a cantrip and a spell.

In addition to spells, hexes, patrons, and loads of feats, witches also get Lessons, each lesson gives the witch a hex and their familiar a spell. Witches don't use spell books here, just their familiars.  There is so much customization I could make 1000s of witches and no two would be the same. 

Witches in Pathfinder fill the same ecological niche that Warlocks do in D&D 5.

Following the witch we get new feats for the twelve core rules classes. Typically a two- or four-page spread continues with PF2e's design aesthetic. Sorcerers, I should note get new bloodlines as well. 

There is also a section on animal companions (largely stats) and familiars. 

Archetypes
Archetypes

Like the Core Rules of PF2e this has several archetypes that can be applied to classes via the applications of various feats and skills. I do see where some of the 3.x Prestige Classes are now living on here as archetypes. There are also the multi-class archetypes for all the new classes. One of these new archetypes is the Cavalier. I can complete my "Dragon 114" duo with a human witch and an elven cavalier!  Some of these archetypes can be be taken as early as 2nd level, others (typically the former Prestige Classes) need more requirements and have to be taken at higher levels.  I would need to compare and contrast the archetypes to the old Prestige Classes to see how they work out.  I can see where you can build your own Batman now with the monk class, the investigator multi-class feat, and vigilante archetype. 

One thing though. I can see these archetype being adapted to D&D5 or even OSR D&D with some care and attention. 

Feats

Feats are either the boon or bane of Pathfinder. This chapter has more of them.

Spells

New spell casting classes mean a need for new spells. 

Items

New magic items.

All in all this book is a lot of fun. The art is great, and the layout and design is fantastic. There are a lot of great ideas here and I would love to try them out.  Hell. I would be content in making a different PF2e witch a day just to see how many I could do.  But don't worry, I am not going to that except maybe for myself.

There is a lot here I would love to see find a home in some way for D&D, maybe for D&D6.  

Saturday, August 7, 2021

#RPGaDAY2021 Day 7 Inspiration

RPGaDAY2021 Day 7

Going with another alternate word today.

Day 7 Inspiration

Every so often I get asked what sort of things inspire me.  I usually half-jokingly say 70s metal, cheesy horror movies, and comics.

Only half-jokingly because there is a not-so-small amount of material in my bibliography of published material and blog posts that are exactly all of that.

Presently I am re-watching Star Trek Enterprise with my wife. We only saw bits and pieces of it when it was new, our kids were babies then, and keeping up on TV was not our main priority. 

So Enterprise takes place before The Original Series, thus the ship feels a little "low tech" and everything has a frontier feel to it.  While I am enjoying it for its own merits I am getting a ton of ideas for my two Star Trek campaigns; BlackStar and Mercy.  Season 1 deals with the Temporal Cold War and the Temporal Accords, which comes up later in Star Trek Discovery.  This is also putting back into the mood for a combined Star Trek/Doctor Who game which means FASA rules.  BUT inspiration aside I don't want to start YET another Trek game. I haven't even gotten the ones I am planning off the ground.

SO...maybe I can add some of these ideas to Mercy, BlackStar is a bit full as is.  Maybe I can add a character from the 31st century on my medical starship.  But why is he/she there?   Maybe I'll leave that to the player.  

Getting back to music for a bit, there is a song that has some solid Trek connotations to it.

One of my all-time favorite songs by the band Queen is '39.  Written by the guitarist, and Ph.D. in Astrophysics, Brian May.   The song deals with 20 astronauts that leave Earth on a one-year-long mission. One of the astronauts says goodbye to his wife and daughter, but due to the time dilation effects of moving near the speed of light, it is many, many years later when they return.  While he is "older but a year" his daughter is a grandmother now.   In the song, they had discovered a new world.

I have often thought it would be possible that later warp drive ships would run into older, slower relativistic ships with a crew that had left Earth decades if not a century before.  You see this played out really well in Arthur C. Clarke's The Songs of Distant Earth.   It was one of my favorite books of his and I loved the idea of "gritty" space travel and one very removed from the notion of warp drives.

