Professional Documents
Culture Documents
STA TOS Tricorder Rules Digest v1.0
STA TOS Tricorder Rules Digest v1.0
STA TOS Tricorder Rules Digest v1.0
CREW
LEAD DESIGNER GRAPHIC DESIGNER LOGISTICS MANAGER
Nathan Dowdell Richard L. Gale Peter Grochulski
ADDITIONAL RULES LAYOUT VIDEO CONTENT PRODUCER
DEVELOPMENT Richard L. Gale & Michal E. Cross Steve Daldry
Sam Webb COVER ARTIST
CUSTOMER SERVICE
WRITERS Rodrigo Gonzalez
Lloyd Gyan
Dave Chapman, Jim Johnson, INTERIOR ARTWORK ARTISTS
Patrick Goodman, Ross Isaacs, Chris Adamek, Joshua Calloway, OFFICE MANAGER
Bill Maxwell, Jonathan Breese, Matthew Comben, Joseph Diaz, Shaun Hocking
Nathan Dowdell, Aaron M. Pollyea, Jose Esteras, Michele Frigo,
Rob Wieland, Oz Mills, John Snead, WEBSTORE MANAGER
Toma Feizo Gas, Nick Greenwood,
Ade Smith, Anthony Jennings, Jack Kaiser, Connor Magill, Kyle Shepard
Dan Taylor, Dayton Ward, David Metlesits, Wayne Miller, DATA ANALYST
Michael Brophy, Giles Pritchard, Angel Alonso Miguel, Grzegorz Benn Graybeaton
Maggie Carroll, Steven Creech, Pedrycz, Tobias Richter,
Shawn Merwin, Sam Webb, Alain Rivard, Martin Sobr, BOOKKEEPER
Gareth-Michael Skarka Steve Stark, Vitali Timkin, Valya Mkrtchyan
& Jacob Ross Rodrigo Gonzalez Toledo, FOR CBS STUDIOS
Chris Webb & CBS Studios
EDITORS Marian Cordry & Brian Lady
Brian Casey, Jim Johnson, CHIEF CREATIVE OFFICER WITH THANKS TO
Scott Pearson & Sam Webb Chris Birch Gene Roddenberry,
CANON EDITOR CHIEF OPERATIONS OFFICER John Van Citters, Marian Cordry,
Scott Pearson Rita Birch Veronica Hart, Keith Lowenadler,
Dayton Ward, Scott Pearson,
PROOFREADERS MANAGING DIRECTOR Marie-Cecile Girard-Jones, and to
Aric Wieder, Mateusz Płoszczyca, Cameron Dicks the many fans who have
Jim Johnson, Richard L. Gale &
HEAD OF PRODUCT supported this game
Virginia Page
Sam Webb PLAYTESTERS
PROJECT MANAGER
HEAD OF CREATIVE SERVICES The crews of the:
Jim Johnson
Jon Webb U.S.S. Lexington,
ART DIRECTORS U.S.S. Bellerophon,
Sam Webb, Katya Thomas HEAD OF RETAIL U.S.S. Thunderchild
& Jim Johnson Will Sobel U.S.S. Venture
AC 1210 19 1966
CREDITS
CONTENTS
01.00 Introduction 002 08.00 Gear and Equipment 165
08.10 Technology: The Right
02.00 United Federation of
Tool for the Job 166
Planets 009
08.20 Advanced Technology 172
02.10 Overview 010
08.30 Items and Equipment 175
02.20 Federation History 015
09.00 A Home in the Stars 185
03.00 Your Continuing Mission 031
09.10 Starships 186
03.10 Starfleet’s Purpose 032
09.20 Starbases 189
03.20 The Prime Directive 034
09.30 Colonies 190
03.30 Starfleet Academy 038
09.40 Starship Rules 191
03.40 Assignment 043
09.50 Starship Combat 199
03.50 Duties 045
09.60 Starfleet Ships of the Line 222
03.60 Landing Parties 048
09.70 Alien Vessels 238
04.00 Operations 051
10.00 Gamemastering 241
04.10 Introduction 052
10.10 Running Star Trek
04.20 Basic Operations 054
Adventures242
04.30 Advanced Training 068
10.20 Character Creation 245
05.00 Reporting for Duty 073 10.30 Managing the Rules 246
05.10 A Career in Starfleet 074 10.40 Player Characters 255
05.20 Lifepath Creation 081 10.50 Non-Player Characters 257
05.30 Creation in Play 111 10.60 Experience and Promotion 261
05.40 Supporting Characters 113 10.70 Creating Encounters 263
05.50 Talents 116 10.80 Creating Missions,
05.60 Character Development 120 NPCs, and Locations 270
06.00 The Final Frontier 129 11.00 Aliens and Adversaries 277
06.10 Strange New Worlds 130 11.10 NPCs and Adversaries 278
06.20 Stellar Phenomena 135 11.20 United Federation of
06.30 Scientific Discoveries Planets282
and Developments 139 11.30 Klingon Empire 286
11.40 The Romulan Star Empire 289
07.00 Conflict 143
11.50 Alien Artifacts 291
07.10 Introduction 144
11.60 Beasts of the Galaxy 295
07.20 Socal Conflict 146
07.30 Combat 151 12.00 Index 300
CONTENTS 1
01.00
INTRODUCTION
“Space. The final frontier. These are the voyages of the Starship Enterprise. Its
five-year mission: to explore strange new worlds, to seek out new life and new
civilizations, to boldly go where no man has gone before.”
– CAPTAIN JAMES T. KIRK
2 CHAPTER 01.00
There is no formal start or end to the game — Missions can be exploratory, unearthing ancient
the Players and the Gamemaster (see below) get civilizations and finding lost artifacts. They can
together and the sessions can range in length be diplomatic in nature, making first contact
from a couple of hours to a whole weekend. with a new species, or trying to prevent a war
There is no winning or losing, just a great way to between two feuding governments. It could be
get together, engage in conversation, create a of a scientific nature, working on a new research
story, and have a good time. project or investigating a temporal anomaly.
All games, however, have rules. This book What makes Star Trek Adventures different
provides the rules to help everyone agree from other games is two-fold: the variety
on what happens, to avoid dispute over the of stories, and the depth of character. Star
action, and to help everyone to work together Trek is not just about exploring strange new
to make sure that the experience is as fair as it worlds. One mission could be a life or death
is exciting. struggle, stranded on a planet with hostile
forces approaching while the crew tries to repair
PLAYING A ROLE IN STARFLEET the damaged shuttle. The next could have a
Star Trek Adventures allows you to join Starfleet, medical focus, with a crew member fighting
take a position on board a starship, starbase, or for their life against a strange disease and the
colony, and discover new and exciting worlds. medical staff desperate to discover a cure.
It is a future of hope, peace, and science. One
where the challenge is resolved as much by However, it is the characters that make Star Trek
discussion, diplomacy, and science and research stories special. Behind the main story, through
as it is by pointing a phaser. the heat of the action, the characters and their
INTRODUCTION 3
relationships are often the most important WHAT YOU WILL NEED
element. Frequently, the characters’ personal To take your place in Starfleet and to start your
stories come to the fore and become the focus adventures across the Galaxy, it is recommended
of the adventure, and Star Trek Adventures that you assemble the following before you begin:
encourages and enables this during play. Player
Characters have their own motivations and PLAYERS
directives, relationships and challenges that make Every game needs Players. One of these
them more than simple numbers on a sheet. With Players will be the Gamemaster (see below),
the help of the Players, the characters become but you will need a handful of Players to take on
three-dimensional — and when the characters are the roles of the Player Characters. The Players
rich and detailed, the sense of tension, drama, work together, just like the crew of a starship,
and excitement throughout the game will make to face the challenges the Gamemaster places
the experience unique and thrilling. before them, explain how their characters act
and respond to the encounters, and to ensure
everyone is having fun. It is possible to play
YESTERDAY’S ENTERPRISE with six or more Players, but the more Players
there are the less time each Player gets to share
The default setting for the digest rules of the spotlight.
Star Trek Adventures is the year 2269 but
that does not mean that other eras of play are Each Player will adopt the role of a crewmember
unavailable for the game. Gamemasters can in Starfleet, but there will be times when their
choose to set the game at the dawn of Humanity’s character is not the focus of the mission. During
exploration into the stars, during the period these moments, Players will switch to control a
when Captain Jean-Luc Picard commanded the Supporting Character to play a more active part
U.S.S. Enterprise NCC-1701-D, during the tension- in the story at that time. That means the chief
filled years when the Federation encountered the engineer’s Player will not be sitting doing nothing
Dominion in the Gamma Quadrant, or maybe even when the security landing party beams to the
after Praetor Shinzon’s plan to destroy Earth is planet for a lengthy encounter.
foiled by Captain Picard and his crew. Through
wormholes or other temporal anomalies, the crew THE GAMEMASTER
from one time period can travel to another, or even In Star Trek Adventures, one Player takes
into Earth’s past. on the role of the Gamemaster — they are the
host of the game, the one who sets the scenes,
Gamemasters wishing to run missions during describes the environments, knows the direction
different time periods will have no trouble using the story is designed to take, and poses the
the rules as presented. If an item of equipment or dramatic scenes and puzzles that the Players will
technological advance is unavailable in a certain era encounter. They also act as the characters that
(such as transporters, replicators, etc.) there will are not controlled by the Players — Non-Player
be a note in a sidebar like this one. Additional advice Characters, or NPCs for short — whether those
for Gamemasters wishing to run games during the are adversaries, their commanding officers, or
Star Trek: Enterprise or The Next Generation eras, Supporting Characters.
or after the events depicted in Star Trek: Nemesis,
can be found in Chapter 10: Gamemastering (see The Gamemaster also acts as referee and
p.241) and in future supplements. adjudicator for the rules of the game. They not
only run the game, but also ensure that the game
4 CHAPTER 01.00
is fun, fair, and exciting. If at any time the rules attempting Tasks and determining results from
are contested, or the Players are unsure of the tables. The dice are used to help determine the
outcome of a Task, the Gamemaster has final magnitude of certain game effects, such as how
say on how the rules of the game are applied. effective your solution to the engineering problem
The Gamemaster determines the plot of the was, or how convincing your character was in the
mission, how the story unfolds, and sets the sensitive negotiations with a potentially hostile
scene for the adventures ahead. They describe civilization’s military leader. More d20s are helpful,
the setting, what happens and who is talking, as Players and the Gamemaster may need to roll
and interpret the outcomes of the Players’ up to five d20s at a time, depending upon the
actions and rolls. The Gamemaster has to be fair circumstances.
and listen to the Players to make sure everyone
is enjoying the game. Being the Gamemaster Additionally, you will need at least four d6s for
can be a challenge, but a rewarding one. the group. When these dice are used in Star
Additional advice for gamemastering can be Trek Adventures they are called Challenge Dice
found in Chapter 10: Gamemastering. [abbreviated as A elsewhere in these rules]. It is
recommended that the group has a large number
CHARACTERS of d6s or A available. Players will generally need
Every Player needs a character. Chapter 5: three to six A to determine the effectiveness of
Reporting for Duty, presents all of the their attempts, whether this is causing damage,
information Players need to create new or making a scientific breakthrough. The
characters, as well as a sample pre-generated Gamemaster may need many more than this.
character. The characters can be cadets training
at Starfleet Academy, ensigns fresh from the If dice are scarce, they can be shared between
Academy on their first assignment, or bridge Players and the Gamemaster. Additionally,
officers already in command of a ship. They Modiphius produces special Star Trek
can be crew members from Starfleet’s dramatic Adventures dice, with certain numbers
history, or new creations defined by the Players. replaced with the Starfleet delta, though these
They can be Human or alien, young or old, and are not essential.
look like anyone you choose.
PAPER AND PENCILS
Players will also have at hand a selection of Having a supply of paper and pencils will be
Secondary Characters that they can control handy for making maps, keeping notes, and
when their Main Character is not currently in the tracking various game effects. The Players may
thick of the action. These Supporting Characters need to make note of temporary impairments
can be created by the Players, or supplied by the affecting their characters, the names of
Gamemaster as the mission dictates. characters (both Player and Non-Player),
important events, and clues to help them
DICE through the mission among other things. The
Star Trek Adventures uses two common types Gamemaster may need it to record the health
of dice found in most hobby and game stores. and status of other beings, and to keep notes
These are twenty-sided dice (abbreviated as d20), of key details from the session. Sometimes
and six-sided dice (abbreviated as d6). Ideally, the Gamemaster can pass notes to Players,
the group will have at least two d20s per Player, rather than announcing them out loud. It is
and two or more for the Gamemaster. These possible to keep track of all of this with tablets,
d20s are used for many different Tasks, such as smartphones, computers, and PADDs, but
INTRODUCTION 5
electronic devices at the game table can be adding a growing sense of unease, as Threat is
distracting and should only be used with the the resource used by the Gamemaster to make
Gamemaster’s consent. life more difficult for the Player Characters.
6 CHAPTER 01.00
really takes a dramatic turn, adding to the
sense of threat and tension and making the BEAM EMITTER
adventure more compelling.
DEFLECTOR GRID
EXAMPLE OF PLAY
The best way to learn how to play is to get
TRIGGER
involved in a game, be it in person or online.
Below is an example of play in a typical game SETTING SCALE
of Star Trek Adventures to give you an idea of
how the game flows.
L.E.D.
Aboard the Klingon landing pad... SETTING DIAL
“I would like to diagnose the Klingon warrior to
find out whether he’s infected with the virus,”
states Ashley, playing Dr. Anjar Loral, the PHASER TYPE-1
Lexington’s Chief Medical Officer.
INTRODUCTION 7
“I’ll tell the rest of the landing party,” replies Nick. she really needs these samples, Ashley calls
on her character’s Value “Rough and Tumble
“Okay, while he takes up a defensive position Doctor”using Determination to buy 1d20 that
at the door of the cargo bay, I’ll order our has already scored a 1, giving her 2 successes
engineering ensign to take a look at the control already. She rolls a further success while the
panel to try and open it,” describes Joel, who Klingon scores 2 successes. Both characters
is playing the Vulcan Commander Sumek, “It is succeed, but as Ashley gained 2 Momentum
logical that whoever inflicted the door damage while the Klingon scored 1, Ashley wins the
was also the one who infected the landing Opposed Task and has 1 Momentum spare.
platform. If we can trace the weapon’s energy Dr. Loral manages to take the sample while the
signature, we may understand who the attacker Klingon struggles against her.
is.” He assists Nikki’s Control + Engineering
Task, as she is playing a Supporting Character for “Then suddenly, once the purple Klingon blood
this landing party, Ensign Sabu. With a Difficulty sample is safely in the bottle, the alert klaxon
of 2 and a Target Number of 13, Nikki wants to of the Klingon station sounds, echoing around
make sure she succeeds, so she buys one extra the cargo bay and a Klingon voice is translated
d20 with a point of Threat, while Joel rolls 1d20, as ‘Self-Destruct Sequence Initiated!’” Sam
looking for a roll of 11 or under. The Difficulty is spends all his remaining Threat to change
2 as collecting this kind of data requires some the scene. “At that point,” he continues, “the
attention. Nikki scores a 3, 15 and 20, while Joel door opens and three Klingons step forward,
scores an 11, and because Nikki scored at least mek’leths and disruptors in hand… ‘Step aside,
1 success, Joel’s success also counts, meaning Humans, we are destroying this station and its
they succeed. sick inhabitants. This way at least they will die
with honor!’”
“It’s Klingon disruptor fire,” describes Sam. As
Nikki also scored a 20 on one dice, she gets a Joel, as his commander, decides to try and
Complication. Sam decides to bank two Threat negotiate with the Klingon captain: “Captain,
instead of creating a Complication, as he has we are here to cure this ailment. Please let us
something in mind. deactivate the self-destruct and continue with
our work!”
“Can I attempt to take samples from this
Klingon warrior so I can begin tests back on the “Never!” Sam shouts, as he describes the
Lexington?” asks Ashley. Klingon captain aiming to open fire. The scene
moves into a Conflict Encounter, so the 1
“Are you going to ask him nicely or just go ahead Momentum that had been banked is removed
and get those blood samples?” asks Sam. and Sam tells the group that as Nick’s character
Lt. Rafael was preparing for this, and is in cover,
“I don’t really have time, we need to work our he can act first. Had the group banked more
way through most of the station but I need than 1 Momentum they would have had some
samples from a lot of different Klingons,” she to help them subdue the Klingons, but from here
replies, so Sam makes this an Opposed Task, the group will need to fight them without it and
with Ashley looking for one success using eventually get to the control center to stop the
Control + Medicine while the Klingon opposes self-destruct sequence destroying the orbital
that roll using Fitness + Security. Deciding landing platform with them inside!
8 CHAPTER 01.00
02.00
UNITED FEDERATION
OF PLANETS
MB 30 632 22332
10 CHAPTER 02.00
THE ALPHA QUADRANT Breen Confederacy
In the early days of Starfleet, we ventured out While they have not been designated as a threat,
into the stars only to discover many civilizations the Breen Confederacy is one of a handful of
that would eventually join us to form the United species that has earned a place on the Security
Federation of Planets. While the details of the Council’s ‘must watch’ list. While the Federation
UFP, including its foundation, will be covered in has had little direct contact with the Breen, the
detail elsewhere, it is worth noting some of the Klingons have a long, bloody history with them.
other major powers and planets within the Alpha
and Beta Quadrants, particularly as they stand Our technological evaluation of the Breen is
now, in 2269. You need to be aware of the bigger woefully incomplete, but what little we know is
political picture, regardless of where your orders that they are a species at or near our own level
send you. of capabilities. Starfleet has assets in and near
Breen space working to gather intelligence, but,
The Alpha Quadrant is home to not only Earth as yet, no clear picture has emerged of the Breen
and many other Federation member homeworlds, as a people or as a potential threat. We do have
but also the Breen, the Tholians, and many other confirmed reports of Breen privateers attacking
species. The Federation has also had a number various colonies and transport ships. While the
of encounters with the ever-expanding Orion information we have is anecdotal, it’s suggests
Syndicate and their criminal dealings within the that the Breen possess fast, agile fighters that
Alpha Quadrant. they use to conduct hit-and-run attacks.
12 CHAPTER 02.00
agreement is in place. Past skirmishes between Should you and your ship be assigned to a
our two peoples have largely been forgiven. While mission in the Beta Quadrant, it is highly likely
they are a warp-capable species, the Talarians you will encounter the Klingons and Romulans at
currently possess somewhat inferior technology some point, so this is a good opportunity for us
and weaponry in comparison to the Federation’s to briefly detail those two empires, their peoples,
top-tier starships, though they may pose a threat and their technological and threat assessments.
to our smaller scout ships and cruisers. However, I will also briefly discuss another species located
the Talarians do employ unconventional tactics in the Beta Quadrant, the Gorn Hegemony.
such as self-destruct devices used on transports
designed to lure in unsuspecting starfarers and Klingon Empire
liberal use of subspace proximity detonators, so While not at war with them, the Klingon Empire
do not dismiss them out of hand. is arguably the Federation’s primary antagonist
today. Despite the Treaty of Organia, which
Tholians largely forced peace between the two
The Tholians are a powerful Alpha Quadrant governments, incidents and flare-ups occur
species that are, thankfully, xenophobic on a regular basis. Captain Kirk and his crew
through and through. Tholian technology have encountered Klingon captains on more
is similar to our own, and their unique than one occasion, as have many other
tractor field energy nets have proven Starfleet commanders and crews.
to be the downfall of more than one
starship. As for Imperial Intelligence, the
espionage arm of the Klingon
Tzenkethi Coalition Empire, very little is known.
The Tzenkethi are one of many Klingon Intelligence might either
species the Federation has had be the most efficient intelligence agency
conflict with in the past. They generally operate in known space, since so little is known about
in their space and leave us to operate in ours. them, or the worst, since there seems to be little
We have a few listening posts in place to notoriety around the organization. Perhaps it is
monitor their actions, but, for the most part, because the Klingons, by and large, are direct
they seem to want nothing to do with us. A few with most of their dealings — they may not find
scientific surveys and mapping missions are working in the shadows to be honorable. Still, it
planned near the border of Tzenkethi space, is worth remaining vigilant for signs of Klingons
so if you are assigned to such a mission, keep lurking where they are not supposed to be.
your eyes open for anything that might be of
interest. Klingon relations with other species bears
mentioning. The Klingons, by their nature a
THE BETA QUADRANT warrior race, have had skirmishes or outright
Adjacent to the Alpha and Delta Quadrants, wars with many of the species in the Alpha and
the Beta Quadrant is home to both the Klingon Beta Quadrants, and perhaps more than we
and Romulan Empires, and many Federation know given that they’re rather close-mouthed
worlds, outposts, and protectorates. Even about parts of their history. Complicating
now, most of the Beta Quadrant remains matters is that recent encounters suggest that
unknown territory, and Starfleet’s mandate the Romulan Star Empire and the Klingons
to explore is naturally oriented, by and large, have enjoyed a brief period of cooperation,
further into the Beta Quadrant. suggested in their sharing of certain starship
14 CHAPTER 02.00
even other galaxies, and more unexplained Alpha and Beta Quadrants, there are huge swaths
phenomena than can be properly described or of uncharted territory and spatial anomalies and
explained, await you out there. Countless vessels features yet to be catalogued and investigated.
from many species have encountered these Every sector could contain unimagined resources
threats, and many have been lost for all time to and discoveries, or a sinister alien species
the mysteries of space. Exploration is a mission that would love nothing more than to destroy
for the bold, the fearless, and the curious, and in the Federation and our way of life. Despite the
this, Starfleet will always lead the way. challenges the Federation faces, we will always
explore; we will always continue to seek; and
Into the Unknown… we will always boldly go forward. Good luck,
As mentioned before, the bulk of the Galaxy has Captain. Fair winds and following seas to you and
yet to be explored. Even close to home, in the your crew.
02.20
FEDERATION HISTORY
“LET ME HELP”
ARCHIVED DIARY ENTRY see the future more clearly than I do. I think that’s what
March 5, 1930 drew me to him in the first place.
Dear diary, He and his friend, Mr. Spock, are clearly in some sort of
trouble, though he doesn’t want to talk about what it might
My life has become positively filled with be. I asked him to let me help the two of them, and he
interesting people the last few weeks. The chuckled. He told me that someone a hundred years from
most recent, I think I’ve told you already, was now would recommend ‘Let me help’ over ‘I love you,’ and I
a man named Leonard McCoy. He doesn’t can see how that might be true. I still like the latter more
seem the type we usually see here, but he than I do the former, I think, though I believe they’re both
did stumble into the mission half dead. I different ways of saying the same thing.
suspected then that he’d gotten hold of some
bad bathtub gin, but some of the things he’s There was something in the way he looked into my eyes as
said are making me reconsider. we were talking about this that has me believing he feels
the same way. He’s taking me to the picture show tonight
He talks like the young man I’ve been seeing, (though if I’m honest we’re going Dutch treat because
James — no, Jim, he asked me to call him Jim. neither of us has very much money to spend). But I
I must confess, Jim is a mystery to me. He’s said his three words, and it made him smile. It might be
not like so many of the others at the mission. forward of me, but after the picture show, I think I’ll say my
When I talk about peace and a future without three words. One of us has to say them first, after all.
war or hatred, he doesn’t roll his eyes. He
nods, like he believes in it, too. He seems to Until then, dear diary!
KENNEDY SPACE CENTER, FL – NASA officials have “We’ve only just begun our investigation,”
confirmed that Lieutenant John Kelly, leader of the Ares said NASA Director Amy Sisson, speaking
IV expedition currently underway on Mars, was lost and earlier this evening to a pool of journalists
is believed to have been killed in an accident involving the at a special press conference. “We’ll
ship’s command module in orbit over the red planet. continue to do everything we can, until we
have all the answers as to what happened
The incident occurred at approximately 4:52pm to Lieutenant Kelly.”
Eastern Standard Time today, and is believed to have
involved some form of spatial anomaly which came into Of equal importance, Sisson reminded
contact with the Ares IV command module. Transcripts reporters, was the rescue of astronauts Rose
of communications between Kelly and his two fellow Kumagawa and Andrei Novakovich. Currently
astronauts on the Martian surface indicate that he stranded at the Ares IV mission site, they now
attempted without success to maneuver the ship out of await the arrival of the spacecraft Theseus,
danger after detecting the anomaly’s approach. Satellites which is scheduled to be in orbit over Mars
orbiting Mars were unable to confirm whether the ship in five days. Their rescue will leave many
was destroyed or somehow caught or swept away by the troubling questions unanswered.
mysterious and still unidentified object.
For now, the world mourns the tragic loss of
yet another astronaut and hero, Lieutenant
John Kelly.
16 CHAPTER 02.00
well-being and saw to it that everyone under PERSONAL LOG
his rule was fed and received medical care.
Ultimately however, the people revolted as they PERSONAL LOG, SOLKAR,
did not like giving up so many rights and Khan CAPTAIN OF THE T’PLANA-HATH
was forced to put down their insurgency.
“The detection of the warp signature in the
“It was toward the end of the Eugenics Wars Sol system was unexpected. We were in the
that we know he commandeered a sleeper outer edges of the system, placing a subspace
vessel named S.S. Botany Bay and blasted off surveillance array to observe Andorian fleet
from Earth. Eighty-four of his followers joined movements, as ordered. With the revelation that
him in the hopes of finding a planet more fitting Earth had achieved warp travel, the logical decision
to their style of rule. It is pure speculation what was obvious: First Contact, as a means of ensuring
might have happened had the Enterprise not that the Humans, and their solar system, more
encountered the Botany Bay in 2267 after firmly lay within the Vulcan sphere of influence,
drifting for over two centuries. rather than risking any potential future alliance
between the Humans and the Andorians, which
“It is a testament to Khan and his Augment could lead to a strategic imbalance.
followers that, through their genetic
engineering and intellect, they were able to The discovery that Earth had no central planetary
survive on Ceti Alpha V after its orbit was authority complicated matters, to be certain.
drastically changed upon the destruction of The launch site, where we landed, was little more
Ceti Alpha VI. The crew of the U.S.S. Reliant than an outpost. The Human responsible for the
discovered the remains of the Botany Bay and development of their warp drive, Cochrane, was
encountered Khan on stardate 8130. Khan undeniably a gifted engineer, but, in retrospect,
and his followers easily took over the Reliant, stood as an exemplar of his species: undisciplined,
marooned the crew, stole secretive scientific intemperate, and highly illogical.”
research at Regula One, and murdered the
scientific staff there. If not for the efforts
of the U.S.S. Enterprise again, we can only
speculate what Khan’s motives and intentions I finally have some positive results. Yesterday
would have been.” the Klingons happened upon a large derelict.
At first I thought it was an older model of the
K’t’inga-class cruiser, but from surveillance of
HUR’Q SHIP Captain Koloth’s private channel to Qo’noS, it’s
something far more valuable.
INTERCEPTED TRANSMISSION
They believe this to be a Hur’q vessel, which
Colonel, belonged to a species that subjugated the
Klingons several centuries ago. Apparently, it
Agent Firehawk reporting. It’s been seven was captured Hur’q technology that helped
months of cloaked operation, following in the these imbeciles make it into space in the
wake of the Klothos and were it not for my first place.
duty I’d have gone mad by now. I swear that I
can hear those barbaric veruuls barking their From what I can tell this ship is more advanced
“opera” through the void of space. that anything the Klingons have ever been able
18 CHAPTER 02.00
T’LETH, VULCAN PHYSICIAN
PERSONAL LOG
Earth, April 15, 2153
The news from areas affected by the Xindi I assisted a search and recovery team in the field at a
weapon is grave, and my colleagues here at large recreational facility catering to family gatherings.
Starfleet Medical are unable to focus their Though not directly in the path of the weapon, the
attention away from viewscreens estimating facility suffered infrastructural failure as a result of
the number of casualties. As volatile a species the fire and aftershocks following the attack. The
as all reports indicate, a number of Humans team recovered sixteen bodies, eleven in unidentifiable
have turned their anger onto us, the obvious condition, and three survivors. One of the survivors
aliens, the offworlders. Even those of us who is a Human child of no more than eight years who,
have been here for some time have been the unfathomably, latched onto my hand while the recovery
targets of invectives and slurs. No physical team carefully removed the debris trapping her. She
altercations have been yet reported, but as believes I am a “nice elf lady”. I found myself unable to
the casualty lists continue to tick upwards, it correct her misperception. She asked for a story from
can only be a matter of time before a Human “elfland.” I instead spoke of Surak’s journey across the
attacks a member of another species in Plain of Blood, still hot and green from battle, and the
misplaced rage and grief. […] logic he used to cool it into stone.
Participants of the Interspecies Medical Doctor Vartras, a colleague also attached to the
Exchange program have been requested recovery team, commended me for calming the child
to assist in recovery operations. It is not and keeping her attention focused away from what
what I expected, to tend the wounded, dying, was no doubt a very painful field amputation, even with
and dead of the attack. Yet I cannot think pharmaceutical desensitization. I was disconcerted
of anywhere else I would rather apply my to realize Dr. Vartras, who still insists I refer to her as
knowledge and skill at this time. My goal ‘Shanti,’ performed emergency field surgery while I was
was the furthering of my understanding of occupied with Surak’s story and the child’s grip on my
Human physiology, disease, and treatment hand… […]
techniques, but I realize now how remarkably
short sighted the scope of that goal. Though It is difficult to maintain my customary decorum amid
many of our people dismiss Humans as the raw, untempered emotions of the Humans around
temperamental and violent, as a species they me. I have begun to rely on Keethera meditation, as
possess an unexpected depth of resilience my usual daily meditation does not restore enough
and determination in the face of catastrophe. equilibrium against their grief and suffering. Shanti
A glimpse into the survival traits of their has expressed interest in learning the technique to
evolutionary past. A glimpse, perhaps, into our control her own emotional reactions. I have decided to
own ancient past. And perhaps, one into their teach her. She will not master the form, as she is only
future. […] Human, but perhaps the fundamentals will aid her as
they have aided me.
CHANDA: We have a busy day ahead of us, Senators. M’RISSA: There arrre five species that co-
Six worlds have applied for Federation status in the last evolved on theirrr homeworrrld? Can they be
few months. I trust you’ve all had opportunity to read the considerrred separrrately, perrrhaps?
information packets?
LIAREA: That’s actually not a bad idea. Weren’t
SHRAX: I have, and honestly, I’m astonished that we’d even the Reptilian and Insectoid the most aggressive
consider the Xindi application, considering their history with— of the bunch? And didn’t groups from the future
manipulate them all anyway? Can we continue
NARGL: (snort) Oh, let it go, blue-skin. The Xindi Crisis was to hold them accountable given the extent of
over a hundred and fifty years ago. Let them through, as the interference some future faction decided to
far as I’m concerned. Move on to more important matters, inflict on them?
before I die of starvation.
MALIR: For the record, the Xindi have had
SHRAX: (angry) Would that we’d be so fortunate to have provisional status for the last quarter century,
your corpse stinking up the council chambers. If you’ve got far longer than any other worlds to date.
something to say, Tellarite— While caution is certainly warranted by their
history, Senator T’Prae is correct. For all
CHANDA: Gentlemen… our investigations, we’ve uncovered nothing
but regret and a determination to be better
[indistinguishable arguing, unable to discern dialogue] than their ancestors. Now we have to answer
the same question: are we better than our
T’PRAE: (clears throat) The Xindi application for world ancestors?
status should come as no surprise to anyone on this
Committee. When they applied for provisional world status, [silence, grumbling, papers shuffling]
a number of intelligence agencies investigated thoroughly
and uncovered no evidence of wrongdoing since the CHANDA: Does anyone else wish to enter a
regrettable incident of 2153. statement into the record? (pause, silence)
Thank you, Senators, for your patience and
DAKR: That “regrettable incident” cost us the lives of seven forbearance. Take a few minutes to reread the
million citizens and nearly catapulted us into an interstellar Xindi Council’s packet, and then we’ll vote on
war! Humans may be short-lived, but it’s hard to forget a the matter.
20 CHAPTER 02.00
INTERCEPTED TRANSMISSION Success means that the operative and their
family receive corrective care and are given
KLINGON AUGMENTS their own minor house.
Most Glorious Praetor, I mention this now because our loyalty officers
just discovered that one of the enlisted techs at
The plague that tore through the Klingon Empire the Ara’athal research facility just so happens
in the middle of the 22nd century disfigured and to be one of these Klingon infiltrators. May she
killed most of their people. By now the populace suffer the death of 1,000 traitors, of course,
is steadily regrowing, but to fill in gaps in the but I have an idea. This individual is attempting
military the noble houses recruit footsoldiers to gather all of our notes on the next generation
from the worker caste. Entire fleets along their of cloaking devices. If it pleases the Praetor I
borders are comprised of conscripts who were would beg you that instead of executing her we
too poor to qualify for reconstructive surgery, simply devise new notes with a hidden critical
and led by noble officers who maintain the same flaw so that if the Klingons ever attempt to go
appearance to avoid questions and suspicions to war with us again we can negate their cloaks.
from neighboring powers. Imagine the look on the Chancellor’s face when
he hears that his fleet was vaporized because
The fastest way for a low-caste Klingon to we can track their ships’ ionized warp trail.
ascend to the warrior caste is to volunteer to
serve as an infiltrator against an enemy power. With Loyalty, General Timnok
Telling someone their loved one has died is the most of defeat we handed them. The Federation
unpleasant of all the duties I’ve had to perform. I’ve Council has already sent messages to
just finished composing a message for the parents of the Romulan government to lodge formal
Weapons Specialist Robert Tomlinson. As I sit here, closing protests against the unprovoked assaults
out his file, I can’t help thinking of the larger implications on our outposts. Will they disavow the
his death brings. Along with the men and women serving actions of a rogue ship captain, or respond
on the observation outposts along the Neutral Zone, in more measured, even provocative
Specialist Tomlinson was the first combat casualty lost tones? Meanwhile, this new attack can’t be
against the Romulan Empire in over a hundred years. mistaken for anything but a test, not only of
our technology but also our resolve. How far
The Earth-Romulan War is one of our history’s darker are the Romulans willing to push this? Are
periods, and we were the winners. I can only imagine they looking to start another war?
how the Romulans must view it. They’ve had a century
to think about it, and we know from past experience Why do I think I’m not going to like the
that they’re a proud people, unaccustomed to the sort answers to those questions?
22 CHAPTER 02.00
THE BATTLE OF CHERON The details of the Battle of Cheron, although
widely studied, remain a mystery due to the
INTERCEPTED REPORT executions of the warbird commanders who
Executive Summary for the Imperial Senate. allowed the Empire to be humiliated. As a result,
Presented by Admiral Kylor Jerok, Intelligence conflicting and apocryphal accounts have made
Analyst, Romulan Imperial Fleet. their way into the historiography of the battle.
The basic facts are simple enough: the Imperial
“Decisive” is a word that historians prefer to Fleet engaged a smaller Earth task force
avoid. No battle is decisive. One battle is merely orbiting Cheron. Confusion about Starfleet’s
the precursor to the next. Was the Battle of strategy and whether the homeworld itself was
Cheron the decisive battle that ended Romulan in danger sowed doubt and turned the battle
plans for expansion? Of course not! Nothing has and led to a catastrophic defeat and destruction
changed except our timing. of shipyards.
In a ceremony lasting under five minutes, the “It’s like a leash around our
Praetor of the Romulan Star Empire met via necks,” proclaimed one
subspace link with the Federation President high-ranking Starfleet official
as each leader affixed their electronic on condition of anonymity.
signature to the Treaty of Algeron. The “Meanwhile, the Romulans will
agreement calls for the cessation of hostilities continue to exploit this tactical
between the two powers, while reasserting advantage at every opportunity.”
and clarifying the Neutral Zone separating
Federation and Romulan Territory. In a terse statement offered just after the signing,
Romulan Praetor Dralath said, “So long as the Federation
“As always, we remain committed to the peace observes all treaty stipulations, so shall we.” He offered
process,” said Federation President Gan Laikan no further comment about the agreement or any of the
to small audience on hand to observe his Federation concessions before terminating the subspace
signing. “It is my sincere hope that the steps communications link.
taken today serve to ensure our continued
security and prosperity as we strive to work in The treaty is already having an effect, with starship
partnership with the Romulan Empire.” commanders along the Neutral Zone reporting the
withdrawal of Romulan vessels from the area. Likewise,
Critics of the treaty point to concessions all Romulan ambassadors and other diplomats working
made to the Romulans, including the or traveling in Federation space have been directed to
expansion of the Neutral Zone as well as the return immediately to Romulus.
agreement that Starfleet would not attempt
to replicate cloaking technology for use What any of this might mean for ongoing Federation-
aboard its starships. Romulan diplomatic relations remains to be seen.
