Thursday, December 25, 2014

Happy Holidays

I'm sitting at my in-laws basking in the afterglow of another Christmas gone well and looking forward to New Year's with friends back home. I haven't been too active lately largely because of all the various things that go on around the holidays and the prep that has to be done to get ready. I don't have anything ready at the moment, but I expect to have a post or two late this weekend.

I hope that whatever holiday you celebrate for whatever reason this time of the year finds you happy and healthy. May your dice always crit!

Wednesday, December 17, 2014

What I'm Using Part 2 (and an Addendum to Part 1)

In part 2 of this series detailing what bits and pieces I'm using from Savage Worlds, I'm looking at fan-made resources. One of the things that initially drew me to the D20 system was that there were a lot of properties using D20 as their base. Some of the finer details may have differed, but by and large I could use the stats from Babylon 5 with Star Wars and those with D&D. When I discovered the Savage Worlds system, I found that that same level of interchangeability was already there thanks to the fans savaging every setting under the sun. For someone like me that likes to toss a lot of genres in the pot to see what comes out that's simply fantastic. It made leaving D20 that much easier.

That said, with popular properties you may find a lot of different takes on how to handle the settings. That's certainly the case with settings like Mass Effect and Star Wars. I'm going to highlight a few of the set that I like and what bits I'm taking from each. Most of these settings can be found at Savageheroes.com, so if something mentioned here catches your fancy head on over and check it out. Like with official sources, I tend to focus on races and creatures and other bits that are easy to add to my list of setting rules.
  • 28 Days of Savage Space: Nicholas Torbin Bergquist did a great set of posts on his blog Realms of Chirak where he did a different sci-fi themed post outlining various NPC's, species, locations, tech, and so on. At the end of the series (which I really wished would have continued), he collected the posts into a pdf. There is some great material here. I hope that he returns to the theme again someday. 
  • A Yelp in the Dark: Chad Jones on his blog A Yelp in the Dark has been putting out a series of planetary one-sheets. These are excellent resources if you're in need of a planet on short notice. The One-Sheets are well done and hope he keep putting them out on occasion, and I look forward to seeing how his own setting is going to come together. 
  • Alien Vs. Predator: In my posts about the enigmatic Yautja (Predators) and the dreaded Xenomorphs, the conversion by James Houlahan is where I got the stats that I use. 
  • Dark Sun: I use the Muls and Thri-Kreen from Geek Ken's conversion of Dark Sun.
  • Fading Suns: There is an ongoing conversion of Fading Suns into Savage Worlds on G+ right now (check it out here). +Richard Ashley has done a fantastic job of savaging the Fading Suns setting. I may ample use of his conversion of the FS races (Gannok, Ur-Ubon, Ur-Ukar, Vorox, Shantor, and Etyri as well as some of the Edges and Hindrances and gear as well. 
  • Farscape: There is a pretty bare bones conversion of the TV show on Savage Heroes. I don't know who did the work, but I go to it for race stats. Still the D20 version is still an excellent resource for Farscape information from the first season and converting the ample bestiary isn't difficult. 
  • Gamma World: Gamma World Revised by Kenneth MacArthur is the version that I've been culling material from. I don't tend to use many of the mutations since Darwin's World and Broken World keep me pretty covered there. However, the bestiary in this book is well done and ripe for harvest, especially if you want to inject a dose of the weird into your space opera. 
  • Mass Effect: Hoo boy, there is a lot to sift through here! There are several different takes on the ME universe, but I tend to use Even Kreider's SW Mass Effect V5 more than the others. The doc isn't nearly as polished as some of the others, but it is more complete with a rather well done bestiary. That said, I do also make note of Ashavan's Savage Mass Effect V2 largely since it's the only ME conversion I've found that makes a point to also offer Protheans as a playable race (with GM approval). 
  • Savage Babylon 5: This conversion was put together by Markus Finster. It's got write-ups on several of the races and several starships. I've even played around with the idea of adding his Technomagery Arcane Background to Mythic Space either as is or as a stand in/add on to Mass Effect's Omni-Tool effects.
  • Savage Battlestar: I've played around with the idea of adding Cylons to Mythic Space, but I don't know how I'd incorporate them. However, should I decide to do so I'll use the stats found in John Brown and Rick Peterson's conversion of Battlestar Galactica.  
  • Savage Journe: This excellent conversion of the Skyrealms of Journe by Bruce Anderson is a great place to look for stats for Journe races and creatures. 
  • Savage Star*Drive: This doc written by John W Thompson is a very brief and dirty conversion of Alternity bits for Savage Worlds. It's also just about the only doc I've found covering the subject. 
  • Savage Titan: Written by J.L. Herbert, this is a savaging of the Titan A.E. movie setting. 
  • Savage TORG V4: I was always a fan of the TORG setting, and Brian Reeves' conversion is a great place to look to recreate that action with (in my opinion) a much better system. 
  • Savage Traveller: Put together by Jon Woodland, this is an excellent resource for anyone wanting to bring in Traveller tech to their Savage Worlds games. Most importantly though, are the conversion notes for Traveller starships. 
  • Savage U.N.I.T.: This Whoverse doc put together by "AgentofPing" has a good bestiary of classic foes from Dr. Who like the Daleks and Cybermen. 
  • Star Frontiers: Greg Bruni has put together one of the finest conversions of a setting into Savage Worlds I've found. His conversions are great and I make liberal use of them. 
  • Star Wars: I've long thought that Savage Worlds is the perfect ruleset for Star Wars, and considering the number of attempts that can be found on the internet, many other agree. The conversion that I keep going to is Mike Glanville's attempt. It's a whopping 102 pages cover a wide array of species, droids, starships, creatures, and NPC's. It really is the most complete package and one that I rob for stats a lot. 

There were a couple missed official settings, so here's the Addendum to Part 1. 
  • Nemezis: I really like this setting, but I like stripping out bits to use in Mythic Space more. I've already mentioned how I'm using a couple of the Nemezis races here, but I'm working on ideas on how to use the Barizians as well. The bestiary is filled with some really horrific aliens as well. 
  • Nova Praxis: I've never really liked the Transhumanist genre, but I do consider the ideas presented in Nova Praxis (and by extension much of the genre as well) a good example of far future tech. I'm toying around with the idea of adding Sleeved and SIM characters to Mythic Space possibly as prototype technology. There are also a few interesting aliens in the Sample Antagonists section as well. 
  • Space 1889 - Red Sands of Mars: The bestiary for this setting is excellent and can easily be ported to the setting of your choice. 