Now we have seen visitors from the past in Trek before, TNG's first season episode "The Neutral Zone" has frozen humans from the late 20th century, the second season "The Emissary" with frozen Klingons, and the awkwardly named "The 37's" from Star Trek Voyager's second season with humans from 1937 found on a planet in the Delta Quadrant some 70k light-years from Earth. 

This would be an adventure for Mercy.  The starship Mercy gets a distress beacon from a ship that left Earth in 2139, just prior to the wide adoption of warp drive. Yeah, there are cargo ships that can go warp 1.8 or so, but most ships are going to be sleeper ships. Mercy, being Mercy, goes in to investigate and discovers a crew from 156 years ago.  Likely the ship, I might call the Arthur C. Clark, was headed to a planet that is now claimed by the Klingons, or Romulans, or some other species.  

I'll need to ponder this one a little more. In any case, I guess I'll keep looking for inspiration.


RPGaDAY2021


Monday, May 17, 2021

Monstrous Monday: Marching to Mars

It's still Sci-Fi month here at the Other Side and I wanted to do a monster today with some solid sci-fi and old-school roots.  I just couldn't get it to jell the way I wanted. 

Essentially I wanted D&D/OSR/Sci-Fi versions of  Edgar Rice Burroughs' Barsoomian Martians. I was going to give them a few twists, give them a Clark Ashton Smith twist or two, and a dash of Jack Vance. 

Here is what I have so far.

Red Martians

Warlike, intelligent. Most "Human-like" of the Martians.  I am even toying with the idea of making them Matriarchal as my homage to the great Dejah Thoris.

Red Martian
Red Martian, ePic Character Generator

White Martians

Psychic and the only truly evil Martian race.  Rulers are a caste of priests.  Borrowing heavily from Warhammer 40k, UFO myths, and a little bit of DC Comics.

White Martian
White Martian, ePic Character Generator

Green Martians

These guys are essentially my Tharks, but also are a noble race. They are violent and will kill you, but they can be reasoned with.  My goal here is not to make them Space Orcs, Space Dothraki, or Martian Klingons.

Green Martian
Green Martian, ePic Character Generator

There might be others.

All are genetically compatible with each other, more or less.  I'd love to work in "War of the Worlds" into this somehow too. 

For my OSR/D&D-style games, this might be a world within Spelljamming distance or even some sort of Astral Travel.  Adding in bits of Dark Sun might help smooth out some of the rough bits.  It would all work great for an Astonishing Swordsmen & Sorcerers of Hyperborea game

For BlackStar I would want the civilization dead and only recently had xeno-archeologists having discovered the ruins of an ancient and vast Martian culture. The horror will come in when they can't figure what it was that killed them all. 

Links to Mars Related Posts

Saturday, April 17, 2021

#AtoZChallenge2021: O is for Orc, Desert

Given I kicked off this whole idea with a detailed round-up of the Orc across the editions, it behooves me to at least stat one up.  But which one?  I have a few.  In truth, there is one I have been sitting on for long while now and I should pull it out for a special occasion.  I think that day is today.  Plus I have done so many water-based creatures, time for something different.  

So here is a monster that I talked about in the first days of this blog nearly 12 years ago! The Desert Orc.

Orc, Desert

He was an orc. That was obvious. Though there was something different about him and the others.  What I had originally taken to be smaller, younger orcs were in fact elves. Orcs and elves! Traveling together across this great expanse of desert. More than that, they acted as if they were kin!  They invited us to their tents where one orc and one elf who referred to each other as “brother” went about an elaborate tea ritual where we were served first. The orc and the elf then presented to each other their cups of tea in something akin to prayer or benediction. Once they drank they turned and smiled at each other. Ritual satisfied, they turned to us. The orc, Nom’dosh Thurgash and his elven brother Nom’dosh Etain, both greeted us in the most cultured elven I have heard outside of the Silver Forests.

“Welcome fellow travelers. How may the humble members of the Nom’dosh Clan aid you?” 

