Showing posts with label Mekton Z. Show all posts
Showing posts with label Mekton Z. Show all posts

Thursday, November 17, 2011

Glitches

The R. Talsorian sourcebook for Cyberpunk based on Walter Jon Williams' book Hardwired (1986) included some interesting variations on the core rules. Most significantly, the netrunning rules were revamped to a more realistic system. CP2020 is a good game, but the treatment of cyberspace is very idiosyncratic, to say the least. Another thing I like is the table of "glitches" for NPCs. These are personality quirks that can give characters a distinctive personality. It's like a quick-and-dirty Life Path. To determine the number of glitches, roll 1D10. 1-5 = 1 glitch, 6-8 = 2 glitches, 9-10 = 3 glitches. Roll 2D10 for each glitch and cross-index on the Glitch Table.



Tuesday, February 9, 2010

Fuzion Star Wars


Hats off to Jay Libby for posting a free Star Wars RPG using the versatile Fuzion System. It's really well done, and there's more to follow, he says. Definitely something worth checking out. He includes rules for vehicle damage, but you could also use Lord Jobe's write ups of all the major SW craft using the Mekton Z rules for some speeder smashing, lightsabre wielding fun. Either way it is everything you need to run a campaign set a long time ago, in a galaxy far, far away...

Thursday, June 4, 2009

MZST Starship Update

MZST: メクトン Z 宇宙大作戦

"What if Star Trek were an anime?"

The redesigned ships, now with more FASA.





The options, Sensors, Transporters, and Tractor Beam, are freebies that don't take up any space or add to the ship's cost. A roll on the Ship Hit Table (MZ, pg. 108) of "CIDS" hits either the Transporter (1-5) or the Tractor Beam (6-10), automatically knocking them out until repaired. Sensor hits are as normal. Below are descriptions of these systems from the FASA RPG. Rules for use with Mekton Zeta are in brackets.

SENSORS

Reliable sensor data can be obtained by most sensors to distances of 160,000 km, with sketchy, less-reliable data available to about twice that distance. Sensor scans are blocked by large amounts of rock or water, extremely thick atmospheres, electromagnetic interference, and certain dense or reflective materials.

[New Skill: Starship Sensors (INT): This skill involves operating a starship's sensor probes to gather data for interpretation and storage in the ship's computers.]


TRACTOR/PRESSOR BEAMS

The tractor/pressor beam is an electromagnetic beam allowing an item of smaller mass to be drawn toward, anchored to, or pushed away from the object controlling the beam. Many larger ships are equipped with these devices, which can be used carefully in pairs to manipulate objects at a distance. Maximum range for tractor/pressor beams is about 160,000 km.

Tractor beams can put quite a bit of strain on an object, especially if the object is trying to break away. A delicate structure such as a small vessel could suffer damage as a result of resisting their use.

[May be used an unlimited number of times, but only on one small craft at a time. It effects its target as an Epoxy Gun (MZ, pg. 59), but only for as long as the beam is maintained.]


TRANSPORTERS

The transporter is a matter/energy scrambler, capable of recording the molecular and sub-molecular pattern of an object, disintegrating that object, and beaming it across space to be reformed at another location as far away as 26,000 km. Both living and non-living material may be moved great distances at the speed of light in this manner. The transporter can also lock on distant items and beam them back to the transmitter station. No receiving station is necessary for use of the transporter if reliable data can be obtained about the destination via sensor readings, or if a communicator can be used to provide a target signal. Transporters are blocked by large amounts of rock or water, extremely thick atmospheres, electromagnetic interference, and certain dense or reflective materials. In addition, transporters cannot beam through deflector shields because the shields absorb energy discharges.

Transporter usage does not occur instantaneously. It takes time to set up a transporter procedure on the console before the transporter can be energized. After the slide has been moved and the energizing has begun, it takes several seconds for dematerialization to be completed. During this time, the objects or persons being beamed cannot move or communicate. They are invulnerable to most normal harm during this time, though they can be seen while dematerializing. Transportation takes place at the speed of light, but materialization takes several seconds, during which the objects or persons being transported may be seen.

[It takes one Round (10 seconds) to complete a transport. New Skill: Transporter Operations (INT): This skill involves the use of transporter devices, whether they be personnel transporters or cargo transporters.]