So there are the Savage Worlds resources that I'll be using for Mythic Space. 

Monday, December 15, 2014

What I'm Using Part 1

There are a TON of resources available to Savage Worlds players. Most of the time there's only one or two different takes on a property, but other times there are a lot of different perspectives on how to translate that property into Savage Worlds rules. While I love creating material and stats from the ground up, I don't pass up on an opportunity to let others do some of the "heavy lifting" for me! While I'll tend to write up my own backgrounds and such, I will and do use other peoples' stats for various races, creatures, gear, ships, and so on. This post gives some insights on where I'm getting the stats that I haven't written myself. The purpose here is twofold. First off, is to shine the spotlight on the work of others that I really enjoy that may have flown under other peoples' radar. Secondly, this post will serve an an index of sorts to not only alert you dear readers to what I use, but also to keep myself straight. With a kitchen sink setting, it can be a bit difficult to keep everything straight!

First off, this post is going to deal with the Savage Worlds side of things, since just about everything I use for Rogue Space is either core or converted by me. I use the Deluxe edition of the Savage Worlds rules along with the new Sci-Fi Companion. In any place that there is a difference between core and the SCF, I go with what's written in the SFC.

I find a lot of bits from the various Official and Licensed settings for Savage Worlds. Most of what end up using are races and creatures from the settings. Sci-Fi settings will see a lot more use as I'll pad out my weapons, cybernetics, gear, vehicles, and starships with the material from those settings. Now, just because I say that I use a race from a setting doesn't mean that a new player that wants to play a Grael from 50 Fathoms can just take his 50 Fathoms book and start a Grael character using unmodified stats. Especially with races and some creatures from fantasy settings, their stats may need to get tweaked to better fit into a sci-fi setting as well as fitting the background I write for them to fit into Mythic Space.
  • 50 Fathoms: Races (Atani, Doreen, Grael, Kehana, Kraken, Masaquani, Torathian (Red Men), Scrullians) & Bestiary (both Core and Companion)
  • Accursed: Not much here, but there are a few banes that I can see adding to the bestiary for the setting; Maggot Hounds, Leech Men, Scarabs, etc. 
  • Beasts & Barbarians: Some the less-fantastical creatures from the bestiary section are easily dropped onto an alien world as some strange beast. 
  • Broken Earth: Some of the creatures would make for great aliens. I've modified some of the mutations and related edges and hindrances to pad what I use from Darwin's World. 
  • Daring Tales of the Space Lanes: There are a lot of great bits throughout this entire series from new gear, edges, hindrances, creatures, to ships. Some might require a bit of re-working to get completely in line with SW Deluxe, but nothing major. 
  • Darwin's World: I use the system for mutations as the default system for create a mutant. Plus, some of the Terrors of the Wasteland make for great alien horrors. 
  • Deadlands Reloaded: With a lot of settings, I tend to use the bestiaries to pad out the number of creatures I can draw upon to help simulate the vast variety of life found in the cosmos and Deadlands is no different. This also includes the Deadlands - Hell on Earth setting as well. 
  • Earthdawn: Races (Obsidimen, Trolls, T'skrang, & Windling) and Creatures. 
  • East Texas University: There isn't much here to rob for Mythic Space (now when I get back into writing more about The Veil setting this setting will see a LOT more use), but there are a couple creatures that can be used: Hogzilla and Night Panther specifically. 
  • Evernight: The Bestiary is the primary focus here. 
  • Freeport: Races (Azhar & Hobgoblin) & several Creatures.
  • Hellfrost: Races (Cakali, Hyaenidae (I call them Gnolls), & Sand Goblin) & several creatures from the Bestiary. From what I hear, there are also some good bits to be found in the various Region Guides but I haven't actually picked up any for find out for myself. 
  • High Space: There is a lot here to use for Mythic Space (or any sci-fi setting): edged, hindrances, gear, weapons, armor, ships, etc. It's a veritable smorgasbord of items to check out. 
  • Interface Zero 2.0: I really love this setting and would like to someday run it on its own. For Mythic Space, virtually everything in this book is ripe for swiping. I use the races (Cyborgs are essentially "Full-Conversion Borgs", Human 2.0 are used for Augmented Humans, and Hybrids are used for Moreaus), much of the gear is usable alongside energy weapons and still found in wide use in the galaxy, and the vehicles would still see use in a lot of cities in the galaxy. I've even pulled over some of the bits from the Golemmech section to pad out the Mechs section. The section for Bio-Horror generation is pretty useful as is the Threats section. 
  • Mars: I love the ERB John Carter stories, so its no surprise that I make extensive use of Adamant's vision of the setting. Races (Red Men are Corvians, Grey Men are Thorpids, White Apes are Grillions, Green Men are Canaxi) and creatures are all used extensively.
  • Mercenary Breed: Just like with Interface Zero, I use MB extensively from races, weapons, gear, creatures, to the random generators in the Galaxy Guide. 
  • RunePunk: Not much here, but I do have some ideas for the Andari, Ferren, and Malakar. The bestiary for the setting has a few creatures that when tweaked a bit (basically removing references to the runestorms) can make effective alien creatures. 
  • Shaintar: Definitely look for write-ups for Brinche and Dregordians. This is also where I get stats for the Gretchin (Goblins), Ogres, and Orks. I *might* use Aevakar, but we'll see. The bestiary in Shaintar: Legends Arise has a few creatures that could make decent aliens, but most of them are far too tied to the fantasy genre for my tastes. 
  • Slipstream: If you can find a copy of this book, I highly recommend it. It's got a very Flash Gordon vibe, so some of the alien names are pretty simplistic which is a pretty easy thing to fix. The fragments can be reworked into planets. The bestiary is packed with great creatures.
  • Solomon Kane: There are several creatures in both the core book and all through the Savage Foes of Solomon Kane that would make good aliens. Beyond that, there's not a whole lot that I'll be using out of this line. 
  • Sundered Skies: I have to admit that even though this setting has sat on my shelf for a long time now, I've never done much with it. Looking back at it now, I can see me using some races like that Drakin, and a few of the creatures but most of the setting material is just too tied to the fantasy genre. 
  • The Last Parsec: So far, everything put out for the setting is easily dropped into whatever sci-fi/space opera setting you want. 
  • Warren C Norwood's Double Spiral War: The two aliens (Castorian & Oinaise) are readily usable. There is some gear that has been added to my lists, and the regions and planets listed in the gazetteer are easily usable as well. 
That should give you an idea of what to look for out of officially licensed products. In part two, I start breaking down what I use out of the various fan-made material. 



