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RULES DIGEST

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

The 2d20 system and Modiphius Logos are © Modiphius Entertainment


Ltd 2020. All 2d20 system text is © Modiphius Entertainment Ltd. Any
unauthorised use of copyrighted material is illegal. Any trademarked names
are used in a fictional manner; no infringement is intended. This is a work
Published by Modiphius Entertainment Ltd. of fiction. Any similarity with actual people and events, past or present, is
2nd Floor, 39 Harwood Road, London, SW6 4QP, England purely coincidental and unintentional except for those people and events
described in an historical context. TM & © 2020 CBS Studios Inc. © 2020
Printed by Panda Game Manufacturing, China Paramount Pictures Corp. STAR TREK and related marks and logos are
trademarks of CBS Studios Inc. All Rights Reserved.
INFO@MODIPHIUS.COM
WWW.MODIPHIUS.COM Artwork and graphics © and ™ CBS Studios Inc. All Rights Reserved.,
except the Modiphius Logo which is © Modiphius Entertainment Ltd. This
is a work of fiction. Any similarity with actual people and events, past or
Modiphius Entertainment Product Number: MUH051899 present, is purely coincidental and unintentional except for those people
ISBN: 978-1-912743-45-2 and events described in an historical context.

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

GR 819 921 4892

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

WELCOME TO Humans, Vulcans, Andorians, Tellarites, Trill, and


THE 23RD CENTURY more, assigned to starships, space stations,
Humanity always wondered what was out there, research vessels, colonies, and starbases
beyond our world, in the vastness of space. After across the Galaxy.
one of the most horrific and catastrophic wars
in Human history, it was our curiosity about the It is an exciting time in Starfleet’s history — Earth
stars that inspired hope and united the planet to Year 2269. The U.S.S. Enterprise NCC-1701
rebuild to make a better world for everyone. begins the fifth year of Captain James T. Kirk’s
five-year mission, the Federation’s central
Out in the stars we encountered new life; new library on Memory Alpha will be wiped out by
allies, and new enemies. We formed an alliance, incorporeal Zetarians, first contact will be made
the United Federation of Planets, with a handful with the Excalbians and other species and
of civilizations and vowed to share our technology organisms, and Starfleet will continue to expand
to create Starfleet — joined in a mission of the boundaries of the Federation.
peaceful exploration and united defense.
You may be assigned to a starship caught up in
Starfleet ventured further into space, discovering the heart of these events, or sent on a different
strange new worlds and new civilizations. Vast mission altogether — venturing into unexplored
empires turned against us, powerful forces tried regions of space to make first contact with new
to invade, but our spirit of adventure and wonder civilizations or to chart spatial anomalies that
drives us to better ourselves and enrich our lives. could lead to new information and advances in
Even now, we have charted less than a quarter of the sciences.
the hundred billion stars and planetary systems in
our Galaxy. ENGAGE ROLEPLAYING
There is a good chance that you have already
had experience with roleplaying games, and are
ADVENTURES BEYOND familiar with the concepts that we will be using. In
THE FINAL FRONTIER its basic terms, roleplaying games are a form of
Welcome to Star Trek Adventures, where shared storytelling. They are about stretching the
Players take on the roles of Starfleet personnel, imagination to experience exciting adventures out
venturing into the Galaxy to explore, discover, in the vastness of space, on hostile planets, and
and to encounter the wide diversity the universe in exotic locations. With the power of the Players’
has to offer. Here, you can be captains, collective imagination, they can experience
commanders, lieutenants, ensigns, or cadets. encounters and situations far beyond that of a
Whether enlisted or as officers, you are traditional board or video game.

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.

TOKENS, BEADS, OR CHIPS


The Players will also need six counters to track BASIC TRAINING
Momentum points, while the Gamemaster With this book, dice, characters and some
will need a dozen or more for the Threat pool. Players you are ready to begin, but how do you
Each of these resources is described later in actually start your mission?
the rules. The more Players, the more of these
counters of each type will be needed. These can The example of play on p.7 introduces everything
be similar, but different colors are advised to you need to know about how a game works. The
avoid confusion — from poker chips, coins, glass Gamemaster describes the setting and what is
beads, game counters, kadis-kot pieces, or other going on, and the Players describe their actions,
chits or tokens. reacting to the events around them. If a Player
decides to do something that they may or may
While these different resource pools can be not succeed at — firing a phaser at moving
tracked on paper, or by using dice as counters, target, struggling to climb up a dangerous cliff, or
keeping track of these resources with physical repolarizing a GNDN power relay — they will need
items such as tokens, beads, or poker chips to roll some dice.
has a number of advantages. First, it is easier
to track the resources by simply adding or At its most basic, when a Player attempts a Task
removing tokens from each resource pool, and like this, they will look at their character sheet
second, it makes it much easier for everyone and determine an Attribute and a Discipline
to know how many of each of these resources that best suits the situation. Attributes and
remain for every Player and the Gamemaster. Disciplines have scores that define how capable
Finally, there is an exciting psychological element the character is at various actions. The Player
as the Players watch the Gamemaster’s Threat rolls two d20s (sometimes more depending
pool increase, heightening the tension and upon the situation) and checks to see if any
dice roll less than the score of their chosen
Attribute and Discipline combined. If a die rolls
CYRANO JONES, equal to or under the Target Number, it counts
INTERGALACTIC TRADER as a success! The more difficult the action, the
more successes are needed to accomplish the
If you do not have access to a replicator to Task, whether it is making a convincing case
replicate the necessary dice needed to play in a diplomatic debate, leaping into a hovering
the game, Cyrano Jones has, for a nominal shuttlecraft, or firing a phaser at the approaching
fee, made it possible to acquire official Star Klingon warriors.
Trek Adventures Challenge Dice, and specially
colored d20s (as well as a wide range of Roll too high on the dice and you have failed
accessories, counters, sourcebooks, and to accomplish the Task, and maybe even
supplements). You can order direct online with a created a Complication that may put the
credit card or Spican flame gems, or ask at your character in danger, or worse, but it makes
local gaming store. the story more exciting. It is often when
characters fail or make mistakes that the story

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.

“Okay, he’s struggling and doing as all Klingons MJ 812 21 9520


would and trying not mask his pain. He isn’t
being all that cooperative. ‘Get off me, Human!
I will fight this myself!’ He yells at you,” Sam, be transferred between Klingons. But it has been
the Gamemaster, describes as he figures out known to pass to Denobulans as well.”
the Difficulty of the Task. Normally, this Task
would be Difficulty 1, but because of the Michael, playing the Denobulan pilot, pipes up
Klingon’s Species Trait he is not making it easy as Conn Officer Lt. Mettus, “I might stay with the
for Dr. Anjar, so Sam increases the Difficulty shuttle then, just so there’s no risk to the crew
to 2. Sam defines the Task as a Reason + and we’re ready to leave the station if anything
Medicine Task, so Ashley takes her Reason were to happen.”
Attribute of 12 and her Medical Discipline of 4 to
make a Target Number of 16 – she’s a medical “What do the rest of you want to do?” asks Sam.
specialist and knows her stuff, so her Focus of
Xenobiology applies in this case, giving her a “I’d like to look around the hangar, to see if there’s
chance of scoring 2 successes if any one of her any signs of a fight, then take up a defensive
dice roll below 4. position,” says Nick, playing the Chief of Security,
Lt. Commander Rafael Huerta.
Ashley scores a 15 and a 3 on 2d20, scoring
her 3 successes. That means she diagnoses the That’s a fairly simple thing to do, so Sam
Klingon and has one Momentum to spend now or decides that doesn’t require a Task to complete
bank for the group. She decides to spend it now, and describes how Nick’s suspicions are right
“I want to know how the virus is likely passed about there being a fight: “It looks like someone
between people,” she asks. landed here before you, and there’s damage to
the control panel on the door. Not sabotage,
“Well,” describes Sam, “based on your knowledge but definitely battle damage. You’d need to
of Xenobiology this particular strain would only investigate it in greater depth to know more.”

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

02.10 Overview 010


02.20 Federation History 015

MB 30 632 22332

UNITED FEDERATION OF PLANETS 9


02.10
OVERVIEW
“Starfleet could’ve sent a probe out here to make maps and take pictures,
but they didn’t. They sent us so that we could explore with our own senses.”
 – CAPTAIN JONATHAN ARCHER

BRIEFING FROM STARFLEET the exploits of the legendary Captain James T.


COMMAND Kirk, and we certainly do not expect you to try to
Welcome, Captain. Your new assignment awaits. copy his rather, ah, reckless style of command.
Before you take your place in the captain’s Another barrier, the Galactic Barrier, surrounds
chair, we want to bring you up to speed with the outer rim of the Galaxy. Both barriers contain
the current galactic situation. energy fields that have extreme effects upon
starship systems and their crews, and are nearly
Times are interesting, to say the least, with the impossible to navigate.
Federation and Klingon Empires testing each
other’s resolve despite the existence of the Treaty The Galaxy itself, for the purposes of stellar
of Organia, the increasing threat of Romulan cartography, is divided into four quadrants: Alpha,
incursions, and the uncertainty that comes from Beta, Delta, and Gamma. Each quadrant forms
constantly pushing our boundaries into the great a 90-degree wedge when seen from above or
unknown. We need to make sure you know what below the galactic plane. The Sol system, which
to expect once you take your ship out of dock serves as the center of the United Federation
and begin your first mission as captain. of Planets, is located on the border between
the Alpha and Beta Quadrants. All of the other
Some of this briefing will seem a bit basic, Federation member worlds and protectorates
like we’re covering information that you may are spread between those two quadrants. The
remember from your days at Starfleet Academy. Klingon Empire and the Romulan Star Empire are
However, some of it will be new to you — recent both centered in the Beta Quadrant.
intelligence and declassified communications
that will help you to better understand the At this time, we have charted only a fraction of
political situation facing Starfleet and the the stars and planets within the Alpha and Beta
Federation at large. Quadrants, and have only just started to send out
deep space probes toward the Gamma and Delta
THE KNOWN GALAXY Quadrants. In short, there is a lot of space out
Our Galaxy, known as the Milky Way Galaxy, is there to explore and countless new worlds and
over 100,000 light years wide and contains over civilizations to discover.
four hundred billion stars. At its center is the
galactic core, surrounded by the Great Barrier, Even with the challenges here at home in the
which is over 15,000 light years in diameter. Alpha and Beta Quadrants, Starfleet’s primary
At this time, only one Federation starship on mission is to explore, so you can be sure that
record has penetrated that barrier and returned, the bulk of your missions will take you into
though you are probably already familiar with uncharted territory.

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.

UNITED FEDERATION OF PLANETS 11


Miradorn concern to the Federation. The UFP has issued
While the Miradorn and their unusual twin- dozens of sanctions against the Syndicate,
oriented society are generally considered though enforcement of those sanctions has been
a second-tier species, their technological inconsistent from administration to administration.
capabilities and political holdings are sufficient to
be influential within the Alpha Quadrant balance There have been attempts by Starfleet
of power should they be pushed to pick one Intelligence to infiltrate the Syndicate, but every
side or another. Their starships are reasonably attempt has ended in failure, with the Starfleet
powerful, able to stand up to many Starfleet operative exposed and eliminated. The Syndicate
vessels. Their relatively simple control systems is very careful who it lets into their confidences,
and standard array of starship systems make and their membership process is both expensive
them popular purchases among independent and time-consuming and not without risk. As yet,
merchants, and you will find modified versions of Starfleet has been unable to plant a reliable agent
the vessel in more than one mercenary fleet. into the Syndicate.

Nyberrite Alliance It is believed that the Syndicate wields significant


One of the species the Federation currently power within Orion society and politics, though
enjoys cordial relations with in the Alpha this has been hard to confirm as officials and
Quadrant is the Nyberrite Alliance. Nyberrite civilians both are reluctant to speak out against
warships are said to be the equivalent of any the Syndicate out of fear of reprisal. The Orion
Starfleet vessel, and the crews of Nyberrite military is modest at best, and they possess little
vessels are often supplemented by officers and in the way of warships. However, the power and
crew from other species and political bodies. influence they possess is easily worth the power
So far, no Starfleet officers or known Federation of a dozen warships.
citizens have served aboard a Nyberrite vessel,
though this may change in the future as our Despite the apparent stranglehold the Syndicate
relationship with the Alliance continues forward. holds over Orion society, there is a small
independent group of Orions, called the Free
Orion Syndicate Traders, who conduct intergalactic trade on the
The Orion Syndicate has been a fixture of the open market. Some suspect that the Syndicate
Alpha and Beta Quadrants for decades. The created the Free Traders as a front to deflect
Syndicate originally held territory near the suspicion, though others believe that they are
Klingon Empire in the Beta Quadrant and has had what they appear to be — independent traders
dealings with the Klingons almost continuously. free from their kin’s corruption. While the Orion
The Syndicate has expanded its reach over time, Free Traders have made some useful contacts
and its criminal activities now stretch into the within the Federation, most representative worlds
Alpha Quadrant. are hesitant to do business with them because of
their suspected ties to the Syndicate. It remains to
The Syndicate is perhaps the premier known be seen if the Free Traders can operate effectively
criminal organization in the Alpha Quadrant, and independently of the Syndicate and avoid
responsible for countless acts of assassination, being absorbed or eradicated by their blood kin.
extortion, piracy, and racketeering. Covertly or
openly, they operate dozens of gambling halls Talarians
and slave markets. While most of their crimes The Talarians and Federation currently enjoy
are heinous, it is the last that is of the greatest a neutral stance, though no formal treaty or

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

UNITED FEDERATION OF PLANETS 13


space frames. Whether this means a pact or Gorn Hegemony
alliance between the two species, we do not While they mostly keep to their own space, Gorn
know. Whatever the case, rest assured that you starships ply trading routes throughout the Alpha
and your crew must be on your toes in the event and Beta Quadrants. They are known to have
of any encounter with the Klingons. Do not let connections with the Orion Syndicate. Other
your guard down. than an encounter with Captain James T. Kirk
and some other isolated incidents, Starfleet and
Romulan Star Empire the Gorn have had few dealings. We know their
Perhaps the most uncertain adversary the technological capabilities are similar to our own,
Federation faces today is the Romulan Star though the Hegemony is dwarfed by the size of
Empire. Our two peoples have long been in the Federation. Still, Intelligence believes that
conflict, though until recently the Romulans have the Gorn could be a useful ally, or, if pressed, a
kept to their side of the Neutral Zone. Recent devilish foe.
engagements with the Enterprise and Kirk’s
capture of a Romulan cloaking device have OTHER THREATS TO THE
served to keep tensions between the Federation FEDERATION
and the Romulans high, and at the moment both There are dangers to the well-being of the
sides are in a cat-and-mouse game of ‘watch and Federation even beyond the Alpha and Beta
wait’; one side or the other makes a move that is Quadrants. We will discuss some of the more
matched by the other side. Neither the Federation powerful and dangerous of them now.
nor the Romulans want to overtly antagonize the
other. Despite that, any mission patrolling our side The Terran Empire
of the Neutral Zone is cause for high alert status. It is not enough that we have plenty of
challenges to face within our own universe
The Romulans share borders with the Federation and reality; but there is at least one alternate
and Klingons, and are not all that far from a universe that we have to contend with, and that
number of other less powerful species and is what Starfleet Intelligence refers to as the
political bodies. It is likely that this is one reason ‘Terran Empire parallel.’ This parallel universe
their intelligence arm is rumored to be both was first encountered by Captain Kirk and his
experienced and effective — they have no crew in 2267, and while we hope it is an isolated
shortage of foes to infiltrate and spy upon. incident, Starfleet Intelligence recommends
vigilance, as they consider this parallel universe
Romulan foreign policy has been largely to be an active concern that might pose a threat
consistent for as long as the Federation has to the Federation.
known them: they are devoted to ruining foreign
alliances from within, and what they cannot Other Strange and Wondrous Threats
break by subterfuge, they shatter by swift military As if what we have already talked about was
action. Their cloaking technologies are powerful, not challenging enough, I have to emphasize
though not infallible, and have been used that space, for all its apparent emptiness, is
effectively against the Federation for decades. rather full. Alien probes, spatial anomalies, time
Their weapons, defensive screens, and engines distortion fields, ancient and powerful civilizations
are all on a power level comparable to our own, lost to time, energy matrices, omnipotent and
so rest assured that any fight with a Romulan omniscient beings of all kinds, gateways to
cruiser will be, barring a surprise, a closely- alternate dimensions and realities, stable and
matched effort. unstable wormholes to different quadrants and

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!

UNITED FEDERATION OF PLANETS 15


STARFLEET ACADEMY order, but as history has shown in the past, such
claims are usually met with opposition as people
LECTURE
revolted. Most of the augmented individuals
SUBJECT: LATE-TWENTIETH CENTURY were killed. We know some fell from internal
EARTH HISTORY, LESSON 26 faction conflicts while others were killed in the
wars by normal Humans resisting their rule.
“The Eugenics Wars represents a dark spot in
the history of Earth. Also called the Great Wars, “Khan Noonien Singh was a force of nature.
it was fought between 1992 and 1996. Just By 1992 he literally ruled one quarter of the
prior to that, there was an effort to improve planet. He was able to do what few Augments
Humans through genetic manipulation and could not and attract other Augments to follow
selective breeding. This resulted in individuals him in an almost religious fervor. They trusted
who were capable of feats of great strength him and willingly followed him without hesitation.
and intellect. While our records are sketchy His second-in-command, a man named Joachim,
regarding this period, we know that it took only chronicled his rise to power and how he tried
a few to take control of several countries and to be a benevolent ruler at first. According to
nations. They claim to have offered the world Joachim, he was concerned for his people’s

ARCHIVED NEWS REPORT


ARES IV COMMANDER LOST, PRESUMED DEAD AFTER FREAK ACCIDENT
November 5, 2032 – Eric Cone, Space/Aviation Correspondent, Cygnus Media Worldwide

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

UNITED FEDERATION OF PLANETS 17


to scavenge from their old masters. Right now MESSAGE TO VULCAN
they can’t seem to get past the ancient ship’s
HIGH COMMAND
computer lockout, and there are mentions of
deadly security countermeasures. It could take ARCHIVED TRANSMISSION
decades to hack, but the data in its computer Earthdate April 11, 2151
core alone is likely far more advanced than
anything we currently possess. After a series of last minute discussions,
the Humans have decided to ignore our
This is a prize that we must bring beneath the recommendations and launched their
raptor’s wing. I await further orders. experimental ship, the Enterprise NX-01.
The ship will carry the fallen Klingon who had
Jolan tru, become stranded upon Earth back to Qo’noS
while under the care of the Denobulan Dr.
Agent Firehawk Phlox. We have endeavored to explain that the
Klingons venerate their fallen warriors and
shun their injured; this has gone unheeded.
Thankfully they have accepted the star
charts and the Klingon linguistics database
that were provided by High Command and
THE HUMAN ELEMENT allowed Subcommander T’Pol to serve
aboard the ship so she may observe and
PERSONAL LOG, COUNCILLOR JELOR – guide their actions. Subcommander T’Pol
KLINGON HIGH COUNCIL has an exemplary record from her time
aboard the Seleya under Captain Voris and
The events involving courier Klaang’s crash landing as my own personal attaché here at San
on the planet Earth has revealed more than the Francisco so I believe she is well suited to
Suliban Cabal’s efforts to dismantle the Klingon this mission. These safeguards may stop this
High Council – the Human element. It has become course of action from having catastrophic
clear that these Humans represent a possible repercussions on the security of the Galaxy.
unique threat to the Klingon Empire. While the
exploits of the burgeoning United Earth Starfleet As you may recall this is not the first time
are to be acknowledged for abetting in the halting Admiral Forrest has ignored our council—his
of the Suliban threat, the Empire should take note continued support of Captain Archer’s erratic
in the possible menace represented by the Human actions rather than following the more logical
tenacity and resolve. option has occurred on multiple occasions—
but this decision may prove to be his most
destructive. In the thirty years as the appointed
ambassador to Earth I have noted that the
Humans seem to have an inherent compulsion
tugh qoH nachDaj je chevlu’ta’. to rush into the unknown without any thought for
the consequences.
The Vulcan High Command may have inherited
more than they bargained for in taking the United Live long and prosper.
Earth and its Starfleet under their wing.
Ambassador Soval

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.

UNITED FEDERATION OF PLANETS 19


UFP WORLD STATUS ADVISORY species carving up your planet when the scars
are still visible a century and a half after the fact!
COMMITTTEE MEETING
What should we do, T’Prae? Forget the damage
TRANSCRIPT they did?
Spring Session 2311
T’PRAE: I am suggesting no such thing, merely
Topic: Xindi Council application for recognition by and full that perhaps the time is right to offer the Xindi
membership in the United Federation of Planets Council a fresh start. This committee is, itself,
the product of many species of former enemies
Present: Vice President Anaya Chanda, Committee Chair & learning to work together for the betterment
Moderator; Afia Dakr, United Earth; Sabra Malir, Denobula; of all. The Galaxy has changed significantly,
T’Prae, Vulcan; Nargl, Tellar; Shrax, Andorian Empire; M’Rissa, Afia, since the days of the Xindi war. Evidence
Caitian Homeworld; Liarea, Risan Hedony. suggests they have as well.

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

UNITED FEDERATION OF PLANETS 21


DUOTRONIC COMPUTING innovation long ago; their engineers are nowhere
close to this kind of technology.
INTERCEPTED REPORT
Also in attendance were several high-ranking
Proconsul, officials of Starfleet who responded to the
demonstration with typical Human exuberance,
Despite Major Talok’s blunders decades ago, and immediately engaged in discussions with
those of us embedded in other Vulcan agencies Daystrom. It is my belief they intend to acquire
remain secure. Per standing orders, I break this technology for their new Constitution-class
communications silence to report on a source of war vessels, bringing their tactical and offensive
potential interest to the Empire. As a member of capabilities to a level on par with the Empire.
the Vulcan Science Directorate, I was extended
and accepted an invitation to witness the Acquiring this duotronic technology is a goal of
demonstration of a new processing technology the highest priority. Not only would its acquisition
by the Terran scientist Richard Daystrom, an give the Empire stable, reliable technology to
innovation he terms “duotronic computing.” replace our own aging systems, we also gain an
immense tactical advantage in understanding
I must admit, his work is impressive. His the Federation’s warships while preventing them
technology represents a breakthrough in from achieving advantage over the Empire.
sensory precision and processing speeds
unmatched by even the most brilliant of our Intelligence dossier on Daystrom and detailed
scientists. The Vulcans stalled in their creative technical notes to follow.

