What a Card: Mr. Spock

Being a look back at cards from the Star Trek CCG, and what I thought of them back when they were fresh and new... in EPISODE order. Ooh, one of the big ones!

EXPANSION: The Trouble with Tribbles

PICTURE: Sure, Mr. Spock has the perfect expression, with the arched eyebrow, and the CGI is pretty seamless (Kirk and his shadow were removed from the image), but that background has got to go. Purple or fuchsia or whatever you call this is terrible, and the giant knob looks bad too. Another example of the consequences of foolishly sticking to the tribble episode for image pulls. Gonna cost Spock: a 3.3 and no more.

LORE: We don't get as much as we deserve thanks to the line cut for game text purposes. We do get a riff on logic (though that's a given with his species), the fact he was the first Vulcan in Starfleet, a personality trait (not bad), and then the catch word "Fascinating". I know he found everything around him fascinating, but was he considered fascinating by his peers? By Nurse Chapel, I guess. It almost reads like a comment on the rest of the lore. Be that as it may, it's a fair homage to the oft-cited word. They packed in a lot of stuff in those two lines, so a 3.5.

TREK SENSE: Wearing the Science blues, it's clear that he was Science first and first Officer second (if you can read that without getting confused). And he was QUITE the Scientist, so x2. He was always programming stuff into the Enterprise computer, so Computer Skill fits. Exobiology is a natural scientific skill to give him, since he was always in contact with new life-forms. Unfortunately, he probably deserves a lot more science-related skills, but there's no room, and I agree Exo was his most often used specialty. He plays the Vulcan harp, and needs Music to do so. He gave us the first Vulcan Nerve Pinch, and often used it, making the special download a natural. He was also quite adept at Mindmeld (heck, he could meld through walls, with machines, do almost anything with that skill (does it cover cross-the-room hypnotic suggestion?). Because he and Kirk were best friends, and worked best together, complementing each other perfectly, they both get a bonus to their attributes when together. They kept each other on the straight and narrow (Integrity), bounced ideas off each other (Cunning), and fought well together (Strength). One of the most appropriate attribute boosts in the game. Despite being "inhuman" in McCoy's words, he was still quite moral, and followed Starfleet directives to the letter. High Integrity makes a lot of sense for him. Cunning has to be really high, what with his mental clock, perfect memory and computer mind. And then there's that super-Strength that's always in evidence on the show. Really, Mr. Spock only suffers from being necessarily incomplete. They just did too much with the character on the show! For what's here, he deserves a 4.5.

STOCKABILITY: Mr. Spock has a lot going for him. 6 standard skills in addition to his classification, a special download, and a special skill on top of that, not to mention the very high attributes and helpful icons. Being SCIENCE before OFFICER allows him to add even more skills to his profile, because he can use both Classic Tricorders, but also be a leader for purposes of the Classic Phaser. Three extra skills (and +2 STRENGTH) by my count. Pick the classifications and you've got a personnel with SCIENCE x2, OFFICER, SECURITY, MEDICAL and ENGINEER, able to have a Senior Staff Meeting all by his lonesome, and well on his way to staffing a Kurlaned ship. Computer Skill is always useful. Exobiology likewise, especially against dilemmas. Music has the usual uses, not many, but you never know (Ressikan Flute, Ooby Dooby, etc.). OFFICER + high STRENGTH certainly helps pass Maglock. Super-SCIENCE personnel are rare, but very useful. Mindmeld at x2 is a great help against the Horta (plus has the usual perks, like sharing all those wonderful skills using the Vulcan Mindmeld interrupt). Speaking of those perks, he downloads Vulcan Nerve Pinch, so in a battle you might lose, he can place opposing personnel in stasis before personnel pair up. If you have more Vulcans present, he allows each one to do so. It can also nullify I Hate You. If with Captain Kirk - another great personnel, though mission solving isn't his thing... hey, it's Spock's! - they are both +2 to attributes. Spock's already high stats rocket to 10-12-11 before any hand weapon bonuses. Kirk's become an appreciable 10-11-10. Mr. Spock can solve a lot of missions, but the very first out of the Sherman's Time Location is Agricultural Assessment, which asks for him by name. Very efficient. He also allows Nurse Chapel to report for free, for an extra dose of MEDICAL skills. Amanda Grayson conversely allows him to report to her location for free. The OS icon allows him to download to the Starship Enterprise, or report there (or to the Consitution) with Crew Reassignment, so he gets into play early and easily. Being a Vulcan is also a plus in this game, whether you report them to the Vulcan Lander or Vulcan itself, solve Observe Ritual (admittedly strange in this case), pass Primitive Culture, save them with Live Long and Prosper, or save others with the Death Grip. Using persona replacement to turn him into Captain Spock is doable, but not particularly helpful. Different mix of skills, but less useful I think. Though if you see death coming (I dunno, Anti-Time Anomaly? Black Hole?), you switch to the Classic Films version who can return from the dead anyway. Mr. Spock would remain in your hand safe and sound at the moment of impact. But that's a long shot. An über-Vulcan who'll work great in any Federation deck, not just OS, though exact strategies may decide just how great. A 4.7.

TOTAL: 16 (80%) Rounds out to a top 10 Fed nicely.

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