Wednesday, December 10, 2014

The Last Parsec

I am a backer of Pinnacle's The Last Parsec Kickstarter and so the second of the three setting books just hits the virtual shelves of backers yesterday.

For those that don't know, The Last Parsec is a sci-fi/space opera setting that makes use of the Savage Worlds rules along with with the Sci-Fi Companion to build a setting in which the players likely work for a massive corporation that explores, catalogs, and exploits of the worlds of the galaxy. Setting is used pretty loosely here. This isn't detailed much beyond a faint structure for GM's to hang their own adventure and ideas on. I tend to like those kinds of setting these days since I like to do my own thing rather than play in someone else's playground. The setting books of the Kickstarter continue in this vein. While they are more detailed than the setting primer, most of both setting book are dominated with plot-point campaigns and adventure seeds than tried and true setting detail. There's plenty in both books to run adventures for a long time, just don't expect all the work to be done for you. That said, I do wish there was a bit more fleshing out of the worlds and a little less space given to the plot-point campaign paths.

As I said, the first two of three books are now out. The first, Eris-Beta-V, details a system dominated by mining colonies that dot the moons and rings of the gas giant Eris-Beta-V. The second book, Leviathan, details a lush, verdant sanctuary/resort world dominated by dinosaur-like aliens. It's a popular travel destination for both vacationers and hunters alike. Both books offer new setting details that cover the various hazards and effects found in both areas as well as new creatures, gear, hindrances, edges, and vehicles.

All in all, I am enjoying the series and I am happy with my purchase. However, the setting is a little lighter than I care for even though I like my settings light on the details and high on the seeds. The best part of the books is that even though the setting has references to the setting, most of it is easily ignored without losing any of the charm of either location should you want to use these books for your own space opera campaigns. Even though the third and final book will be out in a few weeks, I really hope that Pinnacle will continue to produce more books for the setting. I'm hoping for not just more locations, but maybe a book filled with new xenos or alien races, or even a starship book to lighten some of the load of game prep (although with SW, the load on GM's is pretty light).

Sunday, December 07, 2014

The Prime Directive/First Contact Edict

In Star Trek, the Prime Directive was the constant looming moral law that starship captains had to constantly bend to the breaking point to do what was right. I understood the premise and even could see where I largely would agree in such a law, but it strikes me as being so unfeasible and unreasonable. It's no secret that the Galactic Concord in Mythic Space is tailored after the Federation, and I've even mentioned a Prime Directive like edict in this post about the Galactic Concord. I modified the benchmark to something that I felt more befitting of a sentient species, but even then I suspect there would be plenty of contacted and exploited primitives in the galaxy.

The Concord set the benchmark of being able to send satellites and probes into orbit and beyond as the point at which contact with a new species can begin to be established. There is a large set of guidelines that require reconnaissance of the species' culture, history, religious beliefs, and so forth that must be passed before first contact can be initiated. That's all well and good, but there are plenty of stellar nations and organizations in the galaxy that don't give a damn about letting a primitive species evolve culturally or even biologically without outside influence. They see profit either in the form of slaves, easily attained natural resources, or both. Therefore, while the First Contact Edict is strictly followed (largely), leeway and captain's discretion have became much larger factors behind how stringently the First Contact Edict is adhered to. After all, a starship captain trying to keep his crew alive and make repairs to a crashed ship isn't going to really care about hiding knowledge about life among the stars from a planet's primitive residents.

The First Contact Edict was put in place largely for two reasons. The first is the idea that species should be allowed evolve both biologically and socially without outside influence. Detractors to this point argue that there are many instances among Concord members where outside influence shaped them into the species that they are today. Then there is the argument (used both for expanding the application of the First Contact Edict and for abolishing it entirely) that the First Contact Edict should apply to all species. No one truly knows what species in an ecosystem will achieve sapience, if any, so even on a world with no sentient life at that moment may be irreparably changed by contact with outsiders.

The second reason is that not all species are able to properly cope with being exposed to being part of a galactic community. A variety of factors play into a society being able to fit into the grander cosmic neighborhood from religion, socio-economic factors, to governing systems. Some species see alien visitors as demons or angry spirits that either need to be defeated or appeased in some way. This can lead to mass sacrifices or literal witch-hunts with the first contact Ambassadors being the witches, neither option is desirable. Governments that keep their populaces governed with fear of the unknown are just as dangerous to first contact Ambassadors, as they often see aliens as a threat to their power base and will likely shoot first and make up the "facts" later. Then there are the species that are simply unable to parse being part of a world so much more advanced than their own. Arthur C. Clarke once wrote that "Any sufficiently advanced technology is indistinguishable from magic." To those from primitive worlds seeing starships, laser rifles, computer systems, holograms, not to mention the massive variety of strange and even sometimes monstrous forms of life they feel like they are know in a world of nightmares. Even those that are able to understand that a Weren is just another being trying to survive, may not have brains evolved enough to understand how to use all of this technology. Where do those beings go now? How can they possibly fit into cosmic society when they can barely operate the front door? However, there have been very few instances where a species is willing, but simply unable to join galactic society. It may take time, but in the case of two of the most primitive species to be ushered into the Concord far too early, Ewoks and Betaurians, both have been able to make strides into being full-fledged members of the Concord...even if most of their species still prefer to live according to their traditions.

Initially, the punishment for Concord captains, both civil and government, was severe. Hefty fines, incarceration, and possibly even the loss of their ships/commission were possible. Today, the punishments stand, but the application of the punitive damages are up to judge in each case based on the circumstances surrounding why the First Contact Edict was broken. In cases of down starships, it is considered ridiculous to adhere to the Edict in lieu of focusing on survival. However, taking advantage of a primitive culture to essentially steal valuable resources will see a captain, and most of his senior crew, sent to The Clink (nickname for Jarnbash Orbital Penitentiary, one of the toughest prisons in Concord Space) for a long time.