THE EARTH-ROMULAN WAR


ARCHIVED DIARY ENTRY, KIRK, JAMES T., CAPTAIN. SC 937-0176 CEC.
U.S.S. Enterprise NCC-1701. Stardate 1711.1

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.

ROMULANS SIGN PEACE TREATY; SEVER ALL DIPLOMATIC TIES


FEDERATION NEWS SERVICE BULLETIN
April 23, 2311

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.

UNITED FEDERATION OF PLANETS 23


With our fleet decimated, we expected Although the Federation attempted to spy on
the Terrans to continue towards Romulus; us with a series of outposts on their side of
instead, they sued for peace. Negotiations the Neutral Zone, we could easily slip past the
took place over audio channels only and led to Federation’s prying eyes and spy on them thanks
the creation of the Neutral Zone demarcating to our cloaking devices. We remained a mystery
the Galaxy between ourselves and the to the Federation until we destroyed several
nascent Federation. of the Federation’s outposts and fought the
Federation’s flagship, the Enterprise NCC-1701.
These minor engagements let us test our new
THE NEUTRAL ZONE ships and tactics. Not every test was a success,
but we learned more from those encounters
INTERCEPTED REPORT than the Federation did. And we could always
Executive Summary for the Imperial Senate. slip beyond the Federation’s grasp thanks to the
Presented by Admiral Kylor Jerok, Intelligence Neutral Zone.
Analyst, Romulan Imperial Fleet.

After the humiliation of the Battle of Cheron, TAL SHIAR TACTICS


we negotiated the peace treaty with the
Federation that created the Neutral Zone, our INTERCEPTED LECTURE
shield against the Federation. From behind
the safety and security of the Neutral Zone, Many speak of the glorious victories of the
we entered into an unheralded arms race. Romulan Star Empire. History is rife with
Our scientists, hidden from the prying eyes ostentatious verse in tribute to many successes
of the Federation, developed new starships, enjoyed by the Senate and Imperial government.
better weapons, and the cloaking device. Our Few will speak of the Empire’s most colossal
admirals developed new tactics. We had also blunders. Perhaps it has something to do with
consolidated our hold over the Beta Quadrant the death sentence attached to such, but you
and expanded our sphere of influence. are officer candidates of the Tal Shiar. If you

FEDERATION FOUNDING CEREMONY


EXTRACT FROM CEREMONY TRANSCRIPT, 2161

ANDORIAN AMBASSADOR AHRYNN: [Audio indicates outcry in the chamber.


“…and with the goal of this United Federation of Planets Indistinct. A gavel can be heard, and a voice
being the prevention of conflict through cooperation, I – presumably that of Earth Ambassador
hereby propose that those of us assembled immediately Vanderbilt – calling “order.”]
offer membership to the Klingon and Romulan peoples
as well. For I fear that without an effort to truly ally all of Footnote: Ahrynn’s proposal was rejected.
the major powers, we merely set the stage for future Ambassador Sarahd replaced Ahrynn as
conflicts – and not merely internecine struggles amongst head of the Andorian delegation, signing
ourselves, but wars which could engulf the Alpha and Beta the Constitution, and eventually serving as
Quadrants, and eventually the entire Galaxy.” Federation Vice President.

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

UNITED FEDERATION OF PLANETS 25


The captain of the Enterprise, carrying both CAPTAIN GARTH
Andorian drone-ship survivors and a Tellarite
diplomatic delegation, co-opted the telepresence PERSONAL LOG
technology, enabling other Andorian mutants
to contact Valdore’s captive, and Valdore’s A triumphal procession, like they used to throw
plot unravelled as quickly as he had threaded in ancient Rome. That’s what they gave me,
it together. In essence, Valdore led the infant marched down the Boulevard of Heroes and
alliance of our enemies into forging stronger and enshrined forever as Garth of Izar. It nearly made
closer bonds, eventually resulting in the Coalition it seem worth it; the crowd’s applause drowned
of Planets and its successor, the United out the screams of my bridge crew, the flashes
Federation of Planets. of recorders brighter than the brief flames of
the ships at Axanar disintegrating into nothing.
Valdore should have been executed for his
blunders, and Vrax as well, but the two managed Unlike the Caesars I didn’t need a slave
to survive the tender mercies of imprisonment. whispering “Remember thou art mortal” into
An equally colossal blunder by our illustrious then- my ear. I realized my mortality when the car
Praetor freed them both to fight the Coalition carrying my senior staff exploded and tore away
of Planets they had created, which eventually half of my body. Thirty-three years old, hero of
resulted in Vrax’s ultimate achievement: the Federation and all I have left is a trip to a
ascension to the rank of Praetor in 2265. medical research colony where I’ll spend the
rest of my life as a lab rat for experimental
Can you guess how well that upwards failure reconstruction procedures that I’m told will end
worked in the Empire’s favor? up being half measures at best.

THE ORGANIAN PEACE TREATY


PERSONAL LOG, DAHAR MASTER KOR

“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

then he attempted to take command of the


811 832 832 529 816
ship, ordered me to execute Starfleet General

UNITED FEDERATION OF PLANETS 27


WILLARD DECKER THE KLINGON HIGH COUNCIL
PERSONAL NOTE FROM JAMES KIRK INTERCEPTED REPORT
STARDATE 4217.3
“Kor, commanding, I.K.S. Klothos. All glory to
Will, the Empire.

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

Jim “Honesty compels me to admit that I was not a


very good person for many years.

“I do not say that lightly. I got by on early


breakthroughs for decades, and along the way

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.

UNITED FEDERATION OF PLANETS 29


began to harbor resentment and ill-will against chastised, even though the murder charges
my fellow scientists. My ego, not inconsiderable had been dismissed. I expected, and deserved,
at the best of times, became virtually to be forgotten as a scientist upon my release,
unbearable. And unsatisfied. In an attempt remembered only for the tragedy that sprang
to assuage my ego, I tried to become God, to from my fevered brow.
create life, in the form of the M-5 computer. It
cost me dearly. “I was instead greeted by the very same
colleagues I had thought were mocking me all
“I am guilty, by proxy, of one murder onboard those years. That terrible day had made me
the U.S.S. Enterprise. Fifty-three onboard the Human in a way I had never been before. I was
Lexington. Four hundred and thirty onboard able to resume my work, and now here we are.
the Excalibur. I carry the weight of the souls of Today you do me the signal honor of giving these
almost 500 Starfleet officers on my conscience. halls of higher learning my name. It is an honor
I do not say that lightly, either. I do not deserve, but I accept it with a grateful
and humble heart.
“I had a complete nervous breakdown that day,
and spent the next decade in a succession of “Thank you, all of you, for your faith in me. Thank
psychiatric facilities. I was thoroughly, properly you very much, indeed.”

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

03.10 Starfleet’s Purpose 032 03.40 Assignment 043


03.20 The Prime Directive 034 03.50 Duties 045
03.30 Starfleet Academy 038 03.60 Landing Parties 048

NN 1228 32 5502

YOUR CONTINUING MISSION 31


03.10
STARFLEET’S PURPOSE
“You keep wondering if man was meant to be out here.
You keep wondering; you keep on signing on.”– CAPTAIN JAMES T. KIRK

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.

YOUR CONTINUING MISSION 33


Next comes the Starfleet commander-in-chief, The fleet admirals make up the next level in the
who is responsible for Starfleet as a whole. The chain of command. As their title indicates, fleet
CIC sets the policies and initiatives for the entire admirals are responsible for an entire fleet of
organization, keeping in mind Federation needs starships (and starbases). Typically, this comprises
and priorities and Starfleet’s mission statement, several sectors, such as the region of space along
regulations, and precedence. They receive a the Klingon border. Their responsibilities include
daily briefing on Starfleet’s overall disposition overseeing and directing all the ships within their
as well as any matters that may rise to the respective fleets and serving as the link between
level of his or her attention. Examples might individual admirals and Starfleet Command.
include hostilities along the Romulan border
or the approach of a potentially hostile alien Admirals command more than one ship. They are
probe. They are in frequent contact, and consult typically posted to a starbase (though not always)
with, admirals throughout the service. Starfleet and command all the Starfleet vessels in their
monitors all fleet operations through Starfleet area of responsibility, most often a specific sector.
Operations, which maintains the present position They are the officers most frequently in contact
and disposition of every starship and starbase at with a starship’s captain, with orders and mission
the Fleet Operations Center on Earth. assignments coming directly from them.

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.

YOUR CONTINUING MISSION 35


A SWORD OF DAMOCLES You must determine how to interpret the Prime
Directive in any given situation. Starfleet gives
From Captain Katherine Unmeyer’s commanding officers wide leeway regarding
lecture series On the Nature of Starfleet, whether and how the Prime Directive applies.
Starfleet Academy In the early years of Starfleet, captains tended
to err on the side of intervention, interpreting
The Prime Directive. Singular and ubiquitous, the Prime Directive to only apply to living,
it governs our approach to how we deal with growing, developing civilizations; they interfered
nascent civilizations and all those we encounter in situations where the society fell into a state
in our journeys between the stars. But every of arrested development, had been somehow
cadet should know, should understand, that this enslaved, or faced mortal danger. The most
directive, while born of a desire to provide agency famous example is Capt. James T. Kirk, who
to those we encounter and not force them along has been accused of being slow to invoke the
our path is a Sword of Damocles, it is both the Prime Directive. Other officers have taken it
overriding paradigm by which we operate in as an absolute, and are willing to watch whole
order to allow freedom, and a burden that at societies perish from natural or evolutionary
times forces us to stand watching while terrible causes rather than interfere.
circumstance wreaks a bloody price.
The truth is the application of the Prime
At the Academy we are taught that to interfere, Directive exists along a continuum depending
to bring technology and our definition of on many factors. Is the planet a Federation
civilization to those we encounter almost always colony? Has there been prior contamination by
leads to chaotic disruption. But it is hardly easy Federation citizens or Klingon agents? Is the
to walk the other route, to follow the Prime planet in negotiations with the Federation? Is
Directive means that we must, at times, stand it possible to intervene without revealing the
by when problems we could easily solve lead to existence of other spacefaring civilizations?
destruction, suffering and death. Should an officer violate the Prime Directive,
he or she is expected to provide detailed
I say this, not to criticise the ideology of our justification in their logs; should Starfleet
approach, but to ready you for the price this path Command deny the reasons, the penalty for
asks of us. It is no easy thing, our Prime Directive, violating the Prime Directive ranges from a
and while we are right to concede agency to those reprimand in the officer’s permanent record to
we encounter, it has a cost. At times we will invest outright dismissal from the service (and
in the circumstances we encounter our emotions, possible imprisonment).
our passions, our hopes; it is only Human to
do so. But it carries a heavy price, and that we Starfleet recognizes many exceptions to the
can bear knowing only that the alternative – to Prime Directive. These do not revoke the Prime
intervene or control – has been demonstrated Directive in its entirety, however. If warranted,
throughout history to be disastrous. Between starship crews are expected to intervene in the
forcing a solution regardless of price and allowing least intrusive way possible when the situation
a solution to be discovered and owned by the calls for it. For example, if required to repair a
discoverers, history shows us that there is no truly prior cultural contamination, you are expected
compassionate choice to make but to follow the to do so in a way that does not lead to even
Prime Directive. greater interference. These exceptions include,
but are not limited to: the society already knows

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

THOUGHTS ON THE PRIME DIRECTIVE


CAPTAIN’S LOG, SUPPLEMENTAL

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.

YOUR CONTINUING MISSION 37


03.30
STARFLEET ACADEMY
Welcome. people exist who are more curious than
average and less averse to risk. In a situation
Your decisions, from this point on, affect the lives as resource-rich as the Federation, how is
of Federation citizens. Perhaps it will be only a their specific potential realized? The answer,
handful — those on your ship or on a landing of course, is Starfleet. It is reaching out toward
party — or, as experience has shown us, perhaps the unknown that defines that type of person.
it will be the lives of us all. Our expectation is that It is not the only answer, but it is what defines
under all these circumstances, you and your crew a starship crew.
will represent the finest that Starfleet has to offer.
Starfleet Academy has been meticulously set
Due to the overwhelming number of experiential up — from our initial public contact with families,
iterations that may have led to your placement in through the candidate’s initial application,
a command position, the Starfleet Office Material entrance exams, psychological tests, selection
Management has compiled the following summary committees, preparatory program, curriculum,
of what to expect from your Academy-trained training cruise, and final placement — to pull
crew and from later recruits and/or transfers. through the curious and the brave. While this
manifests differently in its outward expression
from species to species, it is a virtual guarantee
WHY WE SEND PEOPLE TO that your crew will exhibit these tendencies.
THE STARS
Since the very beginning of the Federation, there They are, to date, the reason why the Federation
has been a consistent but steadfast group of has had unprecedented success in contact with
Federation members who have questioned why new worlds and new civilizations.
Starfleet sends people into space. Why not send
drones for exploration and keep people safe?
Barring the M-5 incident in 2268, which involved FOSTERING LIFE-LONG
deaths aboard the U.S.S. Excalibur and U.S.S. LEARNING
Lexington, the types of programs needed to Starfleet Academy runs a rigorous academic
run ships have been technically feasible since course, comprised of advanced educational
the mid 23rd century. The question was never tracks that can take from four to eight years to
“could we?” It has always been “should we?” Is complete, leaving a cadet with the possibility of
it ethically desirable to promote efficiency over graduating holding several degrees in a variety
Humanity (or, as later argued, over any species)? of majors. While there is an incredible variety
of majors to be found — advanced theoretical
The consensus was reached that the answer physics, astrophysics, engineering, exo-
was embedded in Starfleet’s original promise: archaeology, exobiology, probability mechanics,
“to explore strange new worlds, to seek out sociolinguistics, and zoology to name a few — all
new life and new civilizations, to boldly go cadets must meet certain requirements.
where no one has gone before.” More notably,
each recognized in that debate that, within Cadets are expected to have an exhaustive
each species, it is a statistical certainty that understanding of Starfleet’s General Orders

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.

YOUR CONTINUING MISSION 39


VALUES AS RELATIONSHIPS The Federation ethos, though, has been one
of communication and understanding, building
In Chapter 5: Reporting for Duty, creating bridges of trust and mutual admiration with
Values for Player Characters is a key part of the disparate, sometimes even hostile, cultures.
character creation process. Values form the key Effective team-building and the Vulcan tenet of
convictions and beliefs of your character, and one IDIC — respect for infinite diversity in infinite
of these Values can be a relationship with combination — became the center around
another character. which the curriculum was restructured. The
hard lessons learned from the earliest days
As Starfleet Academy encourages connections of space exploration to the present were
between teammates and developing those applied to the “rogue officer” problem with
connections through shared experiences. It unmitigated success.
could be that during character creation, you
and another Player decide they know each other In brief, the Academy experience became,
from the Academy – and it is not uncommon for and is still, focused around the idea of building
characters on various series of Star Trek to know cooperation among team-mates. The more
each other before their current assignment. disparate the individuals, the harder the cadets
Deciding on a relationship based Value from the are expected to work at finding connections
Academy, you should consider how you met, how with their fellow cadets and minimizing the
you’d describe your relationship and under what differences. This fosters a pan-universal
circumstances did the relationship develop outlook for their placement in other crews in
the future.
“… has always got my back” may come from the
lasting support of a fellow cadet at the Academy. This may manifest differently from individual to
individual. A person may be socially anxious
“… is a study buddy” may form a relationship with and possess very view overt friends, but
a colleague with which theoretical work is easier his connection to his work may be where
or provides better results his passions shine. It is the mark of a good
commander to actively seek out their crew’s
“Competitive with…” may frame a relationship as proclivities whenever possible. The Academy
one of friendly or fierce competition dating back to works hard to push and even exceed the limits
days as Academy rivals. of their students through shared experiences.
A commander, talking with his crew, may find
connections through Academy experiences.
A complex simulation was run to analyze the For example, how did they handle the difficult
impact of this combination of individuality experience of the Kobayashi Maru?
and cutting edge technology. Consistently,
the simulation predicted the dissolution of
Starfleet by rogue action. A copy of this report, HANDS-ON, CUTTING-EDGE
adding examples like the Ekos Incident, the RESEARCH
fate of the U.S.S. Exeter, and Captain Garth’s A commonly overlooked asset is that Starfleet
degeneration, was presented to the Federation Academy, by design, is a research university.
Council and led to a Vulcan recommendation It is staffed by leading experts in their fields
to scrap Starfleet in favor of a more stable and who are committed to performing cutting edge
sedate revision. research while also training the officers of

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

YOUR CONTINUING MISSION 41


THE EMOTIONAL COST OF EXPLORATION
From Captain Katherine Unmeyer’s lecture series On the Nature of Starfleet,
Starfleet Academy

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).

YOUR CONTINUING MISSION 43


YOUR ONGOING MISSION X Then there’s the ship’s specific, long-term,
In the 23rd century, with Starfleet’s resources mission; these are typically broad. “Catalog
limited, starship tours are limited to a duration of all gaseous anomalies in a particular sector.”
five years. During each “five-year mission,” ship “Patrol along the Klingon Neutral Zone.”
and crew are far from Starfleet support. Aside “Survey all the star systems in a newly
from occasional stops at a starbase for re-supply discovered region of space.”
and repair, it is possible for a starship crew to go
for months without seeing another Federation X In addition, before setting out, every starship
citizen. Even subspace communication might take captain receives a command packet of
weeks or months to reach Starfleet. The strain missions to be addressed at specific times.
on ship and crew can be challenging, so it was As tradition dictates, this is still printed onto
decided to limit deployments so ships could be paper and collected into a dossier (it’s also
refitted and repaired, and crew could return home available on microtape). These missions
for extended shore leave. are based on your projected course and
Starfleet’s needs: provide medical exams to
When we talk about a starship’s mission, we’re the members of the archaeological base on
referring to several things simultaneously. Trent Massi; represent the Federation at the
coronation of King Pyrim of Antos IV; transport
X There’s the crew’s ongoing mission to seek Ambassador Varik to Argelius, and so forth.
out new worlds and new civilizations — a
mission statement for who we are and what X Over the course of your mission, you may be
we are about. contacted by Starfleet Command (through
your admiral) to address unforeseen, emergent
situations, such as diverting a planet-killing
DEPARTMENT COLORS asteroid. And, of course, you and your crew
may stumble upon circumstances that
Starfleet has largely used three colors to demand attention; you have the authority as
distinguish the three main departments in the a starship captain to divert to handle these
service — gold, blue, and red. (Except for a brief situations (subject to later Command review).
flirtation with additional colors in the late 23rd-
Century, which included orange, white, and green). Putting it all together, your overall mission
might be to collect samples from comets in the
In the mid-2260s through the early 2270s, the Goodman Cluster; this is what you’ll be doing
command branch wore gold shirts, the sciences the majority of the time. Inside your command
wore blue shirts, and operations wore red. Given dossier you’ll find individual missions that include
the high mortality rate among “red shirts”, the scheduled stops at Starbase 112 for re-supply,
operations branch acquired a stigma within the the Harren Colony for their annual medical review,
service, and there has been talk within Starfleet and investigating mysterious RF emissions
Command to alter uniform colors and adjust the emanating from a supposedly uninhabited
organization within the command division. Among planet. Meanwhile, you could also be diverted
the items being discussed include the command by Starfleet Command to study an emergent ion
and operations division eventually switching uniform storm and investigate the disappearance of a
colors, and the positions of navigator and helmsman science station. As you can see, your “ongoing”
possibly moving from command to operations. mission is actually a number of specific missions
that fall under your over-arching assignment.

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.

YOUR CONTINUING MISSION 45


DIPLOMATIC MISSIONS the face of mistrust and even hostility. Our goal is
In addition to missions of scientific importance, to foster peace and amity throughout the Galaxy,
Starfleet engages in a variety of diplomatic making diplomatic missions perhaps even more
missions. As much as they are mobile important than our scientific endeavors.
scientific platforms, starships are also floating
diplomatic outposts, able to conduct first First Contact
contact assignments, provide neutral ground for This is the other iconic mission for a Starfleet
negotiations, and transport ambassadors to vital officer — to seek out new lifeforms and new
diplomatic conferences. civilizations. Once a new species has been
identified, they have to be studied; are they
Conflict Resolution ready to learn about other starfaring races?
Starfleet’s mission has always been one of Are they potentially hostile? Do they possess
peace; we seek the peaceful resolution of the necessary technological advancements?
hostilities first and foremost. Over the course After months, or even years, of long-range
of your travels, you will no doubt encounter reconnaissance and clandestine observation,
conflicts that don’t even involve Starfleet or the when the time comes, someone has to make first
Federation — you may even somehow become contact. This can be dangerous, with the potential
embroiled in these conflicts. But you and your to cause political or religious upheaval, or lead
crew are uniquely positioned to put an end to misunderstanding. Although many times,
to hostilities, separate the combatants, and the Federation Council will send out a qualified
lend assistance. You may even find yourselves ambassador to make first contact, sometimes
effectively serving as the Federation ambassador it will fall to you and your crew to reveal the
to resolve these conflicts, using your starship existence of other planets and civilizations in the
as neutral ground where compromise can take Galaxy. First contact missions always require the
place. This is an opportunity to demonstrate most patience and gentle diplomacy.
Federation ideals through the use of your good
offices to negotiate a settlement. PROTECTION AND SECURITY
In addition to the wide range of sensors,
Diplomacy scanners, and probes starships are outfitted
Transporting a Federation envoy to negotiations with, we also bring with us awesome destructive
on Parliament. Ferrying the Dohlman of Elas power undreamed of in earlier centuries. A single
to Troyius. Hosting alien ambassadors on their Constitution-class starship could lay waste to
trip to a conference on Earth. You must lend a planet’s surface. A starship captain wields
whatever support and assistance is necessary to more power than all the armies of Earth’s history
see these diplomatic missions to their successful combined, and must use it judiciously.
completion, up to and including providing
security for diplomatic personnel and protecting Aid and Relief
negotiations from outside meddling. Diplomatic Unlike port of call missions, your starship has
missions can in some ways be more challenging been tasked with providing aid and relief to
than fighting the Romulans — preventing a Federation member world or ally, colony,
opposing viewpoints from escalating into violence starbase, or other outpost. You may even be
among diplomats, preventing your own prejudices tasked with lending aid to a non-aligned world,
from interfering with your ability to complete at the behest of the Federation Council, in the
the mission (or taint the negotiations), and hopes of fostering closer ties or in the name of
demonstrating the best of Federation principles in humanitarian concerns. Possible assignments

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

COMMUNICATOR TRICORDER PHASER TYPE-2 50030

YOUR CONTINUING MISSION 47


03.60
LANDING PARTIES
The mission of a captain and their starship to Diplomatic missions at first appear straightforward
explore new worlds and seek out new civilizations affairs, but cultural mores and traditions of alien
comes in many forms. While a starship is a cultures are a major factor to consider. Failure to
powerful technological wonder, there is nothing understand the cultures of species involved can
more effective than hands-on exploration. To disrupt negotiations, exacerbating an already
accomplish the Federation’s goals a captain will tense situation. This is especially true of peace
need to utilize the full skills of their crew. negotiations where the diplomats must navigate
the complex relationship between embittered
Landing parties staffed by the diverse and skilled enemies. A failure to respect a species’ traditions
members of your crew are key to accomplishing could ruin months of work. It is essential that
the UFP mission. Your crew is tasked with a wide landing party members be well studied in the
variety of missions for the Federation ranging cultural traditions and expectations of the species.
from diplomatic and scientific assignments to
military operations. While the Galaxy is full of
wonders and new discoveries, it is also rife with RELIEF MISSIONS
danger. When you select a landing party for a Landing parties will also engage in a wide variety
mission you should make sure to staff it with of relief missions: Providing medical aid to a
qualified individuals, and trust your department world affected by a plague, delivering food relief,
heads’ recommendations for the assignment. For relocating refugees fleeing conflict, constructing
the most sensitive assignments, your first officer emergency shelters for at risk populations, and
will likely lead the landing party supported by other relief actions.
your second officer, though captains do have the
privilege of leading the landing party themselves. Successfully executing relief operations requires
constant training and preparation. Tragedies
Make no mistake, when you send your crew on can unfold quickly and an organized response
missions, they will be in harm’s way. The burden reduces greater suffering and loss of life. Your
of command means some of your crew might not crew must perform regular drills, planning and
return from their assignments. Your crew is highly preparing for every possible situation. There is
trained Starfleet personnel and you must trust in no certainty regarding what they may face in a
their abilities. dangerous Galaxy.