24 CHAPTER 02.00
crumble under the truth that the Empire is not command center on Romulus, and seeded
infallible, your family’s genetic line is best served dissent and accusations between the Tellarites
by dragging you outside for immediate execution. and Andorians, and later the Vulcans and
Rigellians until they stood on the cusp of war.
Let us begin with the gravest of the Empire’s And perhaps Valdore’s success would have
mistakes: its key role in the formation of the held firm, had his overconfidence not drowned
Coalition of Planets. his sense of judgement and emboldened him
to attack the Terran ship Enterprise under the
One hundred and twenty years ago, the guise of an Andorian war vessel.
Tellarites and the Andorians squabbled over
trade disputes and perceived slights. The
Senate was concerned about the early signs ENSIGN RICHARD TRAVERS
of alliance between various enemy races,
including the Terrans, Vulcans, Andorians, PERSONAL LOG
Rigellians, and Tellarites. Seizing opportunity, Stardate 5632.6
Senator Vrax authorized Admiral Valdore to
construct a series of prototype droneships “Hi Mom and Dad. Ship assignments
and covertly destabilize relations between are now posted. Can you believe
those species. These vessels, able to mimic the it? I’m finally going into space! I’m
appearance of a variety of species’ starships, going to be serving on the brand spanking new,
utilized the novel technology of telepresence, yet to be commissioned, U.S.S. Defiant. She’s the
acquired from the Andorian species after their latest Constitution-class ship to be built. I’m already
abandonment of it. anxious to get into her engine room.
Here we see Vrax’s first mistake: reliance on She has the most beautiful lines. Her nacelles and
a disgraced Admiral considered a fool by even support columns have such straight lines. The
his contemporaries, all for the sake of useless saucer section is perfectly round. She’s downright
friendship. His second mistake: reliance on a lovely. I can’t wait to see her warp core.
technology developed by another species. And
in this reliance, his third mistake manifests: My roommate has teased me about the fact that I
though we have the genetic capacity for already fawn over her like she’s my girlfriend. I told
telepathy, the level of telepathic skill required him that every chief engineer falls in love with his
was beyond any Romulan of the era. ship. He reminded me that I wasn’t a chief engineer.
I laughed and told him not yet.
To compensate, Valdore abducted a mutant
Andorian with strong telepathic potential. Mom, I know you’re going to worry now that I am
Why he did not draw from the ranks of shipping out, but I’ll be okay. I shouldn’t have to be
loyal, telepathic Remans remains a mystery; on any landing parties since I’ll be serving in the
perhaps his own arrogance and bigotry engineering section. So the fact that I’m wearing
blinded him to resources already available a red shirt isn’t a cause for concern. Good thing I
and less trouble to condition than a pacifistic never wanted to get into security, isn’t it?
Andorian mutant.
Well, I need to go. We are supposed to report to
Valdore enjoyed success, initially, using the our senior officer in the morning. I love you both.”
mutant to control the drone ships from his
“Do you want to know which Federation captain I “It was only after we started to have acts of
respected the most? It was Captain James T. Kirk of insurgency against us that it became clear who
the U.S.S. Enterprise. There was a man who should have was behind it. You can imagine my surprise
been born a Klingon. He has the heart of a true SuvwI’, when the Organian elders revealed exactly
a warrior. We first met on Organia. I led a force of five who Baroner and Spock really were. Elation
hundred Klingons to occupy that backward planet. The doesn’t cover what I felt. Here was the captain
people there acted like sheep cowed by the wolf. They of the Federation’s flagship and he was now in
promised that we would have no problems. Kirk and his my custody! You have to understand that we
first officer, Spock were also there, hidden in plain sight are two tigers. We were meant for battle. I
by the village elders. Kirk called himself, Baroner. I could found myself wishing that we were facing each
see the hatred in his eyes every time we spoke. It was so other on the bridges of our ships locked in
refreshing. I installed myself as governor and demanded combat! We were at war with the Federation
that he serve as the public liaison. and if it wasn’t for the fact that the Organians
interfered and put a stop to it, it would have
been glorious.”
26 CHAPTER 02.00
GENERAL ORDER 24 COUNCILLOR DEHUS
COMMANDER ARJUN PRAKASH, CO, PERSONAL LOG, KLINGON HIGH COUNCIL
U.S.S. SOLKAR TO DR. DONALD CORY
The day has finally come. The Klingon Empire
It seemed like a stroke of the greatest luck and the United Federation of Planets have – not
when I happened to mention the Antosian without considerable adversity – negotiated an
Expedition to Doc Le. They’ve shown some alliance that promises to provide a cornerstone
remarkable potential with their nano-medicine for roj in the Alpha and Beta Quadrants. Not one
breakthroughs, though in the past they never Klingon warrior who served on the invasion force
let outsiders have access to their cellular on Organia to patrolling the Neutral Zone could
metamorphosis techniques. It took a bit have foreseen the concord of the oppositions.
of doing, but I managed to convince their
Supreme Fellow that they’d only be treating The Alliance with the Federation could prove
Captain Garth and that we’d make no efforts to be a great service to the Klingon Empire,
to persuade them to share their research with and a considerable shift of power in both the
Starfleet. The captain agreed reluctantly and Alpha and Beta Quadrants. It remains to be
I got permission from Starfleet Command to seen whether the Federation or the Empire
divert the ship. benefits the most from the Treaty. As a long-
time adversary, the Federation may possess
Did you know that a caterpillar in a cocoon more knowledge about the Empire than any
actually breaks down into a sort of soup, other faction within the Quadrants. While at the
completely recombining its parts into something same time, is the Empire prepared to allow the
new? That’s the only example I can think of that Federation know more of our position and role
makes any sense for what happened to my old within the Quadrants?
commander.
Double-edged? Perhaps. Not unlike the two blades
We met back up nearly a year after we had of the single Mevak.
left him. On the surface, he looked amazing.
No scars, his limbs regrown and he had that
same smile that used to make duty shifts more Order 24, the extermination of all life on a
pleasant. Behind his eyes, though, there was planetary surface. I can’t state fully my regret.
something missing. The Antosians told me that I damned my mentor, destroyed his mind while
he was “awake” during the entire process. I can’t trying to save his body. Dr. Cory, I’m begging
fathom what that would do to me, but I saw you to please save this man. If there’s a sliver
quickly how soon it changed him. remaining of the brilliant tactician, please,
rescue him from his personal hell.
At our reception in the officer’s lounge he
spoke in grandiose terms about a “defining
new era of man”, and how Antosian technology
was going to help him reshape the Galaxy. 213 388 837 684
The delegates from planet were appalled,
probably as angry as I felt embarrassed. And 412 116 482 388
I imagine that Starfleet Command has already The situation imposed on us by the Organians is
contacted you about the loss of the Constellation, infuriating, yes, but I would argue that we are not
and your father’s death. He died in the line of duty, without an advantage. The terms of the so-called
as I noted in my log, but logs and reports only tell ‘treaty’ merely prohibit open warfare between
you what happened. They don’t always tell you the Empire and the Earthers. We already know
why. There are going to be rumors floating around of the spineless nature of the Federation. They
Starfleet Command about why they happened; I avoid conflict, even before this ‘treaty’ was put
wanted you to hear that from me. in place.
Your dad lost control, Will. He lost his crew under I say that we continue to be bold, as warriors
horrific circumstances, and when he tried to should be! We push ahead, daring the
redeem himself, he lost himself. Only for a moment, Federation to fight! It is not within their nature.
but that’s the moment that a lot of people are going They are weak, and without honor… and, hiding
to fix on. They won’t see the man who fought the under the skirts of these advanced aliens, they
Devil for his crew against all odds. They won’t even are even less likely to be prepared to offer any
see the man who sacrificed himself to show us how real resistance. They will back down, so no open
to kill the thing. They’ll see the man who turned warfare will occur. We will remain within the
into Ahab, chasing the white whale through system letter of the treaty, yet still expand the Empire.
L-374 at any costs.
I would also recommend further expansion
They’ll also project it onto you in the years to come. efforts along the Romulan border, and along
“Like father, like son,” they’ll tell you, “you’ll turn out the galactic rim headed away from Federation
the same way.” Hard as it will be to take that, don’t space, which offer many more opportunities
let it bother you. There are worse things in life than for glory, with less interference from god-like
turning out like Matt Decker. He was a decorated interlopers.”
officer, a starship commander, and a Starfleet
commodore.
DR. RICHARD DAYSTROM
He was a good man, Will, and he
died a hero. TRANSCRIPT FROM HIS SPEECH AT
THE OPENING OF THE DAYSTROM
Sincerely, INSTITUTE
28 CHAPTER 02.00
CESTUS III
ACADEMY LECTURE
On stardate 3045.6 the Gorn ship Exeron, The Gorn had been using Cestus III for generations as
under orders from Captain Arijog, eliminated an integral part of their breeding cycle. Its climate was
the Federation colony on Cestus III, leaving ideally suited for maintaining the species’ optimal male-
only one survivor among the hundreds of men to-female ratio via temperature-dependent sex selection.
and women in the compound. A grand tour of Federation worlds convinced the Gorn of
the Federation’s motives.
History tells the tale of the epic duel fought
between captains Kirk and Arijog, but the In the century since an agreement was signed the
encounter proved to be far more important two societies proved to be a model for interspecies
for the Federation’s development than a cooperation. Both maintain unobtrusive colonies on Cestus
simple melee. Kirk was able to convince the III, and the Gorn’s advanced sensor technology helped
assembly of admirals to send a diplomatic Starfleet to make new discoveries and better defend the
delegation rather than a punitive expedition to Federation while Starfleet warp advances made it possible
the Gorn homeworld. for the Gorn to reach other worlds quickly.
CREW REASSIGNMENT
SUBSPACE TRANSMISSION, STARFATE 4217.3
TO: COMMODORE ROBERT WESLEY, SC906-0131-CEC, U.S.S. LEXINGTON NCC-1709
FROM: ADMIRAL JAMES KOMACK, STARFLEET COMMAND, SECTOR 9
You’ve already received the official orders, Bob, been tested by all manner of situations,
so let me be the first to congratulate you on and I can’t think of anyone I’d rather have
your promotion and new assignment. There’s no commanding Starbase 23.
understating the fantastic job you did with the
Lexington, and I know you’ve mentioned a desire to I’m anxious to hear your initial report after
stay with your ship now that it’s been repaired after you’ve had a chance to get the lay of the
everything that happened with the M-5 computer land and consult with the starship captains
war games. However, Starfleet Command has you’ll have under your command. Given our
decided a complete rotation of the entire crew is uneasy relationship with the Klingons and
probably the best way to help everyone get past this even with this Organian Peace Treaty in
horrific incident. The same will be happening with place, we need someone there who can
the Hood, Potemkin, and Excalibur once their refits bring a proper, levelheaded perspective to
are completed. that whole situation while overseeing and
protecting our interests in that region.
You’re probably already thinking how much you’ll You’re a perfect choice, and I know you’ll do
miss that center seat. I know I do, but we go where us all proud.
duty sends us, right? Besides, Starfleet can always
use another flag officer who’s experienced and Komack out.
30 CHAPTER 02.00
03.00
YOUR CONTINUING
MISSION
NN 1228 32 5502
Starfleet serves a complicated, multi-role Cousteau exploring the Earth’s oceans, CERN’s
purpose within the United Federation of Planets. efforts to unlock the mysteries of quantum
From the earliest days Starfleet’s mission has physics, and NASA’s missions to explore the
always been one of peaceful exploration and Sol system (and beyond). With the founding of
scientific inquiry. However, because starships Starfleet, those various independent efforts were
venture into unknown, possibly hostile areas, centralized and coordinated under Starfleet.
they are armed with powerful defensive After the terrors of the Eugenics Wars and World
weaponry, leading to a secondary, peace- War III, Humanity had tired of war. First contact
keeping role. It is neither purely scientific, nor with the Vulcans had shown us that we could
purely military, but rather a combination of the venture out into space not as conquerors, but as
two depending on the circumstances. explorers. This idea is embodied in our credo “to
seek out new life and new civilizations”.
First and foremost, Starfleet is primarily a
scientific and exploratory organization serving Starfleet’s secondary function is to defend
on behalf of the Federation government. Back in Federation members and the Federation as
the late 20th and early 21st centuries, scientific a whole from hostile intent. Although every
inquiry and exploration were the purview Federation member maintains some kind of
of various private, non-governmental, and planetary defense force to protect their individual
governmental organizations. You may recall from star systems, Starfleet vessels patrol ninety-
your history readings the exploits of Jacques percent of the space lanes in between to ensure
STARFLEET’S NAÏVITÉ
The Earthers say their primary mission is one of peace. In fact, the only time they will fight is when
But who equips their ships with the power to lay waste to directly attacked. We fought a war with them
a planet’s surface and does not use it? once. It was glorious, and they made noble
adversaries, but they seem to have lost the
Starfleet’s officers are naïve. And that is something to taste for war. They wield awesome destructive
be exploited. While they prattle on about the right of power, but hesitate to use it. And that is how
self-determination and interstellar law, we act. If you you defeat them; never attack a starship
can present a starship officer with a fait accompli, they directly. Engage them in futile negotiations.
will back off and call for some kind of negotiations. Let them talk (starship captains love to talk).
Meanwhile, deploy your forces carefully,
in secret, and hand them an irreversible
situation. Use their peacefulness against them.
32 CHAPTER 03.00
free and open passage. And our exploratory STARFLEET ORGANIZATION
efforts take us far beyond the boundaries of the As an officer in Starfleet, you fit inside a much
UFP into potentially hostile situations. Because larger chain of command. Our orders come
starships venture into the unknown, they are to us from above — from department heads,
equipped not only with sophisticated sensor who get them from commanding officers, who
systems, probes, and drones, but with powerful get them from admirals, who get them from
defensive systems. Starships patrol along the Starfleet Command and, ultimately, from the
Klingon and Romulan Neutral Zones, and in the Federation Council itself. It is our unqualified
past have been called upon to investigate the respect for the chain of command that lets us
sudden disappearance of Federation colonies, know that our orders are valid. It is important
protect Starfleet outposts, defend against you understand Starfleet organization and
hostile alien probes, and serve as peacekeepers know your place in it.
between warring alien governments.
At the top, ultimate authority rests with the
Despite the tremendous destructive power a Federation Council and the President of the
starship can bring to bear, however, Starfleet’s United Federation of Planets. Both have the
role has always been one of peace. Starfleet power to direct Starfleet to undertake specific
captains do not start wars, and should never missions — say a planetary evacuation, for
“shoot first and ask questions later.” example — though this has rarely been used.
03.10
THE PRIME DIRECTIVE
You already know Starfleet General Order One. The fundamental principles of the Prime
Directive existed long before the doctrine itself.
This guiding philosophy prevents Starfleet Its roots can be seen in the Vulcan practice
personnel from interfering in the natural of avoiding contact with primitive, pre-warp
development of other civilizations. It stops them societies. Had Zefram Cochrane failed to
from beaming down to a planet, proclaiming make his historic, first faster-than-light trip in
“Behold! I am the Archangel Gabriel!” and using the Phoenix, the Vulcan survey vessel would
superior knowledge and technology to dominate have passed Earth by as too primitive, and first
a less-developed world. Starfleet officers swear contact would not have occurred. Later, early
to uphold the Prime Directive even at the cost of Starfleet crews realized the need for some kind
their own lives, their crew, and their ship. of doctrine establishing what Humans should
and should not do while exploring space.
Contrary to popular belief, however, application
STARFLEET GENERAL ORDER of the Prime Directive is not based solely on
warp capabilities. Starfleet Command may, after
THE
ONEPRIME DIRECTIVE – SUMMARY initial survey missions, determine that a culture
“No identification of self or mission. No interference possesses significantly advanced technologies
with the social development of said planet. No to warrant first contact. Similarly, if a civilization
references to space, or the fact that there are contacts the Federation first, then the Prime
other worlds or more advanced civilizations…” Directive applies less strictly than it would for a
newly discovered world.
34 CHAPTER 03.00
AN ALIEN PERSPECTIVE
EXCERPT: Lt. Iekush Fo, Valedictorian Address, Starfleet Academy class of 2269
I was there when the Federation made Galaxy. Some said you intended to assimilate our culture.
first contact with my people. The starship There was social and political upheaval. We still used
contacted one of our system defense ships money at the time, so news of your society caused
at the edge of our star system. We had a lot of fear and anger among our merchants and
only just recently developed warp drive, industrialists. It took time, but you were patient with us.
and used it mainly within our system. I Your envoy negotiated in good faith and addressed our
was aboard our ship, on the bridge as concerns; you let us keep our government and respected
third mate. I’d never seen anything that our traditions.
big before. It was a Constitution-class, the
U.S.S. Yorktown. It took some convincing Because I was already a military officer and had been on
before our captain believed that your board the ship that made first contact, I was selected
intentions weren’t hostile. to be among the first class from Homeworld to attend
Starfleet Academy. That’s where I came to better
We escorted the Yorktown back to understand your Prime Directive. You do not contact
Homeworld. Apparently, our leaders also civilizations that aren’t ready to accept the idea of the
thought your intentions were hostile, Federation. You don’t come to dominate, or impose your
because much of our fleet waited in orbit. ideas or way of life. You knew we were ready to join the
That was your first challenge to overcome, larger Galaxy before we did.
but there were others. We didn’t like that
you’d been spying on us with your long-range And now as a Starfleet officer, I see the wisdom of
probes, secret observatories, and covert the Prime Directive. It doesn’t only say what we can’t
agents. We gave your Federation envoy a do; it tells us what we can do, and when. I don’t know
hard time about that. where my people would be without the Federation. I’ve
seen the Prime Directive from the other side, and I’ve
Then there was the dislocation you created seen its value. That’s why I proudly swore to uphold its
when we learned we weren’t alone in the principles, even at the risk of my life.
Specifically, General Order One prohibits certain the consequences of their own actions; saving
actions covering a wide range of activities, a civilization from natural disaster (even if
which constitute “interference.” You cannot inaction would result in the society’s extinction);
provide knowledge of other inhabited planets and subverting or avoiding the application of
or other civilizations. Do not provide knowledge a society’s laws. How will you react when you
of technologies or science. You may not take discover a world where capital punishment is
actions to generally affect a civilization’s overall the law, and your captain is to be executed for a
development. You may not involve yourselves seemingly minor infraction? Can you sit by while
in the internal affairs of another society, such a primitive culture is destroyed by an asteroid
as backing one faction over another. These collision? Since the early days of Starfleet, these
prohibitions also include actions that have kinds of moral quandaries, and many more, have
presented profound moral challenges for both obliged command crews to debate how best to
captains and crew — helping a society escape balance competing ethical priorities.
36 CHAPTER 03.00
about the Federation; they communicate with or Prime Directive prevents us from getting involved
attack a Federation vessel; they send a planetary in situations where we can help. However, we
distress signal to any and all spacefaring must all consider the unintended consequences
societies; we are in diplomatic discussions of meddling in the affairs of a civilization not yet
with the society; the civilization was previously ready to learn they are not alone in the universe.
contaminated by Federation citizens or non- Are you ready to accept the consequences,
Federation actors (such as the Klingons or whatever your decision? Not every Starfleet
Orions); compliance with valid, direct orders from officer believes that strict adherence to the Prime
Starfleet Command. Doubtless, over the course Directive is in the best interests of the societies
of your careers in Starfleet, you will encounter it was designed to protect. You must discover
many other exceptions to the Prime Directive your own personal tolerance for the degree of
(and doubtless create a few). flexibility you are willing to accept when applying
the Prime Directive. You have the power to alter
In the end, despite Starfleet’s great respect for the natural evolution of an entire planet in your
the Prime Directive, and strict demands that hands. You must figure out when to use, or not
it be adhered to, you must ask yourself how it use, that power. You bear a heavy responsibility.
shapes your personal actions. Do you allow a
species to pursue a dangerous political system
that oppresses its citizens? Do you allow the
extinction of a civilization from a supernova,
when you have the power to stop it? Will you sit
by and allow Klingon agents to arm one primitive
faction against another? There is no question the
After the successful completion of our mission If the Prime Directive is right and proper, then why don’t
to Eudora IV, I find myself thinking about the these more advanced beings have their own version?
Prime Directive. Specifically, I’m thinking about What does that say about us? Maybe it’s our duty to
all the other species and entities out here in seek out new lifeforms and new civilizations, and lift
space that do not have a Prime Directive. Of them up. Maybe we should use our power — our science
all the spacefaring civilizations, only Starfleet and technology — to do good throughout the universe.
has a non-interference article. End a global epidemic. Stop a world war. Spread our
political system. Maybe they’re right.
The Romulans, Klingons, and Orions don’t
have one. They interfere all the time. But what But then I remember that we’re not gods. We cannot
about beings who are obviously superior to predict the consequences of our actions. It’s just that
us — the Organians or the Metrons? The days like today make it damned hard to obey the Prime
Organians intervened in a potential war with Directive.
the Klingons. The Metrons were prepared to
exterminate either us or the Gorn. – Captain Geoff MacIntosh.
38 CHAPTER 03.00
and Regulations, as well as at least a to novel experiences. This is done through
preliminary comprehension of Federation bridge simulators and hands-on missions. The
charter law. They must maintain a cross- real-world missions are considered especially
disciplinary study in the basics of command, important because they allow for random
astrosciences and navigation, engineering, variations to enter the scenario. Academy
security, and science and medicine, regardless training grounds can be found on various points
of their own speciality. The curriculum is in the Sol solar system and other locations within
deliberately intensive so that graduates from Federation space.
the program may temporarily stand in for any
department on a ship, if needed.
THE ACADEMY EXPERIENCE:
Most importantly, though, they are expected to MAKING CONNECTIONS
nurture a passion for learning. Memory Alpha Serious attention has been given to the core idea
contains a wealth of information from across that bold, curious individuals are, above all, the
the Federation. Students learn how to access most likely candidates to successfully enter and
the proper lines of information and formulate complete Starfleet Academy. In return, these
novel lines of inquiry at any time, even under members from more than one hundred Federation
severe stress. worlds as well as endorsed individuals from well
over a thousand worlds will be in possession
In order to promote practicality over the purely of some of the most advanced technology the
theoretical, students are consistently exposed Federation has to offer.
40 CHAPTER 03.00
tomorrow. These professors have access to For those that run the full course of Starfleet
both public and sensitive research and invite Academy, the promise of graduation is that a
students to both learn from them and to also cadet will receive an officer’s commission and
become fresh eyes on the project. It is not assignment to duty. A tremendous amount of
unusual for a student to have co-published effort has been put into this moment and
a discovery or insight in their field before it is often a very emotional time. To
graduation. best maximize the use of personnel,
graduates are offered one to three
New graduates serve as pipelines potential paths.
for new research and insights
to migrate to working vessels. First, as part of the preparation
While technically, all of their for graduation, a cadet is
work is available in Memory asked to examine and
Alpha, it is the graduate’s produce a list of starship
personal stake that postings they would prefer.
brings it to the attention They must also provide a
of others. This level of reason for their request and
individual investment has been shown time this will be in their file for you to peruse at your
and again to be invaluable in the variable convenience. Postings available to students are
circumstances a starship crew may find ones not already reserved for those of higher
themselves under, whether meeting aliens rank seeking a transfer, though at least one slot is
that masquerade as ancient gods or being usually set aside on any ship simply as a courtesy
able to identify subspace particles only to the Academy.
recently isolated by Starfleet.
The cadet is then asked to rank the importance
of either research in their speciality or
GRADUATION exploration. Their previous experiences are then
Not every person who successfully applies compared to others to help determine the final
to Starfleet will be able to keep up with its state of their commission.
ferocious pace. Many of those who do pass
through the initial exams drop out in their first In summary, a graduate is always given the
year. There is no attached shame or blame in opportunity to shine. Whether it is a posting on
dropping out. Those who are still committed a starship they are passionate about, a place
to serving are channelled into the Starfleet where they can research something that they
Technical Services Academy on Mars. There love, or opening up an opportunity for the thrill
is extensive evidence that many of these of adventure, Starfleet Academy is very careful
students require and thrive in an experiential, about taking these talented individuals and
not academic, environment and it is not inserting them into positions and situations that
unusual to see ship-board promotion, and, for expand their boundaries.
dedicated enlisted personnel, a commission.
A commission will require passing the There are only two ways that this traditional
necessary examinations to attend Academy system can be circumvented. First, a captain
courses, but by this point many enlisted find it of a vessel may specifically request a recruit.
an achievable challenge simply due to their It might be someone with a much-needed
past experiences. expertise or who has published papers about
To be a member of Starfleet already marks you out to as we, altered by our experiences, meet
be someone special, someone with the fire of curiosity, again people we knew, but who have also
intelligence to go with it, discipline and courage. But few of changed. It is a difficult thing.
us realize, until we have served, the true cost of serving.
While an often repeated phrase it is also
By setting forth on this path you are choosing the difficult true that the crews you serve with will
road. You will be away from family and friends, severed become your families. Knitted together
from the context of your life before the Academy and by circumstance, stressful, at times, and
sent out journeying. We follow in the greatest traditions dangerous, you will share a bond with them
of Human endeavor; the exploration of the unknown. that we who have served rarely speak about
But it has a cost, when we leave we will be changed by but all understand. Leaving, being away, and
those things we experience, in ways that our friends coming back, these are hard, but you will
and families will not often understand, and as our list have each other and those crews you serve
of past missions grows, the difference will be greater with, bonded by shared experience, a trust
and greater. Those we leave behind will change as well, like no-other and friendships that will last
and returning to those we love can often be surreal your lives.
a desirable subject. Second, a petition can research that might not otherwise be available.
be made through the Federation Council. The And in return, the Academy receives logs and
Vulcan Science Academy has been known data from starships that allow them to further
to do this from time to time, with certain their own projects and curriculum.
promising cadets. Naturally, the student has
some say in the matter, but if someone has These robust communication channels allow the
requested a student to a post, this is generally Academy to further good will with Starfleet and
seen as a potential for quicker advancement in receive constructive criticism as more graduates
the ranks in the future. If a placement on your experience unique adventures.
crew seems odd, look at their personnel file.
They may be one of the exceptions detailed in
this paragraph. CONCLUSION
As with everything released by the SF-OMM,
After graduation, Starfleet consistently maintains we appreciate you taking the time to vet these
the chance for rotation between any of the documents. We respond to any constructive
cadet’s original career paths. An active alumni criticism and/or needed addendum as
database enables officers whose needs may expediently as possible, typically within one
change as they age to select a posting that standard UFP solar year. Any questions and/
might be more appropriate. Channels are left or clarifications should be directed to Memory
open so officers can contact previous instructors Alpha or one of its sub-annexes for timely
from their tenure, to allow quicker access to answers, and not to this office.
42 CHAPTER 03.00
03.40
ASSIGNMENT
Your assignment within Starfleet depends on a There are a number of positions available
variety of factors — your course of study at the throughout the fleet. Certainly, assignment to a
Academy, the results of numerous tests (of which starship is the most romantic (and everyone’s
the Kobayashi Maru is only the most infamous), dream). But Starfleet is more than just starships;
the availability of positions within Starfleet, and starbases, dry docks, ship tenders, deep space
the service’s needs. stations, science stations, and ground facilities
— these need personnel, too. Most newly-minted
Upon graduation from the Academy, Starfleet cadets are assigned to junior positions where
Command assigns you to the appropriate they can do the least damage. Most are assigned
division based on your course of study — either to smaller vessels or subordinate positions
command, science, or operations. If you like third engineer on board a starship. Just
graduate as a xenobiologist, then you’re as likely, cadets are apt to find themselves
assigned to the science division. If you’re posted as a transporter operator on a
a pilot, then you’re assigned as either starbase, or chief engineer of an ecological
a navigator or helmsman as part of testing base on some frozen planet. The
the command division. Starfleet type of billet to which you are assigned
Command works diligently to ensure depends on your performance at the
that all cadets receive the training Academy and your service record. For
they desire (and for which they’re you to be assigned to a prestigious
qualified), in order to ensure position on board a ship-of-the-
high levels of self-fulfillment, line, you must do very well at the
self-actualization, and job Academy indeed.
satisfaction. You can be sure the
crew around you is both highly Lastly, you may be assigned to a
trained and highly motivated. position on a per mission basis.
This is a temporary assignment. A starship
When it comes to your duty assignment, Starfleet may need a particular specialist to get the job
first asks you what you want to do. What is done; for example, a science officer returning
your preferred posting? Starfleet Command to a specific planet who has expertise and
takes these requests seriously, and if there is experience with the local flora and fauna. Or an
an opening for your preferred billet then you are expert in multi-dimensional physics assigned to
assigned to the starship and position of your study an unusual quasar. Starfleet Command
choice. Not everyone can be chief engineer might send back an officer who previously
of a Constitution-class starship, however. If studied a civilization during an earlier mission
you cannot get the assignment of your choice, in order to conduct first contact. Once the
Starfleet Command will post you where you are mission is complete, the temporary officer often
needed: an engineering position on the Enterprise returns to his or her original assignment (though
might not be available, but there’s one open on sometimes a temporary posting can become
board another starship. The needs of the service permanent at the request of the commanding
come first, and you go where you are needed. officer or crewman).
44 CHAPTER 03.00
03.50
DUTIES
THE MISSION TYPES it must be explored. Extensive scans of the
Starfleet Command defines many specific planet’s surface, composition, and atmosphere
mission types. As the Federation’s foremost must be made. Science teams must be sent
scientific and exploratory organization, Starfleet’s down to collect samples of flora and fauna.
missions aren’t all that different from those early Geologic surveys, to determine mineralogical
pioneers in scientific inquiry. We are, at heart, composition and planetary development, have
interested in learning more about the universe, to be conducted. The crew of a starship could
and the beings that share it with us. We not only spend a lifetime surveying all the plants, minerals,
seek out new worlds and new civilizations; we and animals on a single world. And that’s in the
seek knowledge and understanding. These are absence of any intelligent lifeforms! The presence
just some of the kinds of missions you’ll engage of intelligent life only complicates the process,
in during your ongoing mission to explore space. often leading to covertly monitoring the civilization
in order to determine the viability of first contact.
SCIENCE MISSIONS
Our primary mission is to explore space and Research and Development
expand the boundaries of our knowledge. Almost every starship in the fleet has the
Despite what the Romulans may think, Starfleet is equipment and personnel to conduct a wide
a scientific organization, every starship equipped variety of scientific research. In addition to
with powerful sensor arrays and probes to collect performing routine analysis related to exploration,
a wealth of data. Each is, in many respects, like the science officers aboard typically engage in
bringing a powerful telescope deeper into the their own scientific studies, as well as hosting
Galaxy so that it can see further. Many of your Federation scientists performing independent
missions will simply be to go where no one else research. Often, starships provide an excellent
has gone before and see what there is to be seen. testbed for new technological developments, as
well — holographic control systems, improved
Deep Space Exploration transporters, a new computer system, a more
Most people’s image of Starfleet is of intrepid efficient warp drive; whatever new technology
explorers going where no one has gone before. or development someone comes up with has to
You will venture beyond the limits of explored eventually be tested in the field.
space and expand the boundaries of our
knowledge. The most common deep space Stellar Phenomenon Survey
exploration mission simply involves collecting all Cataloging gaseous anomalies in the Beta
the data your long-range scanners can absorb: a Quadrant. Monitoring the planetary collapse of
quark here, a nebula over there, the fourth planet Beta Hydra II. Collecting data on a supernova or
orbiting LV-849 is Class-M. While it may seem black hole. Every stellar phenomenon is different
boring, your mapping of deep space provides the and unique; you never know what new piece of
data necessary for future exploratory missions. information, what more accurate data, you may
retrieve from such an event. Even though we may
Planetary Exploration and Survey have witnessed a hundred black holes, there may
Starfleet’s primary goal is to seek out new worlds. be something about this one that is somehow
Once a noteworthy planet has been identified, different, and scientifically relevant.
46 CHAPTER 03.00
may include responding to a planetary distress frequent support — supplies to transport,
call, providing much-needed medical supplies quarterly medical assessments to perform,
during a contagion, ferrying a new grain to repairs to make, even shore leave. There are
alleviate a famine, and providing planetary many reasons for a starship to pay a visit
evacuation in extreme emergencies. In many to remote, or not-so-remote, Federation
cases, time is of the essence, and you and your installations. Oftentimes, you are there to lend
crew must remain flexible and improvise. assistance and support in whatever way you can
to the local authorities. A port of call mission
Patrol maintains direct contact with our far-flung
Numerous potential threats confront the outposts across the Galaxy.
Federation. In addition, while each Federation
member provides for their own planetary and Tactical
solar system security, Starfleet patrols the routes A hostile alien probe enters Federation space.
inside Federation space between member worlds, The Klingons threaten a starbase along the
to ensure the safety and security of civilian traffic. Neutral Zone. A newly discovered alien species
Patrol missions are simple. Patrol the space reacts with hostility. A threat to the Federation or
in your assigned area of operations, scan for its allies emerges, and there is clear and present
unidentified or potentially hostile vessels, and danger. It is at these times that you and your
intercept them. Conflict is always a last resort, crew will be called upon to defend the Federation
and oftentimes it is simply enough for a starship against hostile aggressors. These missions
to “show the flag.” almost always involve the threat of conflict,
though we implore you to use minimal force.
Port of Call Often, Starfleet Command will issue you rules of
There are many starbases, science stations, engagement in order to curtail collateral damage
mining facilities, and colonies that require and protect as many lives as possible.
MD 127 12 4021
STARFLEET EQUIPMENT
47920
29060
48 CHAPTER 03.00
EXPLORATION & SCIENTIFIC explained away with an effective cover story
MISSIONS such as being from a distant city or province.
Exploration is a key mission expanding scientific Personnel injured may be taken to local
understanding and knowledge. Survey teams medical facilities where local medical personnel
exploring alien worlds conduct geological can discover their alien biology. It is essential
surveys, catalog new species, study unique plant that any cultural contamination is contained
life, and contact new civilizations. Observation and any evidence of your team’s presence is
teams will have the opportunity to catalog destroyed to prevent violations of the Prime
pre-warp cultures studying their social mores, Directive. Additionally, outside cultures not
local customs, and sociological development. bound by the Prime Directive may interfere with
The opportunities for expanding knowledge and the natural cultural development of a culture
understanding are nearly limitless. and it is the duty of Starfleet to protect
that natural development.
Survey teams engage in scientific
studies of newly discovered Upon completion of the survey,
planets cataloging unique species the planet’s details are gathered
of plant and animal life, surveying in a planetary survey report
the planet’s mineral resources, and and sent to Starfleet Command.
evaluating the planet for potential The Exploration Corps and the
exploitation and colonization. Survey Federation Diplomatic Corps will use
teams have the opportunity to explore a the information gathered to determine
culture’s society, religion, and entertainment. future treaties, locations for new Federation
The inherent risk of first contact should be colonies, and evaluate new species for entry
taken into account and the team should avoid into the Federation.
violating the social mores and norms of the
indigenous culture. A team well versed in the social and physical
sciences is required for executing a successful
Observer teams explore worlds populated by pre- mission. You will need to choose members
warp culture and observe their culture without whose skills fit the needs of the mission, but
interfering in their natural development. Early having a team with a wide variety of skills will
pre-warp cultures are watched from concealed, guarantee success. Exploring an unknown
cultural observation posts. Anthropologists may planet can bring a myriad of challenges.
get the opportunity to interact and experience Personnel specializing in biology, botany,
the pre-warp society’s culture, but, even with geology, and other physical sciences will
the advantage of surgical alterations to disguise allow your team to effectively catalog the
their morphology, there are risks of exposing the world’s wonders and resources. Planets
society to cultural contamination. may hold ancient ruins and lost cultures.