Just because the First Contact Edict isn't as rigidly applied today doesn't mean that there are no programs in place to try and help ease "primitive" cultures into being part of a wider community. The Concord's Office of Xenological Research has a First Contact Bureau that handles cases where the First Contact Edict has been broken and the species exposed to the realities of the cosmos essentially can't go back to life before for whatever reason. They attempt to find ways to gently bring in these species into the galactic community. Most of the time, primitive cultures exposed to advanced and alien technology simply create new legends to "write off" the experience in their history.

Monday, December 01, 2014

Arrgh!

Things have been really quiet around here the last couple of weeks, and for that I apologize. I have been on here behind the scenes working on a few posts, but I just can't seem to get fully into the zone. I can get some good bits and pieces, or at least what I think are good bits, but I just can't seem to finish the idea or I get frustrated when I realize I'm writing something really poorly. This block has affected me for a while now, so much so that I'm going to take a little breather and cleanse my palette so to speak.

I've found my mind wandering back to my idea for modifying D&D 4E into a boardgame similar in scope to that of Warhammer Quest. I've had a couple recent epiphanies on how to do some things, so I may work on that for a bit until I feel like I'm in a better space to get back to Mythic Space (my baby...).

Tuesday, November 18, 2014

What Rotten Luck

Ever feel like you're cursed? I'm in one of those ruts at the moment. It all started last month with an appendicitis and then a few weeks later with a cracked tooth that needed a crown. Then I pick up a CD the other day, put it into my car stereo and now it won't eject. Today tops it off with finding out there's no way my rig, which has been a great powerhouse for 6 years now, can run Dragon Age: Inquisition. Granted the last two items on the list are minor annoyances compared to the medical stuff, but it's all adding to the sense of being piled upon with crap. Argh! Anyway, rant off.

On the upside, it seems like my free time has been freed up entirely, so I won't be on much of a hiatus after all!

As for now, I'm off to find out how to dismantle my dash and open up my stereo so I can get my (hopefully not chewed up) CD...

Sunday, November 16, 2014

End of the Week and on the Cusp of a (hopefully brief) Hiatus

Whew! It's been a pretty productive couple of weeks for me on the writing front. I hope you all have enjoyed the regular updates, but they are likely coming to an end for a bit. Dragon Age: Inquisition comes out on Tuesday, so I'll be tearing my way through Thedas again during the scant free time that I have these days. I will be back, and I've got a few posts that I just need to put a little polish on and they'll be ready so there will be a few posts here and there.

I also picked up a couple of card games this week thanks to a couple of coupons from Half Price Books. The first is Boss Monster from Brotherwise Games. In this game 2-4 players try to be the first to score 10 (or is it 15...I can't remember off hand) points before losing 5 lives by building a five room dungeon to face off against heroes that will brave it. The second is Smash Up from AEG. In this game each player picks two 20 card faction decks and shuffles them together and tries to take control of various bases. The factions vary wildly from aliens, to ninjas, to robots, to dinosaurs, and so on. Each faction has a certain specialty which ups the replayability as you can try various faction combinations. There are also several expansions that add even more factions to the game (which I hope to acquire in the future). Both games offer a ton of replay value and are really quick games once you get the hang of them. If you see them, I recommend picking up both games.

Saturday, November 15, 2014

Thrint


The Thrintun (plural form of Thrint) are a species of telepathic beings from a planet of the same name in the Tnuctin system. They briefly controlled a wide empire in the coreward Alpha Quadrant before their empire toppled to a slave revolt. Today, the Thrintun are kept in check on their homeworld by one of their former slaves species, the Tnuctip.

Thrintun are vaguely humanoid, cyclopean creatures with scaly green flesh. Heights vary wildly from four and a half feet tall to over eight feet tall. Their wide mouths are filled with needle sharp metallic teeth and their mouths have three finger-like feelers at both ends which help shovel food in. Their hand have three equidistant fingers that are not overly dexterous. Thrintun are not overly intelligent, the males have been ranked at slightly less than average intelligence and their females are virtually mindless. If it wasn't for their mind control abilities, they likely wouldn't have ever attained the stars, no less built an intergalactic empire.

Thrintun have two qualities that govern their lives: hunger and their telepathy. Thrintun suffer from constant, insatiable hunger. They must learn at an early age when to know that they have had enough to eat or become violently ill due to over eating. This hunger consumes their thinking, which can lead them to acting rashly. Their telepathic abilities have been honed to where they can dominate the minds of others, including other Thrintun. A young Thrint is not considered an adult until he can fight off his father's domination and control him instead. This ability allowed them to build an empire without having even sent a satellite into orbit. Thrintun do little for themselves if they have a strong enough will to dominate others to do things for them. Their religions all refer to their mind control abilities as "the Power" and cite it as the reason that they are destined to rule the galaxy and beyond. For a time it appeared as if their legends would come to fruition.

Some Thrintun are born without telepathic ability. These sorry individuals are either killed by their family out of shame or tattooed pink and sold into slavery. These "Ptavvs" are the only Thrintun that anyone is likely to ever see travelling the stars.

The Thrint Emprie controlled over 100 systems at its height. They relied heavily on slaves with more intelligence and knowledge to keep the Empire running. Most Thrintun at this time belonged to various noble houses that all vied against each other for control of slaves and systems, though they would come together to fight against a common foe. Favored slaves were given preferential treatment and were not often subjected to the mind control of their masters. It was a group of favored slaves that toppled the Thrintun Empire.

A group of Tnuctipun geneticists discovered a way to negate the effects of Thrintun mind control for as long as a month at a time. They spread the inoculation throughout the slave species over the course of a few years. When the time was right, the slave took their inoculation and won their freedom in a bloody coup that lasted only a few days as the Thrintun had few warriors or guards of their own as most of their soldier were enslaved species. The remaining Thrintun were exiled to Thrintun where they remain to this day. The Tnuctipun are their caretakers. It was the group of geneticists that spared enough Thrintun to keep the population viable, as they were unwilling to be a part of genocide. Now they ensure that no Thrintun escapes their homeworld and that no one ever attempts to land on Thrintun either.