- From the Journal of Larina Nix

Male Orc by Jacob Blackmon
Male Orc by Jacob Blackmon
Medium Humanoid (Orc)

Frequency: Rare
Number Appearing: 2d12 (3d20) with roughly an equal number of Desert Elves
Alignment: Neutral [Lawful Neutral (Good)]
Movement: 120' (40') [12"]
Armor Class: 6 [13]
Hit Dice: 1d8+2 (7 hp)
THAC0: 16 (+3)
Attacks: 1 weapon (halberd) 
Damage: 1d8+2
Special: Can move about in sunlight with no penalty
Save: Monster 1
Morale: 10 (12)
Treasure Hoard Class: I (P) 
XP: 15 (OSE) 15 (LL)

Str: 16 (+2) Dex: 12 (0) Con: 16 (+2) Int: 10 (0) Wis: 10 (2) Cha: 12 (0)

Desert Orcs appear to be normal orcs. However, these orcs have more than just a glint of intelligence in their eyes. While their faces are still animal-like, the fierce scowl has been replaced with a stoic set to their jaw, a purpose in their eyes, and a bearing that can't be described as anything else but noble.  These orcs, with their sandblasted faces and long pale hair strike you as something new and different. 

Desert Orcs are nomads, their ancestral homes in the deserts were destroyed centuries ago by humans. Though they fought back and shook off the yokes of slavery and tyranny by the humans.  They travel with the only other people that helped them in their great revolution, the desert elves.  Desert elves and desert orcs now consider themselves as one people.  They are brothers and every clan has orc and elf members that are equal in all things. 

Once united they then discovered that they had skills that were mutually beneficial to each other. Orcs are still militaristic with small war cadres connected to powerful elf families. For an orc, it is an honor to serve since the more powerful the elf family the stronger their own cadre is respected. The stronger the orc cadre, the more respected the family is and the more likely they will get goods to trade. An elf sultan will travel without his wife for example, but never without his orc escorts.

For every 10 desert orcs, there will be a cadre leader of the 2nd to 4th level.  For every 50 there is an additional war chieftain of 5th to 7th level. For every 100 there is a marshall and for larger groups a general.  Cadres will still fight against each other in mock skirmishes, and while damage will be done they are rarely fatal.  A desert orc will never raise a blade against an elf and likewise, a desert elf will never raise a blade against a desert orc.  Over 1000 years of mutual respect and fighting side by side has torn down the ancient hatred that has infected their rest of their brethren worldwide.

Tea Ritual

There is a ritual that all desert orcs and desert elves will practice.  When camp is made the sultan of the elves and the war chieftain of the orcs will meet in their open tent. The sultan will help the chieftain remove his armor while the war chieftain prepares the tea.  When both tasks are complete, and to do this correctly requires practice so both are done at the same time. The sultan and the chieftain offer each other the tea with the renewed promise that their lines will continue to fight and honor each other. Then the remaining elves and orcs will complete their camps.  If guests are present then they are served first but no elf or orc are allowed to drink until their respective leaders complete their oaths and drink.

The only species they truly distrust are humans. They both recall the tales of depredations at the hands of the Necromancer Kings.  Although humans approaching their camps or caravans with respect will be heard.

--

Ok. So yeah I did it. I made "Good" Orcs.  In fact, I made them 12 years ago.  I also did "Good" kobolds.

Orcs are like Klingons.  Yes, they were two-dimensional and evil in the TOS days, but now we are in the Next Generation and Orcs can be more.  Are violent? Of course! Do they still kill people? They sure can!  Are they inherently evil?  No. Not these orcs.  I have other orcs that are every bit as evil as are demons, but individuals can and do vary.

Likewise I am almost at a point in my games where Drow are going to split off into two separate factions, the evil demon-worshipping one and a less evil faction that wants reunification with the other elves.  

So if Orcs are my Klingons, then to use a metaphor I have been using since the early 80s, elves and drow are my Vulcans and Romulans.  Just like them the Vulcans and Romulans are now a new species, the Nivar.  I don't have a name yet for my combined elves.

I am also adding an occasional bit to some entries, "From the Journal of Larina Nix." Or how these creatures are from the point of view of an adventurer.  I figure my iconic witch is as good as any to present these details.