Personnel competent in history, anthropology,
Personnel assigned to observation teams sociology, and archaeology will be essential for
should research the local customs to avoid understanding and recording these discoveries.
any risk of exposing their presence. Personnel Lastly, the dangers of investigating unexplored
behaving outside local social mores or arrested worlds brings a wide variety of dangers ranging
for violating minor laws exposing the presence from aggressive animal life to hostile indigenous
of a non-native culture can put the entire peoples. Security officers will provide protection
mission at risk. Many of these incidents can be to landing party personnel.
50 CHAPTER 03.00
04.00
OPERATIONS
WS 322 31 4407
OPERATIONS 51
04.10
INTRODUCTION
“I cannae change the laws of physics! I’ve got to have thirty minutes!”
– LT. COMMANDER SCOTT
Every Star Trek Adventures game involves Non-Player Characters range from allies and
several Players, and their corresponding innocent bystanders to the adversaries the Player
characters. Star Trek is about people first and Characters face. They are collectively controlled
foremost, and every Star Trek story involves a by the Gamemaster.
cast of characters, from devious Orion Syndicate
pirates, to proud Klingon warriors, to the Player THE GAMEMASTER
Characters themselves. Of the Players gathered for the game, one will be
the Gamemaster. This Player has a different set
Player Characters are the protagonists of any of responsibilities, and interacts with the rules
Star Trek Adventures game, Starfleet officers of the game differently. The Gamemaster takes
forming the crew of a starship or starbase control of Non-Player Characters, is responsible
operated by the United Federation of Planets. for coming up with the challenging situations
Each Player has a character of their own, making and indomitable opponents that the Players will
decisions for that character, rolling dice, and face, and oversees the ways in which the Players
engaging with the events of the story. Each overcome these problems.
Player Character has a character sheet, a record
of their game statistics, abilities, and other The Gamemaster establishes scenes, building on
important information. the actions and choices of the Players to shape
the game at every stage, providing a challenge
and giving the Player Characters opportunities
REROLLS to shine. They also interpret how the rules
apply to a given situation, such as ruling on the
Many circumstances allow a character to re-roll Difficulty of Tasks, or adjudicating when unusual
one or more dice. When re-rolling dice, the situations or disagreements arise. Above all
Player selects which dice to re-roll, up to the total else, the Gamemaster is not an adversary to the
number of dice that may be re-rolled. They roll Players – the game works all the better if the
those dice again, and the new result replaces Gamemaster is a fan of the Player Characters
the original score. The new results stand, even if and their exploits, albeit one who seeks to make
they’re worse than the original results. those characters’ lives as dramatic, exciting, and
challenging as possible.
Some situations allow for a specific number of dice
to be re-rolled, while others allow all the dice in a DICE
pool to be re-rolled. Players may always choose how In many roleplaying games, dice provide the
many dice they wish to re-roll, up to the number of varying chance or probability of an action
dice listed: in essence, you may always choose not to succeeding; in this way, Star Trek Adventures
re-roll a die if you wish to keep that result. is no different. The game uses three types of dice
to resolve the actions a character may attempt,
52 CHAPTER 04.00
and the situations they may face. In most CHALLENGE DICE RESULT
circumstances, more than one die of any given
type will be rolled at once. These dice collectively D6 RESULT CHALLENGE DICE RESULT
are referred to as a “dice pool” or “pool”.
1 1
The first, and most commonly-used, is the 2 2
twenty-sided dice, also known as a d20. D20s 3 0
are used for resolving Tasks, and for rolling on 4 0
certain large tables. Often, two or more d20s will
5 1, plus Effect
be required. This is noted as Xd20, where X is the
6 1, plus Effect
number of dice to be rolled. So, 2d20 denotes
that two twenty-sided dice should be rolled.
Challenge Dice
The second type of dice is the six-sided dice, The third type of dice are Challenge Dice,
or d6. These are used relatively infrequently, denoted in Star Trek Adventures by this symbol:
mainly to roll on certain small tables. If multiple A. These six-sided dice are used primarily for
six-sided dice are required, it will be noted as inflicting Stress and determining how much
Xd6, where X is the number of dice required – protection a character receives from cover. Each
thus, 2d6 indicates that two six-sided dice A has four faces with three possible results – a
should be rolled. score of 1, a score of 2, and two faces showing
OPERATIONS 53
the Starfleet arrowhead, which is an Effect – as If you don’t have special Challenge Dice
well as two faces which are blank. available, you can use normal six-sided dice
instead; treat any dice which rolls a 3 or 4 as
Effects have a score of 1, and additionally blank, and any dice which rolls a 5 or 6 as an
trigger special outcomes, which depend on the Effect.
circumstances. A pool of Challenge Dice is usually
rolled all at once, and their results added together, Example: Lieutenant Uhura hits a Romulan spy
so multiple Challenge Dice are noted as XA, where with a blast from her phaser, and rolls 6A for the
X is the number of Challenge Dice rolled; for Stress. She rolls 1, 2, and an Effect, as well as
example, 4A indicates four Challenge Dice should three blank faces for a total score of 4 and can
be rolled, and their results added together. activate an Effect.
04.20
BASIC OPERATIONS
The following section covers the core rules of Example: Scotty and several other engineers
Star Trek Adventures, which will be used are boarding an abandoned space station. The
throughout the rest of the game. These rules Gamemaster decides that the station itself has
are the foundation for the other rules in the the Traits Abandoned Alien Station and Power
game, and every Player should have a basic Off-line. These are both facts about the location
understanding of these concepts during play. itself, and they will stay around while they remain
true. If the engineers get the power back online,
TRAITS the Power Off-line Trait will disappear, because it
Locations, characters, and situations all come will no longer be true.
in a variety of shapes and sizes, and these
differences are handled in-game as Traits. Traits serve one vital purpose for the game:
Each Trait is a single word or a short phrase, they help the Gamemaster determine what
which describes a single significant fact about is and what isn’t possible. In rules terms,
whatever it is the Trait belongs to. whenever a character seeks to do something, the
Gamemaster should consider the Traits present.
Traits exist so long as they remain true. As soon Each Trait will do one of the following things:
as a Trait stops being true, it vanishes; conversely,
to actively remove a Trait from the game, it needs X The Trait would not impact the activity
to stop being true, such as through the actions and does not have any effect.
of the characters. When establishing a scene,
the Gamemaster assigns whatever Traits they X The Trait is beneficial. It allows the activity
feel are appropriate to the scene, thinking of the to be attempted when it might normally be
environment and current circumstances. The impossible, or reduces its Difficulty.
Gamemaster should be open with this process,
and allow the Players to suggest Traits at the start X The Trait is detrimental. It prevents the
of a scene, and allow for the possibility that Traits activity from being attempted when normally
may change during the scene. possible, or increases the Difficulty.
54 CHAPTER 04.00
If a Trait should have a particularly potent or TASKS
intense effect – a larger effect than those listed Characters in Star Trek Adventures are
above – the Gamemaster should simply make presumed to be experts, specialists in their
it multiple identical Traits, essentially creating a chosen fields and with enough breadth of training
single Trait that has the impact of many. This can and practical experience to ensure that they can
be denoted simply by adding a number after the solve problems and overcome obstacles as a
name of the Trait. matter of course. However, there are situations
where a character’s success is in doubt or where
Example: An unknown phenomenon is causing failure or Complications are interesting.
intense Subspace Interference, disrupting
communications and the use of sensors. The The game presumes that, given sufficient time,
Gamemaster decides that the effect is severe the correct tools, and the ability to concentrate,
enough to warrant it counting as two Traits: a character will be able to succeed at just about
Subspace Interference 2. Whenever the anything they set their mind to. Failure is not a
Gamemaster considers which Traits are matter of inability, but because the character
applicable to an activity, it counts as two Traits, lacks the time or the tools, or they’re facing some
and thus could increase the Difficulty of an obstacle or interruption. A course of action may
activity by 2. be impossible not because the character cannot
do it, but because they don’t have the means to
Advantages do it at that moment, and finding out a way to
An Advantage is a Trait which is inherently make the impossible possible is part of a Starfleet
positive or beneficial, which will never have a officer’s duties.
detrimental effect to its owners. Advantages
can make an activity possible that wasn’t A Task will serve one of several basic purposes,
possible before, reduce the Difficulty of a Task and the Gamemaster must have a clear idea of
(see Tasks, below), or cancel out a Complication
(below), preventing either from influencing the
scene. TREKNOBABBLE
Complications Episodes of Star Trek often include technobabble
A Complication is a Trait which is inherently – complicated-sounding dialogue that describes
negative or problematic, and which will never fictional science or technology, often to explain
have a beneficial effect upon its owners. a plot development, or a solution to a problem,
Complications can prevent a character from or simply to add detail to a situation. The sheer
attempting something that might otherwise be bewildering variety of possible technobabble
possible, increase the Difficulty of a Task (see makes it difficult to cover extensively; however,
Tasks, below), or cancel out an Advantage, conveniently enough, Traits – and both
preventing either from influencing the scene. Advantages and Complications – are extremely
useful for representing the kinds of things that
There are numerous ways that Players can technobabble represents.
produce both Advantages and Complications,
which are described later in this chapter. For the sake of consistency, keep note of Traits
that represent technobabble, so that they can be
referenced later.
OPERATIONS 55
what a Task is for, and what will happen if the what they set out to do, but they suffer some
Task succeeds or fails. In general, a Task will be other consequence as well.
for one of the following:
The Players should be informed of the potential
X The Task is an attempt to achieve consequences for success and failure before they
something. Success means that the attempt the Task – Starfleet officers are assumed
character achieves what they set out to to be skilled enough and intelligent enough to
do, while failure means the character didn’t know the most likely outcomes for their actions.
achieve their goal, though they might be
allowed to try again later, or to Succeed at Attempting a Task
a Cost. A possible form of this is to create A Task involves a character’s Attributes,
or change a Trait currently in play – such Disciplines, and Focuses, and requires rolling
as creating an Advantage or Complication. two or more d20s. Attempting a Task follows a
Success means the character created an specific process. The following process covers
Advantage or Complication (or removed one), several ideas that will be described fully later.
while failure could mean wasted time and
effort, or entail a success at a cost. 1. The Gamemaster chooses which Attribute
and which Discipline are appropriate for
X The Task is to avoid or resist some form the Task being attempted. They consider
of hazard or peril. In this case, success whether any of the character’s Focuses are
means the character is unaffected by the applicable. Add together the Attribute and
hazard or peril, while failure means they suffer the Discipline chosen. This is the Target
the full effects. Number for the Task.
X The Task is to achieve something, but 2. The Gamemaster sets the Difficulty of the
there is something at stake as well. Task. This is normally any number from 0 to
This combines the two other purposes. 5, but in some extreme cases can go higher.
Success means the character achieves what The Difficulty is the number of successes
they set out to do, while failure means that the Player must roll on their d20s to
not only did the character fail to achieve successfully complete the Task.
A character has six Disciplines – Command, For any given Task, a character will combine a single
Conn, Engineering, Security, Science, and Attribute and a single Discipline to establish the
Medicine – which cover the character’s Target Number, and they may use a single Focus.
training and expertise. A character’s
Disciplines range from 1 to 5.
56 CHAPTER 04.00
3. The Player rolls their dice pool. The Example: Scotty is attempting to coax additional
Player takes two d20s, and may choose to power from the Enterprise’s engines. His
purchase up to three additional d20s (see Target Number is his Control Attribute (11) and
Improving the Odds, p.58). Once additional Engineering Discipline (4), for a target of 15. He
dice have been purchased – if any – the has a Focus in Starship Propulsion, and the Task
Player rolls their dice pool. has a Difficulty of 2. He rolls two d20s, rolling a 4
and a 19; the 4 scores two successes (thanks to
4. Each dice that rolls equal to or less his Focus), while the 19 scores none. With two
than the Target Number scores a single successes, Scotty boosts the engines’ efficiency.
success.
X If there is an applicable Focus, then Task Difficulty
each dice that rolls equal to or less than When the Gamemaster calls for a Task, they
the Discipline being used scores two set a Difficulty. Many Tasks detailed elsewhere
successes. There is no extra benefit for in this book list a basic Difficulty, which means
having more than one applicable Focus. the Gamemaster doesn’t need to determine
X If there isn’t an applicable Focus, each that baseline, but even those Tasks should be
dice that rolls 1 scores two successes. evaluated to determine if other factors impact
X Each dice that rolls a 20 causes a how difficult the Task is at that moment. The
Complication (see Complications, p.60). Gamemaster should also determine if the Task
is possible or not, given the circumstances and
5. If the number of successes scored the methods at the characters’ disposal.
equals or exceeds the Difficulty of
the Task, then the Task is completed Unless otherwise noted, most Tasks will have
successfully. If the number of successes is a basic Difficulty of 1, though more routine or
less than the Difficulty of the Task, then the straightforward Tasks may have a Difficulty of 0,
Task is failed. and more complex or problematic Tasks will
X Any successes in excess of the have higher Difficulties. The Gamemaster then
Difficulty of the Task become considers if any other factors in the current scene
Momentum (see Momentum, p.61). and environment, or affecting the characters
involved, would alter this basic Difficulty.
6. The Gamemaster describes the outcome
of the Task. If the Task was successful, the These factors typically come in the form of
Player may spend Momentum to improve Traits, Advantages, and Complications –
the result further. After this, the effects of any already described on p.54 – which will have one
Complications are applied. of the following effects:
Combinations of Attributes and Disciplines X The Trait would not impact the Task and does
are stated throughout these rules, but the not have any effect.
Gamemaster may choose to change that
combination on a case-by-case basis if a X The Trait is beneficial, and allows the Task
situation seems like it should use a different to be attempted when it might normally be
combination, or if a Player comes up with some impossible.
ingenious approach that would use a different
combination. X The Trait is beneficial, and reduces the
Difficulty of the Task by 1.
OPERATIONS 57
X The Trait is detrimental, and increases the a character chooses depends entirely upon what
Difficulty of the Task by 1. costs they are willing and able to pay.
X The Trait is detrimental, and either prevents X Momentum: The Create Opportunity spend
the Task from being attempted when it might (p.64) allows characters to buy additional
normally be possible, or the situation now dice, representing coordination, teamwork,
requires a Task when one would not normally and building upon prior successes.
have been required.
X Threat: The Create Opportunity spend can
The Players should know the Difficulty of the be paid for by adding to Threat (p.66) instead
Tasks they attempt: their characters are skilled of spending Momentum, which represents
professionals, who can easily evaluate how taking risks or acting recklessly.
difficult an activity is. This allows the Players to
determine what they’ll need to do to have the X Determination: A character may spend
best chance of success. Determination to buy a single bonus d20
for the Task; this dice is considered to have
Example: Dr. McCoy is attempting to perform already rolled a 1 (therefore scoring two
complex heart surgery on Ambassador Sarek. successes automatically). Determination
This has a basic Difficulty of 2, but there are other may only be spent in certain circumstances,
factors. Firstly, Sarek is Vulcan, and McCoy’s as described on p.64.
knowledge of Vulcan physiology is limited, which
increases the Difficulty by 1. Secondly, without X Talents: A few Talents (p.116) that a character
a Vulcan blood donor, the operation can’t be may have grant them bonus d20s in specific
performed at all; this Complication is overcome circumstances. This costs nothing other than
by having Spock donate blood to the procedure, being in the correct situation to use, but they
however. Thirdly, the Enterprise is Under Attack, still count towards the maximum number of
which is obviously disruptive, increasing the bonus d20s that can be purchased.
Difficulty by one further step. Together, these
increase the Difficulty to 4. Fortunately, McCoy Bonus dice bought with Determination or from
has the Enterprise sickbay and Nurse Chapel to Talents are applied before any bought with
assist him. Momentum or Threat, for the purposes of how
much Momentum or Threat those dice cost.
Improving the Odds
Even the most dedicated Starfleet officers cannot Example: Captain Kirk is attempting to convince
give their full effort a hundred percent of the the dangerous space probe Nomad to self-
time; in tense situations, they need to conserve destruct. To improve his chances of success,
their energy, capitalize on opportunities, and be Kirk buys two extra d20s by adding three to
willing to take risks to triumph. Thus, Star Trek Threat – Kirk is taking a gamble on a very risky
Adventures provides several ways for characters tactic. He then rolls 4d20, instead of the normal
to improve their chances of success, by buying 2d20, for his Task to persuade the machine to
additional d20s to roll on a Task. Extra dice allow destroy itself.
a character to score more successes, and thus
hit higher difficulties or simply generate more In the Gamemaster’s case, when buying bonus
Momentum. However, these extra dice always d20s for Non-Player Characters, there are fewer
come with some sort of cost, and which options options – the Gamemaster may spend points of
58 CHAPTER 04.00
Threat to add dice to a Non-Player Character’s successes are scored. So long as the Task
Task roll. Non-Player Characters typically do not leader generates at least one success, then all
have Determination. successes generated by the assistants count
toward the Task. The assistants’ dice can
Teamwork & Assistance generate Complications as normal.
Many Tasks can benefit from teamwork. If the
situation allows, several characters can work Example: Scotty is attempting to repair a
together as a team when attempting to perform faulty power relay in the Enterprise transporter,
a Task. When more than one character is with help from Transporter Chief Kyle. Scotty
involved in a Task, one character is the leader, attempts the Task as normal, scoring two
and the other characters are assistants. The successes. Kyle rolls 1d20 against his Control
Gamemaster has the final say on if a character + Engineering and scores one success of his
can assist – there might be only limited space own, which he adds to Scotty’s total, making
that keeps people from helping, for example – three successes in total.
or apply limitations or additional penalties. The
Gamemaster should be wary of allowing more Assistants do not have to use the same Attribute,
than one assistant on most Tasks. Discipline, or Focus as any other character
involved in the Task; indeed, assistance can
To assist with a Task, the Player must describe often be best provided by someone contributing
how their character is assisting the Task’s leader. something different. Assistants may only ever
If the Gamemaster agrees, then each assistant roll 1d20 while assisting. In Combat or other
rolls 1d20, using their own Target Number, and encounters, assisting a Task is considered to take
their own Focus (if any), to determine if any up a character’s turn.
OPERATIONS 59
EQUIPMENT AND TECHNOLOGY X Active character succeeds, reactive
character fails: The active character achieves
Starfleet officers make use of a wide range of their goal, and their Task is successful. Each
tools and devices during their duties, and typically success generated by the active player above
have access to whatever items they need to their Difficulty generates 1 Momentum.
do their jobs. Therefore, the normal Difficulty
of a Task assumes that the character has the X Active character fails, reactive character
appropriate tools for that Task, and the Task succeeds: The active character fails to
may become more difficult – or even impossible achieve their goal, and each success
to attempt – if circumstances dictate that a generated by the reactive player above their
character lacks those tools. Difficulty generates 1 Momentum.
60 CHAPTER 04.00
once the Task has been resolved. Suffering the Task is attempted, or providing the option
a Complication in this way does not prevent after the dice have been rolled. If this option is
a character from succeeding, but they may provided, then a failed Task still allows the Task
impede later activities, or they may simply be to be successful but the character also suffers
inconvenient, painful, or even embarrassing. one automatic Complication, in addition to any
caused by 20s being rolled. These Complications
As described on p.55, Complications are Traits function exactly as those generated by rolling a
– facts about the scene or situation – that are 20, including being able to trade them for 2 points
inherently negative. As already discussed, the of Threat, or using them to create other effects.
normal effect of a Complication is to increase
the Difficulty of related Tasks by 1, or to make it Though the Task has technically been successful,
so that a Task that is normally possible cannot Momentum cannot be spent to improve the
be attempted. outcome of a Task that has Succeeded at a Cost:
Momentum can only be spent if the Task was
Alternatively, if the Player doesn’t wish their truly successful.
character to suffer an immediate Complication,
or the Gamemaster doesn’t want to inflict a
Complication at that point, the Complication can MOMENTUM
instead be ‘bought off’ by adding two points to Whenever a character attempts a Task and
the Threat pool. The Gamemaster may wish to scores a greater number of successes than the
do this and then immediately spend the Threat Difficulty, then these excess successes become
to create a different effect. Threat is discussed in Momentum, a valuable resource that allows
more detail on p.66. characters to complete the Task more quickly or
more thoroughly than normal, or otherwise gain
Some other sections of the rules, or the mission, additional benefits. Each success above and
may suggest specific uses for Complications. beyond the Difficulty of a Task becomes one
Again, these are in place of creating a Trait – each point of Momentum, which the character may
20 rolled can produce only a single effect, be that use immediately, may save for later, or some
a Trait, adding to Threat, or some other result. mixture of the two.
Example: Doctor McCoy is trying to help Some situations and Talents grant a character
Kirk overcome his growing depression about bonus Momentum on particular Tasks. This is
growing older. However, McCoy fails his Task, added to the amount of Momentum the
and worse, rolls a 20 on one of his d20s, character generates upon a successful Task of
creating a Complication: Kirk Faces Mortality. that type. Bonus Momentum may only be used
It is a Complication that Kirk must overcome in a specific way, and cannot be saved for the
if he is to successfully defeat Khan as the group – if it is not used, it is lost.
mission progresses.
Characters do not begin a mission with any
Success at Cost Momentum: it only comes from action.
Some Tasks can’t really be failed outright; rather,
there is uncertainty as to whether the Task Example: Mr. Spock performs a scan of a strange
can be completed without problems. In such a spatial anomaly, scoring four successes. As the
situation, the Gamemaster may allow characters Task had a Difficulty of 1, this means that he has
to Succeed at a Cost, either stating this before generated 3 Momentum.
OPERATIONS 61
SPENDING MOMENTUM spent in advance; each point can be spent one
Momentum is normally used to improve the at a time as required. For example, a character
outcome of a successful Task, such as gaining may see how much Stress an attack has inflicted
more information from research, inflicting more before spending Momentum to inflict more.
Stress with an attack, or making more progress
with an ongoing problem. Most uses for Momentum can only be used
once on any given Task, or once in any given
When a Task is successful, the Gamemaster round in combat. Some Momentum spends are
will describe the basic outcome of that Task. noted as being Repeatable, which means that
Momentum may then be spent to improve they can be used as frequently as the character
this outcome, or to gain some other benefit. wishes and has the Momentum available to
Momentum used like this doesn’t need to be spend on them.
900 750 731 111 645 Example: Mr. Spock’s scan of a spatial anomaly
generated 3 Momentum. He spends the first
462 946 976 555 264
point to Obtain Information from his scan. Not yet
62 CHAPTER 04.00
having enough information, he spends a second NON-PLAYER CHARACTERS
point for further information. AND SAVING MOMENTUM
SAVING MOMENTUM Unlike the Player Characters, Non-Player
As noted above, characters can save Momentum, Characters do not have the option of saving
rather than letting it go to waste. This saved Momentum into a group pool. Instead, any Non-
Momentum goes into a group pool, which can Player Character that concludes a Task with
be added to or used by any character in the Momentum left over can add a single point to
group, representing the benefits of their collective the Gamemaster’s Threat pool for each point of
successes. This pool cannot contain more than Momentum they haven’t spent on other things.
6 points of Momentum.
Non-Player Characters can spend from
During any successful Task, any member of the the Threat pool in the same way as Player
group may spend points of Momentum from the Characters spend from the group Momentum
group pool in addition to those generated during pool. The Threat pool is described in more detail
that Task. As normal, Momentum only needs to later in its own section.
be spent as required, so a character does not
have to choose how much Momentum they are Example: While firing on the U.S.S. Enterprise,
spending from the group pool until they spend it, the crew of a Romulan bird-of-prey generates two
nor does it need to be spent all at once. Momentum from the attack. Having no use for
the Momentum at that moment, the Gamemaster
At the end of each scene, one point of converts those Momentum to Threat, adding 2
Momentum in the pool is lost; Momentum cannot points to the Threat pool.
be saved forever.
Example: Mr. Spock has one Momentum point of Threat for the Gamemaster provides
remaining from his scan. He chooses to save it the same benefits as spending a single point
for later, rather than spending it. It’s added to the of Momentum. When paying for an Immediate
group pool, and can be used by someone else Momentum spend, the cost can be split, paid
subsequently. partly in Momentum and partly in Threat, if the
character desires.
IMMEDIATE MOMENTUM SPENDS
Some Momentum spends are not tied to a Example: Attempting to pilot around the
successful Task; rather, they can be used spatial anomaly, Sulu takes the saved point of
whenever they are required. These spends are Momentum to buy an extra dice for his Task,
referred to as Immediate. Immediate Momentum describing it as using the information from Mr.
spends often have different restrictions on Spock’s scan to plot a better course.
how and when they can be used, but those
restrictions are specific to the individual spends. COMMON USES FOR MOMENTUM
Because they are used outside of a successful Players are encouraged to be creative in their
Task, they are paid for by spending Momentum in use of Momentum. When a character scores an
the group’s pool. exceptional success, think in terms of how that
superb performance can be reflected in either
Immediate Momentum spends can also be paid the result of that Task, or in how the outcome
for by adding to Threat. Generating a single of that Task can impact what happens next.
OPERATIONS 63
Regardless of how it is used, Momentum a Task’s Difficulty must be made before any
spends must make a degree of narrative sense dice are rolled on that Task.
– that is, the benefit gained from Momentum
must make sense from the perspective of the X Obtain Information: (Repeatable). Momentum
characters – and the Gamemaster may veto from a successful Task allows a character
Momentum spends that do not support or to learn more about a situation. Each point
reflect the story. of Momentum spent can be used to ask the
Gamemaster a single question about the
The most common ways to use Momentum are current situation, or an item, object, structure,
listed below. creature, or character present in or relevant
to the scene at hand. The Gamemaster
X Create Advantage: Momentum can must answer this question truthfully, but the
allow a character to produce a positive or Gamemaster does not have to give complete
advantageous circumstance. Spending information – a partial or brief answer that
two Momentum establishes some new leaves room for further questions is more
Advantage in addition to whatever effect common. The information provided must be
the successful Task had. Advantages relevant to the Task attempted, and it must be
created must relate to the nature of the Task the kind of information that a character using
attempted, and it must be something that that Discipline would be able to determine in
could logically result from the character’s that situation – a character could use Medicine
actions. Advantages created with this spend to diagnose an illness, or Security to identify
may alternatively be used to remove a a form of ranged weapon from the Stress it
Complication currently in play. Advantages causes – and the Gamemaster is welcome
are described on p.55. to answer “you don’t know”, if the Player’s
question couldn’t be answered at that time.
X Create Opportunity: (Immediate,
Repeatable). One of the most straight-
forward uses of Momentum is to add DETERMINATION
additional d20s to a Task. The decision to Player Characters begin each session with a
purchase these bonus dice must be made single point of Determination, and no character
before any dice are rolled on that Task. The can have more than three points at any time.
cost to buy additional dice increases by 1 for
each additional d20 purchased (regardless Using and gaining Determination is tied to a
of how those bonus d20s were bought), so character’s Values, and to the Directives in play
the first die bought costs 1 Momentum, the during a mission.
second die costs 2 Momentum, and the third
die costs 3. As noted in Improving the Odds USING VALUES
(p.58), no more than three bonus d20s may A character’s Values can help a character
be bought for a single Task. in difficult situations. They often provide an
additional push to succeed, as the character’s
X Create Problem: (Immediate, Repeatable). convictions drive them to achieve more than
A character can choose to make things they might have done otherwise. Whenever a
more difficult for an opponent, increasing character is attempting a Task for which one of
the Difficulty of a single Task by 1 for every their Values would be advantageous, they may
2 Momentum spent. The decision to increase spend one point of Determination.
64 CHAPTER 04.00
A point of Determination spent provides one of make the situation more complicated or more
the following benefits: difficult, the Gamemaster may offer the Player
one point of Determination in exchange for
X Perfect Opportunity: A point of suffering a Complication: this may take the form
Determination may be spent to grant the of a course of action, or a decision not to act, but
character a single bonus d20. This bonus any kind of Complication is suitable so long as
d20 is considered to have already rolled it fits the circumstances. The Player can choose
a 1, and thus generates two successes not to accept this offer – and Players can choose
automatically. The normal limit of three to suggest situations where their character might
bonus d20s bought for a Task still applies. face this Complication – but if they accept the
Complication, then the setback occurs, without
X Moment of Inspiration: A point of any ability to avoid it. The Gamemaster is the final
Determination may be spent to re-roll all the arbiter of this, but Complications from Values
character’s dice in their dice pool. should only ever happen if both Gamemaster and
Player agree.
X Surge of Activity: The character may
immediately perform another Task as soon Example: The shuttlecraft Galileo is stranded
as this one has been resolved. This is most on Taurus II, and under attack by its native
useful in combat or other situations where inhabitants. Two crewmembers, Latimer and
the character is under pressure and cannot Gaetano, have been killed. Lt. Boma, who has
normally attempt two consecutive Tasks. been bristling against Mr. Spock’s command
decisions, wants to bury the two men. Spock
X Make It So: The character immediately has a “Needs of the Many Outweigh the Needs of
creates an Advantage that applies to the the Few” Value. The Gamemaster offers
current scene. Spock a point of Determination and asks that
Spock advise against pointless actions which
Example: Spock is attempting to uncover the could endanger the surviving members of the
truth behind a conspiracy. Suspecting that the crew. Spock accepts, and the friction between
Enterprise’s computers have been tampered Spock and the rest of his shuttle-mates grows
with, he sets about testing his hypothesis. even further.
This is a Reason + Engineering Task, using
his Computers Focus, with a Difficulty of 3.
Given the Difficulty, and the urgency, Spock
buys an additional d20 for the Task. As Spock
is motivated by his Value: “Logic Is the
Beginning, Not the End, of Wisdom”, Spock may VALUES AND DIRECTIVES
spend one of his Determination to aid in his
Task, which he does to buy an extra d20 that Values are short phrases or statements that
has already rolled a 1. describe the attitudes, beliefs, and convictions of
a character while Directives are mission-specific
However, Values can also hinder a character’s Values shared by the characters on that mission.
judgement, make them biased, blind them to A character’s Values will be listed on their
possibilities, or otherwise impair their ability to character sheet. Their Directives will be listed in
confront a situation effectively. If the character the mission.
is in a situation where one of their Values would
OPERATIONS 65
THREAT X Immediate Momentum: Whenever the
While not something that the Players will character uses an Immediate Momentum
directly interact with, Threat is an integral part spend – such as buying bonus d20s –
of Star Trek Adventures. The Gamemaster they normally choose to pay that cost in
makes uses of Threat to alter scenes, empower Momentum from the group’s pool. However,
Non-Player Characters, and make things the character may instead choose to pay
increasingly perilous. Threat is a means of some or all that cost by adding one point
building tension – the larger the Threat pool, of Threat to the pool for each point of
the greater the likelihood that something will Momentum that would otherwise have
endanger or challenge the Player Characters. been spent.
Strictly speaking, the characters don’t know
about Threat, but they will have a sense of the X Complications: When a character suffers
stakes of a situation, and of the potential for one or more Complications on a Task, they
things to go wrong, and these things are what or the Gamemaster may choose not to have
Threat represents. such a Complication take effect, in exchange
for adding 2 points to the Threat pool.
Throughout a game session, the Gamemaster
will collect Threat, and spend it to create X Threatening Circumstances:
problems for the Player Characters. In this The environment or circumstances of a
way, Threat mimics the rise and fall of tension new scene may be threatening enough to
that build throughout a story, eventually warrant adding one or two Threat to the
culminating in a high-tension finale that pool automatically. Similarly, some Non-
exhausts the Threat pool. Player Characters may generate Threat just
for turning up, in response to circumstances,
Threat comes from action, much as Momentum or by taking certain actions. This also
does. Certain Player options may add to Threat includes activities that escalate the tensions
instead of spending Momentum, or allow them of the scene, such as Player Characters
to defer a problem until later, while some Player using deadly force.
choices can escalate a situation, adding to
Threat as they represent a rise in tension and X Non-Player Character Momentum:
peril. Similarly, adversaries can add to Threat Non-Player Characters with unspent
in the way that Player Characters add to their Momentum cannot save it as Player
group Momentum. In this way, Threat serves as Characters can – NPCs don’t have a group
a visible “cause and effect” for the game, with Momentum pool. Instead, a Non-Player
actions and consequences linked by the accrual Character can spend that Momentum to
and expenditure of Threat. add to Threat, adding 1 point of Threat for
each Momentum spent (Repeatable).
The Gamemaster begins play with two Threat
for each Player, though this can be adjusted In return, the Gamemaster can spend Threat in
based on the tone and underlying tension of a a few common ways.
given mission.
X Non-Player Character Momentum:
In game terms, the Gamemaster gains Threat in The Threat pool serves as a mirror for
the following circumstances: the Players’ group Momentum pool.
66 CHAPTER 04.00
Thus, Non-Player Characters may use X Complication: The Gamemaster may create
Threat in all the ways that Player Characters a Complication by spending 2 Threat.
use group Momentum.
X Reinforcements: The Gamemaster may
X Non-Player Character Threat Spends: bring in additional Non-Player Characters
For any action or choice where a Player during a scene. Minor NPCs cost 1 Threat
Character would add one or more points to apiece, while Notable NPCs cost 2.
Threat, a Non-Player Character performing Starship reinforcements cost Threat equal
that same action or choice must spend the to their Scale.
equivalent number of points of Threat.
X Environmental Effects: The Gamemaster
X Non-Player Character Complications: may trigger or cause problems with the
If a Non-Player Character suffers a environment by spending Threat.
Complication, the Gamemaster may prevent
the Complication by spending 2 Threat.
234
542
456 234
567
568 345
217895
897
457
224
234
122 987765
789 2345
953
HS 701 29 3775
OPERATIONS 67
04.30
ADVANCED TRAINING
CHALLENGES STRUCTURING BASIC
A Challenge is any circumstance which requires CHALLENGES
multiple Tasks to overcome. There are a few There are a few different ways that a Gamemaster
different ways to resolve a Challenge, depending can structure a Basic Challenge. At the simplest
on the nature of the Challenge and how the level, having the individual Key Tasks being
Gamemaster wishes to present the situation. completely independent of one another requires
These different options can be combined as the the least effort in rules terms, but may not be
Gamemaster sees fit, providing a toolbox for suitable for a lot of different situations. There are
structuring a wide range of different problems for a few other common approaches as well:
the characters to overcome.
X Linear Challenges arrange the Key Tasks
BASIC CHALLENGE into an order, where each Key Task must
A Basic Challenge is, as the name suggests, be completed before the next can be
relatively straightforward for all involved. It attempted. These are easy to handle, but
consists of two or more Tasks or Extended they are somewhat inflexible and tend to limit
Tasks (p.70), of a type and Difficulty determined the creativity of the characters in how they
by the Gamemaster. These Tasks are the core approach the Challenge.
of the Challenge, the crucial activities that must
be completed to overcome the Challenge, and X Gated Challenges require a little more effort
they are referred to as Key Tasks. Once all the from the Gamemaster to set up, but they’re
Key Tasks have been completed successfully, flexible and can be adapted to a range of
the Challenge is complete. circumstances. In a Gated Challenge, some
of the Key Tasks can only be attempted if
The Gamemaster may determine that these Key one or more other Key Tasks have already
Tasks be completed in order, or say that Key been completed; the Gamemaster might
Tasks cannot be attempted until other Key Tasks want to present this as a chart that clearly
have been completed. These restrictions should denotes which Key Tasks “unlock” the
naturally flow from the narrative of the situation restricted Tasks.
— if the Challenge is to reach main engineering
and shut down the warp core before it breaches, X Group Challenges are intended to be
then the Task to reach engineering will naturally completed through collective effort,
come first. rather than by a single person. In a Group
Challenge, whenever a character attempts
Characters can attempt other Tasks during a or assists a Task, they may not assist
Challenge; these won’t directly contribute to any other Tasks during the remainder of
overcoming the Challenge, but they can be used the Challenge, and any other Tasks they
to remove Complications, to generate Momentum attempt during that Challenge increase in
to benefit the group, or, at the Gamemaster’s Difficulty by 1. This Difficulty increase is
discretion, to reduce the Difficulty of a Key Task cumulative.
(normally by 1, but the Gamemaster may permit
Momentum to be spent for a greater reduction).