Ptavvs are the only Thrintun that are allowed off of Thrintun. Ptavvs have found that they breed true, which has allowed them to build lives and communities wherever they wish. Their females are still little more than mindless beasts, and the males are not any more intelligent than their Thrintun brothers, but they are free to live their lives.

Thrint for Savage Worlds
Thrint (WC): Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Notice d6
Pace: 6; Parry: 2; Toughness: 8 (2)
Special Abilities:
Bite: Str+d6 damage.
Tough Hide: The tough scaly flesh of a Thrint conveys +2 armor to Toughness.
Mind Control: Thrintun have the innate ability to to use the Puppet power at will. The range and arcane roll are both the Thrintun's Spirit. They can use this power as many times as they wish and there is no expenditure of power points to use the power.
Clumsy: Thrint hands are terrible for tool and weapon manipulation, they have the All Thumbs Hindrance.
Cyclopean: Thrintun only have one eye. They suffer a -2 penalty to any roll that requires depth perception, like shooting, throwing, jumping a ravine, or so on.

Ptavvs (PC Race)
Spirited: Even though they do not have the mental abilities of other Thrintun, Ptavvs start play with a d6 in Spirit rather than a d4.
Bite: Ptavvs can deal Str+d6 damage with their vicious bites.
Tough Hide: +2 bonus to Toughness due to their scaly hides.
Hindrances: Ptavvs start play with the One Eye and All Thumbs Hindrances. (Ignore the -2 Charisma penalty with the One Eye hindrance.)
Psionic Blind: Ptavvs can never take the Psionics Arcane Background.

Thrint for Rogue Space
DRM +1; TP K; SZ A; MV 30' (walk); AR L; DM L; HP 3; SP *
Mind Control: Thrintun all have the power of Suggestion. They roll this ability with a +3 bonus to the Empathy check. Thrintun can use this power as much as once per round, but if a target successfully avoids the suggestion, they cannot be subjected to the power for the next hour.

Ptavvs (PC Race)
Archetypes: Ptavvs can be Scoundrels and receive a +1 bonus to either  Acquiring or Empathy.
Tough Hide: Ptavvs always have L armor thanks to their scaly hides.
Bite: Ptavvs can bite for L damage.
Clumsy: Ptavvs suffer a -1 penalty to any roll that requires dexterous fingers or fine manipulation.
Psionics: Ptavvs are incapable of becoming Espers.

Thursday, November 13, 2014

Liberated Borg


Since the Concord first encountered the Borg, strides have been made in reclaiming or liberating people who have been assimilated. The process of assimilation is so pervasive using cybernetics and nanites so advanced that just the study of the Borg has propelled Concord cybernetics ahead several years, but it has also made liberating victims that much harder. Plus, as difficult as it is to free someone from the ironclad hold of the Borg physically, the psychological damage is sometimes insurmountable.

Since the first successful liberation of someone from the clutches of the Borg, the process has been refined. There is now a standard of care practice that limits the damage to the patient and increases the odds of success. Even so, the chance of successfully liberating someone is only 30%. Many of the cybernetic implants must be removed (some are ingrained into the Borg's biological systems so completely that they can only be deactivated), the neural transceiver must be deactivated (in many cases the transceiver cannot be removed, so there is a danger that it could be reactivated to allow connection to the Borg once again), and the nanites that flood the patient's every system must be rendered inert. Even after the implants are removed, new cybernetic implants may have to be installed that aren't filled with insidious Borg tech to replace lost limbs or organs.

The nanites are the most problematic part of liberating someone from the Borg. Not only is it possible to reactivate Borg nanites with the proper stimuli (thankfully, this is exceedingly difficult), but the nanites are so valuable to a wide variety of people from scientists to criminals that they make liberated Borg akin to a walking treasure trove; they will forever travel with a target on their back. Plus, the nanites make natural healing difficult. For some time, liberated Borg are forced to rest in regeneration alcoves in order for their bodies to properly rest and heal. The time that a liberated Borg must continue to use Borg tech to heal differs from patient to patient and also on their species, but the average appears to be between six months to a year. During that time period, the liberated Borg's biological functions begin to improve and reassert themselves; most are even able to regrow hair (if their species normally grows hair that is).

Psychologically, liberated Borg are essentially entirely new beings. If they had lives before being assimilated, those lives are lost to them. They may have the memories of who they were before, but the connections are severed, the emotions drained away by the cold logic of the Borg which is the one thing that appears to stay with a liberated Borg even long after all the implants are removed or deactivated. The first, and oftentimes most difficult, hurdle liberated Borg must overcome is no longer being a part of the Collective. It takes time for one of the liberated to get used to only one voice being in their mind. Initially, suicide claimed the lives of nearly half of all beings liberated by the Borg, but psycho-therapy courses and meditative regimens have been developed that have lessened the suicide rate to 10%. While liberated Borg crave the voices of the Collective, they have a hard time making the connection that the Collective is just another group of beings sharing ideas, like a family, or a starship crew. Most liberated Borg have a hard time fitting into social situations. They must essentially re-learn social cues, etiquette, humor, and even mating habits as if they were a child.

Another aspect of their recovery is that other beings look upon them with fear, suspicion, even loathing and curiosity. The Borg are a very hated enemy, on par with the Illithid, and many people throughout the Alpha Quadrant either know of colonies wiped out or have been personally affected by Borg attacks. People often have a hard time accepting a liberated Borg. Even if they don't carry any sort of grudge against the Borg or the liberated, the liberated Borgs' own lack of social skills make it hard for other people to accept them into their groups.

Liberated Borg are seen as a huge asset in the eyes of the Concord and other stellar powers that have come into contact with the Borg. They retain the knowledge they gained while part of the collective, and their brains are able to retain information easier. This makes them a valuable source of information on the Borg. They also retain the Borg drive for efficiency and apply that need to every aspect of their lives, this makes liberated Borg very handy on a starship especially if they are a technician. The Collective also see liberated Borg as high value targets. Liberated Borg have been singled out for re-assimilation as they now have new experiences that could prove valuable to the Borg.


