Saturday, April 12, 2025

Captain Hedges and the USS Urland: A 90th Century Time-Traveling Space Opera!

 

Captain Hedges and the USS Urland: A 90th Century Time-Traveling Space Opera!

Greetings, intrepid adventurers! Today, we're diving deep into the lore and mechanics of my upcoming sci-fi space opera campaign, centered around the daring Captain Hedges and his extraordinary vessel, the USS Urland. Set in the far-flung 90th century (that's the year 8950 for you history buffs!), this campaign blends the best of Star Trek's advanced technology and Babylon 5's epic scale with a unique twist on multiverse travel.



At the heart of our adventures is the USS Urland, a Universe-class time ship unlike any other. Imagine a 25th-century Federation vessel, imbued with 29th-century temporal capabilities, and augmented with the ability to navigate the vast multiverse through jump gate portals. This isn't your grandpappy's starship – the Urland is a marvel of future engineering!

USS Urland - Universe-Class Time Ship Stats (GM Controlled Plot Device):



To bring the Urland to life in our MONSTERS MONSTERS 


HUMANS HUMANS inspired By Ken St Andre


PLUS HIS  Starfaring, and some d6 system, here are its vital statistics for the GM's reference.


  • Monster Rating: 8950 (895D6 + 4475) - Reflecting its incredibly advanced hull construction with future alloys and ablative armor shielding. This makes the hull exceptionally durable.

Key Systems and Damage Control:

When the USS Urland's systems take damage, the designated officer makes a Saving Roll of 2D6 + their relevant attribute modifier against a Target Number (TN) equal to the amount of damage taken. Success means the damage is bypassed; failure results in additional system damage. Rolling a 1 or 2 on either die is a Critical Failure, while double 6's is a Critical Success with bonus effects.

  • Hull Integrity: Rating 895D6 + 4475 (Overall structural integrity). 

  • Shield Systems: Rating 12D6 + 60. Controlled by the Chief Engineer (CON modifier for damage control). Failure damage: 10D6 + 50. 

  • Warp Drive: Rating 10D6 + 50. Controlled by the Chief Engineer (DEX modifier for damage control). Failure damage: 10D6 + 50. 

  • Temporal Drive: Rating 15D6 + 75. Controlled by the Chief Engineer (INT modifier for damage control). Failure damage: 12D6 + 60. 

  • Jump Gate Portal Generator: Rating 9D6 + 45. Controlled by the Chief Engineer (INT modifier for damage control). Failure damage: 7D6 + 35. 

  • Weapons Systems: Rating 10D6 + 50. Controlled by the Chief Security/Weapons Officer (DEX modifier for damage control). Failure damage: 8D6 + 40. 

  • Bridge Control Systems: Rating 12D6 + 60. Controlled by the Conn Officer (DEX modifier for damage control). Failure damage: 10D6 + 50. 

  • Sensor Systems: Rating 11D6 + 55. Controlled by the Conn Officer (INT modifier for damage control). Failure damage: 9D6 + 45. 

The Crew:

Our intrepid adventures will typically involve a minimum bridge crew of three, plus the indomitable Captain Hedges in his command chair:





Captain Hedges: The strategic leader, monitoring all systems from their command chair, issuing orders, and capable of directly intervening when necessary. The captain's private quarters are integrated with a ready room for meetings and personal work, ensuring they are always ready for action. Captain Hedges

Description: A seasoned veteran with a distinguished career spanning decade, Captain Hedges is a leader known for his tactical brilliance and unwavering resolve. His calm demeanor masks a sharp mind that quickly assesses situations, formulating plans with surgical precision. While his strategic prowess is legendary, his true strength lies in his ability to inspire hope and foster a sense of camaraderie among his crew. He possesses an innate understanding of human nature, allowing him to connect with his officers and crew on a personal level, earning their respect and loyalty.

