Game Idea 11-5-2017 Class System

A place for TrekCreative and other SF offerings
Post Reply
User avatar
jayphailey
Posts: 442
Joined: Tue May 29, 2018 7:50 pm

Game Idea 11-5-2017 Class System

Post by jayphailey » Sun Jul 08, 2018 10:07 am

Game Idea 11-5-2017 Class System

The PCs ship gets a distress cal from a small courier type starship of unfamiliar configuration. It's from Jexeli, a world just outside the Federation's current boundaries.

In the Courier are 12 humanoids. They are Multiple shapes and sizes. Short Squat musclebound ones, tall, thin lithe ones. Ones with weird hands and huge eyes.

The leaders of the group are Jetal and Katel, a male and female, they seem to be the most conventionally laid out.

The Punchline is that these people are all the same race. The variants are genetically engineered to fill certain roles. For instance the one with the weird hands and big eyes is a natural mechanic and technician and loves to fiddle with technology and try to make it work better. The Short Squat musclebound ones are for manual labor and so on.

All of the variant people are.... limited in various ways. The technologist seem autistic. Has no interest in much outside of technology. The Manual labor people have very limited brain power.

Jetal and Katel have grown disillusioned with life on Jexeli. They grabbed a bunch of altered people and skedaddled. They request sanctuary.

A Destroyer from Jexeli shows up and demand the return of Jetal and Katel.

They are "Alphas" - members of a class of people kept as a genetic reservoir. They are unaltered Jexeli.

But they are not the rulers. The rulers of the Jexeli are the Omegas. Humanoids with large brains and very high intelligence. The Omegas insist that all Jexeli belong to Jexel society and are therefore not free to leave it. They insist that Jexeli society is carefully balanced and specimens just taking off will damage their balance.

They are not as concerned with the variant Jexeli. They have plenty of them. The Federation can do as it wills with them. They recommend killing them and then dissecting them to learn more about genetic engineering.

However, the Alphas are precious and can not be spared.

It quickly becomes apparent that the Omegas systematically damage the brains of variant Jexeli to make them easier to control and rule. Their individual identify is not as important as their benefit to society as a compliant worker.

-*-

Now, this is a pretty basic Star Trek like question. If a Culture says that individuals are subservient to their culture, do Starfleet people have to respect that?

If you want to action it up a bit, then modify it thusly.

The PCs ship is on the edge of Federation Space near the Husnock Zone. In 2366, Kevin Uxbridge killed all the Husnock, after they raided his colony. Uxbridge was secretly a YAGLA, and in a moment of grief filled rage he exterminated the entire species.

The Husnock were not nice guys. They were violent, paranoid, angry and hated all non-Husnock. And that was their GOOD side.

The Husnock foresaw that they'd come into conflict with the Klingons and were in the midst of building up for that when all Husnock individuals everywhere just disappeared. They left starships, space stations and an entire technological culture behind.

This sparked a land rush of scavenging. Organized efforts and small groups roamed all over Husnock space. To this day, some pirate bands make heavy use of "Surplus" Husnock warships.

The Klingons and the Federation actively destroyed all Husnock ships they could find, to keep them out of enemy hands, Although the Klingons were just as liable to capture Husnock ships for their own uses.

No, in this case the ship of dissidents and refugees does not approach the PCs ship but damaged, crash lands on a planet named Puiphyp.

Puiphyp was a Husnock world and it filled with the remains of Husnock cities, abandoned since 2366.

It used to have extensive orbital facilities, but most of these were destroyed by the Federation Starship USS Gagnon in 2367, to deny their use to anyone else.

BUT, on the surface buried in various places on Puiphyp, are 17 "Bunker Complexes"

The Husnock were violent and paranoid. They expected everyone else to act the same way and fully expected to mixing it up with the Klingons by 2367 or 2368.

So they dug in, established strong defenses and prepared for an attack.

The Bunkers are armored structures underground. Some are under cities, others are buried under mountain ranges and other hard to reach places. Some are disguised.

because they were paranoid and angry about it, These Husnock bunker complexes featured active defenses in the form of combat robots and traps, as well as intended guard units of living Husnock troops.

The Bunkers are as follows

1 - HQ bunker. Under a mountain range. Highly dug in and armored, this place was intended for the Husnock planetary commander, his staff and their dependents to hide and command the Husnock response to a Klingon assault. Also features vaults of treasures and money to assist the local commander to "Rebuild"

2 - Attack Ship Hangar. Under a city, this was designed to support small attack ships. besides a lot of attack ships, this thing had fuel, ammunition, spare parts, and all the stuff to keep it's attack wing fighting.

3 - Troop Bunker. This one was designed to keep thousands of Husnock soldiers safe until they emerged to counter attack the Klingons. Not only has food, water and supplies for a campaign but also has body armor, weapons, fighting vehicles, and support for these things. And guns. Guns everywhere. Despite being 30 years old, most of them are serious bang bang. There are also heavier weapons. Also seen are personal belongings of Husnock troops before the end fells.

4 - Special Weapons Bunker - this bunker was a mix of armory, factory and experimental lab. They worked hard to dream up crazy new weapons and then translate into usable hardware. Example might include a mobile anti-starship gun, meant to provide mobile anti-starship fire, to exotic particle weapons to who all knows what else.

5 - Civilian - This bunker was designed to house Civilians when the Klingon attack came. Filled with food, water, medicine, tools and raw material for rebuilding their city following a Klingon attack. Not much for treasure hunters. Most of these were not actually in use, and so had skeleton maintenance crews.

6 - Assault Force Hangar - Like the Attack Ship hangar, but for assault ships. These were meant to carry shock troops up to Klingon ships to board them, or to transport them around the planet to counter attack Klingon landing zones. The assault shuttles are heavily shielded and armored for their size. Imagine crazy techno-orcs preparing for a space boarding action, and that's what you see here. More candy for gun-bunnies.

All 17 hangars are variations on these. The Husnock leader and his cronies were not shy about embezzling funds and hiding them in these bunkers, either.

When approaching these, look out for surveillance drones, which will activate combat droids and stationary gun emplacements, as well as nasty surprises.

The Dissidents from Jexeli have landed on this world and, using their various talents have managed to find shelter deep in on of these bunker complexes. The Jexeli destroyer sends crews down to search for their fleeing country men.

For added fun, the GM could add piratical or Klingon (Or mixed) scavenging parties. Think D&D parties with phasers. They will object to anyone claim jumping a bunker complex they've claimed. Or if especially desperate or stupid, they may try to take Starfleet Officers hostage.


In the case of using Puiphyp, Starfleet requests that the dissidents be found and rescued so they can testify in front of the Federation council about conditions on Jexel.

Post Reply