April 2021 A to Z


Thursday, February 4, 2021

Star Trek: Mercy and BlackStar Characters

One thing I wanted to accomplish with the recent Character Creation Challenge was to create characters that I could use in my War of the Witch Queens campaign AND get ideas for a multiverse of witches.

But that is not the only thing I wanted from it.

I also wanted to see the differences between various Star Trek-like systems in order to find good NPC for my BlackStar and Star Trek: Mercy games.

Of course, my main source is going to be the challenge founder Carl Stark at Tardis Captain's blog (and of course his Star Trek RPG page). 

Reading through all of these (and it has been great!) I am more convinced now that my Star Trek Mercy game needs to be a FASA Trek game while BlackStar can be something else; most likely Star Trek Adventures.

Star Trek: Mercy Title Card

Star Trek: Mercy

As I have mentioned previously Star Trek Mercy will take place aboard a Federation Hospital Ship.  Its mission is a bit like Doctors Without Borders; they fly into dangerous situations with the goal of helping.  While it is a Federation/Starfleet ship I am going to open up character choices to any and all Star Trek races.  So humans, Vulcans, Andorians will be expected, but also Romulans, Klingons, Deltans, even Gorn, and Orions if someone can give me a good reason.  These crew will not be members of Starfleet, they still belong to their respective worlds, but I also have to, want to, work within canon.  

For this, a few guidelines are needed.  No Klingon Starfleet officers. Worf was the first and the Federation and the Klingon Empire are at a period of cooled tensions.  They are not allies per see, but they are also not shooting at each other.  We know from the TNG episode "The Neutral Zone" that Romulans have not had any relations with the Federation since the Tomed Incident of 2311.  There is still a Romulan Ambassador on Earth in 2293.  That gives me 18 years' worth of gameplay.

I stated in my first post on this that 2295 would be a good year to set this in.  Seems like I was on to something.  I can even use the Plasma Plague of 2294 as the first mission of the Mercy. We even get a Stardate for it, 38235.3, though that date can't really work for 2294, it doesn't even work well for The Original Series Stardates. That date gives you Wed Feb 24 2360 for TNG and Tue Oct 28 2279 for TOS. Might need to use the FASA Trek Stardate calculations to make this one work!

Also since this is FASA Trek I can borrow some ideas from The Next Generation Officer's Manual.  In particular, the notion that there were a bunch of different uniforms in use. Gives me an excuse to use the ones I want.  These would be new here and old by the time the USS Protector and the Mystic-class ships roll out.

Star Trek Command Circa 2295

Star Trek Sciences Circa 2295

Star Trek Support Circa 2295

I am going to need a new ship design too.

What would also be nice is to work in some Original Series Apocrphya into my game; Saavik being half-Vulcan/half-Romulan, Chekov working for Starfleet Intelligence and a touring Chess Master (loosing to the Betazoids), Scotty as a Professor of Engineering at Starfleet Academy before getting lost near a Dyson Sphere in 2294, Sulu as the Captain of the Excelsior and Harriman as Captain of the Enterprise B. Uhura as Demora Sulu's Godmother. I would also like to find out more about Lt. Elise McKennah, played by Michele Specht in Star Trek Continues.

McCoy becoming an admiral, Spock continuing his role as Federation Ambassador, and Kirk disappearing on the Enterprise B. Though those are not really disputed. 

I like this idea since it is also the first Trek game my Star Trek loving wife has mentioned she would like to play.

Saturday, October 10, 2020

October Horror Movie Challenge: The Creeping Flesh (1973)

Been in a Hammer mood lately, so I thought I would revisit some old favorites. Imagine my surprise when I discovered that The Creeping Flesh, starring  Christopher Lee and Peter Cushing, and directed by Freddie Francis was NOT a Hammer Film.  But more on that later.

This film scarred me crazy when I was little, but it also is responsible for me becoming more curious on both psychology, anthropology, and the Victorian era.  Christopher Lee plays a psychologist and Peter Cushing an anthropologist. 