Role: 

  • As Commanding Officer, Captain Hedges holds the ultimate authority and responsibility for the USS Urland and its crew. He is the final decision-maker, entrusted with the safety of the vessel and the successful completion of their missions. He sets the overall tone and direction for the ship, fostering a sense of duty and purpose amongst the personnel under his command. He is addressed as "Captain" and his word is law aboard the Urland.
  • As Strategic Planner, Captain Hedges is responsible for the art of creating specific long-term objectives and the overarching strategies to achieve them. He analyzes complex situations, anticipates potential challenges and opportunities, and develops comprehensive plans that take into account the Urland's unique capabilities in space, time, and across dimensions. He evaluates the potential consequences of different courses of action, always keeping the long-term goals of their mission, and potentially Starfleet's directives, in mind. His tactical brilliance in the moment is often a direct result of his meticulous strategic foresight.

Stats: * STR 12: Physically strong, capable of holding his own in hand-to-hand combat if necessary.

  • DEX 10: Agile and coordinated, able to react quickly in combat or crisis situations.
  • CON 13: Possesses high stamina and endurance, able to withstand the rigors of space travel and demanding missions.
  • INT 15: A brilliant mind, capable of complex strategic thinking, problem-solving, and analysis of data.
  • WIZ 11: A keen understanding of technology and systems, able to quickly grasp new concepts and troubleshoot technical issues.
  • CHA 14: Charismatic and persuasive, able to inspire confidence and loyalty in his crew, and negotiate effectively with other species.
  • SPD 10: Average speed and agility for a human.

Skills:

  • Tactics 5: Highly skilled in battlefield strategy, able to anticipate enemy movements and develop countermeasures.
  • Diplomacy 4: A skilled negotiator and diplomat, able to resolve conflicts peacefully and build strong alliances.
  • Piloting 3: Competent in piloting starships, but not a specialist; he relies on his Conn Officer for complex maneuvers.
  • Command 5: A natural leader, able to motivate and inspire his crew, maintain discipline, and make tough decisions under pressure.
  • Ranged Combat 2: Proficient in the use of phasers and other ranged weapons, though not a combat specialist.

Gear:

  • Command Data Pad: A state-of-the-art device for accessing information, communicating with other officers, and controlling ship systems.
  • Energy Pistol: A standard-issue sidearm for self-defense.
  • Personal Shield: A portable energy shield for protection against minor threats.
  1. Conn Officer (Pilot/Navigator): Master of the Urland's movement through space, time, and dimensions. Also responsible for the vital Sensor and Bridge Control Systems. 

    Lieutenant Zara

    Description: A skilled pilot with nerves of steel, Zara is a master of evasive maneuvers and high-speed pursuit. Her reflexes are unmatched, and she can navigate any spacecraft through the most treacherous conditions with precision and grace. Known amongst her fellow pilots by the informal callsign "Fly Girl," Zara possesses an innate understanding of spatial dynamics and a daring spirit that makes her a natural at the helm. Beyond her exceptional piloting prowess, Zara is a quick thinker and a valuable asset in combat situations.

    Role: Pilot, Combat Specialist.

    • Pilot: As the primary Pilot of the USS Urland, Lieutenant Zara is responsible for the safe and effective navigation of the starship through all environments – be it the vast emptiness of space, dense asteroid fields, turbulent nebulae, or even the chaotic energies of temporal and dimensional rifts. Her skills extend beyond simply steering the vessel; she possesses an intuitive understanding of the Urland's intricate control systems and can execute complex maneuvers with split-second precision. Zara is adept at evasive flying to avoid enemy fire, performing high-speed pursuits, and landing or docking in challenging conditions. Her quick reflexes and spatial awareness are crucial for the Urland's survival and tactical positioning. The informal callsign "Fly Girl," earned through her daring and skillful piloting, speaks to her mastery of spacecraft handling.
    • Combat Specialist: In her capacity as a Combat Specialist, Lieutenant Zara brings her sharp reflexes and tactical awareness to bear in hostile encounters. While the Chief Security/Weapons Officer is primarily responsible for the ship's main armaments, Zara's combat skills focus on personal and small-team engagements. She is proficient in the use of energy pistols and other ranged weaponry, able to quickly acquire targets and deliver accurate fire. Her agility, honed through acrobatics training, makes her effective in close-quarters combat as well. Zara's understanding of basic tactical principles allows her to contribute to ground-based operations and provide valuable support during shipboard security breaches. Her quick thinking and combat instincts make her a vital asset when the Urland or its crew faces direct threats.

