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GreenDragon1970

DL Huston
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I started this as a hypothetical (if I had the power to do what I wanted) new cartoon series.  But I've started thinking about trying to establish a RPG game based on the concept.  The plan is for players to take on the (pre-generated) roles of the Autobot scouts and their human partners.

Transformers

G1 was iconic. It introduced characters, concepts and other elements of the lore that are still a part of the Aligned Continuity. And Transformers Prime had some excellent characterization, and great ongoing plotlines. The smaller number of characters allowed them to focus more on the ones they have, but as a 30 minute toy commercial, it was limiting. And larger numbers allow for a wider variety of personal favorites and unique abilities.

So what about a series that combines elements of each? This is what I'm proposing here.

Basics

Primus, Unicron, etc. are mythic figures. Primus is the Cybertronian god. Religions don't normally have definitive proof of their validity. Many in both factions believe in Primus. Others don't. There will not be any definitive proof in the early series. Unicron may well be a major element in a later season. The Thirteen – including Megatronus, The Fallen – are historic figures, but ancient. The truth is mixed with legend and myth.

The aligned Continuity origins for Prime and Megatron, and their followers fits fairly well.

GI Joe

Prior to the arrival/reawakening of the Transformers, Earth already faced a major threat.  A ruthless terrorist organization named Cobra, bent on world conquest.  America (or possibly a NATO or UN coalition) established an elite counterterrorist unit: GI Joe.  GI Joe, Cobra, the Dreadnoks, and ARES Industries Iron Grenadiers are all factions within the setting.  Their involvement is still a new idea and is not discussed greatly here.

Decepticons

The villains are important. If they are weak, foolish, or not threatening, the heroes can't really shine. The Decepticons have three subfactions: Gladiators, Seekers, and Spies/Minicons. Initially, their base will be the Nemesis, the Decepticon flagship. It sits in orbit, and could allow the Decepticons to conquer the planet if they could gather enough energon to fully power it up. But its orbit is decaying, and keeping it up also requires energon. A major goal for the Autobots will be crippling/destroying it. (15 Decepticons + 4 Minicons = 19 total)

 

Gladiators (8)

The earliest Decepticons. Megatron's core loyalists. Brutes.

 

Megatron – Decepticon Leader – Triplechanger: Tank/Fighter-Bomber

The strongest, most powerful of the Decepticons. The TF Prime version pretty well defines what I'm looking at. Charismatic, his troops love/fear him. And sheer power wins his battles. He has tactical skill, but is a poor strategist.

 


Shockwave – Scientist – HISS Tank

An earlier generation Cybertronian, lacking in emotional programming. He is the most intelligent of the Decepticons and is responsible for repairs and designing new weapons. Both Prime and G1 versions are basically what I'm seeing. Loyal to Megatron, but fixated on his work above the cause.

 


Scrapper, Bonecrusher, Scavenger, Hook, Rumble, Frenzy – various demolitions/construction vehicles – some with a Mad Max bent.

These Gladiators will eventually be remade by Shockwave into the Combiner Devastator. This group are only held together by Megatron. They fight each other when they get bored. They enjoy tormenting the Fleshlings, and blowing up, knocking down, or otherwise destroying things.

 


Seekers
(6)

The Seekers are the remnant of a military unit that predates the War. Unique coloration and weaponry/powers, but their uniform basic design.

 


Starscream – Air Commander – Night Raven Fighter Jet

A gifted strategist, and a former explorer, with some scientific expertise. The Seekers are mostly loyal to Starscream. Starscream is a schemer. He plans to eventually lead the Decepticons, but is not foolish enough to make a straight attempt on Megatron. While he is selfish, and somewhat cowardly, his ability to bring victory ensures his troops will follow him. The Gladiators do so only when Megatron commands it.

Armed with Cluster Bombs and Null Rays.

 


Thundercracker – Warrior – Night Raven Fighter Jet

Armed with Plasma Cannons (in lieu of the G1 flamethrowers) and the ability to generate a rumbling sound that frightens and demoralizes his enemies. Of all the Seekers he is the most loyal to Megatron, enough to make Starscream suspicious of him (and not without reason).

 


Skywarp – Warrior – Night Raven Fighter Jet

Has the unique ability to Teleport – which can be used in place of Space/Ground Bridges (replacing Astrotrain from G1 as their long range transport option, but making him too valuable to risk in close combat). The fact he is kept back from the fight makes others – especially the Gladiators hate him.