Emmanuel Hildern (Cushing) has come back from a trip abroad to Papua New Guinea where he has found the skeleton of a giant humanoid.  It was buried in a lower stratum than Neanderthal, and thus much older (note, Neanderthals have only been discovered in Europe and the Middle East).  He is being financed by his younger half-brother James (Lee), who is a psychiatrist.  

The skeleton (which my wife and I agree is actually that of a Klingon) begins to grow new flesh when exposed to water.  

There is a bit about his dead wife, she died in his brother's insane asylum, and maybe his daughter inheriting her madness.   Oh. And an escaped mental patient Lenny.  "Lenny the Lunatic" would a focal point of many nightmares after that.  Not so much him but how he was killed. 

Cushing plays the absent-minded professor with his head full of science.  Lee plays the scientist looking for fame and money.   

Eventually, Emmanuel concocts an idea of using the Klingon's blood as a vaccine against evil.  Of course, the doctor injects his "unruly" daughter (Lorna Heilbron) with it (she went into her mother's room where she was forbidden!) but not before he sees what it does to his test monkey.  In pure Victorian fashion turning evil makes you hotter, his daughter Penelope starts tarting around London.  Oh and she turns from a blonde to a red-head in a red dress. Not at all subtle really. 

There is some back and forth between Lee and Cushing (as there should be, they were the best as antagonists) with the skeleton getting stolen and caught in the rain.  

The movie is remarkably uneven, but still quite a lot of fun really.  Lorna Heilbron is absolutely adorable in this, first as the "Good" Penelope and then as the "Evil" Penelope.  Christopher Lee is his typical commanding self. Not evil, but certainly amoral. 

The ending bugged me then. Was it all in Emmanuel's head or has some ancient evil been released in the world? Now I think it is great.

Watched: 14
New: 9



NIGHT SHIFT Content.
Finding an ancient skeleton that should not exist is a hallmark of sci-fi horror.  Doctor Who would cover the same ground five years later with The Image of Fendahl about a 12 million-year-old human skull.  Quatermass and the Pit did it a few years back with a 5 million-year-old skull. I would use a similar idea in Ghosts of Albion: Dinosauria with a screaming skull. 

BlackStar Content.
My wife, who never watches horror movies with me, watched this one.  We both thought the skeleton looked like a Klingon.  So what about this. A Federation archaeological survey has turned up a 12 (or 5 or 6 or whatever) million-year-old Klingon skeleton on a planet far outside of the Klingon Empire, and millions of years before the Klingons achieved warp.  Since this is the dawn of the Federation-Klingon peace accords, everyone is on eggshells.  The survey team goes silent.  The Klingons send a ship. That goes silent. The closest ship in the sector is yours.  You intercept a Klingon transmission. It is the captain of the Klingon ship, he is covered in blood and screaming, "HeS'a' wa' tu'lu'bej!" (The Devil is here!)
I would avoid saying it is actually Fek'lhr, but that doesn't mean the characters don't know that.

We thought the skull looked a lot like a Klingon's.


And it was tall like Fek'lhr is.

It makes sense. Kahless pointed to a star and said to his followers "you would find me there" and was the planet of Boreth, home of the Klingon Time Crystals.  If there can be holy planets then there can be profane ones as well.   

Tuesday, March 10, 2020

BlackStar: Klingon Time Travel, The Ghost Station of Inverness Five Part 2

I have been thinking about Time Crystals and Klingon Time Travel.
That almost sounds contradictory, but hear me out.

A couple of things about Klingon culture stand out to me.

First, there is Boreth, the Klingon Monastery.   When the First Emporer Kahless was leaving his people he pointed to a star and said: "Look for me there, on that point of light."  That point of light was the star that Boreth orbited.  It has been given as one of the reasons that Klingons expanded into space; to keep their promise with Kahless.


Boreth has only one building, a monastery dedicated to Kahless. Here devotees can have visions. One thing not spoken about in Federation circles is that these visions always come true.  Why?  Boreth is also home to naturally occurring Time Crystals.  These warps time around them much like dilithium warps matter and space.   No, the science doesn't make any real sense, but this is Star Trek, not Astrophysics.   So we have a culture that has a planet full of time altering crystals.  We saw the Klingon High Priest Tenavik grow to an adult in a few months here (ST:DISCO) and later Worf sees visions of his future (ST:TNG).