    Stats: STR 11, DEX 15, CON 12, INT 13, WIZ 10, CHA 12, SPD 14.

    • STR 11: While not exceptionally strong, Zara possesses adequate physical strength for maneuvering within the ship and handling equipment.
    • DEX 15: Her exceptional dexterity is evident in her piloting skills and her ability to react quickly in combat.
    • CON 12: Zara is physically fit and resilient, able to withstand the stresses of space travel and combat.
    • INT 13: She possesses a sharp intellect, able to quickly analyze tactical situations and make split-second decisions.
    • WIZ 10: While not a tech wizard, Zara has a basic understanding of ship systems and can assist with minor repairs or troubleshooting.
    • CHA 12: Zara is confident and assertive, able to communicate effectively with her crew and maintain a calm demeanor under pressure.
    • SPD 14: Her speed and agility are exceptional, allowing her to react quickly and effectively in combat situations.

    Skills:

    • Piloting 5: Zara is a master pilot, capable of maneuvering the USS Urland with incredible precision and skill, even in the most challenging environments.
    • Ranged Combat 4: A competent marksman, Zara is proficient with phasers and other ranged weapons for self-defense.
    • Acrobatics 3: Her agility and reflexes translate well to hand-to-hand combat situations.
    • Tech Savant 2: While not a specialist, Zara possesses a basic understanding of ship systems and can assist with minor repairs or troubleshooting.
    • Tactics 2: Zara has a good grasp of basic tactical principles and can contribute to mission planning and combat strategies.

    Gear:

    • Piloting Rig: A custom-fitted suit that enhances her reflexes and provides comfort during extended flight operations.
    • Energy Pistols: Standard-issue sidearms for self-defense.
    • Light Armor: Lightweight, flexible armor that provides protection without hindering movement.

Chief Engineer: Description: A quintessential Irishman with a twinkle in his eye and a knack for coaxing miracles out of even the most temperamental technology, Samuel O'Malley is the heart and soul of the USS Urland's intricate engineering systems. With a brogue as thick as a starship hull and a spirit as resilient as reinforced duranium, O'Malley possesses an almost mystical understanding of the advanced Warp, Temporal, Shield, and Jump Gate Portal Generator systems. When the ship groans under the strain of battle or the unpredictable forces of time and dimension, it's O'Malley who can be found deep within the Jefferies tubes, muttering Gaelic incantations and wielding his sonic spanner like a divining rod, ensuring everything holds together. His calm demeanor under pressure and his uncanny ability to reroute power and bypass damage make him an invaluable asset, especially when the shields are flickering under heavy enemy fire.

Chief Engineer Samuel O'Malley


Role: Chief Engineer, Systems Expert, Damage Control Specialist. 

  • Chief Engineer: The Chief Engineer is responsible for the overall maintenance and operation of the starship's engineering systems. This includes the engines, life support, and other vital systems. They are also responsible for making repairs and modifications to the ship as needed.
  • Systems Expert: A Systems Expert is an engineer who specializes in a particular area of starship engineering, such as propulsion, life support, or weapons systems. They have a deep understanding of their area of expertise and are able to troubleshoot and repair complex systems.
  • Damage Control Specialist: A Damage Control Specialist is responsible for assessing and repairing damage to the starship. They are trained in a variety of techniques, such as patching hull breaches, fighting fires, and restoring power to damaged systems.
  • Stats: STR 13, DEX 12, CON 14, INT 16, WIZ 15, CHA 10, SPD 11.