Liberated Borg for Savage Worlds
Liberated Borg is a template that is added to an existing character race. I found the great idea "Experience" from here.
Experience: A liberated Borg retains much of the knowledge they where exposed too as part of the Collective. When they make Common Knowledge rolls no subject is considered “foreign.”
Outsider: Liberated Borg have the Minor version of the Outsider Hindrance applied to them. If their species or character already has this Hindrance, the Charisma penalty increases to -4. If the Charisma penalty is already -4, ignore this Hindrance.

Liberated Borg for Savage Worlds
Liberated Borg characters are rolled as a character from a standard race as normal and then adds the following traits.
Experience: Liberated Borg gain an additional +1 bonus to Science rolls.
Socially Inept: Liberated Borg suffer a -1 penalty to all Empathy rolls. Empathy penalty cannot go below -2.

Wednesday, November 12, 2014

Threats of the Galaxy: The Borg


The Borg are a psuedo-species of cybernetically-enhanced beings culled from various assimilated species from both the Delta and Alpha Quadrants. While tales of the Borg had been traded and swapped by deep space merchants and hyperspace explorers for hundreds of years, the Concord has only confirmed the existence of the beings in the last 55 years. A group of Borg Cubes, their starships named after their curious cube shape, penetrated deep into the Alpha Quadrant and began attacking starships and colonies along the Neutral Zone between the Concord and Romulan Empire. Since that time, many other encounters have been recorded and progress has been made in combating these dangerous beings.

The Borg are all connected in a vast hive mind. What any one Borg experiences, they all experience. Species that they deem worthy of assimilation into the Collective are attacked and members are abducted and injected with nanites to make them into drones. The nanites quickly begin to take over biological functions and building implants in the victim. They also instill an overwhelming desire to seek out the Collective should a victim be left behind for whatever reason. However, the nanites are unable to complete the assimilation of a being totally on their own as there are many implants that must be installed on a Borg Cube. These implants include a neural transceiver for keeping the drone connected to the Collective, one arm is typically amputated and refitted with weapons, medical gear, technical gear, and so forth depending on the drone's function, an ocular implant, and various other implants many of which the Concord does not yet understand their function. Upon assimilation, all individuality in the drone is lost.

There are some other trade-off's than just the loss of individuality. Borg Drones do not heal naturally. They must spend a portion of every standard day in a regeneration pad in order to keep their bodies from decaying and to repair any damage. When presented with new or divergent information, Drones are not quick to react as the information is being analyzed by the Collective. Also, the Borg has proven to be vulnerable to computer viruses introduced into the Collective via Drones. On a couple of occasions, the Borg Queen has been forced to wipe out thousands of Borg to keep a virus from crippling the Collective.


The Borg do not procreate. Infants and juveniles that are among adults being assimilated have some implants installed, but are then taken to maturation chambers until they are old enough to be fully assimilated. During their time in the maturation tanks, their young minds are constantly bombarded with knowledge and information from the Collective. Out of all of the being in the process of being assimilated by the Borg it is the children that have the hardest time fighting off the influence of the Borg largely because it may have been all they have ever known.

The Borg are constantly searching for new species to add to the Collective in order to "refine the perfection" of the Collective. Their qualifiers for assimilation is new or sufficiently advanced technology or unique physiology traits that would benefit the Collective. Species deemed unworthy of assimilation or simply uninteresting enough are either ignored or destroyed. Once the Collective has decided that a species (be it a handful of members on a starship or an entire planet of beings), only the Borg Queen can change the Collective's course of action. Most assimilated species are humanoid, but there have been sightings of Borg Drones from non-humanoid species. There are some species that are incapable of being assimilated. In those cases, if the species is deemed to be a possible threat to the existence of the Collective. they are attacked with the end goal of genocide in mind otherwise they are simply ignored.


The Collective is led by a being known as the Borg Queen. This being is always female from a humanoid species. This being is part of the Collective and yet apart from it at the same time. While drones are emotionless, the Queen displays a wide array of emotions and will even use pain and intimidation to sway the emotions of beings she is dealing with. Based on the few recorded interactions with the Borg Queen is it assumed that there is only one Queen in the Collective. If one is destroyed another is created to take her place after an undetermined amount of time. Unlike drones, the Queen is much more machine than organic. Drones that have been liberated from the Collective (coming in a future post!) that have had their implants removed are still largely organic, all that appears to be organic on a Queen is jut below her collar bones and her head. A synthetic spinal column extends from this organic piece to plug into a totally robotic body. It has been theorized that organic part of the Queen are constituted when needed and that the Queen is largely just a very advanced A.I.; the sum total of all the Collective's knowledge, even its knowledge of emotions and individualism.


Other than the Queen there are six types of Borg. Labor Drones are the most basic of drones, designed for heavy lifting and menial, non-technical tasks. Transport Drones are the pilots of the Collective; they are more nimble and quick than other Drones who tend to be slow and plodding. Maintenance Drones handle the upkeep of systems and equipment aboard Borg craft, they are also generally the first Drones to board a craft that is being evaluated for assimilation to tap into their computer systems and test their weapons and defenses. Tactical Drones are the combat heavy hitters of the Borg. Their implants largely consist of weaponry including arm and shoulder-mounted weaponry. Assimilation Drones are those specially designed to assimilate as many beings as possible. All Drones can inject nanites, but Assimilation Drones are simply more precise and effective at their work. They can also quickly implant neural transceivers into those being assimilated to speed up the process of Assimilation. Medical Drones see to the well being of the Drones. They make repairs to regeneration stations, and see to the installation of implants of newly assimilated Drones.

No matter what type of Drone a Borg is they all share similar qualities. Borg are all adorned in what looks like a mish-mash of cybernetic implants and body armor. The color of the armor is typically black, but gray and sometimes silver can be found as well. The flesh of a Drone has the look of death about it (which can vary greatly from species to species, but chalky white to dirty gray appears to be the most common), which makes sense since the nanites do the bare minimum to keep flesh and organs active. They move with a plodding deliberateness as if they were more robot than a living organism. Drones speak of themselves as the Collective only, never as individuals, only the Borg Queen ever refers to herself in the first person, and even then only rarely.