Klingons have also had access to time travel devices in Voyager. In particular, in 2404 (five years from the current Picard series) a Klingon named Korath "sells" Janeway a time travel device.  The implication is this was something only a Klingon could get and he wasn't supposed to be sharing it with any non-Klingon.

Then there is the Klingon homeworld of Qo'noS. Or as we say it, Kronos. Another nod to time.

So why don't Klingons travel in time?  Simple.  Kahless told them not too.

Before Kahless went to Sto'Vo'Kor he passed on some more wisdom to his fellow Klingons.
"nuq 'oH legh ghaH 'Iv legh qa' jIH."

or "He who looks to the past misses the future."

Klingons, while they honor their past, took this as an injunction against meddling with it.
Kahless is not just their Emporer, he is a messianic figure. Remember, according to Lt. Commander Worf, "Our gods are dead. Ancient Klingon warriors slew them a millennia ago. They were more trouble than they were worth."  Kahless is all they have left.

BlackStar


How does this fit into BlackStar?

This is the background I am using to set up "The Ghost Station of Inverness Five."
It would make for a great con game.  I could even run it straight as a pure Star Trek game, to be honest.  Though this makes The Ghost Station the most "Trek" of all the BlackStar adventures.

I am going to have to see if I can find an old copy of the FASA Trek Regula-1 Deck Plans.
After I posted my first post on The Ghost Station I realized I put a Space Station into what should at that time be protected space.  So the Time Crystals simply pulled the science station into the current time.



The station is from the Federation-Klingon war, so lots of old-school Trek fun with it.  I just have to be careful and not steal to many ideas that I was going to use in the "Ghost Ship" adventure.

Friday, February 7, 2020

BlackStar: The Ghost Station of Inverness Five

I am a Trekkie, and I have always preferred "Trekkie" over "Trekker" as well.  No negative connotations for me, I embrace them.

To that end, I am a fan of both "Axanar" and "Discovery" even if they are competing and incompatible with versions of the war with the Klingon Empire. 


In Discovery the war takes place around 2256-2257.
In the Axanar and FASA Trek RPG continuity, this is known as the Four Years War and takes place between 2247 and 2250.
(Note the Enterprise NCC 1701 launches in 2245, so that tracks with Discovery but off a bit for Axanar.)

Once you start digging more and more with Disco, Axanar, and FASA it becomes obvious that the continuities will never line up even by my normal desire to handwave some details in favor of others.

I enjoyed Star Trek Discovery, I also happen to like Star Trek Axanar maybe just a little bit better. Mainly for all the same reasons spelled out here: Star Trek Discovery vs Axanar Choose Your Klingon War.



I do want a universe where Adm. Ramirez gets to say, "For myself I have but one fear: destroying the dream of the Federation. Compared to such a loss I DO NOT FEAR THE KLINGON EMPIRE!

Hey, I said I was a Trekkie.

BUT I also want a universe with Anson Mount's Captain Pike and Sonequa Martin-Green as Commander Michael Burnham.

How do I have my cake and eat it too?

So I am going to steal a page from myself.
Back when I was playtesting the Doctor Who Adventures in Time and Space RPG I converted a bunch of Angel and Ghosts of Albion characters to DWAITAS characters (easy enough to do) and ran them all through The Ghost Tower of  Inverness. Only I called it the Ghost Tower of Inverness, Illinois.

Why does Inverness, IL need a Lighthouse??
In that adventure, the Soul Gen is replaced by the Time Beacon.  A lighthouse for time travelers.
I can replace the lighthouse and tower with the 23rd Century equivalent; a Starbase.

The Ghost Station of Inverness Five

Inverness Five.  During the Federation-Klingon War, this colony was the site of one of the bloodiest battles and the greatest defeat of the Federation.  Hundreds of thousands of souls were lost and many more were made homeless overnight.   Inverness was a colony of four inhabited worlds rich in dilithium.  To the Klingon Empire, the Inverness system is a sacred, if not holy place.