68 CHAPTER 04.00
OPPOSITION IN CHALLENGES Tasks attempted, turning them into Opposed
In some circumstances, the characters may be Tasks. This may also add additional hazards
working against an opposing force. There are a or consequences to those Tasks, as the
couple of ways to resolve this, depending on the opposition may create additional problems on
type of Challenge and opposition. failed Tasks.
OPERATIONS 69
X Conflict: The opposition have different, In order to complete an extended task, you
mutually-exclusive goals to the characters. attempt individual tasks in order to inflict Stress
This is commonly used in Social and Combat and achieve breakthroughs.
Challenges, where each side has a different
goal, and the sequence of events is split into X Stress Track: Each extended task has a
rounds and turns. This is described in full in Stress track, which is shows how much
the Combat section, later. work is involved. Whenever you succeed at
a task as part of an extended task, you will
TIMED CHALLENGE roll a number of A and apply that Stress to
Functionally like a Basic Challenge, a Timed the track.
Challenge adds an additional concern: time.
X Breakthroughs: Each extended task
At the start of the Challenge, the Gamemaster has a number of breakthroughs needed
determines the number of intervals that the to complete it, called its Magnitude. The
Challenge must be completed within, and how number of breakthroughs is normally 1 to 5,
long a period that each interval represents (ten which represent how large and complex an
minutes, an hour, a day, etc.). The ideal number undertaking the extended task is. When you
of intervals is equal to about 2-3 times the achieve enough breakthroughs, equal to the
number of Key Tasks involved in the Challenge, extended task’s Magnitude, you complete
with a smaller number of intervals resulting the extended task.
in more time pressure on the characters. The
Gamemaster should also determine what X Difficulty: An extended task has a starting
happens when time runs out — this should be a Difficulty, normally equal to its Magnitude.
severe consequence. As you achieve breakthroughs, the Difficulty
of subsequent tasks decrease. Tasks are
Each Task attempted takes two intervals of affected by the scene’s traits as normal.
time to attempt by default; characters can
spend one Momentum on a successful Task to X Resistance: Some extended tasks are
reduce this to one interval. A Complication may particularly arduous to overcome, and
cause a Task to take longer, adding a single making progress is slower. Like in combat,
interval to the Task. This applies equally to both Resistance ignores some Stress when it is
Key Tasks and to any others attempted during applied to the extended task’s Stress track.
the Challenge.
ATTEMPTING AN EXTENDED TASK
Whenever you work toward an extended task,
EXTENDED TASKS you attempt a task as normal, and then roll a pool
Extended tasks can also be used to represent of A to inflict Stress and achieve breakthroughs.
larger problems with one clear goal or objective
that can’t be completed with a single task, X Make a task roll: Resolve a task, as normal,
using the same rules as Healing, Injuries, against the extended task’s Difficulty.
and Complications in combat (page 161). An
extended task has a Stress track, a number of X Complete work: If you succeed, roll a dice
breakthroughs until it’s complete, as well as a pool of 2A + A equal to the discipline you
base Difficulty and some Resistance depending used for that task. The total rolled on these
on how challenging or risky the extended task is. dice is the amount of work done.
70 CHAPTER 04.00
X Inflict Stress: Reduce the A pool’s result by happens when effects are rolled. Under normal
the extended task’s Resistance, then add circumstances, the A used for an extended task
any remaining Stress to the Stress track. have no special effects, and thus each effect
rolled simply counts as 1 Stress, without any
a. If 5 or more Stress is inflicted, after additional benefits. However, the gamemaster
reduction for Resistance, you achieve 1 may award bonuses which trigger when any
breakthrough. effects are rolled. These might be granted by
b. If the Stress track is filled, or if you inflict your character using the ideal tools for the job,
any Stress when the Stress track was an advantage already in the scene, or by any
already full, you achieve a breakthrough. talents your character has. If you have multiple
If you inflict 5 Stress and either fill the bonuses, then all of them are triggered when an
Stress track or it’s already full, you effect is rolled.
achieve 2 breakthroughs.
The following are examples of how effects might
X Check the Magnitude: If the number of be treated in a particular extended task:
breakthroughs achieved is equal to the
extended task’s Magnitude, it is complete. X Triumphant: If you achieve any
Otherwise, the base Difficulty of the breakthroughs, and one or more effects
extended task is reduced by one for each were rolled, then you achieve 1 additional
breakthrough achieved, to a minimum of 0. If breakthrough.
the base Difficulty has already been reduced
to 0, each subsequent breakthrough adds X Scrutinize X: The character ignores X points
1A to any future rolls for work on the of the Extended Task’s Resistance for each
extended task. Effect rolled.
OPERATIONS 71
Extended Tasks and Complications engines need to be re-started, which would
Though Complications generated during normally take thirty minutes. The Enterprise
Extended Tasks can be used normally, there are will crash in only eight minutes, however, so
a few other ways in which they can be employed Scotty decides to attempt a cold start of the
during an Extended Task, representing setbacks engines, which will reinitialize the engines
during that undertaking. Complications used for with a controlled implosion. Because of the
one of these purposes don’t count as normal complexity of the process and the danger of
Complications in any other way; the Complication the situation, the Gamemaster determines that
is ‘spent’ to produce the effect chosen. this is an Extended Task, with a Stress track of
12, a Magnitude of 3, a Resistance of 1, and
X Dead End: The gamemaster removes 4 a base Difficulty of 3. The Gamemaster notes
Stress from the Stress track, resolved after Scotty’s preparations and tools, along with
any breakthroughs are achieved because of the calculations being provided by Spock, and
the task. declares that each Effect on a Challenge Dice
ignores 1 Resistance. Scotty attempts his first
X Unforeseen Problem: The gamemaster Task, using his Control 11 + Engineering 4 and
increases the extended task’s Resistance by his Focus in Starship Propulsion. He buys two
2, to a maximum of 4. extra dice with some saved Momentum, and
rolls 6, 7, 12, and 13. He scores 4 successes,
If the characters abandon the Extended exceeding the base Difficulty and completing
Task or find themselves unable to overcome the first Task; he then rolls 6 A – two, plus four for
it, then the Gamemaster may declare that his Engineering Discipline – rolling two 2s, three
they partially completed it; in this instance, blank faces, and an Effect, for a total of 5 Stress
the characters achieve their goal, but suffer (the Effect ignores 1 Resistance). Five Stress is
one additional Complication relating to the enough for one Breakthrough, so Scotty is one-
Extended Task for each Breakthrough they third of the way there (the Extended Task has a
failed to gain. Magnitude of 3) – and, because he’s achieved
one Breakthrough, the base Difficulty of the
Example: The Enterprise is without power and Extended Task is reduced to 2. He’s got a way to
in a failing orbit over the planet Psi 2000. To go still, as the planet’s surface grows ever larger
avoid crashing into the planet’s surface, the in the viewscreen…
72 CHAPTER 04.00
05.00
REPORTING FOR DUTY
DK 120 20 6620
Welcome aboard. For some of you, this will Disciplines, Focuses, Values, Traits, and
be your first assignment, fresh out of Starfleet Talents, and together they paint a picture of who
Academy. For others, this will be the next stage the character is, what they are good at, and how
in your career within Starfleet. No matter where they view the universe around them.
you are assigned on the ship — whether you
are bridge officers, specialists in your fields, Player Characters are, broadly speaking, divided
researchers who will be assigned to science into two types for the purposes of play:
stations, or operations crew ensuring the safety
of the ship or to keep the engines running at X Main Characters are the primary focus of
peak performance — you all have a vital role to this chapter, and can be thought of as the
play on board. Main Characters of a Star Trek series or
movie. They’re the ones who appear in most
A great part of the enjoyment of roleplaying episodes, and have the biggest impact upon
games is in creating original Player Characters the story. Each Player in a game of Star
and telling their stories, and this chapter Trek Adventures will have a single Main
describes how to do so. Star Trek Adventures Character to control, who will normally be a
provides two distinct methods of creating those member of the senior staff of a Federation
original characters, and these methods will Starship. Each Player decides how their
produce roughly equivalent characters. Whichever Main Character will act in the scenes
method is used, it should be used for the entire framed by the Gamemaster. This chapter
group, to get the same play experience. presents two different methods for creating
Main Characters, but whichever method
The term “character” applies to both Player is chosen, it is recommended that all the
Characters (those representing and controlled by Players use the same method.
Players) and Non-Player Characters (characters
controlled by the Gamemaster). X Supporting Characters are like Main
Characters in many ways, in that they are
controlled by the Players. However, there is
PLAYER CHARACTERS IN no fixed list of Supporting Characters; rather,
STAR TREK ADVENTURES a Supporting Character is created as-and-
The Galaxy is filled with characters of all kinds, when needed to provide aid and assistance
who populate its worlds and crew its starships. in difficult situations, or to allow a Player to
To represent this abundance and diversity, take part in a scene if their Main Character is
characters are composed of several elements busy elsewhere. Supporting Characters are
that collectively serve to depict how they interact seldom as complex as Main Characters to
with the universe, both in game terms, and in allow them to be created swiftly, but a group
story terms. These elements are Attributes, of Players may find that they want to bring
74 CHAPTER 05.00
back favorite Supporting Characters time Different species in Star Trek vary in many subtle
and time again, allowing them to develop ways, both biologically and culturally, and a Trait
and grow into more fleshed-out individuals. encapsulates those differences. This Trait can be
Supporting Characters are described more applied both positively and negatively, influencing
fully in their own section, later. how the character interacts with their environment
and how characters interact with one another.
The elements that comprise a character are
described in the sections below. A character may obtain additional Traits because
of things that happen to them – life-changing
events that will define the character going
TRAITS forwards. This may be something about the
A character will typically have one Trait: the character, such as a debility or impairment the
character’s Species. Traits are essentially character suffers from, or the influence of some
descriptions of important parts of the character, external force, such as the impact of a harrowing
in a single word or a short phrase. Alongside a experience.
character’s Values — which cover the character’s
personality, motivations, and beliefs — Traits help Example: Captain James T. Kirk has the Species
define what the character is and what they can Trait “Human”. When Kirk later becomes a rear
do, and they can be employed in the same way admiral in 2270, he gains the Trait “Flag Officer”,
as Traits for a location or situation, such as to which alters how both Starfleet officers and alien
increase or reduce the Difficulty of Tasks. officials treat him.
76 CHAPTER 05.00
X …to resist mental assault, duress, or other A character might use Insight…
stressful situations through an orderly mind X …when attempting to understand the feelings
and the application of discipline. of another creature.
X …when trying to determine how another
DARING creature might think or act, to anticipate or
Daring comes into play whenever a character predict its actions.
reacts to a new situation without doubt, X …when trying to overcome their own
hesitation, or caution. It covers circumstances judgements and preconceptions.
where characters take decisive action without a X …when attempting to calm or reassure others.
detailed plan or analysis, and relies on gut instinct X …when allowing past experiences
and quick reflexes. and instinct to discern changes in the
environment around them.
A character might use Daring…
X …when responding to an emergency. PRESENCE
X …when attempting to evade or resist some Presence is power of personality, and the ability
form of immediate danger. to command attention or respect. It’s used for
X …when acting aggressively. being diplomatic during negotiations, giving
X …when acting based on instinct. orders during a crisis, and even being charming
X …to resist mental assault, fear, or panic or seductive.
through stubbornness and defiance.
A character might use Presence…
FITNESS X …to sway the mood or opinion of others
Fitness is about enduring hardship and through emotive language and rhetoric.
employing force. It covers physical conditioning, X …when trying to keep others calm and
general health and well-being, fortitude, and focused during a stressful situation.
endurance. X …when resisting duress or manipulation by
others by maintaining a strong sense of self.
A character might use Fitness… X …to present a specific appearance or
X …when attempting to employ raw physical demeanor to others, appropriate to the
force to a situation. circumstances.
X …when performing some strenuous or tiring X …when seeking to capture and command
physical activity. attention through speech and behavior.
X …when trying to resist, or act despite the
effects of some physically debilitating REASON
condition, such as poisoning, disease, and Reason is about logic and meticulous analysis.
extremes of environment. It covers forming hypotheses and intricate
planning, as well as recall of intricate facts,
INSIGHT calculation of complex variables, and it relies on
Insight is about understanding people and their keen observation and a thorough command of
feelings, and being open to different ideas and the facts.
ways of thinking. It covers self-awareness,
being conscious of a creature’s current state A character might use Reason…
of mind, and hard-earned wisdom, and relies X …to study and analyze some unfamiliar
upon a person’s emotional intelligence, phenomenon, and come to a hypothesis
empathy, and experiences. about it.
78 CHAPTER 05.00
group of subordinates, or to try and assuage ENGINEERING
the fears of a group. Engineering covers inventing, understanding,
X Presence, to rally or inspire others during designing, repairing, and maintaining technology,
a difficult situation, or to command the as well as using any technology not specifically
attention or respect of someone hostile. covered by another Discipline.
X Reason, to consider and evaluate the orders
given by a superior, or to find a solution to a A character might use Engineering with…
difficult diplomatic or legal situation. X Control, to adjust or repair a sophisticated
device or system, or to operate extremely
CONN complex devices like transporters.
Conn covers piloting craft of all sizes, from X Daring, to make improvised repairs to a
ground vehicles and shuttles, to grand starships. device in an adverse situation, or to improvise
It also includes navigation — both on the ground a technical solution to a problem by using
and in space — and an understanding of starship technology in an unusual, innovative, or
operations, including the procedures of space reckless manner.
travel and exploration. X Fitness, to perform physically taxing,
repetitive, or arduous technical activities as
A character might use Conn with… efficiently as possible despite physical strain,
X Control, to direct a starship or other vessel or to perform a technical activity reliant on the
through a difficult environment, or to operate application of physical force.
a craft with such precision as to aid someone X Insight, to make an “educated guess” about
else’s activities. unknown or extremely unfamiliar technology,
X Daring, to direct a starship or other vessel to or to try and understand the behavior of
avoid a sudden and imminent danger, or to artificial creatures.
perform extreme or unorthodox maneuvers X Presence, to explain in an engaging
with a craft using “feel” or “instinct”. manner an extremely complex technical
X Fitness, to move quickly and effectively problem or solution to someone with less
in an environment suit, including moving engineering knowledge, or to argue the
through zero-gravity, or resisting the merits of a specific approach to a problem
deleterious effects of extreme acceleration with another engineer.
or unpredictable motion without an inertial X Reason, to study the designs of a device or
dampening field. system and gain additional understanding
X Insight, to judge the nature or intent of of its function, or to design a new device or
another vessel by the way it is moving, or system from scratch.
determining the source of a problem with a
familiar vessel. SECURITY
X Presence, to maintain professional decorum Security is the use of force during combat
and etiquette when representing your ship or — making attacks, essentially — as well as
Starfleet in formal circumstances, or to argue observing and analyzing threatening situations
effectively over a matter of starship protocol, and watching for potential perils. It also
or a course of action. encompasses interrogation and intimidation,
X Reason, to plot a course through a difficult stealth and infiltration, as well as an in-depth
environment, or to determine their location knowledge of weaponry, combat styles, and
or the location of someone else based on strategy. It also covers survival skills and
available data. athleticism.
80 CHAPTER 05.00
FOCUSES Hand Phasers, Hand-to-hand Combat, Helm
The Disciplines characters are trained in are Operations, Infectious Diseases, Infiltration,
broad; Focuses allow a character to demonstrate Interrogation, Linguistics, Persuasion, Philosophy,
talent for a narrower set of disciplines, Physics, Psychiatry, Quantum Mechanics,
representing specialization and the kind of Shipboard Tactical Systems, Small Craft,
expertise that comes from deeper study and Spatial Phenomena, Survival, Transporters and
practical experiences. Focuses are not tied to any Replicators, Trauma Surgery, Virology, Warp Field
specific Discipline, and can thus be applied to any Dynamics, Xenobiology.
Task a character attempts, so long as the Focus
would logically benefit the Task being attempted.
TALENTS
Main Characters will have six Focuses, and they Talents are additional benefits that a character
are encouraged to create their own Focuses. possesses, that define areas of specialty, the
Each Focus should be narrower than the six advantages of their personal approach to
Disciplines that every character is trained in, but circumstances, and other decisive abilities.
they shouldn’t be so narrow as to never come These normally take the form of a bonus —
up in play. There is no specific link between extra d20s, re-rolls, bonus Momentum, the
Disciplines and Focuses; a Focus can be applied ability to use a different Discipline in a situation,
to any Discipline — for example, Astrophysics and so forth — that applies when the character
could easily be used for Science Tasks, but it also is performing a type of Task or taking an
has potential uses when trying to plot a course approach to a situation.
using Conn.
Many Talents have one or more specific
Example Focuses: Anthropology, requirements. These are conditions that must be
Astronavigation, Astrophysics, Botany, fulfilled before the Talent can be selected, such
Composure, Computers, Cybernetics, as belonging to a specific Species, or having a
Diplomacy, Electro-Plasma Power Systems, Discipline at a specific rating or above. Talents
Emergency Medicine, Espionage, EVA, Evasive are provided in their own section, starting on
Action, Exo-tectonics, Genetics, Geology, page 116.
05.20
LIFEPATH CREATION
The default method of creating a character in such as increasing Attributes or Disciplines,
Star Trek Adventures is the Lifepath. This is a and gaining Talents and Focuses. These are
series of steps that represent important events cumulative gains, and, as a Player works through
of the character’s life, and the way those events each step of the Lifepath, the results are added
shape the character’s nature is reflected in the to the character being created. In this way, the
mechanical choices each step presents. character takes shape stage by stage.
The Lifepath consists of seven steps, with each Some Players may begin the process knowing
step allowing a new choice from a list of options, exactly what kind of character they want to
82 CHAPTER 05.00
LIFEPATH OVERVIEW
As the Lifepath consists of many steps and choices, X Step Four: The character attends Starfleet
it’s useful to have a summary, to provide an idea of Academy, and chooses which track of the
the process before Players begin. Academy they join — Command, Operations, or
Sciences. This grants the character:
At the start of the Lifepath, a character will have X One Value
a score of 7 in each Attribute, and a score of 1 X Three points to spend on two or three
in each Discipline. Throughout the process, the Attributes
character will gain an additional 14 points spread X +2 to a single Discipline, +1 to two other
across their Attributes, and an additional 10 points Disciplines
spread across their Disciplines. X Three Focuses
X One Talent
Additionally, during the process, a character will
receive a minimum of one Trait (their Species), as X Step Five: Choose how long the character’s
well as four Values, four Talents, and six Focuses. career has been so far — are they young
and inexperienced, seasoned veterans, or
X Step One: Choose the character’s species. The somewhere in between? The character gains:
options presented in this rulebook are Andorian, X One Value
Denobulan, Human, Tellarite, Trill, and Vulcan. X One Talent
Each species grants:
X A species Trait X Step Six: Determine two or more Character
X +1 to each of three Attributes Events. Regardless of how many events are
X Access to Talents unique to that species chosen, the character gains
X Two points for Attributes
X Step Two: Choose the character’s Environment; X Two points for Disciplines
this is the type of world the character was X Two Focuses
raised on. Each Environment grants:
X A Value X Step Seven: Finishing Touches. Gain:
X +1 to one Attribute, and +1 to one X One Value
Discipline X +1 to two Attributes
X +1 to two Disciplines
X Step Three: Choose the character’s X Adjust Attributes and Disciplines that go
Upbringing; this is the kind of education the above the maximum scores for each
character had during their formative years, and X One Talent
the kind of influence their parents and mentors X Record derived scores — Stress, and bonus
had. Each gives the character: Stress — plus the character’s name, rank,
X +2 to one Attribute and +1 to a second role, department, and starting equipment
Attribute
X +1 to a single Discipline 650 855 552
X One Focus
X One Talent 245 495 420 285
84 CHAPTER 05.00
interested in a wide range of philosophies, HUMAN
though their scholarly nature, large families, and Originating on the planet Earth in the Sol system,
gregarious nature means that relatively few of Humans are a resilient, diverse, and adaptable
them venture far from their homeworld. species, who developed from fractious, warring
nations on the brink of mutual annihilation to a
Example Value: Safety in Numbers united, peaceful society in less than a century,
and managed to forge alliances between
Attributes: +1 Fitness, +1 Insight, +1 Reason former enemies within a century of
achieving interstellar space flight.
Trait: Denobulan. Denobulans have a robust Earth is a founder and pivotal
immune system, but a vulnerability to various member of the United Federation
forms of radiation poisoning. They are naturally of Planets, and many of the
adept climbers, scuttling up sheer walls like Federation’s institutions can be found
some forms of terrestrial lizard. Denobulans do on Earth. Humans often exhibit a
not need to sleep, but must hibernate for several dichotomy in their nature —
days each year, becoming disoriented if kept being both driven to strong
awake during this period. emotion and careful
reason — and while
Talents: The character receives access to the they have largely grown
following Talents: beyond their warlike
and divisive past, their
Cultural Flexibility drive and capacity
Requirement: Denobulan, or Gamemaster’s for aggression are
permission. as much a part of
Your people are friendly, patient, and inquisitive, their success as
and you exemplify these traits. You are at ease their curiosity and
when meeting new cultures, and adapt to analytical minds.
unfamiliar social structures easily. When you
attempt a Task to learn about an unfamiliar Example Value:
culture, or to act in an appropriate manner when The Drive for Exploration
interacting with members of such a culture, you
reduce the Difficulty by 1. Attributes: Instead of the
normal Attribute options,
Parent Figure choose three Attributes and
Requirement: Denobulan, or Gamemaster’s add +1 to each of them.
permission.
You have a large family, with many children, Trait: Human. Humans are
nieces, and nephews, and you’ve learned how adaptable and resilient, and
to coordinate even the most unruly and fractious their resolve and ambition
of groups when necessary. When attempting often allow them to resist great
or assisting a Task, and two or more other hardship and triumph despite
characters are involved in the Task, the first great adversity. However,
Complication generated on the Task — either by Humans can also be reckless
the character attempting the Task, or one of the and stubborn, irrational, and
assistants — may be ignored. unpredictable.
86 CHAPTER 05.00
the two individual creatures. The symbionts Former Initiate cannot be taken if the character
can live for many centuries, and are placed has the Joined Talent — they are mutually
with successive hosts, carrying the memories exclusive.
and knowledge of previous hosts into a new
joining with each new generation. This fact JOINED
isn’t widely known outside the Trill themselves, Requirement: Trill, requires Gamemaster’s
but it isn’t a secret — it simply isn’t widely permission to be taken after character creation.
discussed, and the number of joined Trill is You have a symbiont, with lifetimes of memories
relatively small. The Trill, as a culture, tend to to draw upon. Once per mission, you may
be focused on intellectual pursuits first and declare that a former host had expertise in a
foremost, as learning and wisdom are prized relevant Discipline or field of study; you gain a
by the symbionts in their hosts. single Focus for the remainder of the scene, as
you draw upon those memories. Additionally,
Example Value: Four Lifetimes of Adventure you gain a Trait with the name of the Symbiont;
this reflects potential advantages of the joining,
Attributes: +1 Control, +1 Presence, +1 Reason the ability to perform rites and rituals to awaken
past hosts’ memories, and the vulnerabilities
Trait: Trill. Trill are especially resilient to inherent in the connection.
parasites, as a quirk of their potential to be
joined; joined Trill are entirely immune to Joining cannot be taken if the character has
parasitic infection. However, they tend to have the Former Initiate Talent — they are mutually
strong allergic reactions to insect bites and exclusive.
other forms of venom, which can disrupt their
neurochemistry, particularly if they’re joined. VULCAN
As many of the specifics of Trill physiology — The Vulcans are a stoic, rational people.
especially with regards to symbiosis — are Widely claimed to be emotionless, in truth the
not widely known, this can result in medical Vulcans feel deeply and intensely, to their own
complications. detriment. Their stoicism comes from a culture
of logic and self-discipline, where emotions
Talents: The character receives access to the are analyzed and dissected to rob them of
following Talents: their potency, so that they cannot overwhelm
or control the individual. Vulcans embrace
Former Initiate science and reason, but their lives are not
Requirement: Trill, may only be taken during purely devoted to logic: they also have a deeply
character creation. philosophical side, with art and music as vital to
You joined the Initiate Program, hoping to their culture as logic. They are also an intensely
be chosen by the Symbiosis Commission to private people, with many aspects of their
become Joined. As there are far more initiates culture — such as the rites of pon farr — which
than there are symbionts, you were one of are not discussed amongst outsiders.
the many who failed, but the quality of even a
failed initiate is enough for Starfleet to recruit Example Value: The Needs of the Many
you. When you attempt a Task using Control Outweigh the Needs of the Few, or the One.
or Reason, and spend Determination to buy a
bonus d20 for that Task, you may re-roll your Attributes: +1 Control, +1 Fitness, +1 Reason
dice pool.
88 CHAPTER 05.00
UNUSUAL OR UNIQUE STEP TWO: ENVIRONMENT
CHARACTERS Regardless of their species, Starfleet officers
Starfleet Academy attracts applicants from come from many places, across many worlds.
many worlds, including some that aren’t a part While many Humans (for example) are born on
of the United Federation of Planets. At the Earth, there are many more who were born on a
Gamemaster’s discretion, Players may seek colonized world elsewhere in the Galaxy, or on a
to play as any species, even going to far as to starbase or a starship.
create unique species never seen on screen.
This requires a little more work, but the results A character’s Environment grants the character a
can be well worth the effort. The Player and single Value, one point in a single Attribute, and
Gamemaster should confer as to the nature of one point in a single Discipline.
the species desired, and get a rough idea of what
that species is capable of, what their culture is HOMEWORLD
like, and so forth, as well as why the character The character comes from the world that birthed
might seek to join Starfleet. These provide the their civilization, and has been surrounded by
foundations for how to use the species’ Trait cultural and spiritual legacies their entire life,
in play, as well as generating plot hooks and exemplifying aspects of a culture’s most revered
ideas that can be explored further during play. traditions.
The Gamemaster should also decide upon three
Attributes, each of which are increased by +1. Value: At this step, the character gains a single
The Gamemaster may also wish to create one or Value. This Value should reflect the environment
two unique Talents to reflect unique facets of that and culture the character was raised within.
species’ culture, but this isn’t essential. This is a good opportunity to consider how the
character views their own culture, and how they
Guidance on creating new species or unique connect — or possibly, don’t connect — to the
characters is covered in great detail in philosophies and traditions of their people.
Chapter 10: Gamemastering (p.241).
Attribute: Choose one of the three Attributes the
Example: Nathan is creating a character using character’s species improves; increase one of
the Lifepath method. First, he determines the those Attributes by +1
character’s species. The game is set in The
Original Series era, and he decides to roll for Discipline: Choose one of Command, Security,
this choice, to see if that sparks any ideas. He or Science; the character increases that
rolls an 18, resulting in a Trill character. Seeing Discipline by +1
some possibilities with this, he sticks with it. He
also notes he will select the Trill-specific Talent BUSY COLONY
“Joined.” Nathan decides that his character is The character comes from one of their culture’s
joined to the Etahn symbiont, and adds “Etahn oldest or most prosperous colonies, which may
symbiont” as a Trait. be another world within their home system
— such as Luna or Mars for a Human. These
This gives the character the Trill species Trait, colonies often develop a fiercely independent
and means the character now has the following outlook, and a sense of pride that accompanies
Attribute scores: Control 8, Daring 7, Fitness 7, being amongst the first of their kind to tame
Insight 7, Presence 8, Reason 8. another world.
90 CHAPTER 05.00
Attribute: Choose either Control or Insight; the EXAMPLE VALUES
character increases that Attribute by +1
X A Starship is a Home, its Crew a Family
Discipline: Choose one of Command, Conn, X Most Comfortable in a Crowd
or Engineering; the character increases that X Body and Mind Alike Must Be Healthy
Discipline by +1 X No Stranger to Violence
X Emotion in a Crisis only Makes Things Worse
ANOTHER SPECIES’ WORLD X Engineer at Heart
The character grew up amongst another species.
Whatever the situation, the character has unique
perspectives on their own species and on those
they were raised alongside. STEP THREE: UPBRINGING
The nature of a person’s family and their
Value: At this step, the character gains a single surroundings as they grew up can have a
Value. This Value should reflect the environment massive impact upon them, and, whether they
and culture the character was raised within. It’s accept this influence or rebelled against it, it will
common for this Value to be informed by the shape the rest of their lives.
values of the species they were raised alongside
– or how they see their own culture in relation to A character’s Upbringing provides them with
their birthplace. three points spread across two Attributes, a
single point to add to one of their Disciplines,
Attribute: Choose or randomly roll another and a single Focus, which should relate in some
species from Step One, then choose one of the way to the Upbringing chosen (a few examples
Attributes that species gains a bonus to. The are provided in each case). Finally, each
chosen Attribute is increased by +1 Upbringing gives the character a single Talent.
Discipline: Choose any one Discipline; the RANDOM UPBRINGING (ROLL D20)
character increases that Discipline by +1
D20 RESULT UPBRINGING
Example: The next step for Nathan’s character
is Environment. Nathan again rolls for this, to 1– 4 Starfleet
see if it produces any interesting results. He rolls 5–8 Business or Trade
a 3 — Isolated Colony — and sees some 9–11 Agriculture or Rural
interesting possibilities there. 12–14 Science and Technology
15–17 Artistic and Creative
Nathan adds +1 to the character’s Reason,
bringing it up to 9, and +1 to their Science
18–20 Diplomacy and Politics
Discipline, bringing that to 2. He also chooses
a Value at this stage: “Understanding is the STARFLEET
Purpose of Life”. The character’s family may have a strong
tradition of Starfleet service, with at least one
member of the family in every generation
serving the Federation in this way. Perhaps
both the character’s parents were Starfleet
officers, who met in service. Either way, the
92 CHAPTER 05.00
THE ETHICAL FAMILY UNIT
In the whole of the Federation, there is Despite this, they somehow remain deeply devoted to
nothing so unique as the structure the the many complicated relationships spawned by their
Denobulans have developed to arrange their family structure. I honestly don’t know how they keep it all
familial units. Every male marries up to three straight, and I honestly don’t know how they refrain from
females. Every female marries up to three killing each other. If Andorians were to adopt the Denobulan
males. Though the Vulcans would say it’s only structure, we’d be extinct as a species within a handful of
logical those three males and three females generations because every household would be the site
be the same individuals, making a family unit of of daily civil warfare. Our technology would no doubt leap
six intermarried adults, the Denobulans don’t forward, however, in those short years our species would
necessarily restrict themselves to sharing the have left. I, for one, would need to have the still-theoretical
same partners with each other. This leads to neural link to a dedicated personal data server installed in
convoluted, complicated tanglings of family my antennae just to remember the names of all my in-laws.
lineages sure to drive any historian insane. For
example, in my research, I studied an image of Excerpt: “The Ethical Family Unit: a case study of
one family chart that spanned the length of a familial culture in Federation species”, Interspecies
three-meter wall. Ethics term paper prepared by Cadet Theven Sh’Zann,
Starfleet Academy, Spring 2198
breeds a strong work ethic and a healthy body, SCIENCE AND TECHNOLOGY
increasing their Control by 1 and their Fitness The character’s home was one filled with
by 2. the potential of science, and cutting edge
developments were familiar ground. Perhaps the
If the character rebelled against this Upbringing, character was raised by scientists or engineers,
they are likely to have embraced science, or had mentors and teachers who encouraged a
technology, and the fruits of civilization, talent for the technical.
increasing their Presence by 1 and their
Reason by 2. Attributes: If the character accepted this
Upbringing, they are rational, methodical, and
Discipline: The character’s living off the land and precise, increasing their Control by 2 and their
growing up on the edge of civilization allows them Reason by 1.
to increase one of Conn, Security, or Medicine
If the character rebelled against this Upbringing,
Focuses: The character gains a single Focus they don’t lack for technical talent, but they
that should relate to the character’s rural lifestyle, haven’t developed that talent and instead rely
and the skills they learned there. Examples: more on instinct, increasing their Daring by 1 and
Animal Handling, Athletics, Emergency Medicine, their Insight by 2.
Endurance, Ground Vehicles, Infectious Diseases,
Navigation, Toxicology, Survival Training. Discipline: The character’s familiarity with
cutting-edge science and the latest research
Talents: The character also gains a single Talent, allows them to increase one of Conn,
see Talents on p.116. Engineering, Science, or Medicine.
94 CHAPTER 05.00
STEP FOUR: STARFLEET A Player may choose their character’s Academy
ACADEMY track, or randomly determine it from the table
The years spent at Starfleet Academy are some below by rolling a d20.
of the most memorable and definitive of an
officer’s life, shaping the direction of their career RANDOM ACADEMY TRACK (D20)
going forwards. For those who pass the grueling
entrance examinations, the Academy takes four D20 RESULT TRACK
years, covering a mixture of intense training,
academic studies, and practical experiences. 1–6 Command Track
Much of this takes place within the main Starfleet 7–13 Operations Track
Academy campus in San Francisco on Earth, but 14–20 Sciences Track
other campuses and annexes exist across the
Federation, and a cadet may spend time at any of
these before they graduate. COMMAND TRACK
The command track is for those cadets who
A graduate of the Academy receives a aspire to command their own starship someday.
commission as a Starfleet officer, with the rank of It focuses on leadership and interpersonal skills,
ensign, after which they may wait several weeks, diplomacy, decision-making in crisis situations,
or even months, for their first assignment. Some an understanding of protocol and procedure,
cadets — particularly those pursuing a doctorate and starship operations, which includes flight
— choose a path that requires an additional year control. Many command track cadets begin their
or two of training and study, and instead graduate careers as flight control officers and pilots, where
at the rank of lieutenant (junior grade). their training can be put to the test on a smaller
96 CHAPTER 05.00
Value: The character gains a single Value, STEP FIVE: CAREER
which should reflect the character’s beliefs that At this stage, the Player has a choice to make
developed during their time at the Academy. about the character. This decision is a clear one:
is the character a young officer, fresh out of the
Attributes: The character gains three points, Academy, with their whole career ahead of them,
which may be split between two or three have they served in Starfleet for several years, or
Attributes (either increase three Attributes by are they a veteran with decades of experience?
+1 each, or increase one Attribute by +2 and
another by +1). The character may pick these This stage grants the character a Value and
Attributes freely. a Talent. This stage should always be chosen
manually, rather than rolled — if you’re creating
Disciplines: The Player must increase either your character randomly, default to the
Science or Medicine by +2. Then, the Player Experienced Officer option, below.
selects two other Disciplines to increase by +1
each. A character may not increase any YOUNG OFFICER
Discipline above 4 at this stage. The character is defined by their potential
more than their skill. Their raw talent and their
Focuses: The character selects three expectations of what the universe is like has not
Focuses, at least one of which should relate yet been tempered by reality.
to the character’s chosen track. Examples:
Anthropology, Astrophysics, Botany, Computers, Value: The character receives a Value, which
Cybernetics, Emergency Medicine, Exo- must reflect the character’s inexperience and
tectonics, Genetics, Geology, Infectious naïveté in some way.
Diseases, Linguistics, Physics, Psychiatry,
Quantum Mechanics, Trauma Surgery, Virology, Talent: The character receives a single Talent:
Warp Field Dynamics, Xenobiology. Untapped Potential, described on p.98.
98 CHAPTER 05.00
2. Death of a Friend VETERAN
During an important mission, one of the
character’s friends was killed in action. Requirements: Veteran Officer (during character
creation, or at Gamemaster’s discretion)
X Who was the friend? How did the character
know them? The character is wise and experienced, and draws
X What was the mission? How did the friend upon inner reserves of willpower and determination
die? Who was to blame? in a more measured and considered way. Whenever
the character spends a point of Determination, roll
Attributes: The character’s experience with loss 1 A. If an Effect is rolled, immediately regain that
increases their Insight by +1. spent point of Determination. The character has a
rank of at least lieutenant commander.
Disciplines: The character’s understanding of
grief and recovery increases their Medicine by +1.
with the name of that culture, is a good example,
Focuses: The character gains a Focus, which as would any that represent skills or techniques
should reflect the character’s experiences. specific to that culture.
Examples: Counselling, but it may also represent
a skill or pursuit the character takes up in their Traits: The character may gain a Trait, which
fallen friend’s memory or to prevent the same should reflect this event. A good example might
thing happening in the future. be Friend to the X, replacing the X with the name
of the culture. This reflects the character’s renown
3. Lauded By Another Culture amongst that culture, and the benefits and
The character was involved in a mission that problems such status brings.
earned the official praise of a non-Federation
culture; they are now considered to be a friend to 4. Negotiate a Treaty
that people. The character was part of a delegation that
helped negotiate a treaty, agreement, or alliance
X What culture was aided by this mission? with a culture outside the Federation.