Friday, May 29, 2009

MZST Shuttlecraft

Here's a write-up of a standard Class F Shuttlecraft. I had to go a bit beyond the basics and trade some Kills for Spaces (MZ pg. 54) to get everything to fit, but even so I stuck to the basic design system just like I did with the starships. Mekton Z isn't just for gearheads, you know.



While I was finishing the design and checking some details online, I discovered that the old FASA Star Trek RPG is on Scribd. So expect some updates to the starships soon. For now, here's what the FASA game has to say about shuttlecraft.

SHUTTLECRAFT

Shuttlecraft are used by Star Fleet for courier vessels and to transport personnel when transporter operation is impossible or impractical. Not intended for faster-than-light travel, they are powered by an advanced ion propulsion drive similar to the impulse engines of larger spacecraft. Takeoff and landing are vertical, the shuttlecraft standing on three sturdy landing pads. Most larger starships carry several shuttlecraft in shuttle bays; Constitution class ships like the Enterprise are assigned six shuttlecraft, but may carry more if their captains so choose. Every starbase and most smaller Star Fleet outposts berth shuttlecraft as well, and a number of them operated by Star Fleet have no set berth, acting as 'floaters' that can be used and left at the destination Star Fleet facility. Some have even been sold for civilian use. The shuttlecraft come in two standard designs, well engineered for years of service. Parts and service are available at nearly every Federation outpost of any appreciable size, and on any starship carrying them. Some have been in use for over 20 years, with newer models having only a few cosmetic and electronic design changes and additions. Model S-3, the standard model, travels at a maximum of .89 light-speed and is operated by one pilot. It carries 7 passengers comfortably, but, in emergencies, it may carry up to 12 on a short hop, though its life support system will not tolerate such a load for very long. The larger Model S-5 travels at .76 light-speed and also is operated by one pilot. It carries 14 passengers. Not in general use, it usually is assigned only to large stations or starbases, though some have been issued to Constitution class vessels. An experimental design is the S-4 aquashuttle. Developed for landings on water-covered worlds, it bears little external resemblance to the standard shuttlecraft, though its internal systems are similar if not identical. It is capable of interstellar flight at .82 light-speed, and of submerged travel at 100 kph to a depth of 1200 meters. It can carry 6 passengers comfortably in its specially padded and belted seats, and it holds sensing devices for doing underwater detection and research. Aquashuttles are being tested by several Constitution class exploration vessels for possible addition to standard Star Fleet equipment. Standard Star Fleet shuttlecraft neither are armed nor do they have deflector shields larger than those needed for protection against small meteors and other space debris. Aquashuttles carry a single forward-firing phaser cannon, designed for use on dangerous undersea life; this cannon is about twice as powerful as standard phaser rifle. Despite rumors to the contrary, shuttlecraft are not used in starship combat, at least not by the Federation. Their power plants are too small to even be effective as guided bombs.

Saturday, May 23, 2009

MZST Update

"What if Star Trek were an anime?"

That's the question that inspired my MZST posts, which present Mekton Z write-ups of key Star Trek characters and ships. It's a chance to show that Mekton can be about more than mecha, and to take the average Star Trek RPG in a different direction. One of the difficulties of running a Star Trek game is that cannon can often be constraining. It's a problem that Bat in the Attic commented on just the other day. By taking things back to TOS/TAS era and re-imagining the whole in terms of the stylistic elements of anime the idea is to take a step back from canon and give the GM and players the freedom to move in a different direction if they want.

One of the reasons it occurred to me to do this is that Star Trek is often referenced in the Mekton Z rulebook to illustrate a point, but to the best of my knowledge nobody has yet done a Star Trek write-up. So I did one. I'm sure my take on things may not be how others would do it. I treated the Enterprise's chief officers as standard PCs that could be used in a game, or more importantly as example characters for a game set on another starship. The is quite different from the view that Kirk, Spock and McCoy would have the status of legendary NPCs in the game, and should have extraordinary skills. I don't have a problem with that, and if you want to portray them that way just multiply the key skills (or all the skills) on my write-ups by 1.5 -- or do me one better and share your own write-ups.