 


Slipstream – Warrior – Night Raven Fighter Jet

Female Seeker

 


Thrust – Warrior – Phantom X-19 Fighter Jet

Fastest Seeker

 


Dreadwing – Warrior – Mamba VTOL?

Sixth Seeker

 


Espionage/Minicons
(5)


Soundwave – Intelligence Commander – Reconnaissance Jet

Technically one of Megatron's old Gladiators. Loyal to the cause over Megatron. Will back Starscream's play and seek to sell it to Megatron if his leader is too consumed by ego to see the big picture and the Seeker's plan will further their goals. The Minicons are loyal to him.

 


Laserbeak and Ratbat – UAV drones/birds of prey - Reconnaissance experts.

 


Ravage – drone ground scout/panther - Stealth reconnaissance.

 


Reflector – Tablet/Flying squirrel – Electronic Intelligence


Autobots

Like the Decepticons, the Autobots have subfactions. (20 Autobots) The Scouts will be the ones most likely to be a part of a plot where humans are involved. Warriors – some or all – come into play when a fight is imminent. And the Headquarters personnel will usually be supporting characters.

 


Headquarters
(4)


Optimus Prime – Autobot Leader – Semi Tractor (with Trailer)

Prime has pretty much always been iconic, and doesn't change here. The difference is he is less a battlefield commander, and more the leader of an entire people. He will let his commanders do their jobs. But if Megatron is involved, he will be there.

The trailer is normally just a means to transport slower or weaker Autobots with heavy protection. But a later version (designed by Wheeljack) might be an armor upgrade – not unlike how the G1 Ultra Magnus toy worked.

 


Ironhide – Bodyguard/Security Chief – SUV

Old and slow, Ironhide is responsible for protecting Optimus and the defense of the Ark. Ironhide is very gruff, and grumbles a lot. But he is Prime's closest friend, and would gladly die for him.

 


Ratchet – Mechanic – Ambulance

Based on the Prime version, but more of a doctor and less a general scientist.

 


Wheeljack – (Mad) Scientist – Sportscar

Based on the G1 version. An inventor, who builds both practical (and a number of impractical/failed) devices.

 


Warriors
(10)

The warriors are the Autobot's frontline soldiers, and are sent in to combat the Gladiators or Seekers.

 


Prowl – Tactical Commander – Police Car

Like Starscream, was with the military before the war. Good at winning battles, but not as good at the big picture as Starscream. This means both sides can technically win the same engagement.

 


Bulkhead – Warrior – Humvee (Heavy Combat Model)

Strongest

 


Sideswipe and Sunstreaker – The Twins – High end sportscars

Sunstreaker is vain and more concerned with his finish.


Kup – Warrior – Pickup truck

Oldest. Has vast experience, and may be a little senile.


Hot Rod – Warrior – Sportscar

Youngest. Impulsive, overconfident. But noble. Has the makings of a natural leader – though he is the most junior of the Autobots.


Arcee – Warrior – Convertible Sportscar

Female Warrior


Skyfire – Seeker – Long-Range Heavy Jet

Defector


Cliffjumper


Bluestreak


Scouts (6)

The Autobots Intelligence gathering arm, these 'bots work closely with the humans, and have friends among them. They are partnered with liasons from an elite counter-terrorist unit dedicated to defending human freedom from a ruthless terrorist organization: G.I. Joe.


Jazz – Intelligence Director – Sportscar

Another old friend of Optimus. Much more social than librarian Orion Pax in the old days. He has missed those days, especially the music. Built with heavy sonics/speakers. Partnered with Craig “Rock 'n Roll” McConnell (E5 Machine gunner).


Bumblebee – Nonthreatening compact car (if there were one with an insect name that would be the choice, maybe a Prius?)

A younger Autobot, born during the war. Enjoys the opportunity to do something useful without being directly involved in combat. Partnered with Steven “Spike” Witwicky. (E4 Mechanic).


Hound – Civilian model Convertible Humvee

Wishes he were human, and considers Earth his home now. Prefers to avoid combat. Has a Holographic projector, capable of creating large illusions. Partnered with Andrew “Footloose” Meyers (E4 Infantry)


Mirage – Spy – Astin Martin

On Cybertron he was a part of the upper crust of society, and used to the finer things. He longs to return to Cybertron and his old way of life. Has Invisibility and a number of other built in gadgets. (Sort of a combination of G1 Mirage with the alt mode and powers of Quickshadow from Rescue Bots to make a sort of James Bond).  Partnered with Courtney “Covergirl” Kreiger (E4 Cavalry)


Chromia - ??? - Motorcycle
I'm not sure on this one.  I want a female, but if there is a motorcycle, why isn't Rock 'n Roll partnered with that Autobot?