I'll take a page from Discovery and TNG and make Inverness like the Klingon monastery on Boreth.  Not just holy, but also the home of Time Crystals.   At the time of the war no one knew this.   The humans just knew that there were large deposits of dilithium.  The Klingons knew it was holy to Kahless.  The battle managed to disrupt the crystals, one of which was located in the science lab on the Inverness Station, and now the place is like the Bermuda Triangle in space.

In 2352 the Protector is sent the Inverness system, getting strange readings.  The system is unstable and both the Federation and the Klingon Empire have agreed to stay out of the system.  The Federation considers it too dangerous and the Klingons want everyone to stay out.  Both sides treat it like something akin to a battlefield graveyard.

When the Protector shows up they should send an Away Team over to the station, the source of the readings, but "chronometric interference" makes it impossible to get a good lock.  So they are sent to what is basically the bottom of the station.  The team has to work its way to the science lab.
Here I basically will run a version of the Ghost Tower of Inverness.
In space, the Protector is fired upon by a Klingon D6 from Axanar's time.  Communications are ignored and channels to Federation Space are blocked.  They are then both attacked by a Klingon cruiser from Discovery's time.

Both teams end up having to battle with Klingons from Axanar, Discovery and even smooth ridged Klingons from the time between Enterprise and The Original Series.


So weird time dilations effects.  Battling anywhere from two to four different sorts of Klingons.  Starfleet chatter from nearly 100 years ago about the Klingon war and the Federation is getting it's ass kicked.

I need to figure out how to up the horror elements too.  After all, that is what makes this BlackStar and not just Star Trek.  I do know how it will end though.  Once the Away Team gets the Time Crystal aligned/sealed/destroyed/reversed to the polarity of the neutron flow, the battle will stop and the Protector will be hailed by the current era Klingons asking if they need assistance.  A reminder that at this time (2352) the Klingons and the Federation are allies.

This is my homage to not just Axanar and Discovery, but also Yesterday's Enterprise, the Bermuda Triangle and the chance to do the one thing that all old school Trekkies love, and that is to battle Klingons.

In the end, the players will not know if they had really gone back in time OR if they were battling ghosts of some sort.  Also, they might never find out which version of history, Axanar or Discovery, was the correct one since they all remember it both ways.

This one will be fun too.

Tuesday, January 28, 2020

BlackStar: Kzinti

One of the races I really enjoyed back in the Pre-TNG days of Trek (Pre 1987) was the Kzinti.  I was very familiar with the race from the Animated series and was aware, vaguely, of the "Man-Kzin Wars" books by Larry Niven.  I also knew of what would now be called fan-fiction in the form of some weird Trek zines I remember from the day.



The Kzinti in the Trek Universe
The Kzinti homeworld is called Kzin and it orbits 61 Ursae Majoris about 31 light-years away.  Humans of the late 21st century, pre-warp Earth headed to towards this system in the great migrations from Earth. On their way, they encountered the Kzinti and the first of three wars between the two races began.  The Kzinti are violent, expansionistic, and convinced of their own superiority.  The Kzinti lost each time to Earth's forces (then mostly sub-light ships) and they never got over that they lost to an "omnivorous" race.
The stellar cartographers of Starfleet named the Kzinti area of space the Kzinti Hegemony. Their own name for their government can be translated as The Patriarchy.

By 2151 Starfleet had pushed the Kzinti back to their homeworld and Archer IV, also orbiting 61 Ursae Majoris, was established as an Earth colony.  By 2371 it was a fully inhabited Federation planet.  The confusion came about because the Kzinti call any world they inhabit as their "homeworld".  The Federation not only defeated the Kzinti, they humiliated them.



So we have a chauvinistic race, that has a government called the Patriarchy, who is convinced they are superior to all other races and yet still got their asses kicked by the Federation. If you think I am not going to have a go at that then you have not been here reading this blog for long!

Besides.  Star Trek was doing Social Justice in the 60s.  This is a perfect subject to do in a Star Trek RPG.