What was the mission? Why was it
particularly praiseworthy? X What culture was the treaty with? What was
X Does the character have any friends or it for?
contacts in that culture who can be contacted
for help? Attributes: The character’s familiarity with minutia
and the careful work of diplomacy increases their
Attributes: The character’s standing and renown Control by +1.
increases their Presence by +1.
Disciplines: The character’s familiarity with
Disciplines: The character’s broader diplomacy and negotiation increases their
understanding of the universe and another culture Command by +1.
increases their Science by +1.
Focuses: The character gains a Focus, which
Focuses: The character gains a Focus, which should reflect the character’s experience with
should reflect the character’s experience with negotiations. Examples: Diplomacy, Negotiation,
that culture. A Focus of X Culture, replacing the X or Galactic Politics.
X What was the mission? What went wrong? Focuses: The character gains a Focus, which
X Was the mission successful despite the loss should reflect the character’s experiences
of the leader? during the crisis. Examples: Lead by Example,
Inspiration, or Composure.
4 Negotiate A Treaty
Attributes: The character’s encounter with the
5 Required to Take Command
unknown increases their Reason by +1.
6 Encounter with A Truly Alien Being
7 Serious Injury Disciplines: The character comes away from
8 Conflict with A Hostile Culture the experience with a greater understanding
9 Mentored of, and curiosity for, the universe, increasing
10 Transporter Accident Science by +1.
Disciplines: Dealing with a problem of this nature Attributes: The character learned to evaluate
increases the character’s Medicine by +1. situations on their own merit, rather than blindly
trusting others, increasing Reason by +1.
Focuses: The character gains a Focus, which
should reflect how they helped during the crisis. Disciplines: The legal proceedings that followed
Examples: Infectious Diseases, Emergency gave the character a greater insight into Starfleet
Medicine, or Triage. protocol, increasing Conn by +1.
12. Betrayed Ideals for a Superior Focuses: The character gains a Focus,
The character was placed in a situation where reflecting the event and its aftermath.
they had to choose between their own ideals and Examples: Uniform Code of Justice, History, or
trusted superior, choosing to follow the superior. Starfleet Protocol.
X Who was the superior? What did they ask 14. New Battle Strategy
the character to do? How does the character In combat with a hostile force, the character
feel now? devised a new strategy or tactic.
X What were the repercussions of this? Are
the details of this event on record? Was the X Who was the battle against? Was it in space
character right? or on the ground?
X What was the strategy devised?
Attributes: The character learned a lot from the
superior on how to command respect, increasing Attributes: The character’s creativity under
Presence by +1. pressure shows boldness and ingenuity,
increasing Daring by +1.
Disciplines: Difficult decisions are part of being
a leader; the character increases their Command Disciplines: The character’s combat experience
by +1. increases their Security by +1.
Focuses: The character gains a Focus, Focuses: The character gains a Focus,
reflecting the event and its aftermath. Examples: reflecting their decisive battlefield leadership.
Persuasion, Inspiration, Investigation. Examples: Combat Tactics, Hazard Awareness,
or Lead by Example.
X Who were the aliens they encountered? X What did this piece of technology do?
Was the encounter tense, or peaceful? Does it still function now?
X What method of communication do the aliens X What is known about the civilization that
use? How did the character learn it? made it?
Attributes: The character learned a lot about Attributes: The character’s studies of the
understanding others from the experience, technology produced numerous theories,
increasing Insight by +1. increasing Reason by +1.
Disciplines: The character gains new Disciplines: The character is more able to
knowledge and new understanding, increasing understand unfamiliar technology, increasing
Science by +1. Engineering by +1.
Focuses: The character gains a Focus, reflecting Focuses: The character gains a Focus,
what the character learned from the event. reflecting the event and its aftermath. Examples:
Examples: Linguistics, Cultural Studies, or Ancient Technology, Computers, Reverse
Negotiations. Engineering.
Focuses: The character gains a Focus, reflecting Focuses: The character gains a Focus, reflecting
the event and its aftermath. Examples: Athletics, the character’s achievement. Examples:
Survival, or Emergency Medicine. Experimental Technology, Invention, or
Improvisation.
18. Solved an Engineering Crisis
The character was instrumental in ending a crisis 20. First Contact
caused by malfunctioning technology, and saved The character was chosen to be involved in one
many lives in the process. of the most important of Starfleet’s missions: first
contact with another culture.
X What technology had malfunctioned, and why
was it dangerous? X What culture did the character make first
X How did the character solve the problem? contact with? Did the mission go well?
Attributes: The character’s precision when Attributes: The prestige and honor of being
dealing with complex technology increases their involved in a First Contact mission is significant;
Control by +1. increase the character’s Presence by +1.
Disciplines: The character’s familiarity with Disciplines: There are many ways a character
technology increases their Engineering by +1. can be involved in a First Contact; increase any
one Discipline by +1.
Focuses: The character gains a Focus, reflecting
the technology involved in the event. Examples: Focuses: The character gains a Focus, reflecting
Electro-Plasma Power Systems, Fusion Reactors, the nature of the mission. Examples: Cultural
or Warp Engines. Studies, Diplomacy, or Infiltration.
X Characters also receive a hand-held personal Next, he makes similar adjustments for his
subspace communicator as standard — Disciplines. None of them are at or above 5, so
simply referred to as a communicator. no adjustment is needed, meaning he can just
increase two of them by +1 each. Nathan chooses
X All characters have access to tricorders. to increase Command to 3, and Science to 5.
Not carried all the time, they can be found
in storage bays across a starship, and are Next, the last few details. The character’s Stress
standard issue for landing parties, so if a is 10 — equal to his Fitness of 8, plus his Security
character needs a tricorder, it’s easy to obtain of 2 — and he inflicts 2 A extra Stress with attacks.
VOLUME / GAIN DIAL Once the first session is done, Main Characters
should be fully developed and fleshed out. If any
characters still have elements undefined, the
AUDIO INPUT
Players should feel free to decide upon those
elements either after the first session, or leave
them undefined until subsequent sessions.
Note that previously-created Supporting 5. Finishing Up: Finally, give the character
Characters do not count against this number their standard issue equipment (uniform,
X Extra Players: In a group with a small X More Orders: In combat, the Direct Task may
number of Players, some challenging be used by any Player Character, so long as
situations can become more difficult than it they are using it on an uncontrolled character
otherwise should be. If the group has three that they have authority over. When used on
or fewer Players, the Gamemaster may another Player Character, the normal limits for
allow some or all Players in the group to the Direct Task still apply.
05.50
TALENTS
Individual characters have a particular way TALENTS LIST
of interacting with the world, that lets them The following Talents are available to all characters,
overcome impossible odds and triumph when regardless of species. Unless otherwise noted,
others might falter. These tricks and knacks are each Talent may only be selected once.
Talents. Mechanically, a Talent grants a game
advantage in specific circumstances. Every Main Bold
Character begins play with four Talents, and most Requirement: None
are directly related to one of the six Disciplines, You must choose a single Discipline when you
enhancing how the character employs their select this Talent. Whenever you attempt a Task
training and expertise. with that Discipline, and you buy one or more
d20s by adding to Threat, you may re-roll a
Some Talents have one or more specific single d20.
requirements. These are conditions that must be
fulfilled before the Talent can be selected, such You may select this Talent multiple times, once
as belonging to a specific Species, or having a for each Discipline. You may not select this Talent
Discipline at a specific rating or above. Beyond for any Discipline for which you already have the
that, each Talent has a condition under which the Cautious Talent.
Talent can be used, and a benefit the character
gains. Some of these conditions are mechanical in Cautious
nature — using a specific game option, like buying Requirement: None
bonus d20s, or succeeding at a specific kind of You must choose a single Discipline when you
Task — while others may be more narrative. select this Talent. Whenever you attempt a Task
You may select this Talent multiple times, once Technical Expertise
for each Discipline. You may not select this Requirement: None
Talent for any Discipline for which you already Whenever you attempt a Task assisted by the
have the Bold Talent. ship’s Computers or Sensors, you may re-roll one
d20 (which may be the ship’s die).
Collaboration
Requirement: None Tough
You must choose a single Discipline when you Requirement: None
select this Talent. Whenever an ally attempts a Whenever you Avoid an Injury, the cost is
Task using that Discipline, you may spend one reduced by 1, to a minimum of 1.
Momentum (Immediate) to allow them to use
your score for that Discipline, and one of
your Focuses. COMMAND TALENTS LIST
Constantly Watching Advisor
Requirement: None Requirement: Command 2+
When you attempt a Task to detect danger or Whenever you assist another character using
hidden enemies, reduce the Difficulty by 1. your Command Discipline, the character being
assisted may re-roll one d20.
Dauntless
Requirement: None Defuse the Tension
Whenever you attempt a Task to resist being Requirement: Command 3+
intimidated or threatened, you may add a bonus Whenever you attempt a Task to persuade
d20 to your dice pool. someone not to resort to violence, you may add a
bonus d20 to your dice pool.
Personal Effects
Requirement: Main Character Follow My Lead
The character possesses a significant and Requirement: Command 3+
uncommon item or device which is not standard Once per scene, when you succeed at a Task
issue, but is nevertheless useful for missions. The during combat or another perilous situation, you
character may select one item with an Opportunity may spend one Determination. If you do, choose
Cost of 2, or two items with an Opportunity Cost a single ally. The next Task that ally attempts
of 1 each. Neither item may have an Escalation counts as having assistance from you, using your
Cost greater than 1. The character does not have Presence + Command.
to pay the Opportunity or Escalation Costs to
use the item. A character may select this Talent Supervisor
multiple times. Requirement: Main Character
The ship’s Crew Support increases by one. This
Studious increase is cumulative if multiple Main Characters
Requirement: None in the group select it, but each Main Character
Whenever you spend one or more Momentum to may only select this Talent once.
PLAYER-FACING ADVANCEMENT
This system of Milestones is designed so that a should always be at least a little potential for
main character’s advancement is driven by players, growth if the character is an active part of an
rather than something which happens passively in adventure.
the background or at the Gamemaster’s discretion.
All the decisions made when adding a log entry, The Gamemaster is able to help this along by
reaching a Milestone, or completing a character creating and suggesting opportunities where
arc are made by you, the player, and they all stem a Value might be useful, but ultimately, the
from the decision to use a Value. power to guide your character’s growth rests
in the hands of one person: you.
As you begin each session with one Determination,
you always have the potential to use at least one
Value or Directive in every adventure, so there
REPUTATION INFLUENCE
0 The character is barely fit to be called a Starfleet officer, and they have few, if any, chances left
to redeem themselves and salvage their career. Further problems may see them discharged
from the service or worse.
1 The character’s record is poor, and their future in Starfleet is questionable. They are viewed
as dangerously prone to disobedience, insubordination, and needless recklessness. Further
problems may result in significant disciplinary action.
2 The character’s record is somewhat uncertain, and their performance is questionable. They
are viewed as being too quick to disregard Starfleet’s rules and regulations, occasionally
insubordinate, or they have gained a reputation for unnecessary recklessness.
3 The character’s record is solid, and their performance is satisfactory. This is the default state
for a new character’s Reputation.
4 The character has a fine record, including a few commendations for exceptional performance.
They are viewed as good and dutiful officers, and their expertise and perspectives are worthy
of consideration.
5 The character has an exemplary record, including numerous commendations and decorations
for acting above and beyond the call of duty. They are the finest that Starfleet has to offer, and
they are given greater discretion in how they carry out their duties.
X Did you take any unnecessary risks during 3. Assemble Dice Pool
the mission? Roll a number of d20s equal to the number of
positive influences you have. Unlike a normal task,
X Did you cause, or allow through inaction, there is no maximum number of d20s for this roll.
innocent lives to be lost during the mission?
4. Check for Successes
X Did you lie, cheat, threaten, or coerce Each d20 which rolls equal to or less than your
others in order to achieve objectives during target number generates 1 success.
the mission?
X Any d20 which rolls equal to or less than your
X Did you permit a colleague or subordinate Reputation rating will generate 2 successes
to act unethically or illegally during the instead.
performance of their duties? X Any 20 rolled is a Complication, which may
generate Reprimands if you fail the Reputation
THE REPUTATION ROLL roll. If you’ve already got Reprimands, then your
Once the questions have been asked, and any chance of a Complication is higher.
positive and negative influences have been
counted out, you make a Reputation roll. This is 5. Compare to Difficulty
handled similarly to a Task, though it doesn’t use If the number of successes you scored is equal to
any of the character’s Attributes or Disciplines. or higher than the Difficulty, then you’ve acted with
sufficient honor. If the number of successes you scored
When making Reputation rolls, it is best to have is less than the Difficulty, then you are dishonorable.
the commanding officer make their roll first, as
the results of their roll may impact the rolls of X Each success scored above the Difficulty
other characters. becomes a point of Acclaim, which you may
spend on various benefits.
USING ACCLAIM X If you’re dishonorable, then you suffer 1
You gain Acclaim when you are deemed to Reprimands for each success you scored
have acted following the best Starfleet ideals, less than the number needed, plus one extra
and it is a powerful tool to help further your Reprimands for each die that rolled a 20.
character’s career. Acclaim must be spent
immediately, but it can be spent as you see 6. Outcome
fit using any of the options presented in this Spend any Acclaim you’ve gained, or any
section. You may use any of the options below Reprimands you’ve suffered.
as many times as you wish.
LN 326 31 3055
CLASS-K
CLASS-H
CLASS-D CLASS-L
CLASS-K CLASS-L
These frigid worlds include a relatively broad Class-L worlds are marginally habitable planets
range of planets, from cold, dry worlds like Mars, which contain limited vegetation, but no animal
which typically possesses relatively thin carbon life on land. Most are primitive worlds where
dioxide atmospheres, to somewhat larger planets life recently evolved, and animals have not yet
that resemble Saturn’s moon Titan or smaller developed the ability to live on land. However,
versions of Uranus and Neptune. These frigid some are simply marginally habitable worlds
worlds have denser atmospheres of methane where land animals cannot survive. Most have
and nitrogen. These worlds are not gas giants, atmospheres composed of argon and oxygen,
because they all possess a solid surface, but and many have sufficient atmospheric carbon
none are habitable without extensive terraforming dioxide to cause most humanoids at least mild
and the coldest are simply too hostile to distress. On some Class-L worlds, carbon dioxide
terraform. levels are sufficiently high enough to slowly
poison humanoids.
Average Gravity: 0.25 to 2 Gs
Average Gravity: 0.5 to 1.5 Gs
Dangers: Deadly atmosphere, hostile or deadly
temperatures, possibly hazardous or hostile Dangers: Possibly hazardous atmosphere,
radiation. possibly hazardous or hostile temperatures,
possibly hazardous radiation.
CLASS-M
ANOMALOUS
CLASS-Y
600 CLASS-Y
Sometimes called “demon planets,” Class-Y
500
worlds are noted for dense, toxic, highly corrosive
400 atmospheres, surface temperatures that exceed
200°C, and periodic thermionic radiation
300
discharges. These discharges mean that even
200 entering a low orbit around a Class-Y world can
100 be hazardous. In addition, the radiation and dense
clouds that surround all Class-Y worlds limit the
00 10 20 30 40 50 60 70 80 90 100 110 120 utility of sensor scans from orbit. Because of the
multitude of dangers Class-Y worlds present,
MILLICOCHRANES NANOSECONDS Starfleet considers them to be the terrestrial
planets least hospitable to humanoid life. They are
almost instantly fatal to unprotected humanoids,
GC 917 33 4005 and space suits, probes, and even starships must
all be protected by specially modified shields to
CLASS-T survive the thermionic radiation.
These planets are a variety of large gas giant,
typically much more massive than Class-J Average Gravity: 0.5 to 1.5 Gs
worlds. Class-T planets are the largest, most
massive objects classified as planets, and there Possible Threats: Deadly atmosphere, deadly
remains lively debate surrounding the point where temperatures, deadly radiation.
a body is too large to be considered a Class-T
planet and is instead classified as a brown dwarf ANOMALOUS WORLDS
star. Some Class-T worlds are as much as a While most worlds fall into one of the above
dozen times the size of the largest Class-J world. standard types, a few do not, and these planets
Gas giants only remain this large when they have are, by definition, worthy of further investigation.
not yet finished forming. The largest Class-T There are many reasons why a world might
worlds are a hallmark of a very young stellar fall outside the expected range of planetary
system. All Class-T planets possess exceedingly classification. The Federation’s knowledge of
high gravity and pressure. Even a brief artificial planetary formation is large but incomplete.
gravity failure can incapacitate the crew of a Some naturally occurring worlds may provide
starship in the upper atmosphere of a Class-T opportunities to expand this knowledge.
planet, and venturing any deeper can exceed Theoretically possible examples include a pair of
the structural integrity of almost any starship. planets closely orbiting around one another that
Also, they are only found in exceedingly young share the same atmosphere or exceedingly ovoid
star systems, which abound with asteroids, dark or ellipsoidal worlds that have been reshaped by
matter, strong stellar flares, and many other their star’s tidal forces or by their own sufficiently
dangers rarely found in older star systems. rapid rotation.
10 2
1
10 - 2
10 - 4
HOT COOL
AND AND
DIM DIM
10 - 6
EFFECTS ON SHIPS
Each type of Stellar Phenomena can be placed into 5 X Nebula: Sensors, Weapons, Engines.
severity categories, from low to high: I, II, III, IV, and V. X Ion Storms / Radiation Storms, Stellar
Difficulty increases by one for each level. Flares: Shields, Sensors, and transporters.
Possible radiation damage to crew.
Example: Commander Chekov is attempting to achieve a X Nova: Shields and Sensors.
weapons lock on U.S.S. Reliant while maneuvering in the X Supernova: Shields, Sensors, and Engines.
Mutara Nebula. The Mutara Nebula is considered a Class III X Pulsar / Black Hole: Shields, Conn, Engines,
Nebula; thus, Chekov’s Task increases by 3 Difficulty. Sensors, Structure.
X Gravitational Waves: Conn, Engines.
The Complication range increases due to Stellar
Phenomena in the following starship Systems and Other effects and system challenges may be
Departments, depending on the severity, unless required when a starship first encounters
otherwise stated in adventure rules or specific examples: these phenomena.
GT 420 37 7122
CONFLICT 143
07.10
INTRODUCTION
“Another war... must it always be so? How many comrades have we lost in this
way?... Obedience. Duty. Death, and more death...” – ROMULAN COMMANDER
The cultures that make up the Federation have into rounds and turns. During a round, each
moved beyond the divisive and destructive character takes a single turn, during which that
wars of their pasts, but that unfortunately character can attempt a single Task. In addition,
has not meant an end to strife or conflict. they may also take additional Minor Actions
Wherever two intelligent beings exist, there (described on p.155), which happen separately
will be differences of opinion and, while a from the main Task.
peaceful resolution is ideal, that is not always
possible. Starfleet is not a military organization, At the start of a Conflict, the Gamemaster
but its starships and personnel are armed determines a single character to take the first
and equipped to defend themselves and the turn. This is determined in the following way:
Federation when necessary.
X Unless there are any reasons for an NPC to
This chapter deals with ways that characters take the first turn, the Gamemaster chooses
are likely to resolve conflicts in Star Trek a single Player Character to start the combat.
Adventures. There are two paths to this: social This may be obvious, based on events that
conflict and combat. occurred prior to the start of combat, but
if there is any uncertainty (such as multiple
Social Conflict deals with resolving disputes characters who could all justifiably act first),
and conflicts through personal interaction. select the Player Character with the highest
This can take a wide variety of forms, ranging Daring to take the first turn.
from simple deceptions to achieve short-term
goals, to protracted negotiations over the fate of X If the NPCs have an obvious reason to start
worlds. the combat, then the Gamemaster should
select one of those NPCs to take the first
Combat deals with the use of violence to turn. This should only be done if there is clear
achieve a goal or objective. Characters may justification for that NPC to act first.
engage in combat willingly, or they may be
forced to defend themselves or when left with X If there is doubt as to who should act first,
no other course of action. Of course, Starfleet the Gamemaster may spend one Threat to
officers are taught that there is always another allow an NPC to take the first turn, instead of
way, and finding ways to prevent or end the choosing a Player Character.
fighting are just as important as having the
means to defend themselves and others. After a character has completed their turn —
attempted a single Task and any Minor Actions
ACTION ORDER they wish to perform — the Player hands the
As noted in Opposition in Challenges (p.69), the action to the opposing side (typically, but not
sequence of events in a Conflict may be split always, Gamemaster-controlled NPCs), who
CONFLICT 145
07.20
SOCIAL CONFLICT
In Starfleet, an officer’s ability to deal with are Social Conflict, but all Social Conflict is driven
people is an important part of their successes by interactions, especially those where each side
and their failures. Officers of all kinds, but those has different goals or may not wish to yield to the
aspiring to command especially, need to be able desires of another.
to read and deal with people both individually
and collectively. This isn’t limited only to their At the heart of Social Conflict is a desire or
subordinates and their superiors, but also to objective, which takes the form of a request: one
strangers — a Starfleet officer represents all of side wants something that the other side can help
Starfleet, and so some basic understanding of them obtain. So, at its very simplest, it comes
diplomacy is a necessity. down to one character asking another character
a question. Once the question has been asked,
Social Conflict is the collective term for Tasks and the Gamemaster needs to decide how reasonable
Challenges that are resolved through deception, that request is. This depends entirely on what the
diplomacy, bargaining, intimidation, and a range request is, who is doing the asking, and who is
of other social skills. Not all personal interactions being asked.
I suppose I should perhaps feel guilty about starting Not that this is his fault, mind you. I accept
that scrap, but I don’t. Perhaps as the Enterprise’s responsibility for what I did, and I know I may
second officer, I should have resisted getting involved, not have set the best example for the officers
but I just couldn’t help myself. Any engineer would have under my command. I suspect Captain
taken offense, and rightly so. Kirk confined me to quarters to remind
me he picked me to be second officer for a
And it’s not like I didn’t try to talk to those Klingons, reason. Perhaps I should have a chat with
to be reasonable with them. No! I played the proper Doctor McCoy, and pick his brain for some
commanding officer and encouraged Ensign Chekov to ideas on how I can better conduct myself
stand down, to let things go, to show that it’s all right in conversations or negotiations that don’t
for those Klingons to express their opinions. include loaded torpedo tubes or fully charged
phaser banks.
But there are some lines that should not be crossed,
and they crossed one; they surely did. Captain Kirk Computer, end personal log.
understood that, or at least I believe he did. And I
even tried to avoid going to the station on shore
leave, but the captain encouraged me, nay, nearly
ordered me, to go.
CONFLICT 147
to get information, while the interrogated party move to attack. Outnumbered and outgunned,
may have a goal all their own, such as trying to the Enterprise can’t fight its way from the
prove their innocence. situation, even with Kirk back in command.
Kirk, remembering that one of their encrypted
Deception channels has recently been broken by the
Falsehoods and deceit can be valuable tools, but Romulans, orders a message to be broadcast,
they are dangerous ones. Deception can be used announcing that the vessel will use its
by itself to make a request seem more reasonable “Corbomite Device” to self-destruct, destroying
or palatable, or it can be used in conjunction with every other vessel nearby. The Gamemaster
other tools to create a more significant impact. sets the Difficulty at 2: the lie is somewhat
However, effective deception requires skill, implausible, but the Romulans don’t know that
cunning, and an understanding of who is being Starfleet know the encrypted channel has been
lied to. broken, so they have little reason to suspect
that it’s a lie. Kirk succeeds, and creates a
Successfully deceiving someone convinces Complication on the Romulans — “Believe
them of some fact or facts which are not true; the Corbomite Device ruse”. The Romulans,
subsequent Persuasion Tasks are then resolved believing the threat of the fictional device,
with those fictitious facts in mind. A successful choose to withdraw of their own volition.
deception applies a Trait to the target, which
represents the lie that they now believe to Evidence
be true and will shape their future actions The counterpoint to deception is evidence —
accordingly. Deception is always an Opposed offering something that provides certainty and
Task, with the deceiver’s Difficulty based on how proof of a character’s claims. In many cases,
reasonable or believable the lie is to the target, providing evidence may be a straightforward
and the target’s Difficulty being determined by affair, automatically successful, but convincing
their suspicions. someone that the evidence is legitimate may
be difficult, particularly if that person expects
Usefully, deception can be used to establish lies deception, which may set a Difficulty for a Task.
that are the foundation for other Social Tools Each piece of evidence is a Trait, each of which
as well. Empty threats can intimidate a foe with represents some information proven to be true.
a peril they believe is real, and history is full of
scams, cons, and tricks where people bargained Evidence can be used in conjunction with any
with things they didn’t own. of the other Social Conflict Tools, and their use
often drives uses of those tools: providing proof
The problem with deception is, of course, that of your ability to carry out a threat can be vital
it’s all a lie. If the target discovers that they were when intimidating, giving evidence of your ability
deceived, they will hesitate to trust the character to pay during negotiations can smooth things
in future, and may even seek recompense or along, and even deception can benefit from the
retribution. Further, Complications suffered while right forged documentation if it helps make the lie
lying may reveal flaws in a deception, making the more believable.
target suspicious.
Example: Kirk, Spock, McCoy, and Captain
Example: Freshly-recovered from the rapid Ronald Tracey are captured and brought before
aging he had been suffering from, Kirk retakes Cloud William and his Yang tribe. Kirk hears
command of the Enterprise as Romulans part of Cloud William’s ‘holy words’ and tries to
CONFLICT 149
themselves. Diplomats mediate disputes, may be needed to obtain what one party wants
arranging the terms of trade agreements and from someone else to progress.
territorial disputes by securing concessions
from each side until everyone is happy (or at The drawback to negotiation is the cost of
least willing to comply). success — characters may find themselves
offering more than they wanted to give up, or
Regardless of the circumstances, negotiation they may find that what they obtained was worth
means creating an Advantage that represents far less than the price they paid for it. Failing
a favorable position created by the offer, and to provide what was offered can also produce
a Complication that represents the cost of serious problems, which can be particularly
that offer. Each new offer is considered a new significant if the negotiations were based on a lie.
change of circumstances for the Persuasion
Task as well. Negotiation doesn’t require a In some ways, negotiation is the antithesis of
Task by itself — it is more a process of trial intimidation — achieving a goal through offering
and error. something productive, rather than threatening
something destructive. Certainly, few beings
Negotiations may involve a lot of position will be amenable to trade and negotiation with
shifting from both sides, as they make and those they’ve been threatened by, and such
retract offers, or discover that the other trades may have a steeper cost because of
party doesn’t have what they want. In some previous hostilities.
situations, numerous sessions of negotiation
Example: When Kirk and Spock are captured
by a Romulan commander and her crew,
SOCIAL CONFLICT IN COMBAT Spock opens negotiations with the Romulan
commander when she offers him a position of
Social Conflict and Combat are not mutually power in the Romulan military, and possibly
exclusive; indeed, so long as characters can more, in exchange for the Enterprise. Spock’s
communicate, they can engage in Social Conflict. apparent interest encourages the Romulan
The most natural uses for Social Conflict in a commander; such a thing would have been
combat is to try and convince the other side to stop unheard of otherwise. Where previously the
fighting or to surrender, or to try and influence the Persuasion Task would have been impossible,
way the enemy will act. now there is a possibility. This creates an
Advantage of “Something the Romulans Want”
In these instances, it’s worth remembering that toward the interaction, and a Complication
communication doesn’t have to mean speech, of “Not Acting in Good Faith” since Spock is
text, or any other form of complex communication. intentionally lying to the Romulan commander
Actions can convey ideas as effectively as words, from the very beginning, interested only in
so long as the ideas aren’t particularly nuanced or distracting her long enough for Kirk to steal and
complex. A blast from a phaser can be a threat, secure the cloaking device off the Romulan ship.
while conveying a false appearance — hidden
troops, or a feigned retreat — can be an effective
deception. Using these non-verbal cues, as well as
more precise forms of communication, can be an
effective way of ending a fight.
CONFLICT 151
Individual zones can — and often should tracking a character can be a matter of simple
— have terrain effects defined when the description — an enemy might be ‘behind the
Gamemaster creates them. This may be as control console’ or ‘standing by the shuttle’. This
simple as providing cover, or imposing difficult has the advantage of relying on natural language
terrain, but the Gamemaster is welcome to and intuitive concepts, rather than specific
devise other terrain effects, such as objects that game terms, and avoids the tracking of relative
can be interacted with, hazards to overcome, distances which can become fiddly where there
or even terrain that changes under specific are many characters present.
circumstances, such as the expenditure of
Threat. Some zones may be defined more by Larger or particularly complex scenes may
the absence of terrain than its presence, and become tricky to track purely by memory, so
some environments are enhanced by a few the Gamemaster may wish to use something
‘empty’ zones between obstacles. extra to help remind everyone of which
character is where. If you’re already using
Gamemasters who desire concrete values rather a sketched map, then marking character
than abstract ranges are encouraged to set positions in pencil (so they can be easily
specific sizes and shapes for individual zones, erased and redrawn) is a simple approach, as
essentially using them as a large grid. is using tokens or miniatures, and moving them
around as required.
Characters and Zones
To help Players visualize their characters’ Distances
place in an encounter, and to manage combat Movement and ranged attacks need some sense
effectively, it’s important to keep track of which of distance to make them meaningful. In combat,
zone characters are in at any given moment. the relative placement of zones determines this
This should be relatively easy in most cases. As distance. To keep things simple and fluid, range is
zones are defined by the terrain and around them, measured in four categories, and one state.
X Extreme range is any creatures and objects Naturally, non-Human characters and creatures
beyond Long range. Extreme range is a may have different expectations for their senses.
distance of 3 or more zones. A creature with a particularly keen sense may
reduce the Difficulty of all Tasks related to that
Distance and Perception sense, while dull senses would increase the Difficulty
The further away something is, the harder it is to of those Tasks; in any case, this would be covered by
notice. In game terms, this means that characters the creature’s Traits.
in distant zones are harder to observe or identify
than those nearby. A character increases the Telepathy can be thought of as a sense in this regard,
Difficulty of Tasks to try and notice creatures able to discern thoughts and the mental presence
or objects by one step at Medium range, by of other creatures over a distance. Similarly, the use
two when dealing with creatures and objects at of scanning equipment, such as tricorders, can allow
Long range, and by three when trying to discern a character to detect and discern things that they
things at Extreme range. A creature that isn’t would be unable to perceive otherwise.
trying to avoid notice requires a Difficulty 0 Task
under normal circumstances, while attempting
a Task to avoid notice makes things more movement stopping prematurely outside of the
difficult. Creatures or objects that are particularly difficult terrain, the character falling prone, or
noticeable — someone firing a phaser, shouting, suffering the effects of hazardous terrain, which
or a fast-moving or brightly-colored object — may include damage or injury.
may reduce the Difficulty further.
Movement may take many different forms on this
Movement and Terrain scale; walking, running, jumping across gaps or
Moving to anywhere within Medium range is a down sheer drops, swimming through bodies
Minor Action, rather than a Task. Moving further of water, climbing steep or sheer surfaces, and
than this requires a Task, though this has a so forth. The Difficulty of these Tasks should be
Difficulty of 0 under normal circumstances. evaluated separately.
CONFLICT 153
Other Kinds of Terrain (requiring that the character be within Reach
There are a range of other terrain effects that of that feature to benefit). Each instance of
might be present in a zone, beyond just difficult Cover will grant a certain number of A of
terrain. The most common are discussed below. Cover Dice (normally 1-4), and may have
additional benefits or drawbacks based on the
Cover is one of most common terrain effects, nature of that Cover.
representing objects that interfere with a
character’s ability to see or attack a target Interactive Objects are any object or terrain
clearly. Cover provides additional Resistance feature that a character could conceivably
against attacks, as described in the Damage, interact with. Doors and windows are a common
Injury, and Recovery section, below. A zone example, as are control panels and computer
will either provide cover universally (granting terminals. Interacting with these objects may take
the benefits of that Cover to any creature in little time or effort under normal circumstances (a
the zone), or the Gamemaster may denote Minor Action), but a complex system might need
features within the zone that grant Cover a Task to interact with properly.
FALLING
Sheer drops, steep slopes, precarious catwalks, deep X The fall was inconvenient, and the
chasms, and other places where falling is a possibility character that fell is separated from the
are one of the most common forms of hazardous group and must make their own way to
terrain. As it’s such a common risk, it deserves a little their destination.
specific attention, which can also serve as inspiration
for how to handle other hazards. X The fall was painful, and character that fell
suffered a minor injury, like a twisted ankle,
The simplest way to consider Falling is simply to inflict or some other inconvenience. This would
Stress — falling a long way will hurt, and maybe even take medical attention — a Task — once
cause an injury. However, this is probably the least the character has been retrieved.
interesting way to approach the situation, and if the
group isn’t in combat, it can be an inconsequential X The fall was dangerous, and the character
one. Further, there are a range of other possibilities that fell suffers an Injury (which cannot
that could be explored: be avoided), needing medical attention to
stabilize, and needing help to continue.
X The fall was mostly inconvenient, and the climb
back up will slow the group down as they wait for Also, it’s possible to offer Success at a Cost on
whomever fell. Tasks to avoid falling; the character may only
fall part of the way, but grab onto something
X The fall was mostly inconvenient, and the on the way down, or lose some important item
character that fell is stuck unless someone figures or piece of equipment in the process. This is
out a way to get them back up. That might be a especially useful for falls that would otherwise
Task or Challenge. be deadly, where a character would be killed by
the fall (or, more properly, by the impact at the
end of the fall.)
COMBAT TASKS AND X Aim: The character may re-roll a single d20
MINOR ACTIONS made on an attack before the start of their
In any given turn in a Combat, a character next turn.
can attempt a single Task, and several Minor
Actions. Several common Tasks for Combat are X Draw Item: The character may pick up an
listed in this section, as are a range of common item within Reach, draw a weapon or other
Minor Actions. item carried on their person/stowed in their
gear. If the item does not require a Task to
MINOR ACTIONS use, it can be used immediately upon taking
Minor Actions are activities a character can this action, allowing a character to draw and
undertake that do not count as a Task, and do use the item with a single Minor Action.
not require dice to be rolled. They are often
taken in support of a Task, such as moving into X Drop Prone: The character immediately
position before an attack is made. A character drops to the ground, making himself a
can attempt as many Minor Actions as they smaller target. While prone, a character
wish each turn. However, only the first one may re-roll any number of Cover dice, and
comes with no cost, and each Minor Action increases the Difficulty of all ranged attacks
may only be performed once each turn. Each against them from Medium range or further
Minor Action taken after the first costs one by 1. However, melee attacks and ranged
Momentum (Immediate). attacks at Close range gain two bonus
Momentum against the character, and they
As noted above, each Minor Action can only be cannot attempt any movement-related Tasks.
performed once per turn. The most common A character may not Stand and Drop Prone
Minor Actions are as follows: in the same turn.
CONFLICT 155
X Stand: If the character is prone, he may take
this action to stand, losing all the benefits
and disadvantages of being prone. A
character may not Stand and Drop Prone in
the same turn.
TASKS
A character can attempt a single Task during
each turn, though there are a few ways that a
character can attempt a second Task. Regardless
of the method used, a character cannot attempt
more than two Tasks in a round.