Undetermined Sixth Autobot scout/spy


Additional Joe partners (probably):

Nicky “Tunnel Rat” Lee (E4 EOD)

 

Robert “Grunt” Graves (E4 Infantry Trooper).

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The DCU consists of a multitude of multiverses.  And in 2011, following Flashpoint, DC Comics introduced what was essentially an entirely new one, with elements of the previous (introduced in 1987) integrated in some manners.  Here is yet another Green Dragon Head Canon, reimagining the 52 universes of the DCU.  Numbers given here are for ease of reference, and could be reordered to keep the classics (Earth-1 Silver Age, Earth-2 Golden Age, Earth-3 Evil, etc.).

Earth-0 (Earth Prime) – Our world. A world without superheroes.

Earth-1 (Golden Age) – Justice Society of America in the 1936s-50s. Silver Age (1961-1986) era sees Infinity Inc – the children of the JSA. Bronze Age (1987-2011) sees the Justice Society Infinity (3rd Generation). And a fourth generation begins in 2011. Notable characters: Jay Garrick, Alan Scott, Ted Grant, Helena Wayne, Karen Starr, Courtney Whitmore.

Earth-2 (Silver Age) – Justice League of America is formed in the 1960s. A second generation (formerly the Teen Titans) takes their place in the mid-80s. And a third generation has recently arisen. Notable Characters: Barry Allen, Hal Jordan, Diana Prince, Dick Greyson, Victor Stone, Terry McGinnis.

This world's 30th/31st century is home to the Legion of Super-Heroes (silver age and modern teams).

Earth-3 (Bronze Age) – The Justice League is formed in 1986. This is a darker world, with grey morality. Their younger partners have recently moved to the forefront. Notable Characters: Jean-Paul Valley, John Henry Irons, Artemis, Kyle Rayner, Conner Hawke, Wally West.

This world's 31st Century is home to the Bronze Age reboot Legionnaires.

Earth-4 (Modern Age) – A new world where superheroes have only just arisen, worldwide. A team has not yet formed. Notable Characters: Kenan Kong, David Zavimbe, Maria Mendoza, Jenni Ognats, Simon Baz. In many ways resembles the Silver Age of Earth-2.

Earth-5-8 – Reverse Morality versions of Earths 1-4. Earth-3 and 7 are difficult to tell apart.

Earth-9-12 – Reverse Gender versions of Earths 1-4.

Earth-13-15 – Racially Diverse versions of Earths 1-3, where heterosexual white male characters are the minority.

Earth-16 – Similar to Earth-4 but with almost entirely heterosexual white male superheroes. All of whom live and work in a major east coast American city comparable to Metropolis or Gotham City.

 


(The following unless otherwise noted focuses on versions of the Silver Age versions of the JLA)

Earth-17 (Mythic Age) – Heroes are recast as members of Rome, China, or other ancient civilizations.

Earth-18 (Dark Age) – Heroes are recast as knights of Camelot, Vikings, or other cultures circa the 5th century.

Earth-19 (Age of Sail) – Heroes are cast as pirates, privateers, or the defenders of the great colonial powers.

Earth-20 (Weird West) – Heroes are recast in the America West circa the 1870s-90s.

Earth-21 (Steam Age) – Heroes are a part of a Victorian Era world of steam and clockwork.

Earth-22-24 (World War) – Heroes of Earths 2-4 set in the Golden Age.

Earth-25 (Arcane Age) – Heroes are set in a world of magic and the supernatural, where technology is limited.

Earth-26 (Atomic Age) – Mad Max versions of heroes in a ruined world.

Earth-27 (Space Age) – A sort of Gold/Silver Age future setting with retro-futuristic tech.

Earth-28 (Super Horror) – Wonder Woman is a reanimated corpse, Batman is a Vampire, and other monstrous creatures stalk the night.