I am planning on making them my "little bads" or at least make them appear to be the big bads.  They are not, they are just a pain in the ass.  Their area of space is close (ish) to other parts of the federation including Memory Alpha. This works out well since the first mission of the USS Protector is a "milk run" to Memory Alpha.  Yes I am making the first adventure a run to the Federation "Library" as an homage to all the library runs I made to read books about space, astronomy and then Lovecraft and Star Trek.



A couple reasons that make the Kzinti great for my BlackStar game is they are superstitious, still believe in magic and ghosts (and why not, they have a high level of psionic individuals in their population) and maybe best of all they allow me to use some ideas I have created for other games that would find fertile ground here.

Rebuilding the Kzinti for BlackStar
I am setting my BlackStar game between the TOS and TNG eras.  A time, calendar wise that also corresponds to the time when I first discovered the Kzinti and a time of evolution of Trek and in particular the Klingons.

In a fairly real sense, the Kzinti represent stepping stone really between the "old" and the "new" Klingons.  The honor, the violence, and even the warrior caste system of the Kzinti can be added to the old, or TOS Klingons to create the newer TNG and movie era Klingons. 
Since this "in-between" time is also covered fairly well by the FASA Trek game I will turn to it for ideas.

FASA Trek, much like Starfleet Battles, can be seen as an alternate evolution of the same core Trek from the Original Series on.  I am already borrowing a lot from FASA Trek, so I might take some of their ideas on Klingons and use them for the Kzinti.

In particular, their philosophy of "That which is not growing is dead." to explain their desire to expand their territory again.

I am not going to make Kzinti available as a playable race. If I want something like that I'll go with Caitians like M'Ress and Srrel.



White Star

Kzinti Warrior
KZINTI WARRIOR
ARMOR CLASS: 7 [12]
HIT DICE: 2
HDE/XP: 2/25
SAVING THROW: 17
TOTAL HIT BONUS:  +2
MOVEMENT: 12 (12 when climbing)
SPECIAL: Dark vision 90 ft, Climb
ATTACK: Claws (1d6) or by weapon

KZINTI PSYCHIC
ARMOR CLASS: 9 [10]
HIT DICE: 1-1
HDE/XP: 1/15
SAVING THROW: 17
TOTAL HIT BONUS:  +1
MOVEMENT: 9 (0 when climbing)
SPECIAL: Dark vision 90 ft, Climb, Psychic Blast,
ATTACK: Psychic Blast (1d6)

Starships & Spacemen

Kzinti Psychic
KZINTI WARRIOR
Encountered: 2d4 (2d10)
Movement: 120' (40')
Intelligence: Average
Psionic Potential: inactive
Hits: 2d8
Armor: 7 (2 with power armor)
Combat Skill: 12
Save: L1
Attacks: 1
Damage: By weapon
Morale: 10
XP: 25

KZINTI PSYCHIC
Encountered: 1 (1d6)
Movement: 90' (30')
Intelligence: Above-Average
Psionic Potential: active
Hits: 1d8
Armor: 9 (5 with power armor)
Combat Skill: 6
Save: L1
Attacks: 1, Psychic Blast
Damage: 1d6
Morale: 7
XP: 15

Kzinti Warriors are 2.1-meter tall  220 kg, barrel-chested felinoids.  They can attack with claws but prefer weapons.   They have long tails and hairless ears.  Their eyesight is good in the dark, but their sense of smell is superior to that of Terrans.  They are voracious carnivores and must consume raw meat. They can survive on replicated food, but they will claim it has "no life" to it.
They are a superstitious race and will not use the weapon of a fallen foe believing that the ghost of that foe still haunts the weapon.
Kzinti Warriors will often add honorifics to their name and title. So a captain of a Kzinti warship that has never been defeated might call himself Vrust-Captain, the Undefeated.

Kzinti Psychics almost apper to be a different race.  They are much smaller, 1.8-meter, and much thinner at 130 kg. They are hunched over and appear to ready to fall over.  They are powerful psychics and know many attack and defense modes.  They are often used to extract knowledge and secrets from other species.  Even though they appear frail they are driven by the same desires that affect the warrior caste.  This has caused many among the psychic class to adopt cruelty to others weaker than themselves which is even marked by Kzinti standards.