CONFLICT 157
to occur before attempting a Task. This means that the injured character is stabilized
situation or event must be chosen when and will not die at the end of the scene, but
Ready is declared, as must the Task to be they remain incapacitated. The character
attempted when that situation occurs. When may spend 2 Momentum from this to get
this triggering situation occurs, the character the patient back into the fighting right away,
with the readied Task temporarily interrupts exactly as if they’d spent Determination to
the acting character’s turn to resolve the ignore the Injury.
reading Task. Once the readied Task has
resolved, events continue as normal. If the X Other Tasks: A range of other Tasks can
triggering situation does not occur before be performed during a combat, the limits
the character’s next turn, the readied Task of which are left to the discretion of the
is lost. Characters who take a readied Task Gamemaster. Circumstances or objectives
can still perform Minor Actions during their may dictate that a character attempts Tasks
turn as normal. to repair or disable equipment during a
combat (for example), or to perform other
X Recover: The character ducks behind cover, activities that don’t directly relate to the
and takes a moment to regain their breath, fighting, and particularly desperate or
clear their mind, and ready themselves for dangerous situations may require overcoming
more fighting. This is a Difficulty 2 Fitness + Extended Tasks or a Challenge while battle
Command Task (reduce the Difficulty by 1 rages around them.
if the character is in Cover). Success means
that the character gains one additional Making an Attack
Resistance for each Effect rolled on Cover Attacks, as the most important and the most
Dice, and regains their ability to Avoid an direct of Combat Tasks, require a little more
Injury (p.160). Further, the character may discussion than the other Combat Tasks. The
regain 2 Stress per Momentum spent process for making an attack is as follows:
(Repeatable).
1. The attacker chooses the weapon they plan
X Sprint: The character attempts a Difficulty 0 to attack with. This can be a melee weapon,
Fitness + Security Task. Success means including making an attack with no weapon
that the character moves one zone (to any (an Unarmed Strike), or a ranged weapon.
point in Medium range), and one additional
zone per Momentum spent (Repeatable). A 2. The attacker then nominates a viable target
character may not attempt this Task more for that weapon. A melee weapon can only
than once per round, and not at all if the be used to attack enemies and objects within
character has performed the Movement Reach. A ranged weapon can be used to
Minor Action. Terrain and other factors may attack enemies that are visible to the attacker.
increase the Difficulty of this Task, and the
Task allows Success at a Cost (that is, failure 3. The character declares whether the attack
means a basic success with no Momentum, is intended to be Non-Lethal or Lethal. If the
but also inflicts a single Complication). attack is Lethal, add a single point to the
Threat pool.
X First Aid: The character attempts to stabilize
an Injured character within Reach. This is a 4. The attacker attempts a Task, determined by
Difficuly 1 Daring + Medicine Task; success the type of attack:
a. For a melee attack, the attacker opposed task, then they inflict Stress
attempts a Daring + Security Task on you instead.
with a Difficulty of 1, opposed by b. For a ranged attack, the attacker
the target’s Daring + Security (also attempts a Control + Security Task
Difficulty 1). If your target wins the with a Difficulty of 2. This is not an
CONFLICT 159
Opposed Task. The Difficulty of this with a pair of local mobsters, the two officers
Task increases by +1 if there is an attempt to subdue them. Kirk’s attack is to stun,
enemy within Reach of the attacker. and he rolls his Daring (11) + Security (3),
The Complication Range of the scoring only a single success, while the mobster
attack increases by 1 if there are generates one success on his own Daring
creatures within Reach of the target; a + Security Task. As Kirk was the aggressor
Complication may indicate that one of here, he wins the tie, and rolls to inflict Stress.
those other creatures are struck by the Not inflicting enough Stress to knock out the
attack as well. mobster, the fight continues, and the mobster
attacks back during his own turn. This time,
If the attack is successful, then the attacker Kirk buys an extra d20 by adding to Threat,
inflicts Stress, as described in Damage, Injury, and scores enough successes to not only hit
and Recovery, below. A successful attack the mobster, but boost his Stress so that the
does not necessarily mean an immediate mobster is incapacitated.
direct hit on the target, but it does mean that
the target has been affected in some way by COMBAT MOMENTUM SPENDS
the attack, even if the effect was just wearing Momentum is a key tactical resource during
down the target’s stamina, or forcing them combat. When a character generates
onto the defensive. Momentum in combat, he has numerous
options available to him which can help
Example: Kirk and Spock are on Sigma Iotia II, overcome his enemies, empower his allies, and
trying to move amongst the natives. Confronted bolster his own prowess.
Added Stress 1 (R) Increase the Stress inflicted by a successful attack by 1 for each
Momentum spent.
Disarm 2 One weapon held by the target is knocked away and falls to the ground
within Reach.
Extra Minor Actions 1+ (I, R) Take additional Minor Actions.
Keep the Initiative 2 (I) Pass the action order to another ally instead of the enemy; may only be
done once before the enemy has taken at least one turn.
Penetration 1 (R) Ignore 2 Resistance for each Momentum spent.
Re-roll A Pool 1 Re-roll any number of A in your current dice pool.
Avoid an Injury 2 (I) Avoid suffering a single Injury. The cost may be paid by suffering a
Complication instead. Other factors may increase the cost further. May only
be used once per scene, though additional uses can be obtained.
Secondary Target 2 A second target within Reach of the attack’s target is also affected by the
attack, and suffers half the attack’s Stress, rounding down.
Swift Task 2 The character may attempt one additional Task, increasing the Difficulty by
1 over what the Task would normally require.
X Type: This will either be Melee or Ranged, Some characters will also have a quantity of
determining how the weapon is used. Resistance, which reduces this total, allowing
them to shrug off certain types of attacks through
X Stress Rating: This will be a number of A, protective gear, innate resilience, or circumstantial
and possibly one or more Stress Effects advantages like Cover. Resistance comes in two
that trigger when Effects are rolled (see forms — static values, which normally represent
p.175 for a full list of Stress Effects). All armor and innate resilience, and numbers of
weapons gain additional A to their Stress Challenge Dice, which represent inconsistent and
rating equal to the Security Discipline of circumstantial protection, such as Cover.
the attacker.
Whenever a character is hit by an attack, follow
X Size: Weapons will either be one-handed this procedure:
(1H) or two-handed (2H). A 2H weapon can
be used in one hand to make an attack, but 1. Roll the number of A for the attack or
the Difficulty increases by +1. hazard’s Stress rating. The total rolled is
the amount of Stress the attack or
X Qualities: These are additional rules, hazard inflicts.
providing additional restrictions or benefits
that apply to the weapon’s use (see p.176 for 2. If the target has any Resistance Dice
a full list of weapon qualities). ( A from Cover, etc.), roll those, and add
the total rolled to any static Resistance the
CONFLICT 161
character has. The total is the character’s objects will have a small amount of Resistance,
total Resistance for that attack. representing their durability. Where a character
would suffer an Injury, an object will break; walls
3. Reduce the total Stress rolled by one for each and barriers are opened, complex systems
point of total Resistance. If there’s one or cease functioning, and so forth.
more Stress remaining after this reduction,
the character loses one point of Stress for Avoiding Injury
each point of remaining Stress. The character Characters will not sit idly by and suffer
may also suffer an Injury if one or more of injuries, however. Many characters —
the following conditions occurs. If two of the including all Player Characters — have a
following conditions occur, the character limited ability to fend off mortal wounds, by
suffers two Injuries instead. Injuries are diving aside at the last possible moment,
defined below. ducking into cover, or otherwise dodging out
of the way. This kind of desperate act cannot
a. You suffer 5 or more Stress from a single be done indefinitely, and it always comes at a
attack or hazard, after reduction from price — whether giving up on opportunities,
Resistance. giving the enemy an edge, or allowing some
b. Your Stress track is filled by that attack other problem to occur.
or hazard.
c. If your Stress track was full before the When a character suffers an Injury, they have
attack or hazard, and the attack or hazard the option of avoiding it. Avoiding an Injury
inflicts any Stress. prevents the Injury from happening — the
character suffers no effects from being Injured,
If two of these conditions are true from a single and may continue to act as normal — but it
attack, you sustain 2 injuries. does not remove any other effects from the
attack (Stress is still lost, the character may
When a character suffers an Injury, they are have been knocked prone, etc.).
incapacitated, and unable to take any Minor
Actions or attempt any Tasks for the remainder When a character chooses to Avoid an Injury,
of the scene. If a character would suffer two it costs 2 Momentum (Immediate) to do so;
Injuries from a single attack, resolve those remember that an Immediate Momentum spend
Injuries one at a time (based on whichever can be paid for by adding to Threat instead.
condition occurred first). A character may alternatively Avoid an Injury
by suffering a Complication, which represents
If a character was already Injured by a Non- a minor injury, or some other consequence of
Lethal attack, then another Injury (of any kind) the attack such as a bystander hit, damage to
immediately turns that into a Lethal Injury machinery nearby, etc.
instead. If a character has already been Injured
by a Lethal attack, then another Injury will kill However, a character may only Avoid
the character instantly. At the Gamemaster’s an Injury once per scene under normal
discretion, a dead character may be circumstances, regardless of how the character
disintegrated entirely. pays the price. Characters may obtain the
ability to Avoid an Injury additional times during
Objects have Structure instead of Stress, a scene by succeeding at a Recover Task; a
but this functions in the same way, and most successful Task allows the character to gain
CONFLICT 163
requires a Control + Medicine Task, with a threatened or harmed (though they can still
Difficulty of 2, though factors such as the tools be struck) but who can be reasoned or
available, the place where the treatment is being bargained with.
performed, and the number of injury-related
Complications the patient is suffering from can X Affecting the opponent with an attack
all adjust this. It is, naturally, much easier to treat is impossible, but this immunity can be
serious Injuries in a well-stocked sickbay than overcome. In these situations, coming up
it is to provide that same treatment in a damp with a way to improve upon the methods of
cave with a basic medkit. Success on this Task attack (creating an appropriate Advantage)
removes the Injury completely, as well as all or remove the adversary’s immunity (creating
related Complications. an appropriate Complication) is the best
solution. This is most applicable with
Healing for injury-related Complications is encounters with new and unfamiliar alien
straightforward — it takes a Control + Medicine species, whose technology may initially seem
Task with a Difficulty of 2 to remove one such insurmountable.
Complication, and additional Complications
can be removed for two Momentum each X Affecting the opponent with an attack is
(Repeatable). possible, but they cannot be defeated that
way; attacks have a diminished effect,
NON-LINEAR COMBAT perhaps only halting the adversary’s advance
The use of Advantages and Complications in temporarily (the adversary loses their next
conflicts can make for interesting action scenes, turn if one or more Injuries are inflicted).
particularly ones where overcoming an adversary Coming up with a way to confront the
requires more than simply discharging a phaser opponent may require using a completely
at them. An opponent may have some innate different approach, or it may require some
immunity to physical attack, meaning that a adaptation (Advantages and Complications)
direct confrontation may be completely useless, to overcome their immunity. This is applicable
which forces the Player Characters to consider mostly to particularly alien creatures whose
alternative methods for victory. nature and physiology aren’t like those of
humanoid species, but who aren’t godlike in
This can come about in a few different ways. nature, such as the Horta, or certain space-
borne macro-fauna.
X Affecting the opponent with an attack is
impossible, and this immunity cannot be These situations may still warrant the use of
overcome. In these situations, figuring out the combat rules for the purposes of action
another way to defeat the adversary is order and the options normally available in
necessary, such as using words instead combat, but attacks themselves may not have
of weapons in the face of mortal peril, or any meaningful effect, requiring that characters
devising some scientific or technological spend their turns coming up with other
method to thwart the opponent (or both). approaches, ways to make the target vulnerable
This is most applicable with godlike entities (Complications), or ways to make their attacks
such as Trelane of Gothos, who cannot be effective (Advantages).
GW 401 30 3405
As these uses aren’t standard, they can come X Development — The Gamemaster defines
with some form of cost above and beyond the some condition for the innovation, and then
time and Tasks or Challenges needed to make the the characters roll to determine the outcome.
changes. These nonstandard uses of technology
could draw disproportionate amounts of power, X Prototype — The innovation is completed,
or put a strain on the system being modified, or though it will have some manner of cost or
require that some other systems be disabled to consequence.
create the new effect.
Design
A need for innovation may stem from a new The first step in any innovation is for the
scientific discovery, such as those explained characters to determine what they want to do.
in Chapter 6: The Final Frontier, and technically- They should think about what effect they wish
minded characters may embark upon an it to have upon the situation, whether enabling
innovation immediately after making a discovery some new option or opportunity, removing an
using the Scientific Method guidelines on option or opportunity from an opponent, or
page 139. preventing some escalating peril.
This kind of innovation requires a few additional Whatever the characters come up with at this
considerations, and has a few steps: point is the basis for everything that follows.
RW 910 14 4230
DEFLECTOR SHIELD
BEAM EMITTER
LOCK RELEASE
PREFIRE CHAMBER
PHASER TYPE-1 (LOCK-0N REQUIRED)
TRANSTATOR CIRCUITRY
ACCESS COVER
PERSONNEL
While not technically equipment, the personnel aboard a of the team (such as science team, or medical
starship can be used in a comparable manner — a team team), and has an Opportunity Cost of 1.
of engineers or scientists can help a character, making
Tasks easier or allowing them to attempt activities that Security teams, which are more likely to be
they could not perform alone. And, just like equipment, useful in combat as they are routinely armed,
characters can obtain assistants like this with relative also have an Escalation Cost of 1.
ease, so long as they’re willing to take the time to gather
those personnel. Personnel used in this way are distinct from
Supporting Characters — a team Advantage
A team of personnel — a half-dozen or so personnel from represents a group of assistants in a simple
a single department aboard the ship — can be obtained manner, while a Supporting Character is a
in the same way as a piece of equipment. It serves as an distinct individual with more involved rules.
Advantage in the same way as an item of equipment, with
the name of the Advantage noting the primary specialty
08.20
ADVANCED TECHNOLOGY
At times, the normal rules for equipment and both conflict and cooperation, and, while many
technology may not be entirely satisfactory. staples of modern technology — warp drive,
This might be because the technology involved transporters, directed energy weapons — have
is especially complex or unusual, because it existed for generations, the sophistication of
varies from the norm in some notable way, or those technologies has increased over time as
because it is specialized or especially suited to new generations have developed and advanced
a certain activity. those technologies.
This section provides guidance for the During a normal mission, characters will mostly
Gamemaster, but it is presented here so that have access to the technologies of their era:
Players can see the possibilities and suggest their phasers, tricorders, communicators, and
instances where they may be relevant. their ship will all use contemporary technology.
However, some situations — including the ever-
GENERATIONS OF TECHNOLOGY problematic time travel — can bring characters
Most of the well-known cultures found in the into contact with technology decades or even
Alpha and Beta Quadrants have traveled the centuries more advanced, or less advanced, than
stars for centuries, and have a long history of the devices they are accustomed to.
Human styles like boxing or aikido, exist X Heavy blades like the bat’leth and the Vulcan
to allow individuals to hone their ability to lirpa only see use in heavily ritualized combat
disable foes without weapons. or in very limited situations where hand-to-
hand combat is almost assured.
X Bladed weapons such as the knife or dagger
continue to be useful as tools or for close X Bludgeons — ranging from improvised blunt
combat situations. While projectile weapons objects, to batons, cudgels, and maces —
and later energy weapons have surpassed are a useful way of fending off aggressors or
the destructive power of hand weapons, disabling enemies. This profile can also be
developments over the centuries in materials used for any two-handed ranged weapon,
science have given these weapons continued wielded as an impromptu club.
use in nearly every service as backup
weapons or as tools that can be used in lieu PHASERS
of more specialized equipment. Developed in the mid-22nd century, the hand
phaser was an outgrowth from research into
X Larger blades such as the Klingon mek’leth focused particle streams for higher efficiency
or various forms of sword, provide more of warp cores. Primitive phaser systems, such
a symbolic use, but still are used ritually, in as the phase pistol and ship mounted phase
sports, or even in real combat, depending on cannon were refined into true phaser systems
the skill and inclination of the individual. by the 23rd century. Like ship-mounted
L.E.D.S
RECORDS SEARCH
RECORD / PLAY
PROGRAMMABLE RECORD / PLAY
LOWER SECTION
TRICORDER
RESPIRATION
PULSE
ADJUST
FOR NORMAL
RECORDER
JH 1125 26 2520
CYBERNETICS
These items have no cost; rather, they who need an artificial organ and do not possess them
are permanent additions to the character, will die within minutes to days depending on the organ
normally connected to a Trait that reflects and are typically kept on life support while one is built. A
some disability the character suffers from. character may have an artificial organ if they have been
severely injured in the past.
Artificial Organs: Artificial organs have
been in use since the mid-20th century. Prosthesis: Like artificial organs, prosthetic limbs have
Advances in neuron meshing and cybernetics been in use since the middle of the 20th century, and
have improved these devices since their advances in technology mean that they function identically
introduction and have made them virtually to the limbs they replace. Arms and legs lost due to
identical in capability to biological ones. The trauma can be replaced with relatively little difficulty.
most common internal organs in humanoids Characters who are lacking their prosthetic may find their
to be replaced are hearts and lungs, nearly physical activities are impaired, making some Tasks more
always because of severe trauma. Characters difficult, and others impossible.
JD 303 20 9820
09.20
STARBASES
LIVING ON THE EDGE take charge of the base, a second in command or
Traveling out into the farthest reaches of space executive officer, and chiefs of departments such
is one of the more common assignments you as science, medical, security, operations, and
can expect from a life in Starfleet. However, it is engineering. Being assigned to one of these posts
not the only option. Starfleet needs dedicated is just like taking residence on a starship and your
crewmembers to serve on their many starbases duties will be very fairly similar.
scattered around the Alpha and Beta Quadrants.
They act as support for the fleet and are hives of However, a starbase commander’s duty can
commerce and activity. involve a lot more administration, and is often
assigned to Starfleet personnel who have a
STARBASE PERSONNEL different skillset to those suited to starship
Just like a starship, starbases have a crew of command. While they are faced with similar
dedicated personnel who manage, maintain, and threats and calls for diplomacy, they often need
staff the station and keep it running smoothly. to think for themselves, often isolated from
Just like starships, this crew is given similar Starfleet. Thankfully, the crew are more likely to
positions with a “bridge crew” of senior staff who have the support of their families and can enjoy
manage the station. They assign the dozens of a sense of stability and routine without too many
crew that work behind the scenes to ensure the sudden surprises.
base is safe, maintained, and operational.
Crew assigned to starbases often become
The positions for the senior staff are similar to that attached to their base and the community around
of a starship, requiring a commander or captain to them, which can easily grow to become a Value.
COLONIAL RECRUITMENT
Citizen,
POSTER does the lure of travel, adventure, and hard work your own efforts. If serving as an apprentice
call to you? Are you tired of living in a world that you had until a land allotment opens up for you is
no hand in creating? Then join the Federation Colonization too sedentary and slow, then join up and
Service today and make your own tomorrow! found your own business within months of
establishing your colony’s infrastructure.
Colonists are free to democratically select their own
level of bureaucracy and economic development. At If you feel that this is your true calling, make
your new home, you will be responsible for your own an appointment at the nearest FCS office
success and rise as high as your skills and work ethic today to see our selection of upcoming
can take you. projects. We’re currently offering an extra
50 percent bonus in starting resources
We’re looking for a special breed of person. Someone for signing up this week. Don’t miss your
who prefers to cook their own food and enjoys the opportunity to get in on the ground floor of
craftsmanship of furnishing your own home through Humanity’s expansion to a new frontier!
A character might use a ship’s Engines… A character might use the ship’s Structure…
X …when attempting to maneuver the ship. X …when attempting to reinforce the ship
X …when trying to increase the ship’s power against an external threat or hazard.
output. X …when altering life support to produce
X …when trying to project a particle stream or specific environmental conditions in a specific
form of energy from the navigational deflector. compartment or section.
X …when attempting to pursue another vessel X …when engaged in activity where maintaining
moving significantly faster. the ship’s integrity is vital.
Sensors Weapons
This System covers the vessel’s sensor suites This System covers the tactical and offensive
and probes, allowing it to scan and monitor systems of the vessel, normally phasers or
DEPARTMENT SCORES
SCORE MEANING
X …Weapons, to make attacks with the X …Computers, to study the ship’s medical
weapon systems against an enemy. databases, or to analyze samples and tests
taken from a patient.
Science
A character may use Science with… X …Engines, to ensure a stable flow of power
into sensitive medical equipment.
X …Communications, to attempt to translate
or analyze an unknown language or form of X …Sensors, to diagnose the ailments of a
communication, or to try and communicate patient using a bio-bed or other sickbay
with an unknown entity. scanner, or to gain more detailed information
about the nature of lifeforms scanned by the
X …Computers, to use the ship’s library ship’s sensors.
archives to perform scientific research, or
to analyze the results of an experiment or X …Structure, to create force fields that
simulation. can contain or filter airborne pathogens,
or to create a controlled environment for
X …Engines, to produce a specific, unusual quarantine purposes.
effect with the navigational deflector, the
warp field coils, or some other aspect of the X …Weapons, to design a biogenic or
power and propulsion systems. biochemical payload for a torpedo.
Just as with personal combat, at the core of The environment is then divided into zones based
starship combat is the attack, a specific form of on physical objects, spatial phenomena, and
Task intended to inflict Stress, with successful other details within the area. Starship combat
attacks against starships about wearing down zones can easily be defined in three dimensions,
its systems. with zones “above” and “below” one another,
and with empty zones to provide sizeable gaps
Turn Order between objects and phenomena. A relatively
Starship combat uses the same action order simple battlefield may consist of three to five
as other Conflicts, as described at the start of significant zones, while complex environments
Chapter 7: Conflict. may have many more. Zones have no fixed size,
Individual zones may have terrain effects when X Close range is defined as the zone the vessel
the Gamemaster creates them. They may provide is within at the time. Moving within Close
concealment or interference, hinder movement, range is a trivial affair. Close range is, in
present hazards to overcome, or otherwise alter essence, a distance of 0 zones.
the way vessels interact with the area.
X Medium range is defined as any zone
DISTANCES adjacent to the vessel’s current zone. Medium
In combat, the relative placement of zones range is a distance of 1 zone.
determines distance, and is measured in four
categories, and one state: X Long range is defined as objects and vessels
two zones away from a vessel’s current zone.
X The state of Contact is when an object or Long range is a distance of 2 zones.
other starship is touching the vessel. This
state is used mainly for ships docking with X Extreme range is any vessels and objects
starbases and other facilities, shuttlecraft beyond Long range. Extreme range is a
coming in to land, and similar situations. distance of 3 or more zones.
Contact isn’t a specific range, but rather a
state a vessel can enter when it moves — that Communication within a starship combat is a
is, when a vessel moves into or within a zone, simple matter; subspace communications works
at faster-than-light speeds that far exceed the
maximum velocity of a starship, meaning that
VESSELS AND ZONES communicating with anyone else in the same
combat is instantaneous whether they are within
To help Players visualize their vessel’s place in an Close range or out at Extreme range.
encounter, and to manage combat effectively, it’s
important to keep track of which zone each vessel Going to Warp
is in at any given moment. This should be relatively Starships are capable of traveling extremely
easy in most cases. As zones are defined by the quickly, meaning they’re quite capable of leaving
bodies and phenomena around them, tracking a the vicinity of a battle at a moment’s notice.
vessel can be a matter of simple description — an
enemy might be ‘behind the moon’ or ‘on the edge When a ship goes to warp, whichever character
of the gas cloud.’ is operating the helm must spend one or more
Power, and attempt a Control + Conn Task
Larger or particularly complex scenes may be with a Difficulty of 0 (modified by environmental
harder to track, so the Gamemaster may wish to factors,) assisted by the ship’s Engines + Conn.
use something extra to help remind everyone of The Power spent determines how quickly the
which vessel is where, such as a sketched map, ship is moving. If this Task is successful, the ship
tokens, or even miniatures. immediately leaves the area, which will normally
end the scene, though the enemy may choose to
X Pass: The character chooses not to attempt a X Helm: The helmsman is the pilot of the ship,
Task. If the character takes no Minor Actions responsible for all Tasks that require the
this turn, then the character does not count ship’s movement and maneuvering.
as having taken a turn, and may act later in
the round instead. X Navigator: The navigator is in charge of
plotting the ship’s course and determining
X Ready: The character declares that they the spatial conditions that would affect the
are waiting for a particular situation to ship along its course.
occur before attempting a Task. When this
triggering situation occurs, the character X Sensor Operations: Sensor operations
with the readied Task temporarily interrupts — often handled by an officer skilled
the acting character’s turn to resolve the in science — are used to control a
readied Task. Once the readied Task has ship’s many and varied external sensor
resolved, events continue as normal. If the systems, used to scan planetary bodies,
triggering situation does not occur before spatial phenomena, other vessels, and
the character’s next turn, the readied Task is more besides. It also covers interpreting
lost. Characters who take a readied Task can and analyzing that information, and the
still perform Minor Actions during their turn information retrieved from probes.
as normal.
X Security Oversight: This station covers
X Other Tasks: A range of other Tasks can all matters of internal security, such as
be performed during a combat, the limits containment fields, deployment of personnel,
of which are left to the discretion of the and internal sensors.
Gamemaster. Circumstances or objectives
may dictate that a character attempts Tasks X Tactical Systems: This station covers the
to perform an activity not covered here. operation of weapons and shields.
X Override: The character overrides the X Communications: This station covers all
controls of another role. The character may incoming and outgoing communications,
attempt a Task from any other role other including encryption and decryption of
than commanding officer, but the Difficulty messages.
increases by 1, due to the sub-optimal
controls. X Internal Systems Control: This station
covers any internal systems, such as damage
control, transporters, and life support.
BRIDGE TASKS
The most important Tasks attempted during COMMANDING OFFICER
starship combat are reserved for characters at The following Tasks can be undertaken by
particular bridge stations. Each position covers a characters who have assumed the commanding
subset of activities important for the operation of officer role. These Tasks do not require being
the ship. The key positions covered by the bridge at a station; rather, they are the result of status
are as follows: and authority aboard the ship. The commanding
A secondary commanding officer cannot take X Attack Pattern: The helmsman takes a
actions that would contradict those of the course that will make it easier to target the
captain, but can otherwise make use of the enemy. The helmsman attempts a Daring +
commanding officer Tasks, making the ship Conn Task with a Difficulty of 2, assisted by
more efficient in a crisis by spreading the the ship’s Weapons + Conn. If successful,
captain’s workload. until the helmsman’s next turn, all attacks
made by the ship reduce in Difficulty by 1 (to
HELM a minimum of 1; if already at 1, then gain one
The following Tasks can be undertaken by bonus Momentum instead.) This has a Power
characters who are at the helm. Unless requirement of 1.
otherwise noted, these Tasks all require a
Control + Conn Task with a Difficulty of 0, X Ramming Speed: The helmsman chooses
assisted by the ship’s Engines + Conn, though a single enemy vessel or other target within
circumstances may increase this Difficulty Long range, and moves towards them at
if there are spatial phenomena or other full speed. This is an attack, requiring a
problematic factors involved. Daring + Conn Task with a Difficulty of 2,
assisted by the ship’s Engines + Conn.
X Maneuver: The helmsman uses the ship’s This Difficulty increases by 1 for every
thrusters to adjust position and moves to range category beyond Close the target is.
anywhere within Medium range. If successful, the attack inflicts 2 + Scale
A Stress, with the Piercing 3, Spread, and
X Impulse: The helmsman uses the ship’s Vicious 1 effects, and the Devastating
impulse engines to adjust position and move quality. However, the ship also suffers a
to anywhere within Long range. This has a number of A Stress equal to the target’s
Power requirement of 1. Scale, with the Spread and Vicious 1 Stress
effects, and the Devastating quality. This
X Warp: The helmsman uses the ship’s warp has a Power requirement of 1.
drive to move two or more zones. This has
X Chart Hazard: Using navigational sensors, X Launch Probe: The sensor operator
the navigator marks hazards near the vessel configures and launches a sensor probe in
and its planned course, and determines the order to study a situation or phenomenon
safest route around, past, or through them. in more depth or from a safe distance. This
This is a Reason + Conn Task, assisted by Task does not require a roll, and has no
the ship’s Sensors + Conn, with a Difficulty Difficulty. However, it reduces the Difficulty
of 2. If successful, nominate a single hazard of Tasks to make a Sensor Sweep with
or other dangerous phenomenon nearby; regards to phenomena near the probe by two,
the Difficulty of any Task to avoid that determines the range for Scan for Weakness
hazard is reduced by 2. The navigator can from the probe, and means that hazards that
nominate one additional hazard or dangerous result from proximity to the phenomena affect
phenomenon for every 2 Momentum spent. the probe instead of the vessel. The probe
has a Resistance of 1, and is destroyed if it
SENSOR OPERATIONS suffers one or more points of Stress.
The following Tasks can be undertaken by
characters who are at sensor operations. SECURITY OVERSIGHT
The following Tasks can be undertaken by
X Sensor Sweep: The sensor operator uses characters who are in the security oversight role.
the ship’s sensors to locate objects or
phenomena in space, or otherwise obtain X Internal Sensors: The security officer uses
information about something going on the internal sensors to detect the presence
outside the ship. This is a Reason + Science or absence of personnel in particular parts
Task, assisted by the ship’s Sensors + of the vessel. This requires a Reason +
Science, with a Difficulty of 0. Interference, Security Task, assisted by the ship’s Sensors
ambient conditions, or particularly unusual or + Security, with a Difficulty of 1. Momentum
unfamiliar phenomena increase this Difficulty. spent on this Task is often spent on the Obtain
Momentum spent on this Task is normally Information Momentum spend (Repeatable)
spent to Obtain Information (Repeatable). — typically used to ask for precise location,
numbers, species, and similar details.
X Scan for Weakness: The sensor operator
scans an enemy vessel for vulnerabilities. X Deploy Security: The security officer
Choosing a single target they can detect, the dispatches a team of security personnel to
What this means for each System is detailed in Destroyed: As disabled, but the System cannot
their individual sections below. be repaired, and must be replaced. Further hits
on the Communications System damage the
Computers System instead.
COMPUTERS DAMAGE
EFFECT OF SHIP BREACHES Damage to the ship’s Computers affect the ship’s
ability to recall library information, and to process
SCALE DAMAGED DISABLED DESTROYED data. It will also impede the ship’s automation,
making other activities more complicated.
1 N/A 1 Breach 2 or more Breaches
2 1 Breach 2 Breaches 3 or more Breaches Impact: Until the officer at the internal systems
3 2 Breaches 3 Breaches 4 or more Breaches position (or someone in main engineering)
4 2 Breaches 4 Breaches 5 or more Breaches performs the Restore Minor Action, the
Computers System cannot be used to perform or
5 3 Breaches 5 Breaches 6 or more Breaches
assist any Tasks, and all other Tasks attempted
6 3 Breaches 6 Breaches 7 or more Breaches
which are assisted by the ship increase their
7 4 Breaches 7 Breaches 8 or more Breaches Complication Range by 2.
Disabled: The Computers System cannot Impact: The ship loses 2 Power immediately.
be used to perform or assist any Tasks, Further, until an officer in the internal systems
and the loss of automation increases the role (or someone in main engineering) performs
Complication Range of all Tasks assisted by the Restore Minor Action, all Tasks assisted
the ship by 3. The Difficulty to repair this is by the ship’s Engines, or which have a Power
4, though at the Gamemaster’s discretion requirement, increase in both Difficulty and
this may be replaced with an Extended Task Complication Range by 1.
(Work 10, Magnitude 2, Resistance 1, base
Difficulty 2). Damaged: The Difficulty of all Tasks that involve
or are assisted by the ship’s Engines increase by
Destroyed: As disabled, but the System 2 until repaired. Further, the ship loses 1 Power
cannot be repaired, and must be replaced. at the end of every round until this is repaired.
Further hits on the Computers System damage The Difficulty to repair this is 3.
the Communications instead.
If no specific system has been targeted on an NPC ship X Destroyed: If the total number of
using these rules, do not roll for which System has been Breaches the NPC ship has suffered
hit. Instead, apply the following effects: exceeds its Scale, it is destroyed. It
explodes in a burst of flame and a shower
X Impact: Whenever the ship suffers a Breach, it loses a of scrap metal, though this explosion is
single turn during the next round, and 2 Power. This is usually not large enough to cause damage
not cumulative. to other ships. The Gamemaster may
spend 2 Threat to inflict a number of A
X Damaged: If the total number of Breaches the NPC of Stress equal to the ship’s Scale on any
ship has suffered equals half its Scale, then increase ships within Close range.
the Difficulty of all its Tasks by 2 until repaired. The
Difficulty to repair this effect is 3.
Added Stress 1 (R) Increase the Stress inflicted by a successful attack by 1 for each
Momentum spent.
Penetration 1 (R) Ignore 2 Resistance for each Momentum spent.
Re-roll A Pool 1 The Player may re-roll any number of A from the current dice pool.
Devastating Attack 2 Roll for an additional System; that System suffers an additional hit dealing
half the primary attack’s Stress, rounding up.
Swift Task 2 The character may attempt one additional Task, increasing the Difficulty by
one over what the Task would normally require.
Power Loss 1 (R) The attack also removes one point of the target’s Power.
DEPARTMENTS
DEPARTMENTS
COMMAND 03 SECURITY 02 SCIENCE 02
COMMAND – SECURITY – SCIENCE +2
CONN 01 ENGINEERING 02 MEDICINE 02
CONN +1 ENGINEERING – MEDICINE –
TALENTS
SCALE: 3 Select one of the following Talents:
X Command Ship
ATTACKS X Diplomatic Suites
X Phaser Banks X Electronic Warfare Systems
X Tractor Beam (Strength 2) X Extensive Shuttlebays
DEPARTMENTS DEPARTMENTS
COMMAND 01 SECURITY 02 SCIENCE 02 COMMAND 02 SECURITY 01 SCIENCE 03
TALENTS TALENTS
Select one of the following Talents: Select one of the following Talents:
X Advanced Shields X Advanced Research Facilities
X Backup EPS Conduits X Advanced Sensor Suites
X High Resolution Sensors X High Resolution Sensors
X Improved Power Systems X Modular Laboratories
X Improved Warp Drive
CRISIS AND EMERGENCY
TACTICAL OPERATIONS RESPONSE
While Starfleet is not a military, the defense of the These vessels are equipped to respond quickly
Federation is one of Starfleet’s responsibilities, to a crisis, whatever it may be. Normally capable
and Starfleet has been required to prepare for war of supporting expansive shuttlebays, they can
on numerous occasions. Thus, many ships are deploy large quantities of personnel or cargo
equipped for police and military actions, though to, or evacuate large populations from, disaster
the number of vessels outfitted in this manner areas. Such vessels also serve as hospital ships
varies depending on the politics of the day. and troop transports during times of war.
DEPARTMENTS DEPARTMENTS
COMMAND 02 SECURITY 03 SCIENCE 01 COMMAND 02 SECURITY 02 SCIENCE 02
TALENTS TALENTS
Select one of the following Talents: Select one of the following Talents:
X Fast Targeting Systems X Advanced Sickbay
X Improved Damage Control X Extensive Shuttle Bays
X Improved Impulse Drive X Modular Laboratories
X Talents: A starship should have Talents X Prototype — The ship is the first of its class.
equal to its Scale. Some of these may be It’s brand new, highly sophisticated, and not
determined by class, and one should be yet fully tested. Foes may underestimate the
determined by the ship’s mission profile. ship’s capabilities, but technical problems
If, at this stage, the ship has fewer Talents with the ship may produce unexpected
than its Scale, select additional Talents until it complications as experimental systems
has the required number. interact strangely.
X Power: A starship’s normal Power capacity X Renowned — The ship and her crew
is equal to its Engines. Talents may modify have a proud reputation, but such a
this further. reputation also draws the ire of enemies
who can gain glory in the defeat of such a
X Crew Support: A starship’s Crew Support prestigious vessel.
is equal to its Scale. This may be modified
further by Player Characters taking the X Long-Serving — The ship has been a part
Supervisor Talent. of the fleet for decades, and she has served
TURBO-
LIFT
CONSTITUTION-CLASS
CONSOLES
BRIDGE STATIONS
CAPTAIN’S CHAIR
CO XO CONN
HELM NAV
TACT SEC
DEPARTMENTS
COMMAND 01 SECURITY 02 SCIENCE 01
ROMULAN BIRD-OF-PREY
CONN 02 ENGINEERING 03 MEDICINE 01
POWER: 8 SCALE: 3
SHIELDS: 9 RESISTANCE: 3
ATTACKS:
X Disruptor Array (Energy, Range Medium, 5A
Vicious 1, Area or Spread)
X Photon Torpedo (Torpedo, Range Long, 5A,
High-Yield)
X Tractor Beam (Strength 2)
4790 305
SPECIAL:
PS 804 23 X Improved Warp Drive
X Backup EPS Conduits
WK 914 36 3905
GAMEMASTERING 241
10.10
RUNNING STAR TREK
ADVENTURES
“We have here an unusual opportunity to appraise the Human mind, or to examine,
in Earth terms, the roles of good and evil in a man.” – COMMANDER SPOCK
GAMEMASTERING 243
You are still providing a story which is creatively 1. Player frames their action. The Players tell
resolved and intended to provide your Players the Gamemaster what they’d like to do within
with an entertaining game session. the encounter.