Earth-29 (Earth-Charlton)

Earth-30 (Earth-Fawcett)

Earth-31 (Earth-Dakota)

Earth-32 (Earth-Wildstorm)

Earth-33 (Tangent Earth)

Earth-34 (Just Imagine Earth)

Earth-35 (Atomic Knights)

Earth-36 (The Zoo Crew)

Earth-37 (Lil Earth)

Earth-38 (Kamandi, The Last Boy)

Earth-39-52 TBD.  Potentially based on popular Elseworlds.  Might include the worlds of various TV series (live action or animated).

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So I was doing some comparisons of the Constitution-Class Heavy Cruiser, including the refit class (known by a variety of names including Constitution II, Intrepid, and Enterprise - personally I liked the story that made the Intrepid II the first of the class) versus the Intrepid-Class "Starship" (I'd make it as a light cruiser perhaps, maybe a frigate; also since USS Voyager was the first of the class, it should be the Voyager-Class).

Class            Length    Width    Height    # Decks
Constitution    290        127        73        varies by source between 23 and 27 (the high end is from Enterprise Season 4, and would require the ship to be more than 81m tall)
refit               302        131        74        21
Intrepid          344        130        63        15

The Intrepid is longer, about the same width, and only slightly shorter.  And there is much less negative space.  If you were to take scale blocks and carve out the unneeded portions, the Intrepid fills probably about 40% of the volume.  There is negative space below the forward hull, and somewhat more above the engineering section.  The older ship has much more negative space due to the interconnecting dorsal, and the thinner primary and narrower secondary hulls (perhaps 25% of the overall volume?).

Then we look at crew complement.  In the 23rd century, they packed in 430 crew (give or take) into that space.  The later vessel has an intended complement of 151 (about 1/3).

So much more space, much smaller crew.  Granted, Engineering may take up more, with the (presumably) more powerful engines.  But there is also a lot of space dedicated to Holodecks, rather than rec rooms.  And even Admiral Kirk's quarters (from STII) were nowhere the luxury of those used by Picard, Riker, Troi, Janeway, Chakotay, or Paris.

Granted, just comparing the set pictures does show this.  But, as I was comparing the ships' sizes, I was impressed by just how much of a change overall 24th-century ships are in terms of crew accommodations.

Just thought I'd share.
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Act 2
It is six weeks, later, the ship is refitted (now sporting regular series appearance rather than the pilot episodes stylings).  Crew rotations are done.  And the ship is back out to the frontier, with a schedule of planetary surveys ahead.

Then they get a message from Command.  The USS T'Lera (a Vulcan explorer) detected a massive energy signature from the unexplored J400 system (near the Klingon border).  The Constitution is being sent to investigate. 

System:
7 planets, #2 is Class M.  No moon, but largely Earth-like. 
Sensors show no high energy readings from the planet.  But there was recent heavy meteor activity.  There is evidence, that once collected and analyzed, shows a large meteor was on collision course (an Extinction Level Event).  A force directed from the planet caused it to break up, altering its course.  This also caused high ionization over the populated area of the planet (heavy rain and weather).

The indigenous population are human, based on atmospheric pollution, approaching the industrial revolution.  Older structures bear resemblance to the Mississippian Mound Builders (a culture that vanished around 1400AD). 

Sensors show one such building has a a concentration of an otherwise alien mineral - the same one used in the construction of the obelisk on Luna.

Probes can provide data for the Universal Translators and Material Fabricators (clothing).  Then a Landing Party can beam down near the city to investigate.

The People of Caddoan have a legend.  Those who cling to the old superstitions believe that long ago the "Sky Fathers" brought them here from a different land.  To please the Sky Fathers, the Caddoans sought to learn, grow, and become pleasing for their return.  And eventually achieved social and technological levels comparable to 18th century Terra.

Then a new philosophy was born.  It declared the sky Fathers to be a myth, and demanded society focus on logic and reason instead.

At first they were ridiculed, the Obelisk at the heart of the Capital Building was proof.  Later they were tolerated, since they advocated noble pursuits.  Then they gained positions as educators, and subsequent generations were indoctrinated to support their beliefs. 

150 years later, they have become the law of the land.  Dissenters are considered dangerous, and treated accordingly, especially if they tried to form isolated communities of like minded individuals.  And any decline in scientific progress in the last few generations is clearly the cause of fanatics working against the greater good, the need for resources to oppose them, etc.  Not because of a sense of entitlement, and lack of striving on the part of the general population.