Things didn't go without a hitch, and I noticed there were some mistakes in the starship designs, especially the Klingon battlecruiser. That's because it started out with a Medium Striker hull and when I upgraded it to the Heavy Striker configuration it has now I didn't adjust all the stats. That's what happens when you don't use a spreadsheet. The other glitch was the ship's sensor ranges, which were way off. They're pretty much ad hoc anyway, and don't add to the ship's cost. They're extrapolated from the basic sensor package (sensors 7 km; comm. range 1,000 km) and intended to give the ships enough sensor range to use their weapons effectively. I didn't use the full Mekton Technical System, or MTS, to design them because I wanted to keep things simple.

There were a few items of common equipment that I didn't cover, so here they are to round things out.

Communicators (as per Tech Level 7 Communicator, MZ pg. 47)

Tricorders act as a combination Bio-Scanner (MZ pg. 47), Micro-cam, Micro-Comp, and Techscanner (MZ pg. 48), but weighs only .5 kg. It can also scan minerals, chemicals and electro-magnetism. It can make general scans out to 3,000 m, and detailed scans out to 20 m.

Medical Tricorder (as per Medscanner, MZ pg. 48, but weight only .5 kg)

Medkit (MZ pg. 48)

Tuesday, May 19, 2009

Mekton Z Star Trek

The other day over on the Mekton Zeta Mailing List the topic of out-of-range characters was being bandied about, and who should chime in but Maximum Mike himself. And wouldn't you know it, he used Star Trek to illustrate his point.

"The Enterprise crew is an anomaly in that EVERYONE (even Uhura and Chekov) are out of range characters. Only the Enterprise can fight Khan--all others get summarily pwn'd."

Well, there you have it. And me having just posted write-ups of the Enterprise crew as regular characters. しまった! So just consider my take on Kirk et. al as examples of what a group of original MZST crewmembers might look like and not as accurate depictions of that larger than life crew.

Friday, May 8, 2009

Mekton Z Star Trek Pt. 04

MZST: メクトン Z 宇宙大作戦

What if Star Trek were an anime?

Finally, the trusty starship...




And the implacable foe...




NB: These ships were built using the basic construction rules in the Mekton Z rulebook because combat is not going to be the focus of a MZST series. They are based on the on-screen performance of the ships rather than in-show dialogue about the ships.

Thursday, May 7, 2009

Mekton Z Star Trek Pt. 03

MZST: メクトン Z 宇宙大作戦

What if Star Trek were an anime?

The cantankerous ship's surgeon...


The ship's armory...

Tuesday, May 5, 2009

Mekton Z Star Trek Pt. 02

MZST: メクトン Z 宇宙大作戦

What if Star Trek were an anime?

The unusual first officer...

Mekton Z Star Trek Pt. 01

MZST: メクトン Z 宇宙大作戦

What if Star Trek were an anime?

Our brave captain...

Tuesday, April 28, 2009

Rivets & Robots

noisms' post yesterday about an Alternative History for a CP2020 campaign reminded me of an abandoned idea I once had for a VSF/Steampunk Mekton Z campaign.

It all started when I got a copy of Columbia Game's HarnWorld, "A Real Fantasy World." (I'm not sure what possessed me to buy it. I think it was some kind of promotional deal. After all, I've never played HarnMaster, although I've heard good things about it.) It's an atlas comprehensively detailing the imaginary planet of Kethira and it's solar system. The style in which it's presented is very modern, and not at all reminiscent of a medieval book. This, and the fact the the Kethira's continents bear a vague resemblance to Earth's continents, got me thinking that it would be great as a parallel world setting.

In particular I decided to use it for a VSF/Steampunk world of rival 19th century-style empires, using Mekton's MTS to design zeppelins, land juggernauts (giant tanks), boilerplate mecha -- all the usual trappings. (Come to think of it, this is one setting in which the lumbering, overheating 'mechs of BattleTech would be right at home.) The PCs would be members of the Ironclad Dragoons, fighting Prussian-esque blackguards, pseudo-Tsarist scoundrels, and uncovering the blood soaked truth of their own kingdom's conquests.

Not terribly original, I know. And it was all for nought, because I couldn't get any players interested. But I still find it appealing.