The Collective's hold on Drones can be disrupted. There are two known splinter groups of Borg that were abandoned by the Collective. In both cases, the groups lost their connection to the Collective. The first group immediately set about developing their own Collective. The Deviants, as they are referred to by the Borg, act much like the Prime Collective, with a desire to assimilate other species and make the Collective stronger, however, they give others the choice to join realizing that not all species would wish to join a hive mind. They may still assimilate beings against their will, but so far have only done so when they have been attacked. The Deviants have also shown a desire to barter with other species and coexist. So far the Concord has not had any official contact with the Deviants.

The second group, known as the Pacifists, were severed from the Collective and stranded on a planet in a remote system. They were not able to establish a new Collective for many years, though they could connect in small groups for short periods of time, which acted as a sort of communal regeneration. Many of the Drones could not take the silence in their minds and committed suicide, but those that were able to stay strong were somehow able to regain a portion of what they were before being assimilated. Most of them removed what implants they could and began to build a community. After having "lived" and worked alongside so many species, some of whom came from cultures that actively warred with each other, they were granted a new perspective on the universe and strove for peace and unity. Eventually, they were able to set up a Collective to link their members. They will not assimilate any other beings, but they do feel that their unique perspective would be an inspirational message to other cultures, including the Borg.

Borg in Savage Worlds
(Borg Stats were inspired in part by those found here. I've tweaked them a bit for my own use.)
Labor DroneAttributes: Agility d4, Smarts d12, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8 
Charisma: +0; Pace: 4; Parry: 5; Toughness: 11 (4)
Special Abilities:

  • Cyborg: +2 to recover from being Shaken and they do not suffer wound penalties. They have 4 points of armor that only covers about 80% of their body; a called shot could be made against the Drone at -4 to hit a unprotected location.
  • AdaptionEach time a weapon is used against a drone, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d4 rounds all other Borg have the same defense against that weapon type. 
  • Infection: A Borg Drone can infect a organic being with nanites, forcing the victim to make a Vigor roll at -2 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.
  • Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can roll a Spirit check to break the power’s affect on him immediately as the Collective adapts to the power.  
  • Enslaved: Borg Drones are completely enslaved to the Collective and unable to act on their own.

Transport DroneAttributes: Agility d8, Smarts d12, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Knowledge (Computers) d6, Notice d8, Pilot d8
Charisma: +0; Pace: 6; Parry: 5; Toughness: 11 (4)
Special Abilities:

  • Cyborg: +2 to recover from being Shaken and they do not suffer wound penalties. They have 4 points of armor that only covers about 80% of their body; a called shot could be made against the Drone at -4 to hit a unprotected location.
  • Adaption: Each time a weapon is used against a drone, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d4 rounds all other Borg have the same defense against that weapon type. 
  • Infection: A Borg Drone can infect a organic being with nanites, forcing the victim to make a Vigor roll at -2 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.
  • Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can roll a Spirit check to break the power’s affect on him immediately as the Collective adapts to the power.  
  • Enslaved: Borg Drones are completely enslaved to the Collective and unable to act on their own.

Maintenance DroneAttributes: Agility d4, Smarts d12, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Knowledge (Computers) d10, Notice d8
Charisma: +0; Pace: 4; Parry: 5; Toughness: 11 (4)
Special Abilities:
  • Cyborg: +2 to recover from being Shaken and they do not suffer wound penalties. They have 4 points of armor that only covers about 80% of their body; a called shot could be made against the Drone at -4 to hit a unprotected location.
  • Adaption: Each time a weapon is used against a drone, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d4 rounds all other Borg have the same defense against that weapon type. 
  • Infection: A Borg Drone can infect a organic being with nanites, forcing the victim to make a Vigor roll at -2 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.
  • Computer Hacking: A Maintenance Drone can gain control of a computer using their Knowledge (Computer) skill at +2.
  • Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can roll a Spirit check to break the power’s affect on him immediately as the Collective adapts to the power.  
  • Enslaved: Borg Drones are completely enslaved to the Collective and unable to act on their own.

Tactical DroneAttributes: Agility d6, Smarts d12, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d8, Notice d8, Shooting d8
Charisma: +0; Pace: 6; Parry: 6; Toughness: 12 (4)
Gear: Tactical Drones are equipped with a weapons arm. The weapon equipped to the arm can vary, but most are equal to Disintegrator Rifles, Plasma Rifles, Heavy Flamers, and Gatling Lasers. They are all equipped with a shoulder mounted Blaster rifle.
Special Abilities:
  • Cyborg: +2 to recover from being Shaken and they do not suffer wound penalties. They have 4 points of armor that only covers about 80% of their body; a called shot could be made against the Drone at -4 to hit a unprotected location.
  • Adaption: Each time a weapon is used against a drone, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d4 rounds all other Borg have the same defense against that weapon type. 
  • Infection: A Borg Drone can infect a organic being with nanites, forcing the victim to make a Vigor roll at -2 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.
  • Multi-TaskTactical Drones can fire both weapons in the same round without a penalty for taking two attacks in a round. 
  • Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can roll a Spirit check to break the power’s affect on him immediately as the Collective adapts to the power.  
  • Enslaved: Borg Drones are completely enslaved to the Collective and unable to act on their own.

Assimilation Drone: Attributes: Agility d6, Smarts d12, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8
Charisma: +0; Pace: 6; Parry: 5; Toughness: 11 (4)
Special Abilities:
  • Cyborg: +2 to recover from being Shaken and they do not suffer wound penalties. They have 4 points of armor that only covers about 80% of their body; a called shot could be made against the Drone at -4 to hit a unprotected location.
  • Adaption: Each time a weapon is used against a drone, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d4 rounds all other Borg have the same defense against that weapon type. 
  • Infection: A Borg Drone can infect a organic being with nanites, forcing the victim to make a Vigor roll at -2 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.
  • Multi-TaskAssimilation Drones can make two melee attack in the same round without a penalty for taking two attacks in a round. All melee attacks from an Assimilation Drone results in Infection if their attack does damage. 
  • Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can roll a Spirit check to break the power’s affect on him immediately as the Collective adapts to the power.  
  • Enslaved: Borg Drones are completely enslaved to the Collective and unable to act on their own.