Medical teams must be prepared to act at


DIPLOMATIC MISSIONS a moment’s notice to provide medical care.
The core of Starfleet’s mission is to promote Security teams should expect tense situations
peace and understanding between all species where oppressive regimes, terrorists, or other
and a Starfleet vessel acts as a platform for hostile actors target Starfleet personnel and
promoting peace. A Federation starship can act those they have come to help. Engineering teams
as neutral ground for negotiations and diplomatic must be ready to get vital systems on damaged
teams represent the Federation in tense political starships and planetary facilities repaired quickly
situations acting as neutral parties negotiating to save countless lives. Practice and preparation
treaties between fierce rivals. will help them face any eventuality.

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.

YOUR CONTINUING MISSION 49


PEACEKEEPING & MILITARY throughout the Federation. Security teams will
OPERATIONS find themselves dealing with law enforcement,
Starfleet captains are tasked with protecting the protecting Federation dignitaries, and defending
Federation from internal and external threats. Federation facilities.
While the Federation is not in open conflict with
any major power, there are regular risks ranging Crew members should be skilled in a wide
from Orion pirates and other species, and, if variety of security and investigative fields.
war is formally declared, your crew will find Forensics and criminal psychology will reveal
themselves on the front lines. the perpetrators of crimes, while knowledge
of the local culture and politics will provide
Under the auspices of the Federation Charter, insight into local conflicts. In the event of armed
Starfleet is responsible for maintaining the conflict, security personnel should have a keen
peace within the Federation and assisting its understanding of the area, an awareness of
allies in regular peacekeeping and interstellar entry and exit points, as well as any security
law enforcement. While the Federation is a precautions already in place. Military operations
society dedicated to peaceful co-existence, will see personnel deployed in a time of war and
criminal enterprises and pirates are an ongoing understanding tactics and strategy is essential
problem for border colonies and isolated trade for bringing personnel home safely.
lanes. Your crew will be deployed on a variety
of missions maintaining peace and security
COVERT OPERATIONS
Starfleet prefers diplomatic solutions to resolve
INTERCEPTED PERSONAL LOG its problems with rival governments, but Starfleet
personnel are required to take on covert missions
Commander Charvanek, ChR Memenda in the interest of the Federation. Your crew may
Stardate 5027.4 be called upon to acquire important data, covertly
protect foreign dignitaries, rescue hostages, or
“I cannot believe I fell for Federation treachery. collect intelligence. You and your crew may be
The Enterprise First Officer Spock led me to think sent on clandestine missions key to the security
he was going to defect to the Empire and deliver of the Federation, but a mission’s secrecy means
us the prize of Starfleet. His captain had ordered the Federation may be unable to acknowledge
the ship to cross into the Neutral Zone. Spock your crew’s activities if captured on the operation.
stated the captain had been under duress and Many foreign governments do not have the same
his state of mind was fragile. He killed his captain respect for individual rights and records show
in self-defense except it has become apparent they are more than willing to subject captured
that Spock was a party in the theft of our cloaking personnel to humiliation and torture.
device, which he freely admits. The punishment for
such actions is death. It is a shame. I had hoped
to explore our relationship further on a more 2I3 646 941
personal level. Now, he has not only embarrassed
me in front of my crew, but the Praetor will not 463 204 200 534 817
take kindly to the theft of our cloaking device. We
must get it back at all costs even if it means the 389 205 203 832

destruction of the Enterprise itself.”


396 522 402 751

50 CHAPTER 03.00
04.00
OPERATIONS

04.10 Introduction 052


04.20 Basic Operations 054
04.30 Advanced Training 068

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.

ATTRIBUTES, DISCIPLINES, AND FOCUSES


A character has six Attributes – Control, A character also has Focuses, which are categories
Daring, Fitness, Insight, Presence, and Reason of specialization, representing training and practical
– which encompass their innate capabilities. A experience in specific fields. Focuses do not have a
character’s Attributes range from 7 to 12. rating of their own.

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.

DIFFICULTY ZERO TASKS


Certain circumstances can reduce the At the Gamemaster’s discretion, a character can
Difficulty of a Task, which may reduce the still choose to roll the dice against a Difficulty of 0
Difficulty to zero. At other times, a Task may and can generate Momentum as normal (because
be so simple that it does not require dice to zero successes are required, every success
be rolled in the first place. These are Simple generated is Momentum), but this comes with the
Tasks. If a Task is Difficulty 0, it does not normal risk of Complications as well. This sort of
require dice to be rolled: it is automatically Difficulty 0 Task can be quite useful if it’s important
successful with zero successes, with no risk to see how successful a character is, but there’s no
of Complications. However, because no roll is real chance of failure.
made, it cannot generate Momentum – even
bonus Momentum from Talents, particularly Example: Lieutenant Sulu is piloting the U.S.S.
advantageous situations, etc. – and the Enterprise, maneuvering around a disabled Klingon
character cannot spend any Momentum on cruiser during battle. There’s no real chance of failure,
the Task either. so the Gamemaster decides that it has a Difficulty of 0.
However, it’s still valuable to see how well he succeeds,
so Sulu still rolls for the Task, generating Momentum that
can be used to benefit himself and the crew.

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.

X Both characters fail: The active character


Example: During a battle against the Romulans, fails to achieve their goal, and no Momentum
Captain Kirk points out a specific location on is generated.
the bird-of-prey and gives the order to open fire.
His specific direction is treated as assistance to X Both characters succeed: Compare
Ensign Chekov’s attack; Kirk rolls 1d20 against the total Momentum generated on each
Reason + Command, representing the fact character’s Task roll. The character with the
that his assistance comes from his direction and higher Momentum wins, and achieves their
leadership skills, rather than from providing direct goal, but loses one Momentum for each
aid. Any successes that Kirk generates are added Momentum their opponent scored. The
to Chekov’s Task, and assisting Chekov takes up loser then discards all the Momentum they
Captain Kirk’s turn. generated, and cannot spend any. In the
case of a tie, the active character wins, but
Opposed Task doesn’t have any Momentum left.
At times, a character will not simply be trying
to overcome the challenges and difficulties Example: Commander Reiter is locked in hand-
posed by circumstances; instead, they may find to-hand combat with a Klingon warrior, and
themselves trying to best an opponent. These lashes out with a roundhouse kick. This is an
situations call for an Opposed Task. Opposed Task, with a Difficulty of 1 for each
participant. Reiter has Daring 10 and Security 4,
With each Opposed Task, there will be one for a Target Number of 14, and is using a Focus
character attempting to do something, and in Martial Arts. The Klingon warrior has Daring 11
another seeking to resist or avoid the first and Security 3. Reiter rolls an 8 and a 12, scoring
character’s attempts. These are the active and two successes, enough to generate one Momentum.
reactive characters, respectively. The Klingon rolls a 6 and a 15, scoring only a single
success, and no Momentum. After a few moments
Both characters attempt a Task normally, with of struggle, Commander Reiter forces his way past
a base Difficulty of 1, which may be adjusted by the Klingon’s defenses and brings down his foe.
circumstances. If the situation dictates,
each character may have a different Difficulty Complications
for their respective Tasks. The outcome of the Things don’t always go entirely to plan. When
Opposed Task depends on both characters’ attempting a Task, each d20 that rolls a 20
Task results. creates a Complication, which comes into play

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.

Once the character’s Task has been resolved,


942 495 955 597 any unspent Momentum is added to the group
pool; Momentum that cannot be added to the
286 301 559 884 group pool is lost if it isn’t spent.

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.

SHIPWIDE ENVIRONMENTAL STATUS 452

234

542

234 234 8743

456 234
567

568 345
217895

897
457

890 345 345


784
876 789 789

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.

X Disruption: The effect of the opposition is X Contest: The opposition is attempting


disruptive and distracting, even inconvenient, to complete the same objective, and to
but nothing more. Task Difficulties may complete them sooner than the characters.
increase by one or two because of the Each side attempts a single Task, then
presence of this opposition, representing their hands over to the other side to attempt a
interference and the disruption it causes. It Task, regardless of which specific characters
might even increase the Complication range attempt each Task. Whichever side
of the characters’ Tasks. completes the Challenge first, achieves some
greater advantage. Characters can spend
X Direct Opposition: The effect of the Determination to attempt a second Task
opposition is to directly act against the before handing over to the other side.

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.

Extended Tasks and Momentum X Progression X: The character inflicts an


Momentum generated on the Tasks that comprise additional X Stress for each effect rolled.
an Extended Task can be used in all the normal
ways, but there are a few Momentum spends that These benefits might be granted to the
apply specifically to Extended Tasks. These are character using the ideal tools for the situation,
listed in the table below. by gaining favorable circumstances (such as
an Advantage), or by the Talents a character
Extended Tasks and Effects has learned.
Due to the use of A on extended tasks, some
consideration needs to be made for what

EXTENDED TASK MOMENTUM SPENDS

NAME COST DESCRIPTION

Additional Stress 1 Repeatable. Add 1 Stress to the A pool result.


Piercing 1 Repeatable. Ignore up to two Resistance for this Task.
Re-roll A 1 Re-roll any number of Challenge Dice from the current Task.

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…

PERSONAL LOG: CAPTAIN DENISE STYLES, U.S.S. VICTORY


“Captain’s Personal Log: I’m not sure when I’m going to Lieutenant Corso, our resident historian, says
get another chance to record. The fleet is in position that exploration and expansion inevitably leads
in the Cheron system. It’s the largest assemblage of to war. I don’t know. I sometimes wonder if
vessels I’ve ever seen. Vulcan, Tellarite, Andorian and treating territorial conflict between nation-
Human. Intelligence is telling us that the Romulan fleet states as some kind of universal constant
incoming is even larger. We’re expecting contact in removes our responsibility for it. What if it’s
another six hours. What happens after that is in the lap not inevitable? What if instead, it’s something
of the gods. that Humanity carries with us, like some kind
of virus?”

72 CHAPTER 04.00
05.00
REPORTING FOR DUTY

05.10 A Career in Starfleet 074 05.40 Supporting Characters 113


05.20 Lifepath Creation 081 05.50 Talents 116
05.30 Creation in Play 111 05.60 Character Development120

DK 120 20 6620

REPORTING FOR DUTY 73


05.10
A CAREER IN STARFLEET
“Are you trying to get yourself killed? Do you know how much Starfleet has
invested in you?” – CAPTAIN JAMES T. KIRK

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.

REPORTING FOR DUTY 75


INFINITE DIVERSITY IN INFINITE COMBINATIONS
The United Federation of Planets enshrines the rights and rather than being ignored or marginalized as
freedoms of all individuals, and forbids all manner of unfair they may have been in the past. To reflect this,
discrimination by species, ethnicity, nationality, spiritual or characters in Star Trek Adventures may be
political beliefs (so long as those beliefs are not harmful to, of any ethnicity, religion, sex, gender, sexuality,
or unfairly imposed upon, others), gender, sex, sexuality, or and so forth, without limit or restriction. Such
a range of other factors, such as disability or neurological variations will rarely have any impact upon the
variation. Within the Federation, all people are given character in game terms, though Players may
the means and opportunities to pursue their ambitions choose to make some facets of the character
and realize their potential, and the differences between more prominent (such as in a Value) if they
individuals are celebrated for their differing perspectives, wish to draw attention to them.

VALUES Or the One,” and, “There Are Always Possibilities,”


When a character is created, the character’s reflecting his mixed parentage, his Vulcan
Player creates several short statements that upbringing, and his devotion to exploration.
describe the core beliefs and convictions of that
character. These are not simple opinions, but the
fundamental structure of the character’s morals, ATTRIBUTES
ethics, and behavior. They are the things that Each character in Star Trek Adventures is
define who a character is as a person, why they defined by six Attributes. They embody the
behave the way they do, and what drives them character’s physical and mental capabilities,
during times of struggle and hardship. when compared across species, and the ways
they prefer to approach problems. These
A character’s Values are not static; people evolve Attributes are Control, Daring, Fitness, Insight,
and grow with their experiences, and in many Presence, and Reason. Each Attribute has a
cases, things that once felt like unshakeable rating, with higher numbers reflecting greater
beliefs may come to be seen differently as time ability. For humanoids, these Attributes range
passes. There will be opportunities during play from 7 to 12, with 8 representing average
to alter a character’s Values, and Values are capabilities.
an important part of how characters grow and
develop over time. CONTROL
Control is about the character controlling
Values differ from Traits (above) in that they themselves, and it covers precision, accuracy,
describe what the character believes. They are and careful timing. It can rely on self-discipline
statements about how the character regards and control of one’s emotions to ensure precision,
the universe around them, and they are both or it can be a mixture of fine motor skills,
subjective and potentially changeable. How coordination, and familiarity with the activity.
Values are used in play is described on page 64.
A character might use Control…
Example: Commander Spock has four Values: X …when performing precise or delicate work.
“Caught Between Two Worlds,” “Logic Is the X …when performing a Task that involves
Beginning of Wisdom, Not the End,” “The Needs precise timing or accuracy.
of the Many Outweigh the Needs of the Few. X …when giving detailed instructions.

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.

REPORTING FOR DUTY 77


X …to research a complicated subject, Federation starship. It’s worth noting that many
or otherwise interpret large amounts of of the Disciplines overlap in a few ways. Each
information. Discipline covers perception, social interaction,
X …when trying to sway the opinion of others and knowledge to some extent, but which
through facts and logic. Discipline is most applicable to any of those
X …when required to perform complex things will depend on circumstances more than
calculations. anything else — a character with a high Security
X …to use observation and rational thought is quite adept at spotting ambushes and other
to anticipate and discern changes in the dangers, but may be less adept at analyzing
environment around them. probe telemetry or experimental data.

As explained in Chapter 4: Basic Operations,


DISCIPLINES when asked to perform a Task, the rules or the
In addition to the six Attributes, each character is Gamemaster will choose a single Attribute and a
trained in six Disciplines, which encompass the single Discipline — Players may suggest alternate
broad roles that Starfleet officers are expected to options, though the Gamemaster’s word is final
be proficient within. Each Discipline is rated from — and add their ratings together. This is the
0 to 5, with each rating representing a differing Target Number for that Task, and each die that
level of training, expertise, and natural aptitude. rolls equal to or less than this number scores a
All Main Characters have at least a 1 in every success. If the character also has an applicable
Discipline — Starfleet provides extensive training Focus, any die that rolls equal to or less than
and expects its officers to have at least basic the chosen Discipline will score an additional
proficiency in every Discipline. success; if there’s no applicable Focus, any die
that rolls a 1 will score an additional success.
The six Disciplines are Command, Conn,
Engineering, Security, Science, and Medicine COMMAND
— representing the departments aboard a Command covers a wide range of interpersonal
interactions, especially leadership, negotiation,
and both coordinating and motivating others. It
DISCIPLINE RATINGS also includes discipline and resisting coercion, as
well as helping others resist fear and panic.
DISCIPLINE MEANING
A character might use Command with…
0 Untrained, unskilled, lacking in innate aptitude. X Control, to carefully and precisely coordinate
1 Basic training, rudimentary skill, or a raw a group of subordinates, or to give detailed
but undeveloped aptitude. orders.
2 Professional competence, from a X Daring, to make a split-second command
combination of training and talent. decision, or to resist fear or coercion.
3 Experienced and well-trained, or an aptitude X Fitness, to coach and guide others
developed through study and training. performing the same physical activity (such
4 Excellence within the field, achievable through as scaling a cliff, or endurance running), or
dedication and experience. to coordinate a group all performing related
5 Exceptional, often a combination of intense physical activities (such as several people
training, hard-won experience, and natural moving a heavy load).
aptitude.
X Insight, to judge the mood and morale of a

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.

REPORTING FOR DUTY 79


A character might use Security with… X Insight, to gain useful data from witnesses or
X Control, to attack an enemy from a distance, the subjects of a study, or to devise a rough
or to stay unseen or unnoticed when moving working hypothesis from incomplete data.
amongst hostile creatures. X Presence, to explain in an engaging manner
X Daring, to attack and defend in melee an extremely complex scientific problem
combat, or to scare or intimidate someone or solution to someone with less scientific
with the threat of violence. knowledge, or to argue the merits of a theory
X Fitness, to restrain an unwilling prisoner, or to with another scientist.
climb or swim in difficult circumstances. X Reason, forming a hypothesis from available
X Insight, to judge whether an individual is a information, or performing research on an
threat to you or your allies, or to discern if unfamiliar subject.
there is the potential for an ambush or trap.
X Presence, to question someone suspected MEDICINE
of a crime, or to impress upon someone the Medicine is the understanding of the physical
danger of a course of action or decision. and mental makeup of lifeforms, including a
X Reason, to identify the participants of knowledge of ailments and diseases that might
a battle by studying the aftermath, or to befall them, the injuries and stresses they
devise a plan for a dangerous situation, be can suffer, and the methods for treating those
it combat, wilderness survival, infiltration, or maladies in a wide range of species.
some combination thereof.
A character might use Medicine with…
SCIENCE X Control, to perform delicate procedures,
Science is the understanding of numerous fields such as surgery, or to talk someone else
of scientific study, both on a theoretical level, through providing medical attention.
and in terms of their practical applications. This X Daring, to provide emergency medical
does not just cover “hard” sciences like physics, attention on a patient who is in imminent
chemistry, and biology, but also social sciences danger of death, or when resisting fear or
like anthropology. It also covers the application of panic to protect a patient.
the scientific method to situations. X Fitness, to resist the effects of poisons and
diseases by knowing how to respond to
A character might use Science with… exposure, or to move or restrain a patient
X Control, to perform a delicate experiment, or without exacerbating their injuries.
to talk someone else through an experimental X Insight, to diagnose a patient’s illness or
or complex procedure. injury from a description of the symptoms, or
X Daring, to devise a solution to a scientific to provide therapeutic care for a patient who
problem without sufficient proof or adequate is traumatized or otherwise in distress.
testing beforehand, or to gather data or X Presence, to convey to a stubborn or
perform an experiment under extremely unwilling patient the seriousness of their
hazardous conditions. case or the necessity of the treatment,
X Fitness, to correctly analyze data while or to speak on a patient’s behalf about
fatigued or otherwise suffering from some their case to convince others of a specific
physical hindrance, or to effectively resist the course of action.
effects of radiation or other environmental X Reason, to diagnose a patient’s illness from
phenomena by knowing how to protect a thorough examination, or to research an
against exposure. unknown disease, procedure, or treatment.

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

REPORTING FOR DUTY 81


create, while others may have part of an idea and CHOOSING A SPECIES
use random rolls to fill out the details. Tables are The choice made at this stage of the Lifepath is
presented at each step of the Lifepath, meaning the character’s species. There are members of a
Players can create characters entirely from multitude of species within Starfleet, far too many
random if they so wish. to list here, but a reasonable selection is provided
below. Some species may not be options in other
At this stage, anyone wanting to create a eras of play.
character should have a character sheet on hand,
or a notepad or plain sheet of paper to work on. Each species provides a few benefits, listed below:
It’s also a good idea to use a pencil when writing
down information and notes during character X Attributes: Each species lists three
creation, as elements are subject to change Attributes. Add +1 to each listed Attribute.
during the process.
X Trait: The character gains a single Trait, which
is the character’s chosen species. This reflects
STEP ONE: SPECIES the quirks, strengths, and weaknesses that
apply to all members of that species because
STARTING POINTS of their physiology, culture, and shared history.
All characters begin with a score of 7 for each Each species entry provides a few examples
Attribute and 1 for each Discipline. These will of how that Trait may impact situations. A
be increased during the character’s Lifepath. A Trait may also serve as a prompt for the
finished character cannot have more than 12 Gamemaster to affect a character differently
in any Attribute, may only have one Attribute at because of a poison, disease, or other hazard.
12, cannot have more than 5 in any Discipline,
and may only have one Discipline with a score X Talents: The character receives access to
of 5. During the character creation steps a their species’ unique Talents, which reflect the
character may end up with scores above these species’ physiology or culture in some way.
limits, but this will be fixed during Step Seven: Talents are selected in steps 3, 4, 5, and 7
Finishing Touches (p.105). of the lifepath. Note that some species must
select a specific Talent as one of their four
starting Talents.