    • STR 13: Possesses the strength to handle heavy machinery and perform demanding repairs.
    • DEX 12: Nimble enough to navigate tight spaces within the engineering sections and react quickly to system failures.
    • CON 14: Exceptionally resilient and able to work tirelessly under stressful conditions, enduring long shifts during crises.
    • INT 16: A brilliant engineer with a deep understanding of theoretical and applied physics, especially as it relates to advanced propulsion and energy fields.
    • WIZ 15: Possesses an intuitive grasp of the ship's complex systems, often able to diagnose problems and devise solutions others might miss.
    • CHA 10: While not a diplomat, O'Malley's genuine nature and dry wit often endear him to his crewmates.
    • SPD 11: Moves with a practical efficiency, getting where he needs to be to solve the problem.

    Skills:

    • Engineering 5: A master of all ship systems, with a particular expertise in warp drives, temporal mechanics, shield technology, and dimensional translocation.
    • Tech Savant 4: Possesses an uncanny ability to understand, repair, and modify complex technology, often improvising ingenious solutions.
    • Damage Control 5: Unflappable under pressure, O'Malley excels at quickly assessing damage and implementing effective repairs, especially to vital systems like shields.
    • Temporal Mechanics 3: A solid understanding of temporal physics, crucial for maintaining the stability of the temporal drive.
    • Dimensional Physics 3: Knowledgeable in the principles governing dimensional travel and the operation of the jump gate portal generator.

    Gear:

    • Engineering Tricorder: A highly advanced diagnostic and repair tool, often customized with O'Malley's own modifications.
    • Sonic Spanner: His preferred multi-tool, capable of a wide range of mechanical and energy adjustments.
    • Emergency Repair Kit: A compact kit containing essential tools and materials for on-the-spot fixes.
    • Personal Shield Emitter: A standard-issue device for personal protection.
    Chief Security/Weapons Officer: The tactical expert in charge of the Urland's formidable armaments. 

    Description: Vaughn is a skilled tactician with a sharp mind and a cool demeanor. He is the master of the Urland's formidable arsenal, possessing an in-depth knowledge of its weapons systems and a keen tactical sense. Vaughn is a calm and collected individual, able to maintain his composure even under fire. He is a valuable asset to the crew, and his expertise is essential to the ship's success.

    Role: Chief Security/Weapons Officer, Tactical Specialist

    • Chief Security/Weapons Officer

    This officer is responsible for the ship's security and defense systems. They are responsible for coordinating the ship's defense against attacks, and for maintaining order and discipline on board the ship. They are also responsible for the training and supervision of the ship's security personnel.

    • Tactical Specialist

    A Tactical Specialist is a skilled officer who is able to analyze combat situations and develop effective strategies. They are able to anticipate enemy movements and coordinate the ship's defenses to counter them. They are also able to provide tactical advice to the ship's captain and other officers.

    Stats: STR 12, DEX 13, CON 14, INT 14, WIZ 10, CHA 11, SPD 12.

    • STR 12: Vaughn is physically fit and capable of handling himself in close quarters combat if necessary.
    • DEX 13: His reflexes are sharp, allowing him to react quickly to threats and coordinate his team's response.
    • CON 14: He possesses a high level of endurance, allowing him to remain focused and alert under pressure.
    • INT 14: Vaughn is highly intelligent and possesses a deep understanding of tactical principles and weapons systems.
    • WIZ 10: While not a tech wizard, Vaughn has a basic understanding of the ship's systems and can assist with minor repairs or troubleshooting.
    • CHA 11: Vaughn is a capable leader and can effectively communicate with his team members.
    • SPD 12: He is physically agile and can move quickly when necessary.

    Skills:

    • Weapons Systems 5: Vaughn is a master of the ship's weapons systems, possessing a deep knowledge of their capabilities and limitations.
    • Tactics 4: He is a skilled tactician, able to anticipate enemy movements and develop effective countermeasures.
    • Ranged Combat 4: Vaughn is a proficient marksman with phasers and other ranged weapons.
    • Hand-to-Hand Combat 3: Vaughn is skilled in unarmed combat techniques, allowing him to defend himself in close quarters situations.
    • Security Protocols 3: Vaughn is well-versed in Starfleet security protocols and procedures.