And then there was a terrorist attack on the capital, killing much of the government, with a weapon that shot light into the sky.  Police and military forces are hunting the Religious Extremists who caused this.  (While denying the existence of the Obelisk that was in a hidden courtyard underneath the government chambers - built a few decades ago). 

The natives are, of course, highly suspicious of strangers.  And the Landing Party are very strange.

Eventually, they can encounter a hidden group of the religious group.  Their old religious text hides secrets they are unaware of, which will prove important to the party.  They are peaceful, and know of no one in their sect that would have taken such an action.  Nor of any explosive that would cause such a beam of light.

Act 3
The ship receives a distress signal from a nearby civilian ship, and must go to answer it.  No sooner have they left, then the one's responsible, the D-10 Command Cruiser Kagga's Crown (The Constitution's nemesis from since the days of the Four Year's War) enter orbit.  A Klingon Landing Party beams in openly to the Capital Building (not burdened by the Prime Directive), using a Marine squad to secure it, while the ship's Sensor Master examines the artifact. 

The Starfleet Landing Party must act to drive off the Klingons, and prevent them from gaining the secrets of a massive Tractor/Pressor Beam more powerful than anything in either nation's navies.

Fortunately the old religious text had data on how to access the obelisk (musical notes sounding much like - but not obviously like - a communicator's activation chime followed by "Kirk to Enterprise"). 

The party will not be able to fully interpret what they are looking at inside, but can make guesses to target power it up, and target the Klingon ship.  And their own vessel will come warping back in once they learn they were tricked.  The Klingons will back off, and leave, rather than risk destruction.  And the Obelisk can protect itself.  Unfortunately, it can provide little knowledge about the Sky Fathers.

Nor can the Landing Party do much for the persecuted natives.  But exposure to the existence of hostile, advanced, aliens will make the general public begin questioning their beliefs.  The Constitution continues her mission, and the Kagga's Crown is out there looking to even the score again.  (And War looms ever closer).

Final Notes:
Obviously, the situation on Caddoan is reflective of the way religion and secularism have developed in the last century.  Whether you believe or not, and despite some terrible things done in the name of Christianity (among others) religion was for a long time the gateway to important discoveries.  Even Darwin set out to understand Creation when he proposed Evolution.  (Personally, I obviously do not find faith and science to be mutually exclusive).  The situation here reflects where we could be in a generation or two if extremism prevails, rather than seeking middle ground.
I could go on, but the point in a Trek story isn't to provide what the author thinks is the "only correct solution", but to provide impetus for discussion.  To let the viewers/readers look for the middle ground.
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This is a summary of the pilot game for my new Star Trek game (campaign I hope).  It is based on a series pitch from JMS.

This story begins right on the heels of Christopher Pike's announcement he was leaving the Enterprise after 15 years.  And, almost a decade since the Treaty of Axanar, the Klingons, especially Emperor Kassa, are spoiling for a second war.  The Romulans are still hiding behind their Neutral Zone, and the Orion Colonies are only a minor nuisance.

Act 1
The USS Constitution has returned to Spacedock.  An encounter with a Klingon D-7 battlecruiser caused some damage, prompting the planned refit.  And cost the life of the captain and XO.  LCDR Evander Kingsley of Bradbury, Mars took charge and saved the ship, he is hoping to be given command.  He has traveled to Armstrong City, Luna to bring the Captain home to his family.

Dr. Vernon Newell, the CMO (from Deneva), is also on the moon for a science symposium.  Lt. Chysanthei Mikelakis (Oreas, Centaurus; Xenolinguistics, A&A) was also in attendance, as a stopover from her last assignment at Outpost 4.

They are being shuttled back to San Francisco by recent academy graduate Ensign Riley Ward (Tasmania, Earth).  A faulty baffle plate causes a crash on the Dark Side.  And while waiting for a rescue shuttle, they find an artificial structure.

Investigating, they find an obelisk, centuries old, glyphs of an unknown language on it.  And it appears to have been some form of high energy beam of unknown purpose.

Once back at Starfleet Headquarters there is a top secret meeting with Admiral Komack, and the chiefs of staff, as well as Admiral Eugene O'Hare (Benecia Colony, the Constitution's first captain).  Since he has one last tour before mandatory retirement, he leverages command of the Constitution for a Five Year Mission.  Their goal, to seek out the alien race responsible for the obelisk, learn if they are still around, and if they pose a threat to the Federation.

Act 2 follows...
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