CREATING VALUES A Player may choose, or randomly determine,


their character’s species, from the table below.
Creating Values is sometimes easier said than
done: coming up with a suitable belief on demand D20 RESULT SPECIES
isn’t always easy, even for highly creative people. If
a Player can’t come up with a Value for a certain 1-2 Andorian
stage, we recommend making a note that they
3-4 Denobulan
need to determine a Value for that stage, and
then moving on. The Player can go back and fill 5-14 Human
in that Value later, even leaving it until the very 15-16 Tellarite
end of character creation, depending on when 17-18 Trill
inspiration strikes.
19-20 Vulcan

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

166 308 462 125 240

REPORTING FOR DUTY 83


ANDORIAN had numerous disputes; though these issues
An aggressive, passionate people from the are largely considered to be ancient history,
frozen moon Andoria, the Andorians have been Andorians and Vulcans don’t always get along.
part of the United Federation of Planets since its
foundation, having been firm allies of Humanity Talents: The character receives access to the
for several years beforehand. Their blue skin, following Talents:
pale hair, and antennae give them a distinctive
appearance, and while the Proud And Honorable
Andorian Imperial Guard Requirements: Andorian or Gamemaster’s
was demobilized when the permission.
Federation was founded, Your personal integrity is unimpeachable, and you
they still maintain strong will not willingly break a promise made. Whenever
military traditions, and you attempt a Task to resist being coerced into
a tradition of ritualized breaking a promise, betraying your allies, or
honor-duels known otherwise acting dishonorably, you reduce the
as Ushaan, using Difficulty by 1.
razor-sharp ice-
mining tools. The Ushaan
Requirements: Andorian, or Gamemaster’s
Example Value: permission.
Proud Son/Daughter You are experienced in the tradition of honor-
of Andoria dueling known as the Ushaan, having spilt much
blood upon the ice. When you make a melee
Attributes: attack, or are targeted by a melee attack, and
+1 Daring, +1 buy one or more d20s by adding to Threat, you
Control, +1 Presence. may re-roll the dice pool for the Task. Further, you
own an Ushaan-tor, a razor-sharp ice-miner’s tool
Trait: Andorian. This used in these duels. The Ushaan-tor is a melee
Trait may reduce the weapon with the following profile: Melee, 2 A
Difficulty of Tasks to Vicious 1, Size 1H.
resist extreme cold,
or Tasks impacted by DENOBULAN
extremely low temperatures. Hailing from the planet Denobula, Denobulans
Their antennae aid in balance are a gregarious, inquisitive people who have
and spatial awareness; a lost been allies of Humanity since the 2130s.
antenna can be debilitating Though Denobula was not one of the founders
until it regrows. Andorians of the Federation, the Denobulans joined soon
also have a high metabolism, after. Denobulans are a sociable people, with
meaning, amongst other distinctive expressive features, who are used to
things, that they tire more living in close, communal conditions, and whose
quickly than Humans; this also extended family groups are large and complex
makes them more vulnerable to — a Denobulan may have several spouses, each
infection from certain types of of whom may have several partners of their own,
injury. Before the Federation, and dozens of children between them. Culturally,
Andorians and Vulcans they are intellectually curious, perceptive, and

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.

REPORTING FOR DUTY 85


Talents: The character receives access to the Example Value: All Ideas Must Withstand Scrutiny
following Talents:
Attributes: +1 Control, +1 Fitness, +1 Insight
Resolute
Requirement: Human, or Gamemaster’s Trait: Tellarite. Tellarites have a keen sense
discretion. of smell and a high tolerance for many
You are indomitable, and unwilling to succumb common drugs, toxins, and inebriants
to adversity. You increase your maximum Stress (Tellarites don’t get drunk, just feisty). They
by three. also have excellent eyesight, and more acute
perception of distance, depth, and dimension
Spirit of Discovery than Humans.
Requirement: Human, or Gamemaster’s
discretion. Talents: The character receives access to the
You have the drive, spirit, and courage to following Talents:
voyage into the unknown. You may spend one
Determination to add three points to the group Incisive Scrutiny
Momentum pool. The normal conditions for Requirement: Tellarite, or Gamemaster’s
spending Determination still apply. permission.
You have a knack for finding weak spots in
TELLARITE arguments, theories, and machines alike to
The stout, hirsute Tellarite species comes from glean information from them, learning about
Tellar Prime, a temperate planet in the Alpha things by how they respond to pressure against
Quadrant. Theirs is a culture noted for being vulnerable points. When you succeed at a Task
abrasive and argumentative, with a stubborn using Control or Insight, you gain one bonus
pride, quick tempers, and little patience. However, Momentum, which may only be used for the
this is only a superficial view: while Tellarites Obtain Information Momentum spend.
are argumentative, it comes from a sense of
intellectual honesty and rigorous skepticism. To Sturdy
a Tellarite, no idea, concept, or person is beyond Requirement: Tellarite.
challenge or analysis, and any notion that cannot You have a blend of physical resilience and
stand up to scrutiny is an unworthy one. Tellarites mental fortitude such that you’re difficult to
revel in debates, and tend to greet one another subdue. You reduce the cost to resist being
with criticisms, complaints, and even insults; knocked prone by the Knockdown Stress
failing to respond in kind is poorly-regarded, effect by one, to a minimum of 0, and gain +1
as it displays a weakness of character and an Resistance against all Non-Lethal attacks.
unwillingness to confront flaws.
TRILL
The Trill species, from their homeworld of
540 340 515 326 the same name, appear almost identical to
Humans, but for rows of spots running down
820 301 830 614 the sides of their bodies, from head to toe.
However, this superficial similarity conceals a
459 121 445 421 345 considerable difference — the Trill are capable
of bonding with a symbiotic organism known
221 468 320 648 700
as a symbiont, creating a distinct being from

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.

REPORTING FOR DUTY 87


Trait: Vulcan. Due to the harsh, arid, high-gravity Mind–Meld
world they come from, Vulcans are naturally Requirement: Vulcan.
resistant to extreme heat and dehydration; You have undergone training in telepathic
they are also extremely strong, with keen techniques that allow the melding of minds
auditory and olfactory senses. They are through physical contact. This will always require
also telepathic, though this takes training a Task with a Difficulty of at least 1,
to properly manifest, and they learn which can be opposed by an unwilling
mental discipline and emotional control participant. If successful, you link minds
from childhood. However, this control with the participant, sharing thoughts
takes regular meditation to maintain, and memories; Momentum may be
and their controlled nature and desire spent to gain more information,
for privacy can distance them or perform deeper telepathic
from others, and make exchanges. This link goes both
interactions awkward. ways, and it is a tiring and
potentially hazardous process
Talents: The character for you. Complications can
receives access to the result in pain, disorientation,
following Talents: or lingering emotional or
behavioral difficulties.
Kolinahr
Requirement: Vulcan or Nerve Pinch
Gamemaster’s permission. Requirement: Vulcan or
You have undergone the Gamemaster’s permission.
ritual journey to purge all You have learned
emotion. You reduce the numerous techniques
Difficulty of all Tasks to resist for the stimulation
coercion, mental intrusion, and control of nerve
pain, and other mental impulses — collectively
attacks by 2. called neuropressure. Some
applications of neuropressure
can be used to swiftly and
non-lethally incapacitate
assailants. The nerve pinch
MIXED-HERITAGE CHARACTERS counts as a melee attack
with 1 A Intense, Size 1H,
Many Starfleet officers have parents from Non-lethal. You may use
different species. To create characters of mixed Science or Medicine instead
heritage, choose two species, one of which will be of Security when attempting
the primary species. The character is treated as a nerve pinch attack, and
a member of the primary species for Attribute may increase Stress by your
bonuses; most mixed-heritage characters take Science or Medicine Discipline
more after one parent than another. The character instead of Security.
gains the Species Traits of both parent species, and
may select Talents from both parent species.

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.

REPORTING FOR DUTY 89


Value: At this step, the character gains a single Attribute: Choose either Reason or Insight; the
Value. This Value should reflect the environment character increases that Attribute by +1
and culture the character was raised within.
This is a good opportunity to consider how the Discipline: Choose one of Engineering, Science,
character might have been raised differently from or Medicine; the character increases that
their species’ dominant culture. Discipline by +1

Attribute: Choose either Daring or Presence; the FRONTIER COLONY


character increases that Attribute by +1 The character comes from a colony located
on the fringes of known space, either on the
Discipline: Choose one of Command, Security, edge of uncharted space or on the border with
or Science; the character increases that another civilization. Frontier colonists tend to
Discipline by +1 be hardy and determined, even stubborn, and
well-prepared for the dangers that their home
ISOLATED COLONY may pose.
The character comes from a colony that is
isolated from broader galactic society. Worlds Value: At this step, the character gains a single
like the Vulcan monastery on P’Jem use the Value. This Value should reflect the environment
vast distances between star systems as an and culture the character was raised within.
opportunity for contemplative isolation, while This is a good opportunity to consider how
others are settled because they present the character lived in a dangerous or unknown
unique research opportunities. The cultures of environment and how that shaped their view of
these colonies tend to focus on learning and the Galaxy and its people.
introspection.
Attribute: Choose either Control or Fitness; the
Value: At this step, the character gains a single character increases that Attribute by +1
Value. This Value should reflect the environment
and culture the character was raised within. Discipline: Choose one of Conn, Security, or
This is a good opportunity to consider how the Medicine; the character increases that Discipline
character grew up isolated from the rest of the by +1
wider Galaxy, and therefore how they view alien
species, or even their own. STARSHIP OR STARBASE
The character grew up in space, traveling aboard
a starship or living aboard a space station or
RANDOM BIRTH ENVIRONMENT (ROLL D20) starbase. Those raised in space learn the ins-
and-outs of shipboard life as children, and many
D20 RESULT ENVIRONMENT are groomed for leadership, or learn to fly a
shuttle in their formative years.
1–4 Homeworld
5–8 Busy Colony Value: At this step, the character gains a single
9–10 Isolated Colony Value. This Value should reflect the environment
11–12 Frontier Colony and culture the character was raised within.
This is a good opportunity to consider how the
13–16 Starship or Starbase
character sees other environments, such as
17–20 Another Species’ World
landscapes, compared to their own.

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

REPORTING FOR DUTY 91


EXAMPLE VALUES BUSINESS OR TRADE
The character’s family may have connections
X Serving Starfleet is a Family Tradition on countless worlds, overseeing and directing
X Indefatigable Confidence some grand business endeavor. The character
X Proud and Honest has grown up encountering people from all
X Insatiable Curiosity walks of life, including those from outside the
X Understands Technology Better Than People Federation, and their outlook on life has been
X A Responsibility to the Truth shaped accordingly.

Attributes: If the character accepted this


character’s formative years were influenced Upbringing, a cosmopolitan, ambitious lifestyle
by Starfleet. increases their Daring by 1 and their Presence
by 2.
Attributes: If the character accepted this
Upbringing, the orderly, purposeful life increases If the character rebelled against this Upbringing,
their Control by 2 and their Fitness by 1. stepping away from the family business to find
their own identity increases their Insight by 2 and
If the character rebelled against this Upbringing, their Reason by 1.
their bold and self-determined living increases
their Daring by 2 and their Insight by 1. Discipline: The character’s experiences with their
family business allows them to increase any one
Discipline: The character’s exposure to the of Command, Engineering, or Science.
ways and traditions of Starfleet allows them to
increase any one Discipline. Focuses: The character gains a single Focus
that should relate to the nature of their family’s
Focuses: The character gains a single business, covering skills that are valuable
Focus that should relate to their connection during trade, or which were useful to the family
to Starfleet, covering skills learned during business in other ways. Examples: Finances,
the character’s formative years. Examples: Geology, Linguistics, Manufacturing, Metallurgy,
Astronavigation, Composure, Extra-Vehicular Negotiation, Survey.
Activity, Hand-to-Hand Combat (may be
renamed to a specific martial art), Hand Talents: The character also gains a single Talent,
Phasers, Small Craft, Starfleet Protocol, see Talents on p.116.
Starship Recognition, History.
AGRICULTURE OR RURAL
Talents: The character also gains a single Talent, The character grew up surrounded more by
see Talents on p.116. nature than by people, within a rural community,
on the frontier, or somewhere else distanced
from the bustle of cities and larger populations.
They might be heavily involved in agriculture,
growing real food to supplement synthesized or
replicated meals.

Attributes: If the character accepted this


Upbringing, the tough, practical life on the land

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.

REPORTING FOR DUTY 93


Focuses: The character gains a single Focus DIPLOMACY AND POLITICS
that should relate to the character’s favored fields Since their youth, the character has been exposed
of study and inquiry. Examples: Astrophysics, to the complexities of political thought and the
Astronavigation, Computers, Cybernetics, nuances of diplomacy perhaps because a family
Power Systems, Genetics, Physics, Subspace member was involved in those fields.
Communications, Surgery, Quantum Mechanics,
Warp Field Dynamics, Xenobiology. Attributes: If the character accepted this
Upbringing, they’re disciplined and well-versed in
Talents: The character also gains a single Talent, the arts of debate, increasing their Control by 1
see Talents on p.116. and their Presence by 2.

ARTISTIC AND CREATIVE If the character rebelled against this Upbringing,


The character’s life was filled with arts and then they’ve instead sought more tangible things
creativity of all kinds, and no matter what pursuits to focus on, increasing their Fitness by 1 and their
the character favors, they are exposed to the Reason by 2.
great works of many cultures, and given every
opportunity to express themselves. Disciplines: The character’s familiarity with
the practices and perils of diplomacy, politics,
Attributes: If the character accepted this and the law allow them to increase any one of
Upbringing, they develop a greater understanding Command, Conn, or Security.
of emotion and communication, increasing their
Insight by 1 and their Presence by 2. Focuses: The character gains a single Focus that
should relate to the character’s preferred way
If the character rebelled against this Upbringing, of applying their skills. Examples: Composure,
the character is more inclined to action than to Debate, Diplomacy, Espionage, Interrogation,
expression, increasing their Daring by 1 and their Law, Philosophy, Starfleet Protocol.
Fitness by 2.
Talents: The character also gains a single Talent,
Disciplines: The character’s ease with creativity see Talents on p.116.
and self-expression lend themselves to many
pursuits, allowing the character to increase one of Example: The character is starting to take
Command, Engineering, or Science. shape, and Nathan moves on to the next step —
determining the character’s upbringing. He has
Focuses: The character gains a single Focus that an idea of what could work, but rolls the dice to
should relate to the character’s preferred way of see if that suggests anything. A roll of 3 results
applying their skills. Examples: Botany, Cultural in a rural upbringing, which fits the idea of an
Studies, Holoprogramming, Linguistics, Music, isolated colony, and creates the potential for a
Observation, Persuasion, Psychology. little conflict in the backstory; better than a more
straightforward scientific upbringing. He chooses
Talents: The character also gains a single Talent, to rebel against this upbringing.With this choice,
see Talents on p.116. Nathan’s character now has a Presence of 9, and
a Reason of 11, and chooses to increase Medicine
to 2 as well. Familiarity with the outdoors provides
the character with a Focus of Survival Training. He
also selects a Talent, Cautious (Science).

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

REPORTING FOR DUTY 95


scale while they gain the experience necessary OPERATIONS TRACK
for more authority and responsibility. Command The operations track is practical and hands-on,
track cadets customarily undertake the infamous dealing with many of the realities of Starfleet’s
Kobayashi Maru test during their final year. mission. Divided broadly into engineering and
security divisions, operations track cadets are
Value: The character gains a single Value, defined by a sense of pragmatism, whether that
which should reflect the character’s beliefs that applies to the technical or the tactical.
developed during their time at the Academy.
Value: The character gains a single Value,
Attributes: The character gains three points, which should reflect the character’s beliefs that
which may be split between two or three developed during their time at the Academy.
Attributes (increase three Attributes by +1 each,
or increase one by +2 and another by +1). The Attributes: The character gains three points,
character may pick these Attributes freely. which may be split between two or three
Attributes (increase three Attributes by +1 each,
Disciplines: The Player must increase either or increase one by +2 and another by +1). The
Command or Conn by +2. Then, the Player character may pick these Attributes freely.
selects two other Disciplines to increase by +1
each. A character may not increase any Discipline Disciplines: The Player must increase either
above 4 at this stage. Security or Engineering by +2. Then, the Player
selects two other Disciplines to increase by +1
Focuses: The character selects three Focuses, at each. A character may not increase any Discipline
least one of which should relate to the character’s above 4 at this stage.
chosen track. Examples: Astronavigation,
Composure, Diplomacy, Extra-Vehicular Activity, Focuses: The character selects three Focuses,
Evasive Action, Helm Operations, Inspiration, at least one of which should relate to the
Persuasion, Small Craft, Starship Recognition, character’s chosen track. Examples: Computers,
Starfleet Protocols, Team Dynamics. Cybernetics, Electro-Plasma Power Systems,
Espionage, Hand Phasers, Hand-to-Hand
Talent: The character gains a single Talent Combat, Infiltration, Interrogation, Shipboard
(see p.116). Tactical Systems, Survival, Transporters &
Replicators, Warp Field Dynamics.

Talent: The character gains a single Talent


(see p.116).
EXAMPLE VALUES
SCIENCES TRACK
X Inexperienced and Idealistic Somewhat isolated from the other tracks, the
X Threw Out The Handbook and Wrote My Own sciences track is primarily academic, with
X Always Prepared, Always Vigilant Starfleet Academy producing many accomplished
X Precise to a Fault scientists. Included within the sciences track, but
X Fast Ships and Strange New Worlds separated by a distinct curriculum, is Starfleet
X Exploring to Test New Theories Medical, training doctors, nurses, and counselors
X A Theory For Every Situation to serve aboard Starfleet vessels and facilities
across the Federation.

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.

Talent: The character gains a single Talent EXPERIENCED OFFICER


(see p.116). The character has several years of experience in
service of Starfleet, and is enjoying a promising
Example: Time to join Starfleet Academy. career. This is the default assumption for
Nathan’s character clearly has a talent for the characters created using these rules.
sciences, and thus selects the sciences track
— no need to roll. Nathan chooses a Value for Value: The character receives a Value, and this
the character: “Seek Out New Life and New can be created freely.
Civilizations”. Then, he chooses to increase
two of the character’s Attributes, adding +1 to Talent: The character receives a single Talent,
Control, and +2 to Insight, so that both have which may be chosen freely.
scores of 9. Next, he chooses Science and
increases it by 2 giving him a Science of 4, VETERAN OFFICER
then increases Medicine to 3 and Command to The character has decades of experience in
2. He then selects three Focuses: Linguistics, the service of Starfleet, and has served on
Psychology, and Xenoanthropology. Finally, he many ships and starbases. The character’s
selects a Talent: Technical Expertise. judgement and opinions are highly regarded by
subordinates, peers, and even superiors.

REPORTING FOR DUTY 97


Value: The character receives a Value, which must STEP SIX: CAREER EVENTS
reflect the character’s years of experience and the The character’s career is a tapestry of events and
beliefs they’ve formed over their long career. experiences, but amongst this, a few will have
been pivotal moments in the character’s life. A
Talent: The character receives a single Talent: character defines which moments of their life
Veteran, described on p.99. are important in retrospect, and what seemed
definitive to an ensign in their early 20s may be
Example: It’s now time to look at the length of inconsequential to that same officer decades later.
the character’s Career. There’s no roll here, and
Nathan chooses the Experienced Officer option. The character has two defining Career Events,
From this, he selects the Value “Seen Too Much chosen or determined randomly from the list
to be Surprised”, and the Talent Intense Scrutiny. below, and gain whatever benefits they provide.
Each Career Event increases one Attribute by +1,
and one Discipline by +1, and gives the character
one additional Focus. Each Career Event also
EXAMPLE VALUES includes prompts about how the event happened
and how it affected the character. Some Career
X Holds Everyone to the Highest Standards Events also grant the character the option of a
X Nothing Better Than Practical Experience Trait, to reflect some major lasting impact on the
X Meticulous Scrutiny and Pride in His/Her Work character’s life. These are not compulsory.
X The Price of Peace is Vigilance
X Driven to Ease Suffering 1. Ship Destroyed
X Voice of the Crew The ship the character was serving on was lost,
X The Captain’s Second Opinion destroyed during a mission, and the character
was one of the few who survived.

UNTAPPED POTENTIAL X What was the ship’s mission? Was it


something routine that went horribly
Requirements: Young Officer (only available during wrong, or was it something perilous? What
character creation) destroyed the ship?
The character is inexperienced, but talented and
with a bright future in Starfleet. The character may X How many survivors were there? How long
not have or increase any Attribute above 11, or did it take before they were recovered?
any Discipline above 4 while they have this Talent
(and may have to adjust Attributes and Disciplines Attributes: The character’s resolve and
accordingly at the end of character creation). competence in a crisis increases their Daring
Whenever the character succeeds at a Task for by +1.
which they bought one or more additional dice with
either Momentum or Threat, they may roll 1 A. The Disciplines: The character’s experiences of a
character receives bonus Momentum equal to perilous situation increases their Security by +1.
the result of the  A, and adds one point to Threat if
an Effect is rolled. The character cannot gain any Focuses: The character gains a Focus, which
higher rank than lieutenant (junior grade) while they should reflect the character’s experiences.
possess this Talent. Examples: Extra-Vehicular Operations, Small
Craft, or Survival.

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.

REPORTING FOR DUTY 99


5. Required to Take Command Attributes: The character’s need to improvise
During a mission, a crisis left the mission’s leader during a crisis increases their Daring by +1.
unable to lead. This required the character to take
command, something they may not have been Disciplines: Being required to lead increases the
prepared for. character’s Command by +1.

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.

CAREER EVENT TABLE 6. Encounter With a Truly


Alien Being
For characters that chose Young Officer in Step The character encountered a lifeform which
Five, assume that these Career Events took place is truly alien, something barely within the
during the character’s time at the Academy, comprehension of humanoid life. It might have
perhaps during a field training assignment aboard been some godlike entity, or a creature that
a starship. swims through space, but whatever it was, it was
not life as we know it.
D20 RESULT EVENT
X What kind of creature was it? What did the
1 Ship Destroyed character learn from the experience?
2 Death of A Friend X What happened to the creature afterwards?
3 Lauded by Another Culture Has it been seen again?

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.

11 Dealing with A Plague


Focuses: The character gains a Focus, which
12 Betrayed Ideals for A Superior should reflect the character’s experiences with
13 Called Out a Superior the entity. Examples: Empathy, Philosophy,
14 New Battle Strategy Xenobiology.
15 Learns Unique Language
16 Discovers an Artifact 7. Serious Injury
The character was seriously hurt, and needed
17 Special Commendation
to spend a considerable amount of time
18 Solved an Engineering Crisis
recovering.
19 Breakthrough or Invention
20 First Contact X What was happening when the character was
injured? Who was responsible?

