Monday, November 16, 2020

Running Star Trek in Mothership

While quarantining I've taken my first steps into the world of Star Trek since watching occasional re-runs of Voyager on TV as a child. I've made it through the original series, TNG, and am currently halfway through Deep Space 9. As much as I've enjoyed the shows, the crews' lack of failure has always bugged me. I've decided to turn to RPGs to fulfill my fantasy of reckless command decisions not always turning out alright in the end. I had a blast running the mini-scenario included in this post and firmly believe this mashup worthy of exploration.

The Goal: Take the world of Star Trek and Trek-typical situations, but adhere to more grounded sci-fi horror tropes rather than pop television tropes when resolving them.



Genre Rules

Equipment

Phaser: DMG Instant death or 1MDMG (Kill) or Body Save [-] or fall unconscious for 1d10mins (Stun) / S 20m / M 200m / L 500m / Infinite Shots / Special: Two Settings (Kill or Stun)

Communicator: As Long-range Comms and Locator

Tricorder: As Bioscanner, Cybernetic Diagnostic Scanner, Field Recorder, and Medscanner


Classes

Use one of the corresponding classes when making characters: Engineering = Teamster | Science/Medical = Scientist | Command/Security = Marine | Data = Android. If your players are running main characters from a given series, consider generating level 10 PCs. When playing a non-human character or an infamous redshirt, use one of the following classes:

Vulcan

Intellect +10

Fear: 35
Sanity: 85
Body: 40
Armor: 20

Biology, Mathematics, Computers, +3 points

Vulcans Panic whenever they fail a Sanity Save.

Klingon

Hits: 3

Strength +5
Combat +5

Fear: 50
Sanity: 20
Body: 40
Armor: 45

Theology, Military Training, Close Quarters Combat, +1 point

When a Klingon dies, every friendly nearby player gains 1 Resolve.

Ferengi

Speed +15
Intellect +5

Fear: 15
Sanity: 30
Body: 25
Armor: 20

Rimwise, Art, +3 points

Whenever a Ferengi succeeds a Save, every friendly player nearby gains 1 Stress.

Redshirt

Hits: 1

Combat +1

Fear: 20
Sanity: 20
Body: 20
Armor: 20

Military Training

Whenever a Red Shirt succeeds a Panic Check, they level up.


Mini Scenario: A Bad Day for the Enterprise

Series: The Next Generation

The Enterprise receives distressing orders from Starfleet command while senior officers navigate mild personal crises.


Warden Notes

  • I wrote this for a one-shot with players running main characters (specifically Worf, Riker, and Data). Leave all of the show's main characters open, though adjustments to the scenario is advisable if choosing characters like Picard and Troi.
  • If a player runs Picard, secretly deliver them the encoded Federation transmission.
  • If running this with "below decks"-style rank and file PCs, focus on the stress and tension of bizarre and terrifying orders coming from on high.
  • Use Side Plots to foster paranoia and suspicion, but don't overload your players with red herrings.

The Situation

The Enterprise is en route (3 days out) to negotiate a neutral zone standoff between Federation colonists and Romulans.

  • Establish the PCs in their daily routines, give them space to explore Side Plots.
  • On the second day, Counselor Troi begins experiencing debilitating headaches and an overwhelming sense of dread. Shortly after, the Enterprise receives a priority one encoded message from Starfleet command--for the Captain's eyes only.
  • The Transmission: Cut communications with all other Starfleet personnel. Change heading to intercept the USS Lexington (2 days away in the opposite direction) and destroy her on sight. Trust no one.
  • All Starfleet ships reject hails. Subspace is dead except for distress signals from dying Federation ships.
  • Many Enterprise crew have friends and family on the Lexington, including senior officers (Beverly's sister, Guinan's childhood friend).
  • If the Enterprise destroys its target: The commanding officer faces general mutiny from their crew.
  • If the Enterprise refuses its orders: Starfleet command labels the Enterprise a traitor and sends 2 ships to destroy her.

The Truth

A Federation splinter group opposing the Prime Directive attempts a coup in Starfleet. Both sides go radio silent to avoid recruitment by the other. The coup will fail after 1 week of fighting and confusion.

Clues

  • Fleet movements from the last few months indicate an abnormal number of missions to primitive planets assigned to certain ships, including the Lexington.
  • Disciplinary action against Starfleet officers has trended up over the last year.
  • Frequency of security code changes recently increased threefold.

Picard

  • Starfleet loyalist. Briefs senior officers on Starfleet's encoded transmission after 1 day. Reluctantly follows Starfleet's attack order unless intervened upon. Stubbornly unwilling to compromise, resulting in lose-lose situations when given options.
  • Tactics should the crew turn against him:
    • "This was all a test! You passed."
    • Pretending to rouse from alien influence/possession. "I'm myself again."
    • Feigning remorse then savagely attacking when guards lower.

Side Plots

  • Picard fiddles with an intriguing artifact recovered from an archeological dig.
  • Geordi can't seem to fix a replicator bug that's printing everything green.
  • Beverly's gotten really into this new fantasy adventure holodeck program to the detriment of her neglected patients.
  • Worf won't stop carrying around an ancient looking bat'leth.
  • Data starts using contractions.

Concluding Notes

When I ran the above scenario for my players, they had a ton of fun chasing ghosts and self-destructing over poor choices and risky calls. Mothership's Stress system does a lot of the work converting Star Trek to a sci-fi horror genre. Turns out, all you need for things to go really wrong in Star Trek are some flawed people making sub-optimal decisions.

Let me know if you found this post useful, I'm thinking of doing some more genre-shifts for Mothership in the future. On the menu: Atomic age sci-fi monster mashes and 2000s xtreme haxor absurdity.

2 comments:

  1. This is absolutely excellent and I would love to see more, of both genre shifts and series adaptations.

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  2. Good stuff! I'll just nerd out for a moment and mention that phasers are also a tool that can heat, cut, and be overloaded to explode.

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