Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Star Trek - The Ghost Planet
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Water Bob" data-source="post: 6196661" data-attributes="member: 92305"><p><strong>II. Once More Unto the Breach</strong></p><p><strong></strong></p><p><strong></strong>The GM should be dramatic in describing the Enterprise's punch through the radiation bands. Give the Navigator a roll and allow the success of that roll to govern the difficulty the Helmsman will have piloting the ship closer to the unseen planet.</p><p></p><p></p><p>If the ship closes from one of the poles, failing the helmsman's check sees the ship pushed by the magnetic field into the ring debris. Inside the rings, millions of particles impact on the ship's shields. A poor Helmsman throw could mean damage to the ship. The GM decides upon damage, but a damaged ship gives the Engineer something to do. Have the ship's Communications Officer make a throw to expedite the work parties. The result of this throw governs the difficulty of the Enginneer's throw to fix the problem. The Enginneer's throw will govern the amount of time needed to get Enterprise ship-shape again--and tell the GM how long the damaged system will be out. </p><p></p><p>The GM should get creative with any damage that happens to the ship. Although not a strong plot point, the players don't know this. The GM can be as detailed or speedy as he wants with this. He can solve everything with a throw and move on, or he can have a side-adventure seeing engineers donning space suits and patching holes in the side of Enterprise--or maybe repairing the huge sensor dish.</p><p></p><p>What can be damaged? Anything. The basics: warp drive, communications, the transporter, shields. Maybe the maneuvering thrusters are damaged enough so that it is hard for Enterprise to maintain orbit. The ship will begin to slowly "fall" towards the planet (or...even neater for this strange planet, how about it "falling" towards the ring debris, away from the planet!).</p><p></p><p>When it's all said and done, the damage to the ship should be a slight side-adventure at best. But, the players do not need to feel this. They could believe that the damage is quite severe, and when the fix it early, all will be glad at a job well done and an emergency avoided.</p><p></p><p></p><p></p><p>Like a determined animal, the Enterprise punches into the ring debris. Rocks and ice impact on the ship's shields. "Stabilize the inertial dampeners! Scotty, give me more power to the shields. Mr. Spock! What is the depth we must penetrate?"</p><p></p><p>The turbulence ceases. The Enterprise escapes the ring field. The Science Officer reports that the magnetic field is still strong but falling in intensity rapidly. And, on the main viewer...a majestic planet comes into view.</p><p></p><p>"Amazing."</p><p></p><p>"Yes, but what kind of price did we pay to see it. Scotty, damage report."</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6196661, member: 92305"] [B]II. Once More Unto the Breach [/B]The GM should be dramatic in describing the Enterprise's punch through the radiation bands. Give the Navigator a roll and allow the success of that roll to govern the difficulty the Helmsman will have piloting the ship closer to the unseen planet. If the ship closes from one of the poles, failing the helmsman's check sees the ship pushed by the magnetic field into the ring debris. Inside the rings, millions of particles impact on the ship's shields. A poor Helmsman throw could mean damage to the ship. The GM decides upon damage, but a damaged ship gives the Engineer something to do. Have the ship's Communications Officer make a throw to expedite the work parties. The result of this throw governs the difficulty of the Enginneer's throw to fix the problem. The Enginneer's throw will govern the amount of time needed to get Enterprise ship-shape again--and tell the GM how long the damaged system will be out. The GM should get creative with any damage that happens to the ship. Although not a strong plot point, the players don't know this. The GM can be as detailed or speedy as he wants with this. He can solve everything with a throw and move on, or he can have a side-adventure seeing engineers donning space suits and patching holes in the side of Enterprise--or maybe repairing the huge sensor dish. What can be damaged? Anything. The basics: warp drive, communications, the transporter, shields. Maybe the maneuvering thrusters are damaged enough so that it is hard for Enterprise to maintain orbit. The ship will begin to slowly "fall" towards the planet (or...even neater for this strange planet, how about it "falling" towards the ring debris, away from the planet!). When it's all said and done, the damage to the ship should be a slight side-adventure at best. But, the players do not need to feel this. They could believe that the damage is quite severe, and when the fix it early, all will be glad at a job well done and an emergency avoided. Like a determined animal, the Enterprise punches into the ring debris. Rocks and ice impact on the ship's shields. "Stabilize the inertial dampeners! Scotty, give me more power to the shields. Mr. Spock! What is the depth we must penetrate?" The turbulence ceases. The Enterprise escapes the ring field. The Science Officer reports that the magnetic field is still strong but falling in intensity rapidly. And, on the main viewer...a majestic planet comes into view. "Amazing." "Yes, but what kind of price did we pay to see it. Scotty, damage report." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Star Trek - The Ghost Planet
Top