100 CHAPTER 05.00


X What did the recovery entail? Did the 9. Mentored
character need a prosthesis or cybernetic A highly-respected officer took special notice
implant afterwards? of the character’s career. For a while, the
character served as the officer’s pilot and aide,
Attributes: The character’s long, arduous gaining the benefit of the officer’s experiences
recovery forced them to think about their health and lessons.
more, increasing their Fitness by +1.
X Who was the officer? Does the officer remain
Disciplines: Being surrounded by doctors for a contact or even friend of the character?
a long time increased the character’s Medicine
by +1. Attributes: The officer’s lessons came in many
forms; increase any one Attribute by +1.
Focuses: The character gains a Focus,
which should reflect the circumstances of the Disciplines: Time spent as the officer’s pilot,
character’s injury, something that helped them and studying the structures and procedures of
through recovery, or something they took up Starfleet, increase the character’s Conn by +1.
after recovering. Examples: Athletics, Art, or
Philosophy. Focuses: The character gains a Focus, reflecting
the lessons learned. Examples: Composure
Traits: The character may gain a Trait reflecting or Etiquette, though any Focus reflecting the
some lasting effect of the character’s injury or the officer’s specialities would be fitting.
way they recovered. Examples include: Prosthetic
Implant, or some form of disability. 10. Transporter Accident
The character suffered some manner of strange
8. Conflict With a Hostile Culture accident while using a transporter.
The character was involved in a major battle
with a hostile force, and is unlikely to forget the X What happened to the character during
experience. the accident? Were there any lasting
repercussions?
X Who was the enemy in this battle? Why did X How does the character feel about
the battle occur? Was it fought in space, on transporters now?
the ground, or both?
X What did the character have to do to survive? Attributes: The character is cautious and
Was the battle won or lost? careful after their experiences, increasing
Control by +1.
Attributes: The character needed to be tough to
survive in battle, increasing Fitness by +1. Disciplines: The experience means the
character takes shuttles more often now than
Disciplines: The harrowing experiences of battle the transporter, increasing Conn by +1.
have increased the character’s Security by +1.
Focuses: The character gains a Focus, which
Focuses: The character gains a Focus, which should reflect something they learned either
should reflect skills they honed during the because of the accident, or in the aftermath.
fighting. Examples: Hand Phasers, Hand-to-Hand Examples include: Transporters & Replicators,
Combat, or Shipboard Tactical Systems. Small Craft, or Quantum Mechanics.

REPORTING FOR DUTY 101


11. Dealing With a Plague 13. Called Out a Superior
The character’s ship was assigned to provide aid The character was placed in a situation where
to a world dealing with an epidemic. they had to make a choice between a trusted
superior and their own ideals, and chose to follow
X What was the disease that was running their ideals.
rampant? What planet it was affecting?
X Did the character deal directly with the sick? X Who was the superior? What did they ask
How was the character involved? the character to do? How does the character
feel now?
Attributes: Helping a people in distress during a X What were the repercussions of this? Are
massive crisis helped the character understand the details of this event on record? Was the
people, increasing Insight by +1. character right?

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.

102 CHAPTER 05.00


15. Learns Unique Language 16. Discovers an Artifact
The character encounters a species with an During a survey mission, the character discovered
unusual form of communication, and learns to a device or fragment of technology from a now-
communicate with them. extinct civilization.

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.

REPORTING FOR DUTY 103


17. Special Commendation 19. Breakthrough or Invention
During a crisis, the character saved the lives of The character made an important technological
several colleagues, helping them to safety. This discovery, devised a new way of using a
earned the character a special commendation. particular technology, or invented some new
technology that will be invaluable in the future.
X What was the crisis? Why was the mission
in danger? X What was the discovery, breakthrough, or
X What were the repercussions of this? Are the invention? How will it be useful?
details of this event on record?
Attributes: An achievement of this nature often
Attributes: The character’s physical conditioning comes from an unexpected direction; increase
was vital, increasing Fitness by +1. any one Attribute by +1.

Disciplines: The character’s commendation Disciplines: This kind of technological


opened up many avenues of advancement; achievement does not go unrecognized by
increase any one Discipline by +1. Starfleet; increase Engineering by +1.

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.

Example: With the character mostly complete,


it’s now time to roll for a couple of Career Events.
Nathan rolls a 13 (“Called Out a Superior”), and an

104 CHAPTER 05.00


18 (“Solved an Engineering Crisis”), but isn’t sure For any Discipline which has a rating above
about the 18, so rolls that one again, getting an 8 and beyond those limits, reduce it until it is
(“Conflict with a Hostile Culture”). His “Conflict within the limit. For each point reduced on a
with a Hostile Culture” increases his Fitness to 8, Discipline, increase another Discipline by one,
and his Security to 2, and gives him a Focus of obeying the above limits.
Hand Phasers, representing skills honed during
the fighting. Meanwhile, the time he “Called out Talent: The character receives one final Talent.
a Superior” increases his Reason to 12, and his
Conn to 2, and gives him a Focus of Starfleet FINAL CHECK
Uniform Code of Justice, from the disciplinary X The character’s Attributes, added together,
hearings that followed. should add up to 56.
X The character’s Disciplines added together
should add up to 16.
STEP SEVEN: X The character should have 4 Values, 4
FINISHING TOUCHES Talents, and 6 Focuses.
At this stage, the character is almost complete,
and needs only a few final elements and DERIVED STATISTICS
adjustments. This serves as a last chance to X Stress: A character has Stress equal to their
customize the character before play, and cannot Fitness + Security.
not be done randomly. X Stress Bonus: On all attacks, a character
gains bonus  A equal to their Security
FINAL ADDITIONS Discipline.
Values: The character receives one final Value. X Department: The character’s department
This might reflect the Career Events rolled in Step will normally be the same as their highest
Six, or it may represent some other element. Discipline (in the case of a tie, the Player
chooses).
Attributes: The Player increases two of the X Rank and Role: This should be done with the
character’s Attributes by +1 each. rest of the group, and is described in more
detail on page 107.
A character may not have any Attributes above X Equipment: The character receives a
12, and only one Attribute with a score of 12 (if communicator, and additional equipment
the character has the Untapped Potential Talent, described on page 109.
then this is decreased to 11). For any Attribute
which has a rating above and beyond those Once these final details have been resolved, the
limits, reduce it until it is within the limit. For each character’s profile is complete!
point reduced on an Attribute, increase another
Attribute by one, obeying the limits above.

Disciplines: The Player increases two of the


character’s Disciplines by +1 each.

A character may not have any Disciplines


above 5, and only one Discipline with a
score of 5 (if the character has the Untapped
Potential Talent, then this is decreased to 4).

REPORTING FOR DUTY 105


PERSONAL DETAILS X Sample Names: Anari, Andora, Asha,
Fleshing out the character’s details is about Biras, Bogga, Daphina, Delix, Feezal,
turning the choices and numbers of the Lifepath Forliza, Grolik, Groznik, Henna, Kessil,
into a person, whose story can be explored as Liera, Lusis, Miral, Moga, Morox, Natala,
the game progresses. Nettus, Ninsen, Ohnex, Phlox, Rinix,
Sabra, Secka, Symmé, Takis, Trevis, Tropp,
NAME Tuglian, Vesena, Vinku, Yolen, Zepht, Zinet
Every character needs a name. A character’s
name reflects their culture — different species X Human names vary wildly, and rather than
and cultures have different conventions for how make sweeping generalizations here, it’s
they give names, and many cultures ascribe better that Players seek out other sources
traditional meanings to names, or require that a for names, considering the vast range of
name take a certain form. languages, cultures, and traditions Humanity
encompasses.
X Andorian names tend to be somewhat harsh-
sounding, and have a personal name followed X Tellarite names have considerable variation,
by a clan name. Amongst some Andorians, but all tend to be composed of harsh, even
it’s common to begin the clan name with guttural sounds. Tellarite names consist of
a gender-specific prefix: “zh” or “sh” for a personal name and a family name, though
“females”, and “ch” or “th” for “males”. This is the family name is often a compound,
placed before the family name, separated by indicating that the family name is a patronym
an apostrophe. Longer or more complicated or matronym (the name of a father or mother,
Andorian names are commonly shortened, respectively), toponym (derived from a place)
especially when dealing with other species. or similar — in this way, these prefixes are
X “Female”: Athytti, Vryvih, Zyle, Vyssia, similar to “O’”, “Mc“, “von”, and similar
Thriras, Shreri, Vrossaan, Itamaan, elements in some Human names.
Ishrelia, Vreraat, Talas, Tarah, Jhamel, Talla X Sample Names: Brag, Cek, Cherthish,
X “Male”: Ishrath, Thoss, Shon, Oshrev, Dash, Fratho, Geshniv, Gisich, Gullak,
Atheth, Tyvaass, Thasiv, Tyssab, Tylihr, Gullerg, Ghand, Glavom, Hellek, Jorsh,
Thy’lek, Shras, Thelev, Keval, Gareb Kholo, Neshlel, Nihraogh, Pola, Prugm,
X Clan Names: Tharhat, Qiaqir, Chiaqis, Rensh, Rinkog, Skig, Torthem, Trar, Tuk,
Thenehr, Zynes, Shraviq, Thilrerh, Vaolli, Verg, Veth, Zankir, Zhuggaa
Azonan, Azollarh, Shran X Prefixes: bav, glov, blasch, lorin, jav,
X Examples: Ishrelia zh’Azonan, bim, glasch
Atheth th’Zynes X Family: Gronnahk, Nonkursh, Slaal,
Ker, Zhiv, Blav, Zhuffand, Khebloss,
X Denobulans tend to only have a single Pend, Brin, Wenkurn, Gerkow, Khutohk,
name — an individual Denobulan may be Jagh, Krer
part of several overlapping families. Some X Examples: Pola jav Brin, Tuk glasch
Denobulans may use the name of one of Khutohk
their spouses as an impromptu surname,
however; this is often to indicate association X Trill names consist of a personal name and
to species that may not understand a family name, though in the case of a joined
Denobulan families. Denobulan names tend Trill, the family name is replaced with the
to be short and hard-sounding. name of the symbiont.

106 CHAPTER 05.00


X Sample Names: Arjin, Audrid, Azala, Each role comes with a distinct benefit in-game,
Bejal, Curzon, Diranne, Dorin, Emony, as well as defining what the character’s job is on
Hanor, Joal, Joran, Kareel, Kehdza, the ship. These in-game benefits are marked in
Keman, Kimoni, Koria, Larista, Lenara, italics in the entries below.
Lidra, Malko, Nilani, Reeza, Sabin,
Selin, Timor, Tobin, Torias, Verad, Vidria, X Commanding Officer: Command
Yedrin, Zharaina department only. The captain. Even if the
X Family: Nedan, Sozenn, Rulon, Les, commanding officer does not hold the rank
Tral, Inazin, Hama, Kelen, Imonim, Razix, of captain, they will be referred to as captain
Idiron, Paron, Tanan, Sulil, Kerev by their subordinates. Every ship must have a
X Symbiont: Jexen, Del, Ogar, Kyl, Eku, commanding officer. The commanding officer
Nala, Cela, Pohr, Ral, Okir, Etahn, Lahl may spend a point of Determination to grant
X Examples: Koria Inazin, Bejal Okir any other character they can communicate
with one point of Determination; this does not
X Vulcans have only a single name, in practical have to be linked to a Value.
terms — while they do have family names,
these are not discussed amongst other X Executive Officer: Command department
species — and tend to be traditional in the only. First officer. The executive officer is the
names they use. Masculine Vulcans often — captain’s chief advisor, and takes command
though far from always — are given names in situations where the captain is unable to. If
beginning with S, while feminine names a ship does not have a dedicated executive
frequently begin with T’. These are far from officer, an officer in another role should be
universal, however. noted as first officer, but they will not gain the
X Sample Names: Aravik, Delvok, Falor, benefits of this role. When another character
Kovar, Metana, Muroc, Perren, Rekan, in communication with the executive
Salok, Savel, Seleya, Sevek, Simora, officer spends a point of Determination, the
Skon, Soral, Sutok, Syrran, T’Karra, executive officer may spend 3 Momentum
T’Laan, T’Lar, T’Les, T’Mal, T’Paal, T’Pan, (Immediate) to let that character regain the
T’Rel, T’Vran, Tanok, Tekav, Tolek, V’Lar, spent point of Determination.
Velik
X Helmsman: Engineering department only.
ROLE The helmsman manages and oversees all
A character’s place within the crew of their ship technical operations aboard or involving
is an important consideration, but it’s one that
should be left to the end of the character creation
process if this method is used. DIFFERENT STYLES OF GAME
Role will have a greater impact upon the Different styles of game may require slightly
character in play than rank will, so this should be different considerations with the rules. If the game
determined first. Main Characters will normally being run is not focused on the senior staff of a
be the senior staff of their ship — the group of starship, then choosing roles doesn’t make sense.
personnel who make the important decisions The Gamemaster may choose to skip that part
about the ship, and who aid the captain as entirely, or they may devise alternative roles more
department heads, subject matter experts, and suited to the style of game being run.
trusted advisors.

REPORTING FOR DUTY 107


the ship, normally from the helm station on where matters of that officer’s health are
the bridge, or in conjunction with the chief concerned. When aboard the ship, the chief
engineer (on smaller ships, one officer may fill medical officer always has the Advantage
both roles). This often entails taking on “Medical Department,” which represents the
the duties of a science officer, if there is ship’s medical personnel.
no dedicated science officer in the senior
staff. When the helmsman succeeds at a X Science Officer: Science department only.
Task assisted by the ship’s Computers or A science officer is responsible for advising
Sensors, or using a tricorder, the character the commanding officer of all matters
generates one bonus Momentum, which scientific, providing hypotheses in matters
may only be used on the Obtain Information concerning the unknown. Not all ships have
Momentum spend. a dedicated science officer within the senior
staff, often having the operations manager
X Chief Engineer: Engineering department take on these duties. When the science
only. The chief engineer is responsible for officer succeeds at a Task assisted by the
ensuring that the ship remains operational ship’s Computers or Sensors, or using a
and functional, and commands the tricorder, the character generates one bonus
engineering department aboard the ship. Momentum, which may only be used on the
When aboard the ship, the chief engineer Obtain Information Momentum spend.
always has the Advantage “Engineering
Department,” which represents the ship’s X Navigator: Conn department only. Not a
complement of engineers and technicians. typical senior staff role, some captains,
particularly those operating in uncharted
X Chief of Security: Security department only. space, choose the most senior navigator
The chief of security oversees the ship’s to serve as senior staff as well. When the
security department, and is responsible for navigator is required to analyze, or repair
ensuring the safety of the ship and crew technology related to flight or propulsion,
during missions, for the investigation of they may use the Conn Discipline instead of
disciplinary and criminal matters, and for Engineering.
overseeing the protection of important
persons aboard the ship. On many ships, the X Communications Officer: Communications
chief of security operates from the tactical officers are typically skilled in linguistics
station on the bridge. When aboard the ship, and cryptography, and aided with advanced
the chief of security always has the Advantage translation and decryption technologies, and
“Security Detachment,” which represents the thus valuable during encounters with both
ship’s security personnel. new cultures, and with hostile ones. When
a Task attempted by the communications
X Chief Medical Officer: Medical department officer is increased in Difficulty because of an
only. The chief medical officer, also known unfamiliar language or encryption, ignore that
as ship’s surgeon, or ship’s doctor, is Difficulty increase.
responsible for the health and well-being of
the crew and other persons aboard the ship, RANK
and leads the ship’s medical department. Once the characters’ roles have been determined,
A chief medical officer can order, and the Players should determine their ranks. A
countermand the orders of, senior officers character can be of any rank, though there are

108 CHAPTER 05.00


a few restrictions in specific circumstances. The one. Characters from the medical department
choice made in Step Five: Career may limit which may use a medical tricorder instead.
ranks the Player may choose from. Starfleet’s
officer ranks are as follows: Beyond that, characters may have common
tools on hand for their day-to-day duties. Any
X Captain: This rank can only be selected by character from the engineering department may
the commanding officer, and no more than carry an engineer’s toolkit, while characters from
one character may select it. the medical department may carry a medkit.
X Commander: This rank is the lowest rank Similarly, a character with a Trait representing a
that the commanding officer may have. weakness, flaw, or disability, or whose species
X Lieutenant Commander: This rank is the cannot easily function in an Earth-standard
lowest rank that may be taken by a character environment, will receive appropriate equipment
with the Veteran talent. to allow them to compensate for these difficulties.
X Lieutenant
X Lieutenant (junior grade): This rank is Finally, characters receive a sidearm for
the highest rank that may be taken by a personal defense. All Starfleet officers receive
character with the Untapped Potential Talent. a type-1 phaser as standard. All security
It is also the lowest rank that may be taken personnel, and all senior officers (lieutenant
by any character with the role of executive commander and higher) receive a type-2
officer, chief engineer, chief of security, or phaser as their sidearm instead.
chief medical officer, as those roles are only
available to experienced personnel. Other equipment is either obtained as required
X Ensign: This is the lowest rank available to by the mission, or forms a character’s personal
any officer. effects, which are described separately.

EQUIPMENT Example: Finally, Nathan puts the finishing


Starfleet personnel are extremely well-supplied, touches to the character. First, a final Value:
receiving the tools they need to do their jobs. The “Living with Your Ideals is Harder than Dying for
Main Characters are no different. Them”, reflecting his experiences of conflict and
the chain of command. Next, Nathan adjusts the
X All characters naturally receive their character’s Attributes. None of them are above
uniforms. Characters will receive duty 12, and only one is that high, so he doesn’t need
uniforms appropriate for their department and to change anything there, meaning he can just
their duties, as well as a dress uniform for increase two Attributes by +1 each. He increases
formal occasions. Control and Presence both to 10.

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.

REPORTING FOR DUTY 109


Part of the character’s name is already decided Lastly, he notes down starting equipment —
— a Joined Trill takes their symbiont’s name uniform, communicator, tricorder, and a phaser
instead of their surname — so Nathan selects type-2. With that done, Lieutenant Commander
the name Joal Etahn for the character, noting Joal Etahn is ready for duty.
that the character’s family name is Kerev, should
it become important later. He also decides that
Joal is in his late 30s, a suitable age for an officer LT. CMDR. JOAL ETAHN
of his experience, and puts some thought into
the character’s appearance and personality. He’s
clearly part of the sciences department as well. TRAITS: Trill, Etahn symbiont

Then, with the rest of his group, Nathan looks VALUES


over the senior staff roles, and they determine X Understanding is the Purpose of Life
that he’d be most suitable as a science officer, X Seek Out New Life and New Civilizations
and holds the rank of lieutenant commander. X Seen Too Much to be Surprised
X Living with Your Ideals is Harder than Dying
for Them
ENLISTED PERSONNEL
ATTRIBUTES
A Player may choose to make their character
CONTROL 10 FITNESS 08 PRESENCE 10
enlisted instead of a commissioned officer
following the normal procedure, with a few
DARING 07 INSIGHT 09 REASON 12
minor changes — the character does not attend
Starfleet Academy, but instead receives their
training elsewhere (this has no effect on the DISCIPLINES
rules, and is purely background), and cannot
COMMAND 03 SECURITY 02 SCIENCE 05
select Command as their major during that stage.
Further, an enlisted character cannot take the
CONN 02 ENGINEERING 01 MEDICINE 03
commanding officer or executive officer roles.
Enlisted personnel have the ranks listed below:
FOCUSES: Hand Phasers, Linguistics,
X Master chief petty officer/master chief Psychology, Survival Training, Starfleet Uniform
specialist. Code of Justice, Xenoanthropology
X Senior chief petty officer/senior chief specialist.
X Chief petty officer/chief specialist. STRESS: 10
X Petty officer/specialist/yeoman (1st class, 2nd
class, or 3rd class). ATTACKS:
X Crewman (1st class, 2nd class, or 3rd class). Unarmed Strike (Melee, 3 A Knockdown, Size 1H,
Non-Lethal)
An enlisted character with the Untapped Potential Phaser type-2 (Ranged, 5 A, Size 1H, Charge).
Talent can only pick the crewman or petty officer/
specialist/yeoman ranks. An enlisted character TALENTS: Cautious (Science), Intense Scrutiny,
with the Veteran Talent may not pick any rank lower Joined, Technical Expertise
than chief petty officer/chief specialist.
EQUIPMENT: Uniform, communicator, tricorder.

110 CHAPTER 05.00


05.30
CREATION IN PLAY
The other method of creating a Main Character ASSIGN THE CHARACTER’S
is somewhat simpler, but it does require that ATTRIBUTES
the Player have a greater understanding of what Assign the following ratings to the character’s
they want their character to be and do before Attributes, in any order:
play begins.
10, 10, 9, 9, 8, 7
This method allows the Players to partially create
their characters, while leaving many of the details CHOOSE THE CHARACTER’S
undefined, so that they can be determined SPECIES
during play itself, revealing the character through Next, the Player should select the species they
their actions in the same way that a character’s wish their character to be. This is a simple
capabilities might be introduced to an audience matter of choosing from the list of species
watching a TV show or movie. found on page 82. The Player then increases
their Attributes as described in the entry for the
This method uses the following steps: Species chosen, and notes their Species Trait.

1. Choose the character’s Role. ASSIGN THE CHARACTER’S


2. Assign the character’s Attributes. DISCIPLINES
3. Choose the character’s Species. The Discipline that matches the character’s
4. Assign the character’s Disciplines. chosen department is assigned a rating of either
5. Choose a single Value. 4, or 5.
6. Begin play!
Then choose a second Discipline, and assign
it a rating based on the choice above: if the
CHOOSE THE department Discipline is a 5, then the second
CHARACTER’S ROLE Discipline is a 3, but if the department Discipline
First and foremost, the Player should determine is a 4, then the second Discipline will be a 4
the role they intend the character to fill within as well.
the group and aboard the ship. This is the
same as choosing the character’s role at the Leave the other four Disciplines blank at this
end of Lifepath Creation (p.107), only the rest stage. They will be determined during play.
of the character’s details have not yet been
determined. Instead, the character will be CHOOSE A SINGLE VALUE
created to fill that role, rather than choosing a Finally, the Player should choose a single Value.
role once the character has been completed. This Value should reflect the basic concept the
Player has for the character. The character’s other
The Player should also determine the character’s Values will be determined during play.
department at this stage, picking from one of the
six Disciplines, and should also note down the
equipment the character will start with.

REPORTING FOR DUTY 111


BEGIN PLAY! of their remaining Values. The Player chooses
At this stage, the character should have their a Value applicable to the Task they’re
Role, their Species (including the accompanying attempting, and immediately gains a point of
Trait), a full range of Attributes, two of their six Determination, which may be used with that
Disciplines, and a single Value. This is all that’s Value straight away.
needed to get started.
X Disciplines: The character has four
During their first mission, each Main Character Disciplines left undefined. Whenever called
should have a basic opportunity to show off upon to attempt a Task that would use an
their skills. Each character will have the following undefined Discipline, the Player may declare
elements left undetermined: that they’re choosing to define that Discipline.
The character’s remaining Disciplines may
X Values: The character has three Values left be given one of the following ratings: 3, 2, 2,
undefined. When attempting a Task, the and 1. Each one of those ratings may only be
Player may declare that they’re defining one used once. The Task is then attempted using
that newly-defined Discipline.