As deciding on the outcomes of Tasks and dice 2. The Gamemaster asks for the relevant
rolls are the two middle points of encounters, dice roll. The Gamemaster decides on the
it’s worth examining them in more detail: best rule mechanic to use to resolve the
action – be that a dice roll for a Task, a series
SHOW, DON’T TELL of rolls for an Extended Task, or including
a Challenge of some kind – and states the
Another useful dramatic saying that works well Difficulty of the roll (1 or more successes
for Gamemasters is “Show, don’t tell”. This simply depending on the situation). It is here you
means describing a scene for the Players without may also want to add any further Difficulty
giving away the intentions of the Non-Player from Complications or Threat.
Characters or a larger plot point. Instead of saying,
“the Romulan commander is angry at you,” you 3. Player and Gamemaster agree on Attribute
could say, “The Romulan commander sneers at and Discipline Target Number. Both the
you through the main viewer, his eyes burning Player and Gamemaster agree on which
with intensity as he leans in.” This description lets combination of Attribute and Discipline form
Players come to their own conclusions about how the Target Number for the required roll. The
the commander feels and have more space to Gamemaster always has the final say.
roleplay and make choices on how to act next.
4. Player resolves dice roll(s). The Player
forms their dice pool and rolls their dice,
FAILING FORWARD comparing the results to the Target Number,
and declares their successes or failures with
What happens when characters fail? Failing forward the Gamemaster adjudicating.
is a fantastic phrase for how a Gamemaster
should respond when Players, and therefore their 5. Gamemaster describes the result. The
characters, fail or lose a conflict. It represents the Gamemaster describes how success or failure
idea that even if a dice roll doesn’t succeed, that affects the encounter, describing any key
result should still propel the action forward and story elements if the consequences are far
drive the story to its completion — perhaps tripping reaching enough. If the Task was successful,
the characters up or complicating the situation. the Player may spend Momentum to influence
the result. The Gamemaster should describe
The 2D20 system has a mechanic in place for the basic success, and then allow Players to
increasing the danger to the Players, as well as spend Momentum to influence it further.
adding Complications too. Should a Player roll a 20
on a D20, a Complication develops that is entirely Do remember that in all cases, the Gamemaster
down to the creativity of the Gamemaster. It’s up to has the final say in rules decisions — even
you what form the Complication takes. Threat also if that decision contradicts a rule in this book.
adds to the Players’ jeopardy, allowing you to add There may come a situation or scenario in which
minor obstacles or increasing the abilities of your enacting the rules in these chapters to the
Non-Player Characters. letter would be either narratively impossible or
nonsensical in the Star Trek universe.
GAMEMASTERING 245
Player has a better idea of who the character is. Traits of this sort should be neutral where
You could encourage Players to create Values if possible — either rarely applicable outside of
and when they have ideas for them at any point in exceptional circumstances, or applicable in
character creation; just keep track of how many both positive and negative ways. If a Trait is
Values they can create at that step in the Lifepath. purely negative — essentially a Complication —
consider granting an Advantage to balance it out.
TRAITS
As standard, a Player Character has at least a While the basic rules for Tasks, and the advanced
single Trait — their Species — with the potential rules for Extended Tasks and Challenges, are
for others. These Traits — as permanent, or at the covered in Chapter 4, and Conflict in Chapter 7,
very least enduring, elements of the character’s knowing when to ask for Tasks, Challenges, or
nature — are not handed out lightly as part Extended Tasks is always the Gamemaster’s
of character creation. At the Gamemaster’s judgement call. Remember that the rules
discretion, a Player Character may begin play with presented in this book are intended as guidance
Traits in addition to their Species. These should rather than hard and fast rules; it is always your
have a clear place in representing the nature and decision, as the Gamemaster, to bend, break,
experiences of the character, reflecting definitive or even abandon certain rules depending on the
facets of the character’s existence which are dramatic situation you would like to frame, or the
unlikely or even impossible to change. characters find themselves in.
10.30
MANAGING THE RULES
TASKS environments, obscurity of information,
Almost any activity where there is doubt in the unprepared characters, or a lack of appropriate
outcome, where failure or Complications are tools can all increase the Difficulty of routine
interesting, or where the degree of success is Tasks. If it feels appropriate that a situation
important can be regarded as one or more Tasks. should increase the Difficulty of the Task at hand,
A single Task represents a single activity that then the Gamemaster has the license to do that.
is an attempt to overcome some resistance or
conflict. Tasks should, realistically speaking, be Structuring the timing of these Difficulties in your
actions attempted in one sitting in a short amount game’s session should also be a consideration.
of time; for example, scanning for life signs, fixing Don’t start a scene or encounter with a Difficulty
a replicator, or giving a diplomatic speech. of 4 or 5 successes without the scene warranting
that decision or it being an appropriate time in the
TASK DIFFICULTY mission’s plot. There is always the opportunity
Difficulties represent how challenging a Task is, to increase Difficulties as the action progresses
based on environment, opposition, or established through Complications and the use of Threat. If
obstacles. Traits are a key part of that and while key information or a specific outcome is needed
most basic Difficulties might begin at 1, it’s for the story to progress, again you should
important to remember that it’s you who sets allow the success of the Task, ensuring it is still
the Difficulty and can demand four, five, or more appropriate to the Player Character’s Target
successes from Players. Traits like hazardous Number and the circumstances of the scene.
GAMEMASTERING 247
Traits are broken up into several types, denoting can never be used as a Complication, against a
where they show up. Situation Traits tend to only character — they are only helpful.
be temporary, Location Traits will come up every
time the Players visit that place, and a Character COMPLICATIONS
or Species Trait reflects a certain character, Complications are Traits that get in the way
particularly Non-Player Characters. These types or complicate a character’s Tasks. They either
should tell you in what circumstances they come increase a Task’s Difficulty or make it impossible
up. Location Traits may affect all Tasks in the where normally it would have been possible.
area, while character Traits will only affect certain Complications allow for creative additions or
interactions with one character. changes to your scenes and is the type of Trait
the Gamemaster has most agency over during
Particularly potent Traits may be indicated by a play. But Complications aren’t as powerful as
number after them. A “Hazardous Atmosphere spending a lot of Threat, and Players should be
2” Trait will mean it increases Difficulties by 2 able to overcome Complications with a Task or a
rather than just 1 and may even make most Tasks short Challenge.
impossible to accomplish without an appropriate
Advantage. It essentially counts as two identical You can also increase the Complication range of
Traits, rather than one. a Task, given the circumstances of the scene or
the Task. By increasing the Complication range
ADVANTAGES you give more possibility to a Complication
Advantages are Traits that are inherently arising, letting you either bank two Threat or
advantageous to characters and will only ever create a Complication for that Player Character.
provide a benefit. Advantages come about
mostly from equipment, Momentum spends,
or Threat spends in the case of NPCs. They VALUES
reduce difficulties for characters attempting Values form the fundamental aspect of a
Tasks the Advantage relates to or make that character’s beliefs and personality. They define
Task possible where it normally wouldn’t have who the Player Characters are and how they
been. Advantages can be shared, as either a new react in any given situation. While Players can
Location or Situation Trait, or can be personal use these Values to grant them a use of their
to a character as a Character Trait. Remember Determination, and it gives them a framework
you can always spend Threat just as Players to roleplay by, you as the Gamemaster can use
spend Momentum, creating Advantages for your those Values against a Player Character, giving
NPCs during a scene or encounter. Advantages them the option of accepting a Complication.
5 16-20
The Player Character can either:
If the Player accepts the Complication, it could X Immediate Momentum: Whenever the
change the scene in one of the following ways: character uses an Immediate Momentum
increase the Difficulty of Tasks relating to that Spend — such as to buy bonus d20s —
Complication or make certain Tasks impossible. they normally choose to pay that cost in
In this instance, a Complication may take the Momentum from the group’s pool. However,
form of prohibiting a certain course of action. the character may instead pay some or all
Complications relating to Values are always that cost by adding one point of Threat to the
personal and don’t affect other characters. This pool for each point of Momentum that would
could mean that the Player Character finds it otherwise have been spent.
more difficult to attempt Tasks relating to that
Value or simply won’t attempt them at all. X Complications: When a character suffers
one or more Complications on a Task, they
Players should always agree to accept the or the Gamemaster may choose not to have
Complication, and should be aware of the the Complication take effect, in exchange for
consequences of accepting it: they should know adding two to the Threat pool.
the nature of the Complication they’re accepting
before they choose to accept it. It is important X Threatening Circumstances: The
that Players feel a sense of agency — ultimately, environment or circumstances of a new scene
Complications should add drama to a scene may be threatening enough to warrant adding
or encounter and shouldn’t unnecessarily stop one or two Threat to the pool automatically.
Players from acting as they wish. Similarly, some NPCs (as listed in their rules)
may generate Threat just for turning up, in
Players may wish to challenge the Value that response to circumstances, or by taking
caused them Complications, based on what certain actions. This also includes activities
happened on the mission in which it was invoked that escalate the tensions of the scene, such
against them, which should be encouraged as it as Player Characters using deadly force.
lets their character grow and develop. This ties
directly to a primary tenet of Star Trek, that the X Non-Player Character Momentum:
people of the setting are dedicated to lifelong Non-Player Characters with unspent
learning, discovery, and self-improvement. Momentum cannot save it as Player
Characters can — Non-Player Characters
don’t have a group Momentum pool.
THREAT Instead, a Non-Player Character can
Threat provides a unique mechanic to raise spend Momentum to add to Threat, adding
the stakes of the scene, encounter, or even one Threat for each Momentum spent
the entire mission. It allows you to increase the (Repeatable).
Difficulty, provide Complications, and change the
scene in your favor. Any change the Gamemaster wishes to
make to circumstances once a scene has
The Gamemaster begins every session with two begun must come from either a Non-Player
Threat for each Player at the table. This allows Character or from spending Threat.
GAMEMASTERING 249
You could bring in reinforcements during Non-Player Characters generate through their
an encounter, or increase the Difficulty of own ‘Momentum’. Remember that Players
curing a virus, but Threat really comes into can always pay for their Create Opportunity
its own when used as a creative tool to alter Momentum spend (p.64) with Threat. You
the circumstances the Player Characters find may also wish to bank two Threat instead of
themselves in. From plot twists to unexpected implementing a Complication from a Player’s
events, Threat can be used to create a shift dice roll.
in the dramatic conflict. You could spend that
five Threat on five more Klingon warriors, but It’s especially effective when the way the
what if, instead, the klaxons on board suddenly Gamemaster spends Threat has a clear tie to the
sounded “Self-destruct sequence initiated, way Threat was generated in a scene. If the scene
silent countdown begun…” The encounter has says there’s an alarm panel, an NPC activating
changed completely, and the Player Characters that panel may add to Threat, in turn summoning
must decide how to act next. reinforcements, creating a sense of cause and
effect. This approach can be helpful for making
Threat also relies on an economy with the Threat seem like a natural part of the process,
Players at the table, as well as the Threat your rather than something abrupt or intrusive.
THREAT SPENDS
X Non-Player Character Momentum. X Environmental Effects. The Gamemaster
The Threat pool is equivalent to the Players’ group may trigger or cause environmental
Momentum pool. Thus, NPCs may use Threat in all the problems by spending Threat.
ways that Player Characters use group Momentum.
X Reversal. The Gamemaster may end a
X Non-Player Character Threat Spends. For any action scene or encounter prematurely, with
or choice where a Player Character would add one the situation unresolved, by spending
or more points to Threat, a Non-Player Character two Threat for each Player Character
performing that same action or choice must spend present in that scene or encounter. The
the equivalent number of points of Threat. Gamemaster describes the manner
in which the situation escalates or
X Non-Player Character Complications. If a Non-Player deteriorates in a major way — such as
Character suffers a Complication, the Gamemaster large numbers of enemy reinforcements,
may prevent the Complication by spending two Threat. or some other imminent catastrophe —
and then ends the scene. This cannot be
X Complication. The Gamemaster may create a used to harm or kill the Player Characters
Complication by spending two Threat. directly, only to radically change their
circumstances, and the Players should be
X Reinforcements. The Gamemaster may bring in given a few moments to discuss their new
additional Non-Player Characters during a scene. situation before the Gamemaster sets a
Minor NPCs cost one Threat apiece, while Notables new scene (either with those characters,
cost two. Starship reinforcements cost Threat equal or, to raise the tension, with other
to their Scale. characters elsewhere).
GAMEMASTERING 251
may involve damage, or other lingering number of Intervals resulting in more time
problems that make it unwise to make too pressure on the characters. The Gamemaster
many attempts. should also determine what happens when
Time runs out — this should be a severe
X Limited Attempts: The Extended Task can consequence. Each Task attempted takes
only be attempted a set number of times, two Intervals, though this can be reduced
normally equal to the Magnitude, or one to one by spending two Momentum on a
lower than the Magnitude, depending on how successful Task, and/or increased by one for
problematic the Extended Task is meant to each Complication suffered (instead of the
be (less is more problematic). If the number of Complications’ normal effects).
attempts are used up without the Extended
Task being completed, then the characters Extended Tasks have several considerations
suffer some manner of consequence. when framing them for Players. You should build
your Extended Tasks with the following in mind,
X Peril: The Extended Task takes place and be cautious about when to implement them.
amongst some persistent peril or hazard. This
might be a constantly-hostile environment STRESS TRACK
(such as a barely-breathable atmosphere, The Stress track of an Extended Task is a number
extreme temperatures, or some other from five to twenty, which Players progress along
environment that will have a constant effect), depending on the totals scored on Challenge Dice.
or an environment that presents a risk (such Progress can be an indication of how much time
as being on the hull of the ship wearing an is required to resolve the Extended Task or how
environment suit, where a suit breach or being complex the problem is, but care is required when
knocked away could prove disastrous). If framing this within a mission. If the Extended Task
there’s a constant peril, the characters suffer is not of much importance for the ongoing story,
a small amount of Stress or a Complication but is required in the session, then consider giving
with each attempted Task, making it it a low Stress track value, between five and ten.
dangerous to spend too long attempting the Only Extended Tasks that provide genuine tension
Task. If there’s a risky environment, each to Player’s engagement with the plot of the
attempted Task adds one point to Threat, mission, or are imperative to resolve the conflict at
which the Gamemaster may spend to turn hand, should be given longer Stress tracks.
that potential for Risk into actual danger.
There is a danger that longer Extended Tasks
X Time Pressure: The Extended Task must could become tedious, as a lot of smaller Tasks
be completed within a set amount of time, and Challenge Dice rolls may be required to
and exceeding this time limit either makes resolve them. You should always keep in mind
it impossible to progress or results in some the dramatic situation at hand, narrating how
severe consequence. At the start of the progress is being made, rather than relying on
Extended Task, the Gamemaster determines the dice and the mechanics to tell the story. How
the number of Intervals that the Extended does one success differ from another? How does
Task must be completed within, and how the character’s approach or Discipline being
long a period that each Interval represents used inform the progress? Are there any specific
(ten minutes, an hour, a day, etc.). The ideal approaches that should be especially effective,
number of Intervals is about 2-3 times the giving the character extra benefits for Effects
Extended Task’s Magnitude, with a smaller rolled on their A?
GAMEMASTERING 253
LINEAR CHALLENGES NON-KEY TASKS
Tasks in a linear Challenge happen one after the Players may want to spend time making rolls
other in a series of rolls. The first Task must be that prepare for a Key Task in some way, rather
completed before the second can be attempted, than attempting to complete the Key Task. That’s
and so on. Linear Challenges are a good way to not a problem and, in this case, you should use
add a little depth to a Challenge without the need your best judgement to frame the Task, and its
for a lot of bookkeeping. Difficulty. If successful, completing a non-Key
Task could lower the Difficulty of the Key Task
GATED CHALLENGES or add an Advantage to it, but it alone will never
In a Gated Challenge the Key Tasks can only be complete the Key Task.
attempted once other Tasks in the Challenge have
been completed. This provides the Players with TIMED CHALLENGES
a little more flexibility, allowing them to approach Combining the pressure of time, or a deadline, to
the Challenge from a number of angles, or choose any of the above structures can add tension to
from branching options. When building Gated scenes in which the Challenge takes place, and
Challenges, you should note your final Task or you should always have consequences in mind
objective in the middle or at the end of your if time runs out. Have a clear idea of how many
structure, then place the other Key Tasks around Intervals the Challenge takes, normally around 2-3
it, indicating what Tasks must be completed times the number of Key Tasks, and you should
before the Players can move onto the others. have a good idea of how long that Interval is: half
hour, an hour, a day? Once that’s framed, keep a
track of how long Task attempts have taken and
Valve off the plasma Close off Reactant
how long the Player Characters have left — and if
to the warp field coils Injectors
they aren’t aware of that you can build tension by
telling them! Task attempts always take 2 Intervals
of time, because Players can reduce that to 1
Vent Remaining
Gases Interval by spending Momentum.
OPPOSITION
Your NPCs may be in a position to interfere with
SHUT DOWN THE
the Player Characters’ plans or even to attempt
WARP CORE
the same Challenge. In this case, you’ll want to
consider what kind of opposition they provide
GROUP CHALLENGES and how to use that in the Challenge.
When a whole group is attempting a Challenge,
it’s important to remember who is helping and Disruption provides an increase in Difficulty but
where. If a character is Assisting another, then nothing more, and could come in the form of
they can’t help a second character. An officer traps or preparations NPCs have made before
who tries to assist on every Task arguably doesn’t the Player Characters attempted the Challenge.
provide enough help to anyone. Always use If your NPCs are present and can act at the same
common sense and the circumstances to decide time as the Player Characters you may want to
if a character can or can’t assist or attempt a make the Tasks in the Challenge Opposed Tasks.
Task. It may be that completing a Task frees them
up for another and you should always let the Contested Challenges form a race for either the
story inform your choice. Players or the NPCs to complete the Tasks first.
10.40
PLAYER CHARACTERS
Star Trek Adventures and indeed Star Trek can leadership and authority to the Player group
be a markedly different experience from other dynamic. These Players form the core decision-
examples of both the roleplay gaming and science making characters within the group, leading
fiction genres. Where most science fiction stories teams and making tough choices.
focus on conflict, wars, aggressive aliens, and
Humanity as heroes, Star Trek can be seen to Command characters often excel in diplomatic
subvert those tropes, leaning more towards a situations or scenes which rely on the Presence
future in which understanding, cooperation, Attribute and Command Discipline, so make
exploration, and discovery is the focus and driving sure those Players are engaged in those scenes.
force of its stories. The opening sequence of the Command characters will have some other,
original Star Trek series begins with Kirk explaining secondary, specialties to their character, placing
the five-year mission of the Enterprise “to explore more importance towards one of the other
strange new worlds, to seek out new life and new Disciplines during character creation. Make a
civilizations,” not for war but for knowledge. note of these abilities and encourage their use or
provide opportunities to show how that training
In that sense, Star Trek Adventures is not might influence command decisions they make.
your usual brand of RPG, in which most time
is spent engaged in armed conflict. Star Trek In terms of rules, the command role is often
Adventures’ missions and campaigns focus on one of assistance and guidance. In combat,
exploration and discovery, each Player Character command characters may order their fellow
having a key role in supporting that effort. This
section will tell you, as the Gamemaster, how to
highlight those individual roles in a game on the ORDERS AND GROUP COHESION
frontier of the Star Trek Galaxy.
Gamemasters with ranking officers at the table,
like captain and commanders, should note that
COMMAND DIVISION roleplaying is a collective experience of storytelling,
COMMAND ROLES and most games favor decisions made together.
Those Players taking a role within the group This way, a Player group will feel like they have made
as captains of their vessel or commanders of a group decision, even if the captain’s word is final.
their officers have made the decision to bring
GAMEMASTERING 255
Player Characters, granting them an additional encounters, often having the highest potential
Task in that round of an encounter, or provide damage in the Player group, as their score in the
Assist roles in other scenes. They are also the Security Discipline is likely to be the highest and
focal point of starship combat, as their orders directly influences the A they roll for their attacks.
should be followed by the bridge crew. Command
characters can be a lynchpin in tactical play while During starship combat, security officers take
engaged in starship combat, the one Player who control of the tactical station, preparing weapon
holds a strategy in their head while each other systems, firing phasers and torpedoes, and giving
character fulfills a specific duty on the bridge. tactical appraisals to the commanding officers.
They can also take the lead during investigations
CONN ROLES of Federation jurisdiction and keep the peace
Conn roles aboard starships focus heavily on aboard Starfleet vessels and Federation outposts.
piloting and navigation, and Players who choose They could even become wrapped up in a plot
this role imagine controlling vast starships, flying within Starfleet Intelligence.
shuttles, and setting course for the unknown.
ENGINEERING ROLES
Conn characters excel in moments of tense Engineering officers are the mechanical bedrock
action in which harmful spatial phenomena need of Starfleet, experts in their field with an in-depth
to be navigated, shuttlecraft need to be piloted knowledge of Federation technology and not
through the tightest terrain, and where Starfleet afraid to improvise and adapt the technology at
requires a steady hand and strong nerves at the their disposal in order to overcome trouble while
controls. Their Attributes lean heavily towards exploring the edges of known space.
Control and Daring, while the Conn Discipline
is their most valued, so creating situations in Chief engineer is a role that shines in times of
which these are tested, or raising the stakes conflict or problem solving, managing the power
by increasing the Difficulty of these Tasks, will systems of a Starship, and pushing the laws of
make the conn officers of your game shine. physics to the limit. While they obviously favor the
Conn officers will also have knowledge or even Engineering Discipline, they may also have some
some Focuses in astronavigation or the theory of Science knowledge with Focuses based around
phenomena and anomalies and this knowledge their particular fields of expertise. They revel in
can be key to the success of a mission or the Challenges and Tasks related to repair, reverse
survival of the crew. Highlighting these challenges engineering, or adaption of current technology.
for the conn officers provide them some You can challenge these characters by giving
interesting challenges in the game and a chance them complex mechanical and technological
in the spotlight of a session. Tasks and mysteries, as well as working on
emergency repairs during starship combat.
OPERATIONS DIVISION
SECURITY ROLES SCIENCES DIVISION
Bridge officers who are Player Characters in the SCIENCE ROLES
security role will most likely be given the task of Characters in the sciences division are the Players
chief of security, responsible for the protection who revel in the search and discovery of new
of the ship and crew. They will also see action in planets, phenomena, and alien life. They work
away missions, particularly in conflict resolution. predominantly as advisors to the commanding
They come into their own while in combat officers and the rest of the Player group; however,
10.50
NON-PLAYER CHARACTERS
The life-forms that characters are likely to face they can spend two Threat to Avoid an Injury
come in many shapes and sizes, and where some in a single scene. Major NPCs are unique,
are mighty entities that can stand alone against named characters, who have the full range of
many foes, others function in coordinated groups. Focuses, Values, and Talents.
The following categories exist for NPCs.
GAMEMASTERING 257
and how they are different. These Traits can be Minor NPCs cannot spend Threat to ignore
physical, mental, spiritual, or behavioral in nature, an Injury, and as such any damage over 5
but they should always contrast or complement points of Stress, after Resistance, immediately
the Player Character species available. defeats a Minor NPC. You can spend two
Threat for a Notable NPC to avoid one Injury,
but may not do it again in the same encounter,
NPCS AS OPPOSITION so the next time the Notable NPC suffers an
Attempting Tasks and acting in combat works Injury they are defeated. Major NPCs may
exactly the same for NPCs as it does for Player spend two Threat to avoid an Injury as many
Characters. Taking Stress with Non-Player times as they like, depending on the pool of
Characters and starships on the other hand, Threat available. This gives them an advantage
is different from the normal rules for Player against the Player Characters, who can only
Characters and their starships. These rules are avoid their first Injury.
streamlined for the Gamemaster so you can
focus on resolving actions quickly and allowing
the Player Characters to have more of the
RANDOM PHYSICAL OR
spotlight in scenes and encounters. MENTAL TRAITS
D20 ROLL TRAIT
RANDOM BEHAVIORAL OR CULTURAL TRAITS
1 Protruding spines
D20 ROLL TRAIT
2 Extremely long tongue
1 Taste the wrist of the person they meet 3 Low body temperature
2 Will only negotiate with one gender 4 Breathes a different element
3 Seal deals in blood 5 Sensitive to vibrations
4 Worships another species 6 Hermaphrodite
5 Vilifies another species 7 Sensitive to light
6 High-ranking members do not speak 8 Large teeth
7 Do not mourn death 9 Excessive fur
8 Take trophies of those they kill 10 Inhale food whole
9 Will only eat what they kill themselves 11 Breathes a different gas
10 Never directly addresses a person 12 Chameleonic skin
11 Will never disagree openly 13 Multiple stomachs needing
constant food
12 Sleep in groups
14 Photosynthesis
13 Will go into stasis while traveling
15 Sleeps markedly less than
14 Won’t use teleportation most species
15 Intensely honorable 16 Empathic
16 One gender dominates the sciences 17 Telepathic
17 One gender dominates the military 18 Strong willpower
18 Pansexuality 19 Eidetic memory
19 Will not eat a particular plant/animal 20 Multiple personality/identity in
20 Culturally significant clothing item one body
THREAT SPEND
THREAT SPEND COST EFFECT
Create Advantage 2 (I) Establish an Advantage in addition to the effect of a successful Task, or remove
a Complication affecting the NPC.
Create Opportunity 1+ (I,R) Grants a single bonus d20 to a Task. No more than 3 bonus d20 can be bought.
Create Problem 2 (I,R) Increase the Difficulty of a Task by one for every two Threat spent.
Added Stress 1 (R) A character can increase the Stress inflicted by a successful attack,
regardless of the type of attack. Each Momentum spent adds +1 Stress.
Disarm 2 One weapon held by the target is knocked away and falls to the ground within
Reach.
Extra Minor 1+ (I,R) Take additional Minor Actions, cost is equal to number of Minor Actions already
Actions taken that turn.
Keep the Initiative 2 (I) Pass the action order to another ally instead of the enemy; may only be done
once before the enemy has taken at least one action.
Penetration 1 (R) The Stress inflicted by the current attack ignores two Resistance for each
Momentum spent.
Re-roll A Pool 1 The Player may re-roll any number of A from the current dice pool.
Avoid Injury 2 (I) Avoid suffering a single Injury. The cost may be paid by suffering a Complication
instead. Other factors may increase the cost further. May only be used once
per scene, though additional uses can be obtained.
Secondary Target 2 A second target within Reach of the attack’s target is also affected by the
attack, and suffers half the attack’s Stress, rounding down.
Swift Task 2 The character may attempt one additional Task, increasing the Difficulty by one
over what the Task would normally require.
I = Immediate spend R = Repeatable spend
GAMEMASTERING 259
If no specific System has been targeted on the next round. This is not cumulative. It also
an NPC ship using these rules, do not roll for loses 2 Power.
which System has been hit. Instead, apply the
following effects. Damaged: If the total number of Breaches
the NPC ship has suffered is equal to or
Impact: Whenever the ship suffers one or greater than half the Scale of the ship, then
more Breaches, it loses a single turn during the ship has been significantly Damaged. This
increases the Difficulty of all Tasks attempted
by the ship by +2 until repaired. The Difficulty
THE LOOK OF HUMANOID ALIENS to repair this is 3.
A lot of Star Trek humanoid aliens appeared much Disabled: If the total number of Breaches the
like Humans, with varied skin tones and two sexes. NPC ship has suffered is equal to the Scale of
While that doesn’t stop you from inventing strange the ship, then the ship has been disabled. The
new life forms, they do form the backbone of alien ship is no longer fully operational and cannot
civilizations throughout the Galaxy and are the take any further turns during this scene.
most relatable. They often have variations in their
foreheads, brows, noses, mouths, complexions, Destroyed: If the total number of Breaches
or even hands and feet, so feel free to add these the NPC ship has suffered exceeds the ship’s
details when describing your alien species but Scale, then the ship has been destroyed. The
remember these appearances won’t have a direct ship explodes in a burst of flame and a shower
impact on the character’s Traits. of scrap metal, though this explosion is not large
enough to cause damage to other ships.
GAMEMASTERING 261
and significant events in the character’s life, which EFFECTS OF REPUTATION
don’t come along very often. Naturally, Reputation is not fixed; it changes
as the characters face new challenges and
While the whole process of Milestones and the consequences of their decisions. Actions
creating character arcs is player-initiated and in-keeping with the traditions and values of the
player-owned, you should consider how you Federation can see Reputation increase, while
structure your missions and campaigns so choices and outcomes which reflect poorly
that you are giving each Player Character upon ship, Starfleet, or the Federation may
opportunities to challenge Values consistently, reduce Reputation and may even see other
and build into your missions the potential for consequences for the character.
each Player Character to develop a character arc.
This is an instance where the game can be truly From your perspective, this may lead to NPCs
collaborative, with the Players starting a potential responding to the Player Characters based on
character arc by challenging a Value in one their Reputation. Reputation can serve as a way
episode, and then the Gamemaster intentionally to set up new adventures or new challenges,
structuring a scene or encounter in a future while dishonorable deeds may produce
mission that might give that same character the challenges and create strife. The same is true
opportunity to further develop a character arc. in reverse too – an honorable officer may make
enemies of those who are envious or ambitious,
and a dishonorable officer may be enlisted for
REPUTATION secretive schemes and underhanded plots.
A main character has a Reputation rating, which
is an approximate measure of how their peers At the end of an adventure, consider the outcome
and superiors regard them. But this is not merely of the adventure, and the decisions that were
a passive indicator: it can serve as a limited taken, and then decide which factors may
defense against the accusations and challenges influence a character’s Reputation. You’re the
of others and allow them greater leeway and final arbiter of whether an action has a positive or
freedom to act. Remember: A main character negative influence upon a character’s Reputation,
begins play with a Reputation score of 3. but the simplest method is a list of simple yes-or-
no questions.
Reputation is detailed in full in Chapter 5.60:
Character Advancement. Gamemasters should
fully familiarize themselves with the rules and ACCLAIM AND REPRIMANDS
guidance contained therein. Player characters may gain Acclaim when they
are deemed to have acted honorably, and it
WHAT REPUTATION MEANS is a powerful tool to help further characters’
Under normal circumstances, a character’s careers and achieve their goals. They may also
Reputation will serve as a basic guide for how well- suffer Reprimands when they are deemed to
regarded they are among other officers, and maybe have acted against the best ideals of Starfleet.
even beyond. It should serve as a guideline for how Acclaim and Reprimands are discussed in more
others – outside the character’s ship and crew – detail in Chapter 5.60: Character Development,
view the character. It’s unlikely to influence people pages 120-127. Gamemasters should familiarize
the character knows personally, as they’ll have themselves with those rules to better assist
formed their own opinions, but it will influence the Players during the game.
views of those who haven’t yet met the character.
GAMEMASTERING 263
prefix codes for the larger ship. In these cases, an Gold solutions use command and diplomacy
encounter is interesting, since it will require some to solve an encounter. Many tense standoffs
good rolls to put those plans into motion. between enemies are diffused over viewscreen
negotiation. It is not always altruistic either;
Gamemasters cannot anticipate every course convincing someone you have the upper hand
of action Players might take to resolve an when you do not also falls under this type of
encounter. The discovery of the story between solution.
the Players and the Gamemaster is part of the
fun. Players sometimes come up with a plan The science of Starfleet is a major component of
that is so crazy it just might work and should be Blue solutions. Technological solutions abound,
rewarded for their creative thinking. Plots that but sometimes the tech needs to be remodulated,
require Players to fail Encounters, like ambushes, prototyped, or otherwise engineered to fix a
should be carefully considered. Players do not problem. Blue solutions also include sneaking
like to lose and will push harder than Kirk against into or out of an Encounter and other clever ways
the no-win scenario. of avoiding violence.
Instead, Gamemasters should think about Sometimes, action is the best way out. Red
multiple solutions to an encounter. There are solutions come when the shields are up and the
three general solutions for an encounter; talking phasers are locked. Landing parties also get into
through it, thinking through it, and fighting tactical situations that require some fast action
through it. Each of these solutions should be and risky maneuvers. Starfleet crewmembers
viable, though not necessarily equally so. A rarely look forward to combat, but they have been
captured crew is going to have a difficult time trained to handle fights that are unavoidable.
fighting their way out of a prison camp, but
planning and executing a stealthy prison break
seems like a better option. That crew might also COMBAT ENCOUNTERS
try to ply the officer in charge with information in
exchange for freedom which, depending on the PACING
character, might be more, or less, difficult. We Combat encounters are a much more structured
have classified these solutions along the lines of version of a scene within Star Trek Adventures
the branch colors of Starfleet. and roleplaying in general. While in a scene,
any character can speak or attempt a Task in
any order, while encounters require there to be
turns and rounds. Turns move back and forth
RESERVE UTILITIES DISTRIBUTION NETWORK
between both the Players and Gamemaster’s
NPCs. It’s always the Gamemaster’s decision
X-120 on which side goes first but the Players should
always be favored unless there is a specific
reason the NPCs should act first (an unnoticed
CONTINGENCY DISTRIBUTION NETWORK
ambush, for example) or the Gamemaster wants
to spend Threat.
X-100
ESTABLISHING ZONES
0 1 2 3 4 5 6 7 8 9 10 Zones make up the spaces in which a combat
encounter takes place. They have no fixed size
RAISED
SCRUB GROUND SCRUB
HIGH
GROUND
RAISED SCRUB
GROUND
RAISED
POTASSIUM GROUND
NITRATE
BAMBOO SCRUB
COAL
DIAMONDS HIGH
GROUND SULFUR
RAISED
GROUND
HIGH
RAISED
ROCKS TERRAIN MAP
ZONES VINES
GAMEMASTERING 265
FIGHTING SMART
Most sentient beings value their lives, and fear of death decreasing the Difficulty of the Task based
is a common trait for intelligent species as well — even on Location or Environmental Traits.
for the hardened warriors of most civilizations. Of course,
species like Klingons don’t fear death, particularly if the The use of transporters can also be a useful
Klingon Veteran believes “Today is a good day to die!” tool for ambushes and surprise attacks and,
But most groups, in combat, will either flee or tactically used sparingly, these encounters can create
retreat when faced with overwhelming odds or an a sense of danger and uncertainty for your
overpowering foe, and even fearless foes have been PC landing party. But, always remember that
known to retreat when success is impossible. an ambushing team beaming in is effectively
going in blind and has to orient themselves
Don’t hesitate to finish a combat encounter with an once they appear in the target location, so
escape or retreat for your NPCs if the story would only in very rare circumstances would the
make sense for them to do so. The use of transporter Non-Player Character side get the first turn.
technology is useful in this regard as well, so long as
there is nothing stopping transportation. An NPC with During starship combat, enemy vessels
a communicator to another location with a transporter with cloaking devices can be used to similar
pad can ask to be beamed to safety, stopping the effect; a cloaked ship can appear and vanish
combat encounter in its tracks. If it makes things almost at will, making them exceptional for
interesting, you may also use a Control + Engineering ambushes and surprise attacks. Of course,
Task, rolled by an NPC outside of the encounter, to cloaking devices are not perfect, and a
attempt the transport. Ensure you frame the Difficulty cloaked ship becomes extremely vulnerable if
correctly, with a Difficulty 1 as a base, and increasing or it has been detected.
Basic 8 1
The other consideration to have when placing
combatant NPCs for a combat encounter is the Proficient 9 2
size of the force you are placing in the encounter Talented 10 3
and the relative level of threat those NPCs pose. Exceptional 11 4
As a rule of thumb, every three Minor NPCs equal
two Player Characters, Notable NPCs equal one round — one turn for each point of Scale the ship
Player Character, and a Major NPC is powerful has — representing the individual actions of that
enough to represent two PCs in the encounter. ship’s crew. However, each Task attempted after
So, with a group of five Player Characters, NPCs the first during each round from any single role
could be grouped in the following ways: increases in Difficulty by one.