    Gear:

    • Phaser: A standard-issue sidearm for personal defense.
    • Security Uniform: A reinforced uniform that provides protection against minor threats.

    Personality: Vaughn is a calm and collected individual with a sharp mind and a dry wit. He is a skilled tactician and a valuable asset to the crew. He is always prepared for any situation and is ready to defend the ship and its crew at all costs.

    The Universe Awaits!

    With the powerful USS Urland and its skilled crew, the possibilities for adventure are limitless. 

    other profile pictures for players to use as their own crew images

    USS Urland Crew Creation Guide

    This guide will help you create new crew members for your adventures aboard the USS Urland, consistent with the established stat blocks and roles.

    1. Concept

    • Role: Determine the crew member's primary role aboard the Urland. Examples include:

      • Science Officer: Specializes in scientific disciplines (biology, physics, astronomy, etc.).

      • Medical Officer: Responsible for the health and well-being of the crew.

      • Engineer: Works in various engineering disciplines

      • Security Officer: Maintains security and enforces regulations.

      • Navigator: Charts the ship's course and plans interstellar travel.

      • Communications Officer: Handles communication with other ships and planets.

      • Counselor: Provides psychological support and guidance.

      • Specialist: An expert in a unique field (e.g., xenoarchaeology, temporal mechanics).

    • Description: Develop a brief background and personality. Consider:

      • Species: Human, Andorian, or a unique alien species?

      • Age: Influences experience and skills.

      • Personality: Are they optimistic, serious, quirky, etc.?

      • Background: What were they doing before joining the Urland crew?

      • Callsign: Do they have a nickname?

    2. Stats

    Allocate points to the following stats. The typical range for a competent crew member is 10-15. You have a pool of 70 points to allocate.

    • STR (Strength): Physical power, carrying capacity, and melee combat ability.

    • DEX (Dexterity): Agility, reflexes, and fine motor skills.

    • CON (Constitution): Health, stamina, and resistance to injury/disease.

    • INT (Intelligence): Knowledge, logic, and problem-solving ability.

    • WIS (Wisdom): Perception, intuition, and understanding of people.

    • CHA (Charisma): Leadership, persuasion, and social skills.

    • SPD (Speed): Influences movement and initiative. (Generally, this is derived, but you can allocate a few points here if you like)

    3. Skills

    Choose skills relevant to the character's role. Assign skill ranks, with 1 being competent and 5 being exceptional. A new crew member typically has 15 skill points to distribute.

    • Core Skills: Every crew member should have some proficiency in:

      • Diplomacy

      • Tactics



    • Role-Specific Skills:

      • Science Officer: Science (specialty), Research, Investigation

      • Medical Officer: Medicine, Biology, Empathy

      • Engineer: Engineering (specialty), Repair, Tech Savant

      • Security Officer: Security, Hand-to-Hand Combat, Investigation

      • Navigator: Piloting, Astrogation, Spatial Awareness

      • Communications Officer: Communications, Linguistics, Diplomacy

      • Counselor: Psychology, Empathy, Persuasion

      • Specialist: Skills depend on their specialty.

    4. Gear

    Determine the character's standard equipment. This usually includes:

    • Uniform: Standard-issue USS Urland attire.

    • Personal Protection: Energy Pistol and/or Personal Shield.

    • Role-Specific Gear:

      • Science Officer: Tricorder, Research equipment.

      • Medical Officer: Medical kit, Bio-scanner.

      • Engineer: Engineering tools, Diagnostic devices.

      • Security Officer: Phaser, Security gear.

      • Navigator: Navigation tools, Star charts.

      • Communications Officer: Communicator, Language translator.

      • Counselor: None (unless needed for a specific mission).