VM 810 29 2558 X Focuses: The character has all six Focuses


left undefined. Whenever called upon to
attempt a Task, the Player may declare
COMMUNICATOR that they’re choosing to define one of their
Focuses. The Player chooses a Focus
applicable to the Task being attempted. The
Task is then attempted using the newly-
ANTENNAE / LID defined Focus.

X Talents: The character has four Talents left


undefined. At any point during the session,
the Player may declare that they’re choosing
to define one of their Talents; this may even
be in the middle of resolving a Task. The
HEAT SINK Player chooses one Talent, for which the
character must meet any requirements. Play
AUDIO OUTPUT then resumes with the character gaining the
benefits of that Talent. However, the character
may not retroactively benefit from having
L.E.D.S
the Talent — they cannot change things that
happened before the Talent was gained.
CHANNEL SELECT DIAL

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.

112 CHAPTER 05.00


05.40
SUPPORTING CHARACTERS
Supporting Characters are the other type The Player, and the Gamemaster, should keep in
of characters created and controlled by the mind — or keep note of — where Main Characters
Players during a game of Star Trek Adventures. and Supporting Characters are at different times,
Supporting Characters are less detailed and and it will typically be the case that a Player will
are created in a less involved manner than Main choose a character located in the scene being
Characters, and they are not permanently owned established. However, this means that if the
by a single Player. Instead, Supporting Characters Gamemaster ends a scene, then establishes the
are created as and when circumstances require next scene in a location occupied by a different
within the game. set of characters, the Players can easily switch to
the appropriate characters without having to stop
X They represent the rest of the ship’s crew and figure out who is involved and who isn’t.
in play, giving the Players subordinates to
command and provide the experience of If a Player has multiple characters in a single
being a senior Starfleet officer. scene, then the Player may not directly control
those other characters. Characters which are
X They allow Players to take on different roles, not under the direct control of any Player cannot
allowing them to capitalize on a skillset that perform the full range of actions and Tasks
doesn’t exist amongst the Main Characters, available to a character under a Player’s control.
or to play a more active role in scenes where Instead, they can do the following things:
their Main Character is absent.
X Minor Actions: An uncontrolled character
X They allow the Players to split their characters will perform whatever Minor Actions or other
between different activities in different incidental activities are needed to keep up
locations without being left out of the game with the Player Characters, or to follow the
for long stretches. orders of Player-controlled characters with
authority over them.
X They allow smaller groups of Players to
bolster their numbers during challenges, such X Tasks: An uncontrolled character cannot
as by ensuring that enough bridge stations attempt a Task that has a Difficulty above 0.
are manned during a space battle. Uncontrolled characters may, however, use
the Assist Task to benefit Player Characters,
though they may only do so once per round
USING A SUPPORTING in combat.
CHARACTER
At the start of a scene, a Player may choose X Combat: Uncontrolled characters do not
which character to use: their Main Character, receive a turn during combat; instead, an
or one of the Supporting Characters currently uncontrolled character’s Minor Actions and
available. Supporting Characters are not Senior Tasks (per the limitations above) are resolved
Staff, and have no authority over Main Characters; as part of the actions of Player Characters —
beyond that, compare the individual ranks of the uncontrolled characters follow the orders
characters to determine the chain of command. of their superiors immediately.

REPORTING FOR DUTY 113


X Complications and Injury: Uncontrolled until they are introduced in play, and during a
characters can be Injured in combat, and can prolonged campaign a group may create many
suffer Complications as normal. However, Supporting Characters, not all of whom will
an uncontrolled character may not spend appear in every mission.
Momentum or add to Threat to avoid an
Injury. Further, in any situation where a Player
Character would suffer a Complication or CREATING A SUPPORTING
become Injured, and there are one or more CHARACTER
uncontrolled characters in the scene, the The number of Supporting Characters present
Player may choose to have the uncontrolled during any game is variable, and Players do not
character suffer the Complication or inherently own any Supporting Characters —
Injury instead. In the case of an Injury, the though they can lay claim to them during play,
uncontrolled character cannot be used in any for the duration of that mission.
way for the remainder of the scene, and if
the Injury was lethal, they will require medical When creating a Supporting Character, use the
attention or die. If a Player Character suffers following procedure:
an Injury or is otherwise incapacitated, they
may immediately choose to take over an 1. Purpose: First, determine what purpose
uncontrolled character for the remainder of the Supporting Character will fill. Are they
the scene. an engineer, or a doctor, or a scientist, or
a security officer? This will shape the rest
Further, uncontrolled characters can be treated of the character. This includes choosing a
as an Advantage, to allow a Task to be attempted department for the character.
which would otherwise be impossible (for
activities that would require multiple people), or to 2. Attributes: Secondly, assign the character’s
reduce the Difficulty of a Task — simply providing Attribute scores. The character will have
an extra pair of hands and an extra set of senses Attribute scores of 10, 9, 9, 8, 8, and 7,
can be valuable. arranged in any order. Also at this stage,
choose the character’s species, and note
CREW SUPPORT down both their Species Trait, and adjust the
The maximum number of Supporting Characters Attributes accordingly.
that can be used during a single adventure is
equal to the Crew Support of the group’s ship 3. Disciplines: Next, assign the character’s
(Crew Support is described in full in Chapter Disciplines. The character will have Discipline
9: Home Among the Stars). During a mission, scores of 4, 3, 2, 2, 1, and 1, arranged in
Players may choose to introduce one or more any order. The character’s highest Discipline
Supporting Characters at the start of any should match up with the department chosen
scene, either creating those characters anew in step one.
or choosing from amongst previously-created
Supporting Characters. The total number of 4. Focuses: After this, choose three Focuses
Supporting Characters introduced during the for the character. At least one of these should
mission cannot exceed the Crew Support. match the purpose defined in step one.

Note that previously-created Supporting 5. Finishing Up: Finally, give the character
Characters do not count against this number their standard issue equipment (uniform,

114 CHAPTER 05.00


communicator, tricorder, phaser, and possibly X Attributes: The Supporting Character
other tools), and choose an appropriate increases a single Attribute by 1. This option
name and rank for the character. Supporting may only be chosen once.
Characters should never have a rank above
lieutenant, and may often be enlisted X Disciplines: The Supporting Character
personnel rather than officers. increases a single Discipline by 1. This
option may only be chosen once.
Supporting Characters do not have the same
level of detail as Main Characters, and initially will X Focuses: The Supporting Character
lack Values and Talents. Supporting Characters chooses one additional Focus. This option
have no Determination to spend (and, lacking may be chosen three times, gaining a new
a Value, no way to earn Determination either). Focus each time.
Supporting Characters can obtain these details
and develop during play. X Talents: The Supporting Character
gains a single Talent that they meet the
Whenever a Supporting Character is introduced requirements for. This option may be
to a mission, and this is not the first time they chosen four times, gaining a different Talent
have been introduced (i.e., they have been each time.
introduced before), the Player introducing them
may choose one of the following options: Once all the options listed above have been
taken, a Supporting Character cannot improve
X Values: The Supporting Character gains a further simply by being introduced. However,
single Value. This option may be chosen up Supporting Characters can also be improved
to four times, gaining a new Focus each time. as part of a Main Character’s advancement

REPORTING FOR DUTY 115


— reflecting a Main Character training and take control of up to two characters during
developing the personnel under them. a scene; this would increase the number
of Player Characters, each of whom gets
their own turn during a round of combat, for
SUPPORTING CHARACTER example. The Gamemaster may vary this
OPTIONS from scene to scene if they wish, or apply it
This section describes a few optional rules that only to specific types of scene (such as space
affect the way Supporting Characters are used combat, to ensure that all the vital bridge
in play. stations are filled).

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

116 CHAPTER 05.00


with that Discipline, and you buy one or more Obtain Information, you may ask one additional
d20s by spending Momentum, you may re-roll a question (in total, not per Momentum spent on
single d20. Obtain Information).

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.

REPORTING FOR DUTY 117


CONN TALENTS LIST Interrogation
Requirement: Security 3+
Fly-By When you succeed at a Task to coerce someone
Requirement: Conn 2+ to reveal information in a social conflict, you gain
Whenever you use the Swift Task Momentum one bonus Momentum, which may only be spent
spend, you do not increase the Difficulty of the on the Obtain Information Momentum spend.
second Task if one of the Tasks you attempt is to
pilot a vessel or vehicle. Mean Right Hook
Requirement: None
Precise Evasion Your Unarmed Strike attack has the Vicious 1
Requirement: Conn 4+ Stress Effect.
Whenever you succeed at the Evasive Action
Task, you may spend two Momentum. If you do, Pack Tactics
the ship does not suffer the increased Difficulty Requirement: None
for attacks normally caused by Evasive Action. Whenever you assist another character during
combat, the character you assisted gains one
Push the Limits bonus Momentum if they succeed.
Requirement: Conn 4+
When you attempt a Conn Task that has Quick to Action
increased in Difficulty due to environmental Requirement: Security 3+
conditions or damage to the Engines, reduce the During the first round of any combat, you and
Difficulty by 1, to a minimum of 1. your allies may ignore the normal cost to Keep
the Initiative.
Starship Expert
Requirement: Conn 3+
Whenever you succeed at a Conn Task to identify ENGINEERING TALENTS LIST
a type of starship, or to try and understand an
unknown form of starship, you gain one bonus A Little More Power
Momentum, which may only be used on the Requirement: Engineering 3+
Obtain Information Momentum spend, or to Whenever you succeed at an Engineering Task
pay part of the cost of the Create Advantage aboard your own ship, you may spend one
Momentum spend (where the Advantage must Momentum to regain one spent Power.
represent some form of known or observed
weakness in the ship being studied). I Know My Ship
Requirement: Engineering 4+
Whenever you attempt a Task to determine the
SECURITY TALENTS LIST source of a technical problem with your ship, add
one bonus d20.
Close Protection
Requirement: Security 4+ In the Nick of Time
When you make a successful attack, you may Requirement: Engineering 3+ or Science 3+
spend one Momentum to protect a single ally Whenever you succeed at an Engineering or
within Close range. The next attack against that Science Task as part of an Extended Task, you
ally before the start of your next turn increases in score 1 additional Stress for every Effect rolled.
Difficulty by 1.

118 CHAPTER 05.00


Intense Scrutiny as you succeeded at a previous Task covering the
Requirement: Engineering 3+ or Science 3+ same scientific or technological field earlier in the
Whenever you succeed at a Task using Reason same mission.
or Control as part of an Extended Task, you
may ignore up to two Resistance for every
Effect rolled. MEDICINE TALENTS LIST
Jury-Rig Doctor’s Orders
Requirement: Engineering 4+ Requirement: Medicine 4+
Whenever you attempt an Engineering Task to When you attempt a Task to coordinate others,
perform repairs, you may reduce the Difficulty or to coerce someone into taking or refraining
by 2, to a minimum of 0. If you do this, however, from a specific course of action, you may use
then the repairs are only temporary and will last your Medicine Discipline instead of Command.
only a single scene, plus one additional scene
per Momentum spent (Repeatable) before Field Medicine
they fail again. Jury-rigged repairs can only be Requirement: None
applied once and the Difficulty to repair a device When attempting a Medicine Task, you may
that has been Jury-rigged increases by 1. ignore any increase in Difficulty for working
without the proper tools or equipment.

SCIENCE TALENTS LIST First Response


Requirement: Medicine 3+
Computer Expertise When you attempt the First Aid Task during
Requirement: Science 2+ combat, you gain a bonus d20. Further,
Whenever you attempt a Task that involves the you may always Succeed at a Cost, with
programming or study of a computer system, each Complication you suffer adding +1 to
you may add a bonus d20 to your pool. the Difficulty of healing the patient’s Injury
subsequently.
In the Nick of Time
Requirement: Engineering 3+ or Science 3+ Quick Study
Whenever you succeed at an Engineering or Requirement: Medicine 3+
Science Task as part of an Extended Task, you When attempting a Task that will involve an
score 1 additional Stress for every Effect rolled. unfamiliar medical procedure, or which is to
treat an unfamiliar species, ignore any Difficulty
Intense Scrutiny increase stemming from your unfamiliarity.
Requirement: Engineering 3+ or Science 3+
Whenever you succeed at a Task using Reason Triage
or Control as part of an Extended Task, you Requirement: Medicine 3+
may ignore up to two Resistance for every When you attempt a Task to identify specific
Effect rolled. injuries or illnesses, or to determine the severity
of a patient’s condition, you may spend one
Testing a Theory Momentum (Repeatable) to diagnose one
Requirement: Science 2+ or Engineering 2+ additional patient.
When you attempt a Task using Engineering or
Science, you may roll one additional d20, so long

REPORTING FOR DUTY 119


05.60
CHARACTER DEVELOPMENT
A character doesn’t remain unchanged LOG ENTRIES
throughout their career. As they explore strange To reach Milestones and have your character
new worlds and seek out new life and new grow, you need to maintain a log. The log is a
civilizations, they will be changed by what they record of your main character’s adventures, and
learn, and they will grow from their experiences. thus it serves as an accounting of the character’s
The adversity these characters overcome, and history in play. You gain Milestones whenever
the challenges they confront, will shape them. you make a connection between the current
adventure and one noted in your log.
Character development in Star Trek Adventures
comes in two forms: characters grow and change At the end of each adventure, create a brief
periodically during their careers, in events called description of the mission itself and how your
milestones; alongside this, the character’s main character was involved. One or two
renown and reputation will change as they sentences should be the most you need; if your
complete missions and make important decisions. Gamemaster provides “episode titles” for each
adventure, noting down the title of the adventure
Only Main Characters can receive milestones, is sufficient. You’re welcome to write more if you
but the benefit of a milestone can be used to want – and some players may want to – but it’s
change a Supporting Character or the ship itself not essential, and so long as you’ve got a useful
— this represents the Main Character working to reminder of past exploits, any amount is fine.
improve the crew and the ship. Changes made to Alongside this, note down which, if any of your
Supporting Characters and to the ship must be Values you used positively, used negatively, or
discussed with the entire group: they belong to challenged. Some shorthand is useful here: by
everyone, so everyone should have a say. numbering your Values, you can refer back to
them by simply writing V1, V2, V3, etc., (or D1,
D2, etc., for Directives), and following any that
MILESTONES were used with a + (used positively), a – (used
A milestone is a meaningful event in a character’s negatively) or an ! (challenged).
life, a point at which the character reexamines
themselves and changes in response to what Example: Lieutenant Baxter completes a mission,
they’ve experienced. Milestones occur at the end and Nathan notes down some details about the
of missions, though a character will not always mission. “Engaged a band of Orion pirates who’d
have a milestone at the end of every mission. been raiding Federation border colonies. Created
sensor ghosts to lure them into ambush.” He
Milestones are connected to a character’s values, then notes which Values he used, noting that he
and to the Directives present during missions. used his first Value, “Always Defend the Weak”,
Values are what drive a character’s actions, positively, and used his third Value, “Patient with
and a milestone is a significant point reached the Unenlightened” – negatively. He notes this
because of those actions. Milestones also vary down as follows: V1+, V3-.
in significance, with greater impact the more a
character is involved in the action. In addition, if you challenged a Value, you may
rewrite that Value. The new Value should relate

120 CHAPTER 05.00


somehow to what it was before, and how the MILESTONE OPTIONS
character’s views have changed as a result of the
situation that caused the challenge. It doesn’t PERSONAL GROWTH
have to be a big difference – and often, it won’t
be – but the new Value should demonstrate how You may improve one of your attributes.
the character’s perspectives have shifted. Choose a single attribute and increase it by 1. You may not
increase an attribute above 11 with this, and you may only
increase each attribute once using a milestone.
Finally, if you used any of your Values
(positively, negatively, or challenged) during that You may improve one of your disciplines.
Choose a single discipline and increase it by 1. You may not
adventure, you may also make an adjustment
increase a discipline above 4 with this, and you may only
to your character. This is optional, but it allows
increase each discipline once using a milestone.
characters to adjust and shift in small ways over
You may gain one additional focus.
time. You may do one of the following:
You may gain one additional talent.
X Adjust your Attributes: Reduce one Attribute
by 1 and increase another by 1. You may not
increase an Attribute to above 11, nor may SHIP & CREW IMPROVEMENTS
you reduce an Attribute to below 7.
You may help a supporting character in their training:
X Adjust your Disciplines: Reduce one Increase one of the supporting character’s attributes
or disciplines, or give them one extra focus or talent, as
Discipline by 1 and increase another by 1.
described above.
You can’t increase any Discipline to more
than 4 in this way, nor can you reduce a You may adjust the ship’s systems. Reduce one system
by 1 and increase another system by 1. You may not
Discipline below 1.
increase a system to above 11, nor may you reduce a
system to below 6.
X Swap one of your Focuses: Change a
You may adjust the ship’s departments, altering
specialization by studying a different one.
the ship’s priorities and crew duties. You reduce one
Choose one of your Focuses and replace it
department by 1 and increase another by 1. You can’t
with a different Focus. increase any department to more than 4 in this way, nor
can you reduce a department below 1.
X Swap one of your Talents: Replace an You may swap one of the ship’s talents, with the ship
existing Talent with a different one for which removing some specialized systems to make way for
you meet the prerequisites. others. Choose one of the ship’s talents and replace it
with a new one.
X Help a supporting character in their
training: Adjust one of the supporting
character’s Attributes or Disciplines, swap (or, in the case of Values that were challenged
one of their Focuses, or swap one of their and rewritten, to the new Value created that
Talents, as described above. adventure). Describe how that previous
experience influences what is happening now,
REACHING A MILESTONE and then gain one Determination (you’re still
Once during any adventure, when you choose limited to the normal maximum of 3). You must
to use one of your main character’s values, then place a tick next to the log entry you called
you may call back to any previous adventure back to, or otherwise mark that you have used it:
in your log where you used the same Value each log entry may only be used once.

REPORTING FOR DUTY 121


CHARACTER ARC OPTIONS The Gamemaster may veto a call back which
seems tenuous or inappropriate to the situation,
PERSONAL GROWTH though this should be done rarely, and if a call
back is vetoed, then you may attempt another
You may improve one of your attributes. call back later in that adventure.
Choose a single attribute and increase it by 1.
You may not increase an attribute above 12 in this manner.
At the end of the adventure, when adding to
You may improve one of your disciplines. your log, you will receive a Milestone. Note or
Choose a single discipline and increase it by 1.
mark in the log entry for the current adventure
You may not increase a discipline above 5 in this manner.
that you have received a Milestone, and which
You may create one additional value for the character. previous adventure you called back to (this will
You may gain one additional talent. be important later).

Once you’ve written the log entry, you may make


SHIP & CREW IMPROVEMENTS a change to your character. Select one from the
Milestone Options table.
Choose one of the ship’s systems and increase it by 1.
Each system may only be increased by 1 in this way. Example: In a later mission, Lt. Baxter calls upon
Choose one of the ship’s departments, and increase his “Always Defend the Weak” value, describing
it by 1, to a maximum of 5. Each system may only be how it relates to a similar situation in a previous
increased by 1 in this way.
mission – a mission where he also used that
Select one additional talent for the ship, which may Value. He gains an extra point of Determination
ignore the normal maximum number of talents a ship immediately. At the end of the mission, Baxter
may possess.
gains a Milestone, and marks in his log that he’s
You may swap one of the ship’s talents, with the ship referenced the previous mission.
removing some specialized systems to make way for
others. Choose one of the ship’s talents and replace it
with a new one. Afterwards, he chooses a single Milestone
benefit. Seeking to improve his effectiveness in a
fight, he adds 1 to his Security.

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

122 CHAPTER 05.00


REPUTATION

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.

CHARACTER ARCS When you complete a character arc, you may


Each Milestone is built on calling back to prior change your character using one of the options
experiences and being influenced by them. in the Character Arcs table instead of one of the
Character arcs are the next step of that, showing normal Milestone options.
how a character has developed over a longer
stretch of time and a number of important events. Further, the total number of adventures required to
make up a character arc increases by 1 for each
When you make a call back to a previous character arc you’ve already completed: so, while
adventure, you may gain an additional benefit if the first character arc you complete is made up
that previous adventure was a Milestone, creating of three adventures, the second must include four
a character arc. You can only get this additional adventures, the third must include five, and so forth.
benefit a few times, as they represent momentous
and significant events in the character’s life, and Example: Several missions later, Lt. Baxter
moments like that don’t come along very often. calls upon his “Always Defend the Weak” Value
once again, referring back to the two previous
Each character arc is a string of adventures missions in his log where the same Value was
connected by a single Value. At a minimum, this relevant. In doing so, he completes a character
will be three adventures: an initial one where you arc, a series of personal stories connected by
used that Value, a Milestone where you called that common theme.
back to that initial adventure, and the third one
which calls back to that Milestone. However, Writing this all down in his log, he also chooses
each time you complete a character arc, it a benefit, improving his Daring by 1. The next
takes a little more effort to complete the next character arc he completes will need to contain
character arc. four missions, rather than three.

REPORTING FOR DUTY 123


REPUTATION At the end of an adventure, the Gamemaster
An officer’s reputation can make or break their should consider the outcome of the adventure,
career, for it shapes how their peers and their the decisions that were taken, and decide which
superiors regard them, and in turn influences factors may influence a character’s Reputation.
the kinds of opportunities and considerations The Gamemaster is the final arbiter of whether
they receive. A certain standard of behavior an action has a positive or negative influence
is expected of Starfleet personnel, and those upon a character’s Reputation, but the simplest
standards increase with rank and responsibility. method is a list of simple yes or no questions.
The Gamemaster may add questions as they
A Main Character has a Reputation score, see fit, and published adventures may include
which is an approximate gauge of how they are additional questions specific to that mission.
regarded by their peers and superiors. Reputation
is not just a passive indicator, however: it POSITIVE AND NEGATIVE
can also serve as a limited defense against INFLUENCES
disciplinary actions; a well-regarded officer has Answering yes to the following questions is
more leeway in their actions, particularly where considered a positive influence:
they can provide reasonable justification.
X Was your mission successful?
A Main Character begins play with a
Reputation score of 3. X Did you positively use one or more of the
adventure’s Directives?
WHAT REPUTATION MEANS
Under normal circumstances, a character’s X Did you obey the orders given to you by your
Reputation will serve as a basic guide for superiors?
how well-regarded they are among the rest of
Starfleet, and beyond. This should serve as a X Did you prevent combat from occurring, or
guideline for how other Starfleet personnel views avoid escalating hostilities?
the character based on mission reports and
other official records. X Did you establish common ground or peaceful
cooperation with those who were newly
The different levels of Reputation have different encountered or previously hostile to you?
effects, as summarized on the table opposite.
X Did you directly contribute to saving the lives
GAINING AND LOSING of innocent people or your fellow crew?
REPUTATION
A character’s Reputation will change as they X Did you take all reasonable action to render
face new challenges and the consequences aid to those in urgent need or distress?
of their decisions. Actions in keeping with
Starfleet’s values and standards will see an Answering yes to the following questions is
increase in a character’s Reputation, while considered a negative influence:
choices and outcomes which reflect poorly
upon Starfleet will see a character’s Reputation X Was your mission a failure?
reduce, and may even see disciplinary action
taken against the character. X Did you challenge one of the adventure’s
Directives?