X Unorganized Group / Mob — 8 Minor NPCs Multiple ships may take some effort to track,
X Enemy Squad — 1 Notable NPC, 6 Minor in terms of number of turns taken, or Tasks per
NPCs bridge role, so it’s important to note down basic
X Two Tactical Teams — 2 Notable NPCs, information for each starship you control: number
4 Minor NPCs of turns taken (relating to Scale), number of Tasks
X Equivalent Landing Party — 5 Notable NPCs attempted per bridge role, Stress, Breaches,
X Leader and Guards/Advisors — 1 Major Shields, etc.
NPC, 4 Minor NPCs
X Leader and Lieutenants — 1 Major NPC, It’s worth noting that starship combat is different
2 Notable NPCs than that of personal combat, where each PC
X Leader and Cadre — 1 Major NPC, acts independently following broad orders. Player
1 Notable NPC, 3 Minor NPCs Character teams will find success much easier
if they work more cohesively as a Team, moving
the ship into an advantageous position to line up
COMBAT IN SPACE a phaser shot, regulating power to the phasers,
then firing, all over the space of a number of
PACING turns. Emphasis should be placed on the team
Combat encounters in space work similarly collectively working and operating one agent
in terms of pacing, but rules for Non-Player within the combat: the starship.
Character starships have been streamlined for
ease of use at the gaming table. Space combat The same can be said for NPC starships. Moving
still takes place over turns and rounds — turns them into a favorable firing arc could show the
moving back and forth between both the Players Players that the enemy ship intends to fire next
Characters and Discipline Characters in the turn, while evasive maneuvers could show them
relevant bridge roles, and the Gamemaster’s that the enemy ship is fleeing or wary of their
NPC starships. next attack. While under attack in the Star Trek
series, bridge officers are often heard telling
Individual NPC crewmembers’ turns are not their commanders, “They’ve raised shields,” or
tracked like their Player counterparts. Instead, “They’re powering up their weapons systems.”
each NPC ship takes multiple turns during each None of these actions should be secret, so
GAMEMASTERING 267
long as there is someone crewing a navigation, As starships can travel between planets at
tactical, or science station, so you should declare Impulse in a matter of minutes and at warp in a
these actions and events as they appear to the matter of seconds, zones are proportionally
Player Characters’ sensors and, vice versa, have much larger than the equivalent zones for
your NPC starships react in the same way. personal combat.
MW LAST KNOW
POSITION OF
BIRD OF PREY 1
819
25
MOON 1 MOON 3
UNIDENTIFIED VESSEL
PLANET
BIRD OF PREY 3
STARFLEET VESSEL
RC
927
32
ZONES
GAMEMASTERING 269
10.80
CREATING MISSIONS,
NPCS, AND LOCATIONS
Star Trek Adventures can be played in a more about each other. A character that starts
single session. This happens most often at out as a cadet in the first episode that grows
conventions or demonstrations at gaming in skill and rank will make for a tremendous
stores. However, planning a demo style moment in your game if they leave the ship to
adventure is also useful for trying out the rules take command of their own.
with a gaming group that is already established
to see how everyone feels about them. Focus
on the parts of the rules you enjoy and can CONTINUING VOYAGES
enthusiastically deliver to your Players. Keep There are many different ways to start a
the story fairly straightforward and help them campaign. Think of the different ways each of
wrap up the session on a high note. the shows started. Is the crew already a few
months into a tour? Is the ship full of unproven
Many campaigns are episodic in nature, technology that requires maintenance or
where each episode contains a story told from unexpected fixes? While Players are making their
beginning to end in a single night. Scenes and characters, you should be discussing your ideas
encounters naturally occur one after the other, for the beginning of the campaign. Many RPGs
but in a single session it sometimes pays to start with strangers meeting for the first time to
string several scenes in a row to build up tension go on a mission, but Star Trek Adventures offers
that is released in a huge encounter at the end of opportunities to be different. Your characters may
the episode. have connections from Starfleet Academy. They
may have reputations to live up to — or down
The big advantage to a full campaign is telling from — from other postings. These elements
stories over multiple sessions. If you have a do not have to be fully developed, since half
story that will not fit in a single session, think the fun will be exploring them in later sessions,
about how many sessions it might take to tell. If but putting them in place at the beginning of a
possible, work in a cliffhanger at the end of each campaign will let them grow.
session that will keep your Players on the hook
to come back next time and see how the story Take time to think about the end of the campaign
continues. Full campaigns also let you tell stories as well. Long term campaigns that last for
little by little as time passes and characters learn decades are the stuff of legends. Unfortunately,
real life changes often intervene and a game
that fades into obscurity can leave everyone
145 432 feeling unsatisfied. Taking an episode to wrap up
questions and plotlines gives everyone a sense
330 411 426 209 425 642 of closure and the feeling of a complete story. Do
not be afraid to change an ending as a campaign
220 722 920 110 301 plays out, but having one in mind will help ease
the pain of a premature end.
168 205 436 224
GAMEMASTERING 271
and, if encountered as a group or with several X Choose the character’s role – Think about
Minor NPCs, can form a more formidable their role in their organization and therefore
obstacle and drain the Player Characters their rank. You want the Major NPC to
resources, forcing them to use Determination or command some authority, even if it isn’t
buy Threat to overcome them. recognized by an official body. Even rogue
Major NPCs command respect from a group
To create a Notable NPC: of people who follow them and their ideals.
X Describe Traits – Note their Species Trait as
X Begin by choosing the character’s Species. well as any other Traits that are vital to the
X Make their most important/applicable nature of the character.
Attribute 10, then distribute scores of 9, 9, 8, X Assign Attribute Scores – Begin every
8, and 7 to the remaining Attributes. Apply Attribute at a score of 7 and then freely
the character’s Species modifiers. assign 14 more points, with an upper limit
X Make their most important Discipline a score on Attributes as 12. Apply the character’s
of 3, with two more Disciplines a score of 2, Species modifiers to this as normal.
the next two Disciplines a score of 1, and the X Assign Disciplines – Begin every Discipline
last Discipline at 0. at a score of 1 and then freely assign a further
X Name two or three appropriate Focuses. 10 points, with an upper limit of 5.
X Add two or three special rules, as described X Choose Focuses – Create up to six Focuses
below. for the Major.
X Give them a single Value. X Create Talents – Create up to four Talents or
X Determine final details: special rules as described below.
X Derive Stress from combining their X Create Values – Create up to four Values as
Fitness Attribute and Security Discipline. described in Chapter 5: Reporting for Duty.
X Give them weapons and derive their X Determine final details:
damage (Weapon A + Security Discipline). X Derive Stress from combining their
Fitness Attribute and Security Discipline.
X Give them weapons and derive their
CREATING MAJOR NPCS damage (Weapon A + Security Discipline).
Major NPCs are the Gamemaster’s equivalent
of a Player Character. A lot more thought and
creativity should be put into creating a Major, CREATING NPC TALENTS
giving them names, backgrounds and qualities OR ‘SPECIAL RULES’
comparable to the Player Characters at your Creating NPC Special Rules can be done
table, to fit with the story they are part of. For this easily based on the Talents list beginning on
method of NPC creation, you will be drawing from page 116 of Chapter 5: Reporting for Duty
much of the Creation in Play rules from Chapter 5. or from the list below. When the Special
Rule calls for a “particular Task” or “acting
To create a Major NPC: in a particular way” it is asking for a limiting
factor to the rule. For example, the special
X Concept – Decide now on what role your rule could only apply to Security Tasks, or
Major NPC will play in the mission, maybe would only apply in circumstances in which
based on their Species, what role or position the NPC is being threatened by another
they hold, or a defining Value that governs Character.
their personality.
GAMEMASTERING 273
CREATING PLANETS ADVENTURE-FIRST PLANET
CREATION
INITIAL IDEAS Using the adventure first method means that
Every planet in Star Trek should be a locus you first roll twice on the Planetary Features
of adventure. Either someone on that world of Interest table (10-4) to determine what’s
requires the characters’ aid, or there is someone happening on the planet. Once you know what’s
or something on the world that the characters happening, it’s then time to determine where it’s
can learn something interesting from. When happening. If either of your rolls on Table 10-4
deciding on what sort of planet you want to involve intelligent inhabitants on the planet, you
create, you should simultaneously think about should decide if you want to have the characters
what sort of adventure you want the characters encountering these inhabitants while wearing
to get involved in. environment suits, or for the inhabitants to all
live in sealed domes or caverns, protected for
If you are uncertain what sort of planet you the hostile atmosphere outside. Alternately, do
want the characters to encounter and what sort you want the characters to beam down to the
of adventure you to have waiting for them on planet, walk around and meet people and not
it, you have two options for how to proceed. have to worry about their air supply running
You can either create the planet first and then out. In this last case, you should roll or select
decide what’s going on, or you can decide what the planet from Habitable Planet Type table
is going on first and then create the planet. The (10-2). Otherwise, feel free to roll on the General
first method is called world-first planet creation, Planetary Type table (Table 10-1), or if you want
and the second is called adventure-first planet an unusual scenario, where the characters are
creation. In either case, let the tables in this meeting exceedingly alien creatures, roll on the
section help you, but don’t allow them to stifle on the Hostile Planetary Type table (Table 10-3).
your imagination. As a final touch, you should roll once on the
Planetary Details Table (10-5) to give you, and
WORLD-FIRST PLANET the Players a better idea what the planet looks
CREATION like to visitors.
Using the world-first method means you first
roll or select what the planet is like using Table
10-1, Table 10-2, or Table 10-3, depending PLANET CREATION
upon whether you are interested in seeing what Use the following three tables to determine basic
the dice give you, or if you specifically want information about the planet. See pages 276-278
either a habitable planet or a hostile planet. for information about the different classes of
Once you have determined what sort of world planets. You only need to roll on one of these
you are dealing with, you need to decide three tables, depending upon what sort of planet
what’s happening there. To determine this, roll you are looking for. The General Planetary Type
twice on Planetary Features of Interest (Table table (10-1) creates a planet that may or may
10-4), and finally roll once on the Planetary not be habitable by humanoids, the other two
Details Table (10-5) to give you, and the tables (Table 10-2 Table 10-3) creates a planet
Players, a better idea what the planet looks like that is either habitable by humanoids or hostile to
to visitors. humanoid life.
GAMEMASTERING 275
PLANETARY DETAILS (TABLE 10-5, ROLL 1D20)
ROLL PLANETARY FEATURE OF INTEREST
RM 1125 20 8820
This section describes the way in which Non- scene, significant in groups rather than as
Player Characters — NPCs — function in game individuals. Minor NPCs cannot Avoid an
terms, and the means by which a Gamemaster Injury. Minor NPCs do not have Focuses
might structure an encounter. or Values.
CATEGORIZING NPCS
The clearest way to consider the categories of NPC is to X A Major NPC is named, developed,
equate them with the types of character on the shows: receives plenty of dialogue in the multiple
scenes in which they appear. They’re
X A Minor NPC is an incidental character; they don’t treated similarly to Player Characters
have any dialogue, or they only speak a couple of lines, in most ways, as befits characters who
and they’re mainly there as an extra stood in the may be present in several scenes, or be
background, or an unnamed foe in a battle. the focal point of particularly involved or
tense scenes. Some Major NPCs may even
X A Notable NPC might be given a name, or they might reappear in subsequent adventures, as a
speak a few lines of dialogue, or they might get some recurring ally or adversary (or even both).
specific attention in a tense or action-packed scene.
They don’t appear in more than one or two scenes,
though. The extra emphasis on the character means
that they get a little more detail.
Many of the NPCs presented in this section X Vacuum: The creature suffers no damage
contain options or rules marked Escalation. These from being exposed to hard vacuum, or
represent common variations for that type of NPC other extremes of atmospheric pressure, and
that represent response to a greater danger, or cannot suffocate.
which themselves make the NPC more dangerous
— it is commonly applied to more powerful Invulnerable
weapons for this reason. The creature is impervious to harm, and cannot
be Injured in any way; attacks can be attempted
NPCs do not have access to Escalation options and Stress is rolled as normal, and the creature
normally. Instead, when an NPC is brought into a has a Stress track, but it cannot suffer Injuries.
scene — either at the beginning, or during the scene This can take different forms, as described below.
— the Gamemaster may spend 1 Threat to add one These variations can be combined.
of the Escalation options to all NPCs of that type.
For example, the Gamemaster may spend 1 Threat X Specific Weakness: The creature has a
to have all the Klingon Warrior NPCs in the scene specific weakness — a weak spot, a certain
carry bat’leths in addition to their other weaponry. frequency of energy, a certain material —
which can overcome its invulnerability.
11.20
UNITED FEDERATION OF
PLANETS
Founded in 2161, the United Federation of
STARFLEET CONN OFFICER
Planets consists of over 100 planets plus their
MINOR NPC
affiliated colonies all committed to a single
co-operative governmental system. Starfleet is The conn officer is responsible for both helm and
responsible for a majority of their exploratory navigation systems aboard Federation starships.
and defensive capabilities, as well as sometimes
diplomatic missions. TRAITS: Human
STRESS: 8 RESISTANCE: 0
ATTACKS
X Unarmed Strike (Melee, 2 A Knockdown,
Size 1H, Non-Lethal)
X Phaser Type-1 (Ranged, 3 A, Size 1H, Charge,
Hidden 1)
X Escalation Phaser Type-2 (Ranged, 4 A, Size
1H, Charge)
Security officers are found throughout the Starfleet engineers maintain the countless
Federation protecting their installations and technological devices used throughout the
serving aboard starships. Security officers protect Federation every day. Aboard a starship,
their ships from both internal and external threats, engineers are responsible for the repair of
escort other officers in landing parties. every ship-board system, power distribution,
and management, as well as providing and
TRAITS: Human maintaining any equipment used by the ships’
other departments.
ATTRIBUTES
TRAITS: Human
CONTROL 07 FITNESS 09 PRESENCE 08
ATTRIBUTES
DARING 09 INSIGHT 07 REASON 08
CONTROL 09 FITNESS 08 PRESENCE 07
DISCIPLINES
DARING 07 INSIGHT 09 REASON 08
COMMAND 02 SECURITY 02 SCIENCE –
DISCIPLINES
CONN 01 ENGINEERING 01 MEDICINE –
COMMAND 01 SECURITY – SCIENCE 02
STRESS: 11 RESISTANCE: 0
CONN 01 ENGINEERING 02 MEDICINE –
ATTACKS
X Unarmed Strike (Melee, 3 A Knockdown, STRESS: 8 RESISTANCE: 0
Size 1H, Non-Lethal)
X Phaser Type-2 (Ranged, 5 A, Size 1H, Charge) ATTACKS
X Escalation Phaser Rifle (Ranged, 6 A, X Unarmed Strike (Melee, 1 A Knockdown,
Size 2H, Accurate, Charge) Size 1H, Non-Lethal)
X Phaser Type-1 (Ranged, 2 A, Size 1H, Charge,
Hidden 1)
X Escalation Phaser Type-2 (Ranged, 3 A,
Size 1H, Charge)
TRAITS: Human
DARING 09 INSIGHT 08 REASON 08
ATTRIBUTES
DISCIPLINES
CONTROL 09 FITNESS 07 PRESENCE 07
COMMAND 02 SECURITY 03 SCIENCE 01
DARING 08 INSIGHT 08 REASON 09
CONN 01 ENGINEERING 02 MEDICINE –
DISCIPLINES
FOCUSES: Espionage, Infiltration
COMMAND 01 SECURITY – SCIENCE 02
STRESS: 13 RESISTANCE: 0
CONN – ENGINEERING 02 MEDICINE 01
ATTACKS
STRESS: 7 RESISTANCE: 0 X Unarmed Strike (Melee, 4 A Knockdown,
Size 1H, Non-Lethal)
ATTACKS X Phaser Type-1 (Ranged, 5 A, Size 1H, Charge,
X Unarmed Strike (Melee, 1 A Knockdown, Hidden 1)
Size 1H, Non-Lethal) X Escalation Phaser Type-2 (Ranged, 6 A, Size
X Phaser Type-1 (Ranged, 2 A, Size 1H, Charge, 1H, Charge)
Hidden 1)
X Escalation Phaser Type-2 (Ranged, 3 A, SPECIAL RULES
Size 1H, Charge) X Adaptable: A Section 31 Agent may spend 2
Threat to immediately gain a single Focus for
the remainder of the scene.
X Covert: A Section 31 Agent never operates
SECTION 31 OPERATIVE
openly, either using an active cover identity
NOTABLE NPC
or concealing their activities with other
Created even before the formation of the United duties. Whenever required to attempt a Task
Federation of Planets, Section 31 is a deep- to conceal their activities for Section 31 —
cover autonomous organization insinuated including to maintain their cover identity —
within Starfleet, largely unknown to all but its they may roll an additional d20.
members. Unauthorized and unaccountable, it
recruits its agents from every branch of service
TRAITS: Vulcan
REAR-ADMIRAL THYRAN
VALUES
MAJOR NPC
X Wisdom is the Beginning of Logic, Not the
End These officers form the upper echelons of
X A Failure to Act Can Be as Dangerous as Starfleet and are ultimately responsible for its
Acting Rashly day-to-day operations. A majority are based at
Starfleet Command in San Francisco on Earth,
ATTRIBUTES but they can also be found overseeing starbases
and other facilities across the Federation.
CONTROL 12 FITNESS 10 PRESENCE 10
TRAITS: Andorian
DARING 09 INSIGHT 08 REASON 10
VALUES
DISCIPLINES X There Is No Higher Calling Than to Serve
X We Endure Hardship, So That Others Do Not
COMMAND 04 SECURITY 01 SCIENCE 03
Have To
STRESS: 11 RESISTANCE: 0
DISCIPLINES
ATTACKS
COMMAND 04 SECURITY 03 SCIENCE 02
X Vulcan Nerve Pinch (Melee, 4 A Intense,
Size 1H, Non-Lethal)
CONN 03 ENGINEERING 02 MEDICINE 02
X Phaser Type-2 (Ranged, 4 A, Size 1H, Charge)
X Escalation Phaser Rifle (Ranged, 5 A,
Size 2H, Accurate, Charge) FOCUSES: Endurance, Fleet Strategy and
Tactics, Inspiration, Military History
STRESS: 13 RESISTANCE: 0
11.30
KLINGON EMPIRE
Originating from the planet Qo’noS in the Beta STRESS: 11 RESISTANCE: 1
Quadrant, the Klingon Empire is a warrior-
dominated species and one of the major powers ATTACKS
in the Galaxy. X Unarmed Strike (Melee, 3 A Knockdown,
Size 1H, Non-Lethal)
X D’k tahg Dagger (Melee, 3 A Vicious 1,
KLINGON WARRIOR
Size 1H, Deadly, Hidden 1)
MINOR NPC
X Escalation Bat’leth (Melee, 5 A Vicious 1,
Virtually fearless and trained extensively in various Size 2H)
combat techniques, a Klingon warrior (or bekk) X Disruptor Pistol (Ranged, 5 A Vicious 1,
is a devastating opponent. Ruled by ancient Size 1H)
traditions and a strict code of honor, a Klingon X Escalation Disruptor Rifle (Ranged,
warrior does not fear death, but, if they have to 6 A Vicious 1, Size 2H, Accurate)
die, it should be during battle or in the line of duty.
SPECIAL RULES
TRAITS: Klingon X Brak’lul: A Klingon’s Resistance is increased
by +2 against Non-Lethal attacks.
ATTRIBUTES X Warrior’s Spirit: When a Klingon attempts
a melee attack, and purchases one or more
CONTROL 07 FITNESS 09 PRESENCE 08
additional dice with Threat, the Klingon may
re-roll any number of d20s.
DARING 09 INSIGHT 07 REASON 08
DISCIPLINES
COMMAND 01 SECURITY 02 SCIENCE –
ATTRIBUTES
CONTROL 09 FITNESS 11 PRESENCE 09 TO GO WITH HONOR
CAPTAIN B’OMA ADDRESSES NEW
DARING 10 INSIGHT 08 REASON 07
CREW OF THE I.K.S. RAGOR
Qapla’!
348 2005
299 1255
404 963
ATTACKS: DISCIPLINES
X Unarmed Strike (Melee, 3 A Knockdown,
COMMAND 03 SECURITY 02 SCIENCE 01
Size 1H, Non-Lethal)
X Dagger (Melee, 3 A Vicious 1, Size 1H, Deadly,
CONN 01 ENGINEERING 02 MEDICINE –
Hidden 1)
X Disruptor Pistol (Ranged, 5 A Vicious 1,
Size 1H) FOCUSES: Paranoid, Guerilla Tactics
CREW: Special
RESERVE
SECONDARY
PRIMARY
WW 928 23 2851
ATTRIBUTES
DISCIPLINES
CONTROL 09 FITNESS 08 PRESENCE 05
COMMAND 03 SECURITY 02 SCIENCE –
DARING 04 INSIGHT 04 REASON 06
CONN – ENGINEERING – MEDICINE –
DISCIPLINES
FOCUSES: Hunting, Melee, Observation
COMMAND 01 SECURITY 01 SCIENCE –
STRESS: 28 RESISTANCE: : 5
CONN – ENGINEERING – MEDICINE –
ATTACKS
X Claws (Melee, 5 A Area, Vicious 1, Size 1H) STRESS: 9 RESISTANCE: 0
ATTRIBUTES
DARING 08 INSIGHT 04 REASON 06
CONTROL 03 FITNESS 10 PRESENCE 06
DISCIPLINES
DARING 04 INSIGHT 04 REASON 04
COMMAND 02 SECURITY 02 SCIENCE –
DISCIPLINES
CONN – ENGINEERING – MEDICINE –
COMMAND – SECURITY – SCIENCE –
STRESS: 13 RESISTANCE: 0
STRESS: 10 RESISTANCE: 3
ATTACKS
ATTACKS X Claws (Melee, 4 A Intense, Size 1H)
X Bite (Melee, 1 A, Size 1H) X Bite (Melee, 5 A Vicious 1, Size 1H,
Cumbersome, Deadly, Debilitating)
SPECIAL RULES
X Burrow: So long as not engaged in melee, SPECIAL RULES
a Digger can burrow underground over the X Inject Venom: When biting a victim, the
course of its turn. mugato may choose to inject them with a
venom. This venom will cause a slow, painful
death to the victim should they not be cured.
With legs approaching a half-meter in length Akin to large, furry terran boar, targs are known
and curved hook-like appendages at the end of for being vicious and destructive animals, perfect
their legs, the Talarian hook spider is known for as Klingon pets. When not kept as companions,
being accidentally brought onto ships in cargo the targ is known to be a Klingon delicacy, with
crates. The hooks on the spiders’ legs allow the heart being eaten as a traditional dish known
them to nimbly travel throughout the innards of a to bring courage.
spacefaring vessel without requiring traditionally
insect-like methods of attaching to a surface Targs have long lifespans, living for upwards
such as setules on their legs. Hook spiders are of multiple decades if not hunted, and are
not much more dangerous than a medium-sized traditionally known for hiding in dirt when
dog on their own, but large groups can quickly threatened.
become a danger to a wayward engineer.
TRAITS: Targ
TRAITS: Talarian Hook Spider
ATTRIBUTES
ATTRIBUTES
CONTROL 04 FITNESS 11 PRESENCE 08
CONTROL 10 FITNESS 08 PRESENCE 02
DARING 10 INSIGHT 05 REASON 02
DARING 07 INSIGHT 02 REASON 04
DISCIPLINES
DISCIPLINES
COMMAND 02 SECURITY 02 SCIENCE –
COMMAND 02 SECURITY 03 SCIENCE –
CONN – ENGINEERING – MEDICINE –
CONN – ENGINEERING – MEDICINE –
STRESS: 13 RESISTANCE: 0
STRESS: 11 RESISTANCE: 1
ATTACKS
ATTACKS X Tusks (Melee, 3 A Knockdown, Size 1H)
X Hook (Melee, 4 A Knockdown, Size 1H) X Bite (Melee, 3A Vicious 1, Size 1H,
X Bite (Melee, 5 A Intense, Size 1H, Deadly) Cumbersome)
ATTRIBUTES
CONTROL 03 FITNESS 05 PRESENCE 11 MASS OF TRIBBLES
NOTABLE NPC
DARING 03 INSIGHT 06 REASON 03
Traits: Many Tribbles
DISCIPLINES ATTRIBUTES
COMMAND – SECURITY – SCIENCE – CONTROL 03 FITNESS 05 PRESENCE 11
INDEX 301
Intense Damage Effect.................175 Melee Weapons.....................176-177 NPC, Notable.................57, 257-258,
Interact (Minor Action).......... 156, 202 Menacing.............................. 273, 281 271-272, 278, 279
Intercept (Task).............................207 Milestones............. 120-122, 261-262 NPCs & Saving Momentum............ 63
Internal Containment Fields (Task) X Milestones, Arc....121-122, 262 NPCs & Starships......................... 209
.................................................. 206 X Milestones, Normal......120-121 NPCs, Creating......................271-273
Internal Sensors (Task.................. 205 X Milestone, Saving................ 121 Oberth-class Starship.................. 227
Internal Systems Control X Milestones, Spotlight.... 121, 261 Obtaining Items.....................166-168
(Starship Tasks)................ 203, 205 Mind Swap Device....................... 292 Operating a Starship.................... 198
Intimidation................................... 149 Minor Action (Starship)................. 202 Operations Track............................ 96
Invulnerable...........................280-281 Minor Action................................. 144 Opportunity.................................. 167
Ion Storms.....................136-137, 138 Minor Actions (Supporting Opposed Tasks....................... 60, 251
Kalandan Outpost........................ 292 Opposition in Challenges..........69-70
Characters)............................... 113
Keen Sense X............................... 273 Opposition.............................254-255
Miranda-class Starship................. 226
Keeping Track of Traits................. 247 Orders & Group Cohesion............ 255
Mission Design............................. 269
Key Tasks....................................... 68 Outside The Box........................... 142
Mission Profile...............222, 228-230
Klingon NPCs........................286-288 Override (Starship Task)............... 203
Mixed Heritage Characters............ 88
Knife..................................... 163, 177 Particle Rifle..........................177-178
Knockdown Stress Effect......175-176 Modulate Shields (Task)........206-207
Moment of Inspiration.................... 65 Pass (Task)............................ 157, 203
Laboratories................................. 188 Pathfinder & Reconnaissance Ops
Launch & Landing Procedures..... 220 Momentum Spends, Extended Tasks
.................................................... 71 .................................................. 228
Launch Probe (Task)..................... 205 Perfect Opportunity........................ 65
Leadership.................................... 156 Momentum.............56, 58, 60, 61-64,
Persistent X.................................. 218
Lieutenant (Rank).......................... 109 156, 247, 248, 249, 250, 251
Personal Details.....................106-107
Lieutenant Commander (Rank)..... 108 Monitoring Device........................ 182
Personal Force Field..................... 180
Lifepath....................................81-110 Movement & Terrain (Starships)... 201
Personnel..................................... 170
X Overview............................... 83 Movement & Terrain..............153-154
Persuasion (Task).......................... 147
X Step 1: Species................82-88 Movement Action......................... 156
Phase Cannons.....174, 177-178, 232
X Step 2: Environment.........89-91 Mugato......................................... 296
Phase Pistol...........................177-178
X Step 3: Upbringing...........91-94 Multirole Explorer......................... 230
Phaser Banks........223-224, 226, 228
X Step 4: Starfleet Academy Navigator (Role............................. 108
Phaser Rifle......... See Phaser, Type-3
.........................................95-97 Navigator (Starship Tasks).... 203, 204
Phaser, Type-1 & 2........109, 177-178
X Step 5: Career..................97-98 Nebula Stellar Phenomena... 136, 138
Phaser, Type-3.......................177-178
X Step 6: Career Events....98-105 Negotiation............................149-150
Phasers..................174, 177-178, 232
X Step 7: Finishing Touches Neutron Star..........................137-138
.....................................105-110 Photon Torpedoes........174, 223-224,
Night Vision.......................... 273, 282 226, 234
Linear Challenges................... 68, 254 Non-Key Tasks............................. 254
Machine X............................. 273, 281 Photonic Torpedoes..................... 174
Non-Lethal Quality....................... 176 Piercing X Stress Effect........ 176, 218
Magnitude.... 5, 70-72, 201, 212-216,
Non-Linear Combat...................... 164 Planet Killer.................................. 294
252, 253
Non-Player Characters (NPCs) Planets, Creation...................274-276
Main Characters..................... 74, 120
...........................................257-260 Plasma Rifle, Andorian..........177-178
Main Engineering (Location)
Nova Digger.................................. 296 Plasma Torch................................ 181
........................... 186-187, 208-209
Novas........................................... 137 Plasma Torpedoes........................ 240
Make It So...................................... 65
Making An Attack..................158-159 NPC Complications (Threat)........... 67 Player Activity & Influence............ 123
Maneuver (Task)................... 204, 220 NPC Momentum............................. 67 Plot Course (Task)........................ 205
Mass Spectrometer...................... 181 NPC Starship Damage..216, 259-260 Polarization, Hull........................... 174
Medical Devices....................182-183 NPC Threat Spends....................... 67 Portable Electron Microscope...... 182
Medical Role................................. 257 NPC, Major.............22, 257-258, 267, Power & Momentum..................... 198
Medicine Dept, Starship............... 196 272, 278-279 Power Management (Task)........... 208
Medicine Discipline........................ 80 NPC, Minor.....67, 113, 144, 153-158, Power, Starship.....................197-198
Medicine Talents List.................... 119 160, 162-163, 176, 202-203, Prepare (Minor Action).......... 156, 202
Medkit........................................... 109 212-217, 219-220, 236, 240, Presence................................... 57, 77
Melee Attacks in Combat............. 251 250, 257-258, 269, 271-272, Prime Directive, The..................34-37
Melee Combat Options................ 157 278, 279 Progression X................................. 71
INDEX 303
Starship Weapons. 217-219, 232-234 X Joined................................... 87 Traits.................... 54-55, 75, 246-248
Starting Attributes.......................... 82 X Jury-Rig............................... 119 Traits (Starship)..............192, 231-232
Stellar Phenomena................135-138 X Kolinahr................................. 88 Transporter Room (Location)
Strategic & Diplomatic Ops.......... 228 X Mean Right Hook................ 118 .......................................... 187, 210
Stress............................105, 161-162 X Mind-Meld............................. 88 Transporters (Task)....................... 208
Stress Bonus................................ 105 X Nerve Pinch........................... 88 Tribble....................................298-299
Stress Effects....................... 217, 218 X Pack Tactics........................ 118 Tricorder................109, 174, 180-181
Stress Track.......................70-72, 252 X Parent Figure Talent.............. 85 Tri-laser Connector....................... 182
Strike............................................ 157 X Personal Effects.................. 117 Trill.............. 2, 82-83, 86-87, 89, 106,
Structure....................................... 162 X Precise Evasion................... 118 110, 245
Structure Damage........................ 215 X Proud & Honorable................ 84 Triumphant...................................... 71
Structure, Starship....................... 193 X Push The Limits.................. 118 Turn Order (Starships).................. 199
Structuring Basic Challenges......... 68 X Quick Study........................ 119 Types of Attack............................. 161
Success at Cost............................. 61 X Quick To Action................... 118 Unarmed Strike.....................176-177
Supernova.............................137-138 X Resolute................................ 86 Unforeseen Problem....................... 72
Supporting Character...........1, 73-75, X Spirit Of Discovery................ 86 Universal Translator.......174, 184-185
113-116, 120-123, 170-171, 198 X Starship Expert................... 118 Unusual Equipment...................... 168
Surge of Activity............................. 65 X Studious.............................. 117 Unusual or unique characters........ 89
Systems..................... 81, 94, 96, 101, X Sturdy.................................... 86 Upbringing.................................92-94
Using a Supporting Character...... 113
104, 121-122, 138, 141, 191-192, X Supervisor........................... 117
Using Values................................... 64
194, 203, 211, 215, 217, 220, 222, X Technical Expertise............. 117
Values & Directives......................... 65
228-231, 235-236 X Testing A Theory................. 119
Values............... 40, 64-65, 75-76, 82,
Systems, Starship........................ 192 X Tough.................................. 117
91-92, 96, 98, 110, 120, 245-246,
Tactical Systems (Starship Tasks)...... X Triage................................... 119
248-249, 261, 279
203, 206-207, 229 X Untapped Potential....... 98, 109
Values, Examples of......91-92, 96, 98
Tal Shiar Agent Major Verohk....... 290 X Ushaan.................................. 84
Values as Relationships.................. 40
Talarian Hook Spider.................... 297 Tally (Task).................................... 204
Versatile X..................................... 219
Talents....................58, 81-83, 87, 89, Targ.............................................. 297
Vessels & Zones........................... 200
91-94, 96-98, 105, 109-110, 112, Target Number................................ 56
Veteran (Talent)....................... 99, 108
116-119, 121-122, 220-221, 228, Task Difficulty..................57, 246-247
Veteran Officer...........................97-98
231, 234, 238-239 Tasks (Supporting Characters)..... 113
Vicious X Stress Effect......... 172, 218
X A Little More Power............. 118 Tasks................. 55-61, 146, 246-247
Vulcan Names.............................. 107
X Advisor................................ 117 Teamwork & Assistance................. 59 Vulcan....... 2, 8, 17-19, 20, 22-23, 32,
X Bold..................................... 116 Technical Test-bed....................... 229 34, 40, 42, 58, 72, 76, 82-84,
X Cautious.............................. 117 Technobabble................................. 55 87-88, 90, 93, 107, 129, 142,
X Close Protection................. 118 Tellarite....... 20, 25-26, 72, 82-83, 86, 176-177, 245, 275, 285, 295
X Collaboration....................... 117 106, 135 Warp (Task)................................... 204
X Computer Expertise............ 119 Threat as Momentum................... 259 Warp Core Breach........................ 213
X Constantly Watching........... 117 Threat Spend Table...................... 259 Warp Speed Travel Times............. 188
X Cultural Flexibility.................. 85 Threat Spends.............................. 250 Weapon Size......................... 161, 175
X Dauntless............................ 117 Threat............ 58, 61, 66-67, 249-250 Weapon Type.........161, 175, 217-218
X Defuse The Tension............. 117 X Complications....................... 66 Weapons Damage........................ 216
X Doctor’s Orders................... 119 X Immediate Momentum (Threat) Weapons Table............................. 177
X Field Medicine..................... 119 .............................................. 66 Weapons, Starship................193-194
X First Response.................... 119 X NPC Momentum (Threat)...... 66 World, Classification of..........126-134
X Fly-By.................................. 118 X Threatening Circumstances... 66 Young Officer Career Table........... 100
X Follow My Lead................... 117 Threatening X....................... 273, 282 Young Officer.................................. 97
X Former Initiate....................... 87 Timed Challenge.................... 70, 256 Zone Map, Examples of....... 265, 268
X I Know My Ship................... 118 Tools & Portable Items..........180-182 Zones..........14, 22-24, 27, 44, 47, 50,
X In The Nick Of Time.....118-119 Torpedoes..............................233-234 151-154 158, 264-265, 268-269
X Incisive Scrutiny.................... 86 Tractor Beam (Task)..................... 207 Zones, Establishing
X Intense Scrutiny.................. 119 Tractor Beam................218, 223-224, ........................... 264-265, 268-269
X Interrogation........................ 118 226, 228 Zones, Starship.....199-200, 204, 210
New talents and focuses for New talents and focuses for New talents and focuses for
engineers and security officers. command and conn officers. science and medical officers.
Information on Starfleet Additional starships and craft. Cybernetic and genetic
Intelligence and Section 31. 2d20 Social Conflict Rules. enhancements.
Additional Starfleet equipment. Gamemaster options for Guidance on spatial anomalies,
Gamemaster options for command-focused missions parallel universes, strange alien
operations-focused missions. and Admiralty-level campaigns. species, time travel, and the Q.
Star Trek Adventures takes you to the final frontier of the Galaxy, where new discoveries
await the keen explorers of Starfleet. Your duties may take you to the edges of known space,
or to Federation colonies in need, to the borders of neighboring galactic powers or into the
eye of interstellar phenomena.
Create your own Star Trek stories A full catalogue of aliens and
of discovery and adventure on the antagonists including the Klingons
final frontier. and the Romulans.