Medical Drone: Attributes: Agility d4, Smarts d12, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Healing d10, Knowledge (Biology d12, Cybernetics d12), Notice d8
Charisma: +0; Pace: 6; Parry: 5; Toughness: 11 (4)
Special Abilities:
  • Cyborg: +2 to recover from being Shaken and they do not suffer wound penalties. They have 4 points of armor that only covers about 80% of their body; a called shot could be made against the Drone at -4 to hit a unprotected location.
  • Adaption: Each time a weapon is used against a drone, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d4 rounds all other Borg have the same defense against that weapon type. 
  • Infection: A Borg Drone can infect a organic being with nanites, forcing the victim to make a Vigor roll at -2 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.
  • Triage: Medical Drones can offer assistance to Drones, removing Shaken results with a successful Healing roll. Incapacitated drones can be reactivated to Shaken status with a successful Healing roll with a -2 penalty applied to the roll. 
  • Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can roll a Spirit check to break the power’s affect on him immediately as the Collective adapts to the power.  
  • Enslaved: Borg Drones are completely enslaved to the Collective and unable to act on their own.

Borg Queen (WC)Attributes: Agility d6, Smarts d12+4, Spirit d10, Strength d10, Vigor d10
Skills: Fighting d10, Knowledge (computers) d12+4, Knowledge (electronics) d12+4, Shooting d10
Pace: 6; Parry: 7; Toughness: 11 (4)
Gear: The Borg Queen doesn't typically wield any weapons, but instead is situated in a highly defended alcove defended by many drones as well as automated defenses. She can and will use any dropped weaponry should she need to, however. 
Special Abilities:
  • Cyborg: +2 to recover from being Shaken and she does not suffer wound penalties. The Queen have 4 points of armor that only covers about 80% of her body; a called shot could be made against the Queen at -4 to hit a unprotected location.
  • Hardened Fists: Str+d6 damage.
  • Adaption: Each time a weapon is used against a drone or the Queen, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d4 rounds all other Borg have the same defense against that weapon type. 
  • Infection: The Borg Queen can infect a organic being with nanites, forcing the victim to make a Vigor roll at -2 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.
  • Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can roll a Spirit check to break the power’s affect on him immediately as the Collective adapts to the power.  


Borg in Rogue Space

Labor/Transport Drone
DRM +1; TP I; SZ A; MV 20' (Biped); AR M; DM L; HP 3; SP *
AdaptionEach time a weapon is used against a drone, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d6 rounds all other Borg have the same defense against that weapon type.
Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can make an Empathy roll (TN 5 + Esper's Empathy bonus) to break the power’s affect on him immediately as the Collective adapts to the power.  
InfectionThe Borg can infect a organic being with nanites, forcing the victim to make a Fighting roll against TN 9 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.

Maintenance Drone
DRM +1; TP I; SZ A; MV 20' (Biped); AR M; DM L; HP 3; SP *
Computer Hacking: A Maintenance Drone can gain control of a computer with a Repair roll with a +2 bonus.
AdaptionEach time a weapon is used against a drone, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d6 rounds all other Borg have the same defense against that weapon type.
Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can make an Empathy roll (TN 5 + Esper's Empathy bonus) to break the power’s affect on him immediately as the Collective adapts to the power.  
InfectionThe Borg can infect a organic being with nanites, forcing the victim to make a Fighting roll against TN 9 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.

Tactical Drone
DRM +3; TP I; SZ A; MV 30' (Biped); AR V; DM M or V; HP 5; SP *
Weaponry: Tactical Drones have weaponized arms that act as Flamers, Laser Rifles, or Mini-Rocket Launchers. 
AdaptionEach time a weapon is used against a drone, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d6 rounds all other Borg have the same defense against that weapon type.
Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can make an Empathy roll (TN 5 + Esper's Empathy bonus) to break the power’s affect on him immediately as the Collective adapts to the power.  
InfectionThe Borg can infect a organic being with nanites, forcing the victim to make a Fighting roll against TN 9 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.

Assimilation Drone
DRM +2; TP I; SZ A; MV 30' (Biped); AR M; DM M; HP 4; SP *
AdaptionEach time a weapon is used against a drone, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d6 rounds all other Borg have the same defense against that weapon type.
Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can make an Empathy roll (TN 5 + Esper's Empathy bonus) to break the power’s affect on him immediately as the Collective adapts to the power.  
Enhanced InfectionAssimilation Borgs are more adept at swiftly infecting beings with nanites, forcing the victim to make a Fighting roll against TN 11 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.

Medical Drone
DRM +1; TP I; SZ A; MV 20' (Biped); AR M; DM L; HP 3; SP *
AdaptionEach time a weapon is used against a drone, both the attacker and the GM must roll 2d6. If the number comes up the same, the drone has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d6 rounds all other Borg have the same defense against that weapon type.
Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can make an Empathy roll (TN 5 + Esper's Empathy bonus) to break the power’s affect on him immediately as the Collective adapts to the power.  
InfectionThe Borg can infect a organic being with nanites, forcing the victim to make a Fighting roll against TN 9 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.
Triage: Medical Drones can heal drones of damage. Each round a Medical Drone can heal one other Drone of 1d3 HP worth of damage (the Drone's HP can never go above their initial number). They can also attempt to reactivate Drones that have lost all of their HP. Roll 2d6 against TN 11. If the roll succeeds, the Drone is reactivated with 1 HP. 

Borg Queen
DRM +4; TP I; SZ A; MV 40' (Biped); AR M; DM M; HP 5; SP *
AdaptionEach time a weapon is used against the Queen, both the attacker and the GM must roll 2d6. If the number comes up the same, the Queen has adapted to that attack form, making that weapon completely ineffective if an energy weapon and dropping the damage of projectile weapons by 1 die (projectile weapons are dropped 1 die each time the 2d6 rolls come up the same for the same weapon).  Within 1d6 rounds all other Borg have the same defense against that weapon type.
Psionic ResistanceBorg receive a +4 bonus to resist mind-affecting psionic powers. Plus, on the next round, an affected drone can make an Empathy roll (TN 5 + Esper's Empathy bonus) to break the power’s affect on him immediately as the Collective adapts to the power.  
InfectionThe Borg can infect a organic being with nanites, forcing the victim to make a Fighting roll against TN 9 each round until they fail the roll or are somehow freed of the nanite infection. If the target fails the roll, they come under the control of the Collective and lose their free will.