124 CHAPTER 05.00


X Were you disobedient to your superiors? REPUTATION ROLL PROCESS
X Were personnel under your command killed 1. Determine Target Number
during the mission? Your target number for this roll is equal to 7 plus
your Reputation.
X Did you employ force to any ends other than
the defense of self, ship, crew, or innocent life? 2. Set Difficulty
The Difficulty of this roll is equal to the number of
X Did you employ lethal force during the mission? negative influences you have.

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.

REPORTING FOR DUTY 125


SUFFERING REPRIMANDS ranking figure. These increases in cost can
be combined: getting a favor from a foreign
REPRIMANDS CHANCE OF SUFFERING ambassador costs 4, while a favor from
TOTAL REPRIMANDS the chief operations officer on a Federation
starbase costs 1.
0 20
1 19-20 X Increase Reputation: You may increase your
2 18-20 Reputation by 1, by spending Acclaim equal
3 17-20 to the Reputation you are increasing to (that
is, increasing Reputation from 3 to 4 costs 4
4 16-20
Acclaim). You may only use this at most once
5+ 15-20
per adventure.

NOT A NORMAL TASK X Commend Another: If you are the


commanding officer, you may spend 1
A Reputation roll resembles a task in a number of Acclaim to commend another main character
ways: you have a target number and a Difficulty, in the group. This counts as one extra positive
you roll several d20s, and you count successes influence on the character’s Reputation roll,
to try and match that Difficulty. However, strictly and it must be done before the roll.
speaking, it isn’t a task.
X Awards: Acclaim may be used to purchase
Tasks have a number of constraints and awards, which provide limited, but potent
constants to them, such as the minimum and benefits to those who achieve them.
maximum number of dice rolled, or the Difficulty Each award has a different cost and may
tending to be 5 or less, which do not apply have additional requirements. A selection
to Reputation rolls. This is a roll specifically of Starfleet awards is presented in the
representing the various actions a character Command Division Sourcebook.
has taken, and to that end, it can differ from a
normal task by allowing a higher difficulty than a X Status: With the Gamemaster’s assistance,
task would normally have, or by letting the player create an additional Trait for the character,
roll fewer than 2d20 or more than 5d20 if the which reflects their achievements, recognition,
circumstances suit it. or special status, or remove a Trait which
represents something negative or detrimental
to the character. If the character is a
Acclaim can be spent in the following ways: commanding officer, then they may add a Trait
to their ship instead. This costs 3 Acclaim.
X Gain Favor: With renown comes the attention
of others. You may spend Acclaim to obtain X Elevation: A character who is a non-
a favor from an NPC you encountered commissioned officer may receive a
during the adventure (who cannot be an battlefield commission and become an officer
enemy). This costs 1 Acclaim normally, but by spending 3 Acclaim. If the commanding
the cost increases by 1 if the NPC is not officer refuses, no Acclaim is spent.
from Starfleet, by 1 if the NPC commands
a starship (or has similar status), or 2 if the X Promotion: A character may be promoted
NPC is an admiral, general, or other high- to a higher rank by spending 3 Acclaim. If

126 CHAPTER 05.00


the commanding officer refuses, no Acclaim X Dishonor by Association: If you are the
is spent. A commander may not promote commanding officer, you may stain the
anyone to commander or above, and a reputation of others aboard your ship. This
captain may not promote anyone to captain counts as one extra negative influence on
or above. each other main character’s Reputation roll,
and it must be done before those characters
USING REPRIMANDS roll. This uses 2 Reprimands.
You suffer Reprimands when you are deemed
to have acted against Starfleet ideals, and it can X Stripped of Acclaim: If you have one or
drive an officer to great lengths to atone for it. more awards, you may remove one or more
Reprimands can be spent immediately as you of them to remove Reprimands; each award
see fit using any of the options presented in removed uses Reprimands equal to its cost.
this section, but you can also leave it unspent,
lingering as a stain upon the character’s honor. X Status: With the Gamemaster’s assistance,
You may use any of the options below as many create an additional Trait for the character,
times as you wish. which reflects their cowardice or disgrace, or
remove a Trait which represents something
Reprimands which are not used increases positive. If the character is a commanding
the chances of gaining more Reprimands on officer, then they may add a Trait to their ship
subsequent Reputation rolls, as noted earlier instead. This costs 3 Reprimands.
in this section. Reprimands can be spent in the
following ways: X Detention: You are stripped of your duties
and locked away for a short duration, forced
X Gain Antipathy: Poor conduct earns enmity to contemplate your shame in isolation. A
and makes enemies. You may declare that character in detention cannot be used: you
an allied NPC you encountered during the must use a supporting character instead
adventure regards you poorly. This uses 1 during the next adventure. This uses 2
Reprimand normally, but the cost increases Reprimands.
by 1 if the NPC commands a starship (or has
similar status), or 2 if the NPC is an admiral or X Court Martial: You are arrested and placed
other high-ranking figure. on trial for your actions, using 5 Reprimands.
You have the right to legal counsel in your
X Reduce Reputation: You may reduce your defense, and the court martial proceedings
Reputation by 1, using Reprimands equal to should be played out in-game. The court
the Reputation you previously held (that is, will determine guilt or innocence, and
reducing Reputation from 3 to 2 uses up 3 pass sentence on you, which can include
Reprimands). You may only use this at most dishonorable discharge from Starfleet and/or
once per adventure. incarceration in a penal facility.

X Demotion: You may accept demotion from


your current rank, having proven yourself
unworthy. Reduce your rank by one step (i.e.,
from Commander to Lieutenant Commander,
or from Lieutenant to Lieutenant, J.G., etc.).
This uses 3 Reprimands.

REPORTING FOR DUTY 127


128 CHAPTER 05.00
06.00
THE FINAL FRONTIER

06.10 Strange New Worlds 130


06.20 Stellar Phenomena 135
06.30 Scientific Discoveries
and Developments 139

LN 326 31 3055

THE FINAL FRONTIER 129


06.10
STRANGE NEW WORLDS
“When you eliminate the impossible, whatever remains, however improbable,
must be the truth.” – COMMANDER SPOCK

One or more planets surround most stars, and CLASS-H


every one of these worlds is utterly unique. All These are hot, dry terrestrial planets, which
Starfleet personnel should keep in mind that each have little surface water or ice and are, at best,
new world they encounter has the potential to be marginally habitable by humanoids. Although
deadly and, at the same time, home to secrets some Class-H worlds have oxygen-argon
found nowhere else. However, it is also important atmospheres, many have atmospheres that are
to remember that most of these millions of mildly poisonous, making long-term survival
planets fall into one of a relatively small number of impossible. Humanoid colonies have been
types. All Class-J gas giants are relatively similar, established on Class-H worlds, but rarely thrive.
as are all Class-D planetoids. The following list
describes the eight most common classes of Average Gravity: 0.5 to 1.5 Gs
planets. Other types of planets exist, but are
sufficiently rare or idiosyncratic to defy any type Dangers: Hazardous or hostile temperatures,
of standard classification. The standard planetary possibly hazardous atmospheres.
types are:
CLASS-J
CLASS-D Class-J worlds are the most common gas giant
Class-D worlds are the most common planetary planets, typically between 3 and 15 times Earth’s
bodies, and exist in almost every stellar system. diameter, with enormous and dense atmospheres
They are all relatively small, airless moons and primarily composed of either methane (on smaller
asteroids that are essentially barren balls of Class-J planets) or hydrogen (on larger Class-J
rock. Earth’s moon, Luna, is a typical example planets) and their surface is almost impossible
of such worlds. Almost all of these worlds are to reach due to the size and density of their
lifeless, although a few are home to vacuum- atmospheres. No Class-J planet is habitable by
dwelling life or life forms that live in subsurface humanoids and they are impossible to terraform.
cavern complexes. While typically useless for However, some have their own entirely airborne
any purpose except mining, some of the larger alien ecosystems and may even be home to
Class-D worlds, like the Andorian world of exceptionally alien and intelligent creatures.
Weytahn, can be terraformed. Class-J planets can be found anywhere in a star
system, from intensely hot worlds close to their
Average Gravity: Negligible to 1G, most are primary to distant frozen worlds. Some Class-M
between 0.05 and 0.5 Gs. planets orbit Class-J worlds as moons.

Dangers: Deadly atmosphere (vacuum), Average Gravity: 0.8 to 3 Gs


hazardous, hostile, or deadly temperatures,
hazardous or hostile radiation. Dangers: Deadly atmosphere, hazardous, hostile,
or deadly temperatures, possibly hazardous,
hostile, or deadly radiation.

130 CHAPTER 06.00


ENVIRONMENTAL DAMAGE TYPES
Regardless of their source, all environmental Hostile Atmospheres either contain little oxygen or
hazards are divided into three types, depending on larger amounts of moderately rapid toxins like high
their severity — hazardous (the least dangerous concentrations of carbon dioxide.
category), hostile, and deadly (the most dangerous).
Deadly Atmospheres are poisonous or otherwise
X Hazardous Environment: Any hazardous rapidly fatal, like chlorine atmospheres, extreme
environmental danger causes Stress at a rate atmospheric pressure, or the vacuum of space.
of between X/hour and X/day, depending
upon the severity of the hazard. Appropriate Adverse Temperatures
survival gear permits humanoids to endure this Hazardous Temperatures for humanoids are
environment indefinitely. above 50°C or below 0°C, and include extreme
environments on Class-M planets, like glaciers
X Hostile Environment: Any hostile environmental and hot sandy deserts. Proper survival gear can
danger causes Stress at a rate of between eliminate this damage.
X/minute and X/5 minutes, depending upon
the severity of the hazard. Only environment Hostile Temperatures are above 80°C or below
suits permit humanoids to endure hostile -50°C.
environments for more than a few minutes.
Deadly Temperatures are above 200°C or below
X Deadly Environment: Any deadly environmental -200°C, and include planets covered in lakes of
danger causes Stress at a rate of X/round. liquid nitrogen or where lead is molten.
Humanoids must wear space suits to survive
in deadly environments. However, while space Adverse Radiation
suits can protect against deadly atmospheres Hazardous Radiation includes residual radiation
for as long as their life support lasts, extended from decades-past nuclear war, normal stellar
exposure to deadly temperatures or radiation and cosmic radiation on an airless world, radiation
can cause space suits to malfunction. from natural radioactive materials, and radiation
from massive stellar storms on a Class-M planet.
The above damages are cumulative, so a world with Anti-radiation suits or a supply of the correct anti-
a hostile atmosphere and hazardous temperatures radiation drugs can reduce or counter this damage.
would require characters to roll for Stress caused
by both threats. Hostile Radiation includes radioactive fallout from
recent nuclear explosions, residual radiation from
Adverse Atmospheres a nuclear war several years before, radiation from
Hazardous Atmospheres contain a modest amount stellar storms on an unshielded spacecraft or an
of oxygen, but either that amount is insufficient airless world, and radiation from unshielded fission
for the long-term survival of humanoids or the reactors or other dangerous radiation leaks.
atmosphere contains slow toxins, like traces of
chlorine or too much carbon dioxide. Respirator Deadly Radiation includes radiation from nuclear
masks or specialized medications can reduce or weapons, radiation from massive stellar storms
eliminate this damage. on an unshielded spacecraft or airless planet, or
exceptionally bad radiation leaks.

THE FINAL FRONTIER 131


CLASS-J

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.

132 CHAPTER 06.00


CLASS-T

CLASS-M

ANOMALOUS

CLASS-Y

CLASS-M Nevertheless, do not forget that even Class-M


Class-M planets are easily habitable by all planets can be lethal. In addition to regions that
humanoids, including Humans, Vulcans, are burning hot or freezing cold, all Class-M
Klingons, Andorians, and many others. These planets are home to robust ecosystems of
worlds possess oxygen atmospheres and a animals and plants with biochemistries that
range of temperatures and pressures that allow are all somewhat similar. As a result, virulent
liquid water to exist over most of their surface. diseases, poisonous, or possibly carnivorous
However, this does not mean that the entire plants, and deadly predators can be found on
surfaces of these planets are pleasant or even many Class-M planets. Starfleet has placed
survivable. Much of Vulcan is a desert and more than a few such worlds off limits for
some Class-M worlds are in the midst of frigid colonization because one or more lifeforms were
ice ages, where ice sheets a kilometer-thick simply too deadly.
cover more than half their land area. However,
all offer locations where humanoid lifeforms Average Gravity: 0.5 to 1.5 Gs
can thrive with only minimal technology. As
a result, the Federation is always looking for Dangers: Localized hazardous or hostile
uninhabited Class-M planets to colonize. Every temperatures, possibly localized hazardous or
uninhabited Class-M planet you discover hostile radiation.
may eventually become home to a thriving
Federation colony.

THE FINAL FRONTIER 133


Average Gravity: 2 to 10 Gs
NET WARP FIELD STABILITY
Dangers: Deadly atmosphere, hazardous, hostile,
800 or deadly temperatures, possibly hazardous,
hostile, or deadly radiation.
700

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.

134 CHAPTER 06.00


06.20
STELLAR PHENOMENA
STELLAR CARTOGRAPHY burn slowly and can possibly have lifespans
FOR BEGINNERS reaching trillions of years.
Most stars that you and your crew will
encounter will fall into seven temperature The second axis on the HR Diagram is luminosity.
categories that range from warmest to coolest: Stars can be split into 7 general categories (with
O (blue), B (blue-white), A (white), F (yellow- other sub-categories left out for sake of clarity):
white), G (yellow), K (orange), M (red). Each I (Super-Giants), II (Bright Giants), III (Giants), IV
of these categories is sub-divided into ten (Sub-Giants), V (Main-Sequence), and VI (Sub-
fractional numbers to show where in that code Dwarfs), and VII / WD (White Dwarfs). Most
the star falls. Sol, our Sun, is a G2 star, thus it is stars in the Galaxy are Main Sequence (V) and
on the warmer end of yellow G-class stars while fuse hydrogen at their cores to produce energy.
the primary star of 61 Cygni (the home system The Sun is a G2V. Sub-Dwarfs (VI) are similar
of the Tellarites) is a K5 star, in the middle of to Main Sequence stars, but typically have
the orange K-class stars. Other temperature less heavy elements (greater atomic mass than
categories include L (Cool Reds), Y (Brown helium) than Main Sequence and thus burn
Dwarfs), C (Carbon Stars), and D (White Dwarfs) cooler than Main Sequence. Main Sequence
to name but a few. Hotter stars tend to burn stars tend to be stable, and thus provide planets
quickly and have short lifespans measured in around them with relatively greater opportunities
as little as millions of years, and cold red stars for life to evolve.

HERTZSPRUNG-RUSSELL STARTYPE DISTRIBUTION


10 6
HOT COOL
AND AND
BRIGHT BRIGHT
10 4
LUMINOSITY

10 2
1
10 - 2

10 - 4
HOT COOL
AND AND
DIM DIM
10 - 6

40,000 20,000 10,000 5,000 2,500


TEMPERATURE, TK

THE FINAL FRONTIER 135


PAPER LEAFLET THE DANGERS OF SPACE
Even the newest recruit to Starfleet understands
“Just outside a planet’s atmosphere is the that space is a dangerous place. Even the
realm of Stellar Phenomena, or Space Weather. smallest Main Sequence stars produce more
Early Human manned spaceflight had to deal energy per second than the entire Federation
with dangerous conditions only briefly when in does with its anti-matter reactors and fusion
low Earth orbit or on its short journeys to the power plants. With that kind of energy, both
Moon and back, but longer trips meant more beautiful and dangerous occurrences are
risk of encountering conditions that could prove common place across the Galaxy.
hazardous to the ship and crew. With the invention
of warp drive, Humanity began to discover new, NEBULAE
strange, and interesting stellar phenomena they Nebulae are gas and dust clouds that are left
had never encountered before, light-years from over from stars that have undergone nova or
home. All UESPA crew members are highly trained supernova, or even gas clouds hundreds of
on how to deal with space weather, and if you spot light-years across that still exist from before the
something, ask a crew member on duty to help formation of the Galaxy. Typically, these clouds
explain what it is to you, and know that UESPA is are made up of hydrogen and helium, along with
on the job! On your first trip to the stars, we are trace amounts of heavier elements. Nebulae are
happy to provide you with this spotter’s guide for lit by ionization and light from stars (or stellar
stars and space weather to make your journey remnants) within them, and flying through such
more educational.” highly-charged clouds of gas tends to disrupt
starship sensors. While warp travel through
Child’s Guide to Stars and Space Weather, nebula is possible due to a starships deflector
United Earth Space Probe Agency Educational array moving the particles away, slight gravitation
Pamphlet, 2140. eddies and density fluctuations mean cautious
starship captains tend to go around nebulae
rather than risk damaging their ships.
The luminosity classes brighter than the Main
Sequence (Super-Giants, Bright Giants, Giants, FLARES, RADIATION STORMS,
and Sun Giants) nearly always involve stars that AND GEOMAGNETIC STORMS
have begun to age out of the Main Sequence. Flares, radiation storms, and geomagnetic storms
As stars get older they expand as they cool. This are interlinked. Flares can occur on any star, but
expansion, and greater surface area of the star, more often around small stars such as M-class
is what allows these stars to become so bright. Main Sequence stars. These bursts of energy
Worlds around these stars tend to be lifeless or erupt out of the star and often outshine the
show the signs of previous life. As these stars are rest of the star for hours at a time. The charged
so luminous, radiation can prove to be an extreme particles and radiation from such flares can cause
hazard around them even for the most well problems with a starship’s shields and sensors,
shielded science vessel. As these stars continue and unprotected crew on the surface of planets
to age they will either form a nova or supernova. without a magnetic field can receive heavy doses
Some examples of these brighter stars include: of radiation.
Pollux (K0III, or an Orange Giant), Rasalgethi
(M5Ib, or a Red Super-Giant), and Rigel (B8Ia, ION STORMS
or a Blue Super-Giant). Ion storms are severe versions of flares and
radiation storms. They start the same way, with

136 CHAPTER 06.00


a powerful burst of energy from a star or stellar radiation storms, and even geomagnetic events
body, powerful enough that the radiation density in nearby star systems.
of the pulse can ionize interstellar gases and
punch through most planetary magnetic fields, SUPERNOVAS, NEUTRON STARS,
causing severe damage to unshielded electronics AND BLACK HOLES
and delicate ship systems. Ion storms can hold Supernovas, neutron stars, and black holes are
together over decades and travel across light- intrinsically linked. As massive stars begin to run
years before finally dissipating when conditions out of hydrogen in their core, there is enough
are right. mass and pressure to continue the fusion process
using heavier elements such as helium, carbon,
NOVAS and even silicon. Once silicon begins to fuse
A nova is the gradual death of a star as its into iron, the amount of energy produced from
core contracts and gets hotter, blowing off the trying to fuse iron is not enough to hold back the
outer layers of its atmosphere and that material immense pressures generated from the mass of
accreting onto a nearby stellar partner (typically these large stars, and gravitation collapse begins.
a White Dwarf) which then accumulates mass Within seconds the star becomes billions of times
until it explodes in an uncontrolled fusion brighter than it was as the explosive shock wave
reaction. These high-energy events wash out reaches a significant portion of the speed of
sensors, can sterilize worlds that are even light. The mass of the star’s core determines if a
protected by the most advanced shielding, and neutron star or a black hole forms. Regardless,
can pose significant radiation hazards to starship any starship near a star undergoing supernova
crews. These events can also spawn ion storms, is doomed to be vaporized even with the best

THE FINAL FRONTIER 137


shielding technology. Neutron stars and black rays. This radiation can cause severe damage
holes alike can produce intense gravitational to starships and star systems even light-years
waves, extreme radiation hazards, and ion storm away, causing intense ion storms, gravitational
like effects across dozens of light-years, and even waves, and other stellar phenomena.
cause enough high energy radiation to sterilize
worlds a handful of light years away. GRAVITATIONAL DISTORTIONS
Gravitational distortion is a catch-all category for
PULSARS AND ACTIVE gravity waves and other events that cause ripples
BLACK HOLES in space-time. These originate from high energy
Pulsars and active black holes are even more events such as supernovas, black holes, closely
hazardous versions of neutron stars and black orbiting neutron stars, and collisions between
holes. Pulsars are rapidly rotating neutron stars massive objects. While most gravitational
with incredibly strong magnetic fields that distortions occur close (in astronomical terms) to
channel charged particles and radiation into these events, constructive interference of these
a beam emanating from two sides. Even from ripples can sometimes cause ‘rogue waves’ much
light-years away starships in the path of these like on the oceans of Earth. Rotating massive
‘lighthouse’ beams require heavy shielding and objects also cause ‘frame-drag’ which can cause
typically do not stay in the path for long. Active ships passing through such twisted space-time
black holes are black holes that are currently at warp speeds to undergo ‘slingshot’ time
devouring closely orbiting material, such as travel. Federation starship captains are ordered
a star that came too close. The increasing to never attempt such a thing, and those that do
velocities and densities close to the event at best will have a career-ending interview with
horizon of the black hole heat the material to the Department of Temporal Investigations in
the point that it can emit X-rays and gamma whatever time they find themselves in.

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.