      • Specialist: Gear related to their specialty.

    5. Finishing Touches

    • Name: Give your character a memorable name.

    • Appearance: Briefly describe their physical appearance.

    • Quotes: A favorite saying or catchphrase can add personality.

    other profile pictures for players to use as their own crew images




    Starship Creation Guide



    This guide provides a framework for designing your own starships, whether for exploration, combat, or a unique purpose within your science fiction setting. We'll use the USS Urland as a starting point and expand from there.

    1. Purpose and Role

    Define the primary function of your starship. This will heavily influence its design and capabilities.

    • Exploration: Long-range travel, scientific research, diplomacy.

    • Combat: Warship, destroyer, cruiser, carrier.

    • Transport: Cargo hauling, passenger liner.

    • Scientific: Research vessel, laboratory ship.

    • Hybrid: A combination of roles (e.g., exploration/defense).

    • **Unique: Temporal exploration, dimension hopping.

    2. Size and Class

    Determine the ship's size and class, which will affect its crew capacity, armament, and maneuverability.

    • Small: Shuttle, fighter, scout ship (1-10 crew).

    • Medium: Frigate, destroyer, transport (10-100 crew). Example: USS Urland

    • Large: Cruiser, carrier, science vessel (100-1000+ crew).

    • Huge: Battleship, space station, supercarrier (1000+ crew).

    3. Core Systems

    These are essential for any starship.

    • Propulsion:

    • Sublight: Ion drives, plasma engines, fusion drives.

    • Faster-Than-Light (FTL): Warp drive, hyperdrive, jump drive, temporal drive.

    • Power Source: Antimatter reactor, fusion reactor, zero-point energy.

    • Life Support: Atmosphere generation, gravity control, waste recycling.

    • Computer Systems: Navigation, ship control, data processing, AI.

    • Sensors: Short-range and long-range scanners, targeting sensors, subspace sensors.

    • Communications: Subspace communication, radio, laser communication.

    • Defensive Systems:

    • Shields: Energy shields (various types).

    • Armor: Reinforced hull plating (various materials).

    • Weapons Systems: (If applicable)

    • Energy Weapons: Phasers, lasers, particle beams.

    • Projectile Weapons: Missiles, torpedoes, railguns.

    • Hull Integrity: A rating of the overall structural integrity of the ship.

    4. Special Systems

    These are unique to the ship's role or class.

    • Exploration: Advanced sensors, long-range scanners, scientific labs.

    • Combat: Heavy armament, cloaking device, advanced targeting.

    • Transport: Cargo holds, passenger quarters, docking bays.

    • Scientific: Specialized labs, research equipment, observation decks.

    • Hybrid: A mix of systems from different roles.

    • Unique: Temporal displacement unit, dimensional drive, cloaking device.

    5. Design and Aesthetics

    Consider the visual appearance of your starship.

    • Shape: Saucer-shaped, cylindrical, winged, or a unique design?

    • Color: Reflects the ship's purpose or origin.

    • Markings: Registry number, insignia, or other identifiers.

    • Interior: Bridge layout, crew quarters, common areas.

    6. Crew Complement

    Determine the number of crew members and their roles. Consider positions like:

    • Captain

    • First Officer

    • Navigator

    • Chief Engineer

    • Weapons Officer

    • Science Officer

    • Medical Officer

    • Security Officer

    • Pilot

    • Communications Officer

    This guide should provide a solid foundation for creating your own starships. Feel free to adapt and expand upon it to fit your specific needs and setting.



    Stay tuned for more updates on the campaign setting, as we, be exploring strange new worlds, delving into the mysteries of time travel, and venturing into the uncharted territories of the multiverse via ancient jump gate technology. Expect thrilling spaceship battles where crew coordination is key to survival, intricate temporal investigations, and mind-bending journeys across realities, with potential threats, and the unique challenges that Captain Hedges and the crew of the USS Urland Universe will face in the 90th century! The cosmos – and the timelines – are waiting to be explored!










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