138 CHAPTER 06.00


06.30
SCIENTIFIC DISCOVERIES
AND DEVELOPMENTS
In this section, we will explore rules to help guide need to roll to determine success, and is told it
Players and Gamemasters dealing with Research is a Science problem. As Scha’ls is the highest
and Development (R&D), technological tweaking, skilled science officer on Saratoga, she becomes
and coming up with new theories and ideas when Research Lead.
encountering strange new phenomena.
Step 2: Hypothesize
At this stage, Players are encouraged to throw
THE SCIENTIFIC METHOD out ideas on what might be happening while
The scientific method is the basis for scientific trying to fit them into the Focuses for the
endeavors, and can be generalized into three category of the problem. The Research Lead
steps: Observation, Hypotheses, and Testing. then chooses between 3 and 5 of these ideas
With each of these steps a character gains to use. These are called Hypotheses and
increasing insight into a scientific problem and a the Research Lead may or may not have the
solution to it, or even a breakthrough that could Focus, but they then explain these ideas to
have universe-changing consequences. The the Gamemaster. If the Gamemaster sees a
game mechanics for this center on the use of Hypothesis that fits the actual solution to the
Challenges, and specifically Gated Challenges. research problem, they regard that as ‘The Right
Way’. They do not inform the Players which
Step 1: Observe Hypothesis is correct. If none of the Hypotheses
When a scientist is presented with an presented fit the actual problem at all, the
observation that they do not understand they Gamemaster immediately gains a Threat and can
must begin to ask questions. Initial observations tell the Players to go back to the drawing board
by the characters will be able to determine what and repeat the process.
category the observations fit into: Engineering,
Science, or Medicine. Any character with Amy comes up with three possible causes to
Disciplines from those categories may make the power disruptions: Quantum Mechanics,
this Task with a Difficulty of 0 (or 1, if a very Biology, and Theoretical Physics. The Player
bizarre phenomena). Once this category is then explains that it might be Quantum
determined, a character with a high skill level Mechanics because of disruptions to how
in that Discipline becomes “Research Lead”. energy moves, it could be Biology because
This character takes lead in further steps and the probe itself has seemingly biological
attempts any Tasks needed. components, and it could be something totally
outside the realm of known phenomena with
U.S.S. Saratoga is scanning the whale probe Theoretical Physics. The Gamemaster thinks
as it approaches the Sol System when power two of the presented Hypothesis are possible,
begins to flicker. Amy is portraying Lieutenant but chooses Quantum Mechanics as ‘The
Scha’ls, the ship’s Science Officer, and is told by Right Way.’ He informs Amy that the correct
the Gamemaster that determining the research Hypothesis is indeed in front of her, but not
category is a Difficulty Zero Task, she does not which one.

THE FINAL FRONTIER 139


Step 3: Testing the Research (without informing the Players of
The Gamemaster now assigns a number of the correct choice, or the Difficulty) and says
successes needed to determine if the Hypothesis that they have 3 intervals (3 Challenge Rolls)
is correct. This is between 1 and 5 depending to find the solution. Leading the research,
on the difficulty of the research or the problem. Lt. Scha’ls has the backing of three other
The Research Lead then chooses a direction to characters that are in the sciences and needs
concentrate the research on. Players may pursue a Target Number of 15. The 3 Assistants (one
the wrong path and, if they are pressed for time, a Medical officer with a Science Discipline
they may need to decide if they should continue of 2 that feels they can assist because of
to work on the Hypothesis they have chosen, or the biological nature of the whale probe, an
switch to another (see Timed Challenges). This Engineer who has a Science Discipline of 2 that
is to represent the unknowns of research and feels they can assist because of their knowledge
development. Once the Players reach a total of EPS systems, and a newly arrived junior
number of successes required in the correct science officer with a Science Discipline of 2
research path, the Gamemaster informs the that has a fresh outlook and may see things the
Players of their success. If a character has a others do not) all roll successes and Amy rolls a
Discipline of 2 or greater in the category of the 5 and 10, getting 2 more successes for a total
problem (i.e., Engineering, Science, or Medicine) of 5. A great roll, but the Gamemaster says they
they are allowed assist Tasks in the research have not found the solution. Seeing they have
regardless of what Focuses they have. 2 more chances, and the roll was as good as
it could be, the Player of Lt. Scha’ls decides
The Gamemaster informs the Players that the to change the research direction to Quantum
energy disruptions from the whale probe are Mechanics. Only 1 Assistant gets a success
causing Life Support malfunctions, and time is (the engineer), and Amy rolls a 10 and 17, for a
of the essence. She assigns a Difficulty of 5 to total of 2 successes. With 1 interval to go, Amy
chooses to stick with Quantum Mechanics. Two
Assistants get successes and Amy rolls a 5 and
THE POWER OF WHY 18, for 3 successes and a total of 5 successes
over two time intervals. The Gamemaster
“Every sentient being in the Galaxy has at some informs the nervous Players that Lt Scha’ls has
point in their existence asked the question, why. discovered that the whale probe’s transmissions
This simple question is the beginning of every are interfering with energy transfer on a quantum
scientific endeavor from, ‘Why do I see the flash of level and that she finds a way to dampen the
lightning before I hear the thunder?’ to ‘Why can’t effects enough to get life-support back to
I develop a technology to travel faster than light?’ minimal levels, allowing the Players to wait out
When you question something you experience, the whale probes visit to the Sol System.
and try to understand it, you are participating in
the Scientific Method. A scientist is just someone ZEN AND THE ART OF WARP
highly trained in asking ‘Why?’ and proving beyond CORE MAINTENANCE
a shadow of a doubt that the conclusion they come The technology of the Star Trek universe, while
to is true.” wondrous, is rooted in concepts that are either
understood in the real world, or are theorized as
– Lectures on the Philosophy of Science, being possible. While some concepts such as
Dr. Anthony Symmes, 2087. the warp drive seem to be out of reach for the
moment, much of the science and technology

140 CHAPTER 06.00


people are comfortable using today have batteries on starships and charge packs of
equivalents aboard the Starfleet vessels. tricorders, phasers, communicators, and PADDs.
The improvement of radioisotope thermoelectric
Using the Right Tool for the Right Job generators made these low-power systems highly
Technology in Star Trek can be broken down efficient and are used in emergency situations
into three broad categories: High Energy across colony worlds in the Federation and in
Power Systems, Sensing and Computing starship lifeboats.
Technology, and Warp and Subspace Theory.
While improvements in one category may Sensors and Computing Technology deals
help make other technologies more efficient with the hardware that absorbs input, processes
or better suited for a particular Task, typically, and catalogs data, and then outputs it in ways
if an engineer wants to improve the sensing people can understand. While Moore’s Law broke
capabilities of a tricorder, they do not focus on down during the Third World War on Earth, it
improving the energy storage capacity of the came back with a vengeance after First Contact,
device. They look at its computing strength, its with standard transistor based computers
sensors sensitivity, or the selection of sensors improving until the development of duotronics
already installed. by Dr. Richard Daystrom in 2243, revolutionizing
computing technology for the entire Federation.
High Energy Power Systems include the fusion These computers are small and powerful enough
reactors that power a starship’s sublight impulse that handheld tricorders typically have the
drive, the matter/antimatter reactors that power memory storage of a starship’s main computer
ships warp coils, and even the emergency core from the 22nd century.

THE FINAL FRONTIER 141


Warp and Subspace Theory is the largest The Gamemaster chooses a ‘Good Way’ and
development in Human, or any other star faring may select one other Focus called ‘Outside
civilization’s, history. On Earth this was done the Box’ only if they feel the character has an
by Zefram Cochrane in 2063 and helped end interesting idea that could work, but is risky.
the World War III and initiated First Contact The Gamemaster does not inform the Player
with the Vulcans. Warp and subspace theory which is chosen. Just like a regular challenge,
also brought about other developments the Gamemaster assigns a Difficulty to
in science and technology such as the Task of improving technology or
subspace communications (which making a breakthrough ranging
allowed FTL communications from 4 to 5 depending on the
across vast distances), FTL complexity of the technology
sensing and computing and the degree of improvement
systems, transporter systems, to existing technology. The
and the better understanding number of Tasks that need to
of a wide variety of high-energy be completed before the Gated
phenomena linked with subspace Challenge is complete should
and altered physics. range between 3 and 5. The Player
is not made aware of these values as to
Breaking the Laws of Physics keep secret if they are on the right track and to
Improvements to technology already available to know how far along they are. (See the sidebar for
starship crews are part and parcel of many Star an example.)
Trek episodes, from improving the transporter
systems so it can lock onto a crew member stuck The Player chooses a Focus from their list and
on the surface of a world in the middle of a heavy begins the project. A single Task in the Gated
ion storm, to cold starting an inactive matter/ Challenge can be completed per story. This
antimatter warp core, to modifying the warp prevents improvements and deep research from
capabilities of a Klingon bird-of-prey to allow it to occurring too rapidly and making further Tasks
time travel. frivolous, and better matches the pace seen on
screen. A character that follows the Good Way
When time is of the essence, such as cold will achieve their research goal once the number
starting a warp core before a starship crashes of Tasks determined by the Gamemaster are
onto the surface of a disintegrating planet, completed. If a Character is following a path that
it is best to use the methods described in was not chosen as Good or Outside the Box,
The Scientific Method above. For general they will know they are researching in the wrong
improvements to ship Systems, or any direction when they succeed at their first Task
technology for that matter, the use of a and the Gamemaster announces their progress.
Gated Challenge is recommended with the
following changes: When the Challenge is complete, the
Gamemaster informs the Player that their
One Player should be the Research Lead Character has achieved what they have been
and choose three separate Focuses to use attempting and any benefits and drawbacks it
as research and development directions, may have if it was Outside the Box.
explaining their reasoning to the Gamemaster.

142 CHAPTER 06.00


07.00
CONFLICT

07.10 Introduction 144


07.20 Social Conflict 146
07.30 Combat 151

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

144 CHAPTER 07.00


will choose a single character to act next. Example: A trio of Starfleet officer PCs are
Alternatively, the Player may spend 2 Momentum ambushed by a pair of wily native scouts. The
(Immediate) to Keep the Initiative, handing the natives are camouflaged, concealed within the
action to another Player Character instead. Once nearby foliage, so the Gamemaster determines
a Player has opted to Keep the Initiative, nobody that they go first. The Gamemaster chooses the
on that side may Keep the Initiative again until the native leader to take the first turn, Injuring one
opposition have taken at least one turn of their of the Starfleet officers in the process. After this,
own. In any case, no character may take more the action passes to the Starfleet officers. One
than one turn in a round. acts, and generates two Momentum from her
Task, choosing to keep the initiative and pass
Once all characters on one side have taken a to another Starfleet officer, who acts, and then
turn, then any remaining characters on the other passes to the natives again. As all the (surviving)
side take their turns in any order they choose, Starfleet characters have acted, and there is
one at a time, until all characters on both sides one native scout remaining, that scout acts and
have taken one turn. Once all characters on both finishes the round. The next round begins with
sides have taken a turn, then the action goes to a one of the Starfleet officers.
character on whichever side did not take the last
turn, and the whole process begins again for the
next round.

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.

EXCERPT FROM PERSONAL LOG


Lt. Commander Montgomery Scott, Stardate 4523.7

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.

146 CHAPTER 07.00


X If the request is something trivial, something RULES AND ROLEPLAY
which requires minimal effort, or which is
within the normal activities of the person Social Conflict is meant to be a mixture of
being asked, then it is likely to be agreed to roleplayed conversation and game mechanics —
automatically. Players describe or act out their character’s parts
of the conversation, the Gamemaster uses that
X If the request is something that will take some to adjudicate the rules side of things (the Difficulty
degree of effort, entails some risk, or which of Tasks, what Attributes and Disciplines are
is somewhat unusual for the person being appropriate, what Traits are created), which sets
asked, then it is likely to require a Task — the things up for more dialogue, and so forth.
Gamemaster should determine the Difficulty
for this as normal. It is deliberate that the Social Conflict rules do
not list a specific combination of Attribute and
X If the request is something which will require Discipline for any of the options in this section —
considerable effort, significant risk, or which these things should be determined by the Players
is completely contrary to the normal activities and the Gamemaster on a case-by-case basis,
of the person being asked, then it is likely to rather than pre-set. Depending on the characters
be refused automatically. involved, and the nature of the Social Conflict,
different combinations of Attribute and Discipline
X If the request is something which the person may be viable.
asked cannot do or provide, the request
automatically fails. It is also worth remembering that Social Conflict
does not exist independently of the other rules
This is called the Persuasion Task. If the in this game — naturally, the normal rules for
Persuasion Task fails — including if it failed Tasks apply here, but creative Gamemasters may
automatically — then the asking character not wish to use the rules for Challenges (p.68), or
only does not get what they want, but it prevents Extended Tasks (p.70), to expand the scope of
them from trying again without some change a Social Conflict. A Challenge made up of several
of circumstances (or altering the request). If the Persuasion Tasks can easily represent different
Persuasion Task succeeds, then the character stages of a negotiation or a trial, culminating in a
receives what they asked for. As a Persuasion larger outcome, while using Extended Tasks for
Task is driven by its context, what is impossible in part of a Social Conflict could be valuable when
one situation, may be entirely feasible in another. trying to defuse a crisis or other high-stakes
It may be useful, then, to break up a goal into situation, where time is of the essence or the
smaller, more reasonable objectives, each with wrong word could spell disaster. And, as noted later
their own distinct Persuasion Task, and pursue in this chapter, there’s nothing to prevent Players
that goal piece by piece rather than all at once. or the Gamemaster making use of Social Conflict
rules even within a combat.
This is also where Social Tools come in: Social
Tools are the methods by which a character
can alter the context and circumstances of a During a Social Conflict, each side may have
Social Conflict, moving things in their favor. This different goals, meaning that each side will
normally comes in the form of applying Traits, and engage in their own Tasks to further those goals.
they can be used individually or collectively to Even in something as seemingly one-directional
shape a Social Conflict. as an interrogation, the interrogator will be trying

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

148 CHAPTER 07.00


convince Cloud William that those holy words are of its own. Employing intimidation creates an
similar to those from Earth’s past, and that the antagonistic tension between the two sides which
Federation and the Yangs aren’t all that dissimilar can worsen other forms of interactions, cause
in philosophy and that he and his crew should be lingering resentment, or even provoke a target
freed. Through the ensuing scene, Kirk reveals to aggression. Intimidation is not a path to a
more information about his people to Cloud protracted and stable peace.
William. Kirk reduces the Difficulty down to 3, but
fails, and the Gamemaster declares that he’ll need Example: Khan Singh is determined to resume
something bigger to reduce the Difficulty further. his goal of being the leader of millions and
The Gamemaster also spends Threat and makes intends to claim the Enterprise for himself and his
Captain Tracey throw doubt into the Yangs’ allies. He knows he needs help in order to take
minds, making Kirk’s Task that much harder. Kirk control of the ship, and meets Lieutenant Marla
has to agree to personal combat against Captain McGivers in his quarters. He knows that simply
Tracey and then wins the battle, but chooses to asking her to help him isn’t going to work – she’s
spare Tracey’s life. That, plus a timely beam-down a Starfleet officer and is highly unlikely to turn
of security personnel gives Kirk the extra evidence mutinous without strong encouragement. So
he needs to reduce the Difficulty further, and Khan uses a series of manipulative interrogation
then makes the final Persuasion Task to convince techniques to put Marla on the defensive by
Cloud William that his intentions are good, rather playing to her emotions and her attraction toward
than evil. him. Intimidating Marla is difficult – she is a
trained Starfleet officer and a strong-minded
Intimidation woman. Khan gathers up his dice pool and rolls
A direct and crude method of coercion is to Presence + Command, with his Persuasion
inspire fear, doubt, and uncertainty. Intimidation Focus, and the Gamemaster sets Khan’s
is the practice by which a person uses threats to Difficulty at 0 – he has all the advantages in this
compel action, often by convincing others that situation, set up by earlier interactions with Marla.
their non-compliance will be met with force. Marla gathers up her dice, and rolls Control
+ Command and uses one of her Values to
Intimidating someone is an Opposed Task, with spend Determination; because complying with
the Difficulties of each Task are based on the Khan would force Marla to break her oaths to
relative perceived strengths of each side: it is Starfleet, the Difficulty is 2. Marla generates more
easier to intimidate, and to resist intimidation, Momentum on the first roll and fends off the first
from a position of strength. Intimidating someone, of Khan’s approaches, but Khan will keep trying
naturally, requires that they believe that there is a until he gets what he wants.
real threat.
Negotiation
Successfully intimidating someone imposes Negotiation is a fine art, requiring a keen and
a Trait upon them, representing their fear of perceptive mind and a strong will. Negotiation
whatever the threat was. Failing to intimidate involves the offering of compensation in
someone makes further attempts to intimidate exchange for granting a request, and this
them that scene more difficult, often requiring compensation can take many forms, with
even greater threats to compensate for this. different people and different circumstances
susceptible to different offers. Many cultures
The drawback of intimidation is that it is trade precious goods, continually adjusting
inherently hostile, which can cause problems their offers until they reach the best deal for

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.

150 CHAPTER 07.00


07.30
COMBAT
This section deals with situations where violence zones based on the terrain features or natural
— hopefully a last resort, or a tool of self-defense divisions present in the area. For example, a
— has broken out. Combat does not prevent other building or starship interior may treat individual
methods being used, and any worthwhile battle rooms as distinct zones, using the internal
will have an objective above and beyond simply walls and bulkheads as natural divisions, while
overcoming the enemy. These goals are normally a city street may focus zones around features
straightforward: reaching a location, object, or like parked vehicles, the fronts of buildings,
person, or preventing the enemy from doing those alleyways, and so forth. Zones are often defined
things. There may also be a time factor involved in in three dimensions, so the Gamemaster may
a combat encounter, where achieving the goal in a choose to map multiple floors of a building,
specific timeframe is necessary, or one side needs connected by stairs and elevators, or consider
to fend off the enemy long enough to complete a few ‘empty’ zones above the battlefield for
some other Challenge. flying objects. A relatively simple battlefield
may consist of three to five significant zones,
One important consideration for combat in while complex environments may have many
Star Trek Adventures is that not all combats more. More zones are often more interesting
are fought to the bitter end — few combatants than fewer, as they provide a greater variety of
are willing to die pointlessly, and even worthy movement options and tactical opportunities,
foes like the Klingons or the Orions know the but this can take more planning on the part of
value of regrouping for another attack rather the Gamemaster.
than pushing on against hopeless odds. Instead,
combats frequently end in one side or another Because zones are of no fixed size, they can
retreating or withdrawing from the battle. This be varied to accommodate the Gamemaster’s
may involve a fighting withdrawal on foot, the preferences for a given scene, and to represent
arrival of a transport craft such as a shuttle, or certain other factors. For example, a battle in
being beamed out. a forest may be divided into many small zones
amongst the trees, and a couple of larger
Environment and Zones zones representing clearings. The larger size
In battle, knowing where everyone is can be of of the clearing zones helps convey quicker
vital importance, and determining both absolute movement and easier target acquisition in
position (where you are on the battlefield) and open areas, while the smaller zones convey
relative position (how far you are from a given cramped conditions and short lines of sight.
friend or foe) is important. Rather than track However, zones should not be too complex a
everything in precise distances, however, Star consideration under most circumstances — a
Trek Adventures resolves this matter using few seconds to describe zones and their relative
abstract zones. positions, or to sketch out a rough map on a
piece of spare paper, is all that’s needed for
An environment represents the battlefield. most situations. Of course, this doesn’t prevent
This may be a building, a city street, an area the Gamemaster coming up with elaborate
of wilderness, part of a starship, or other such environments if he wishes to spend more time
areas. An environment is divided into several coming up with maps.

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 The state of Reach is when an object


DISTANCES AND COMMUNICATION or character is within arm’s length of the
character. Characters enter Reach to interact
Characters will want to communicate during combat with objects manually, to attack in close
— calls for help, battle-cries, and other dialogue can combat, and to perform any other actions
abound in combat. In most cases, characters can where they may need to touch the target or
converse normally within Close range — they’re near subject of their action. Reach isn’t a specific
enough to one another to be heard and to make range, but rather is a state that a character
themselves understood without raising their voices. can declare when he moves — that is, when
a character moves into or within a zone, he
A character at Medium range can be communicated may freely declare that he is moving into or
with, but only at a raised volume — shouting, rather out of Reach of a given object or character.
than talking. At Long and Extreme range, you Being within Reach of an enemy is quite
can shout to draw attention, but conveying any disruptive and distracting, adding +1 to the
meaning or understanding someone is unlikely. Difficulty of any Task that isn’t a melee attack.
Communicators and similar technologies make
distance less of a consideration. X Close range is defined as the zone the
character is within at the time. Moving within

152 CHAPTER 07.00


Close range is a trivial affair. Close range is, in OTHER SENSES
essence, a distance of 0 zones.
Humanoid perception, broadly, is dominated by sight
X Medium range is defined as any zone and hearing, and thus these are the senses dealt
adjacent to the character’s current zone. with most frequently by the rules. However, other
Medium range is a distance of 1 zone. senses can come into play at times. Naturally, a
character’s sense of touch is limited to Reach. The
X Long range is defined as objects and sense of smell is most effective for Humans within
creatures two zones away from a character’s Reach, and Tasks made to detect something outside
current zone. Long range is a distance of of Reach by smell increase in Difficulty by one step,
2 zones. plus one step for each range category beyond Close.

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.

Moving as a Task increases in Difficulty if the 205 496 148


terrain in any of the zones to be moved through
is rough, hindering, or hazardous in any way. The 495 804 165 425 624 244

consequences of failure vary based on the nature


391 624 795 250 155 140
of the terrain: failure may result in the character’s

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.)

154 CHAPTER 07.00


PERSONAL LOG OF MARA, HOUSE OF KANG
I wonder at the propaganda we’re told about the They asked no quarter, they gave no quarter,
Federation, and especially the Humans. though this was at least in part due to the
alien that was manipulating us. That entity,
I’ve read the histories, like we all have, and I grew up as though, worked with what was already within
we all did, assured that the Humans were nothing but us. The fierceness they showed had to come
cowardly petaQs, with no vestige of honor or courage. from within them. They would not have been
But that doesn’t align with what I saw on board the glorious warriors we battled otherwise.
the Federation starship. I don’t believe it’s what my I don’t think they could have been if there
husband saw there, either. wasn’t that instinct within them. I believe
that there is more in common between us
Oh, yes, they waste time. They don’t approach things than either side wants to believe; I think Kang
directly, they look for ways to solve a conflict other than believes this also.
combat, as these things should be solved. But when they
do fight ... oh, when they do finally fight, they fight like angry I hope to be able to study this further
targs, with strength and yes, with honor. someday, perhaps under more controlled
conditions, but it might be some time before
this is possible.

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.

X Determination: A character may spend one


Determination to take a second Task during
a turn. Determination may only be used in
conjunction with the character’s Values, as
described on page 64.

X Momentum: A character may spend two


Momentum from a successful Task to attempt
a second Task; however, this second Task
increases in Difficulty by 1.

X Leadership: Some characters have actions


that demonstrate their prowess as leaders,
X Interact: The character interacts with an granting an additional Task to characters
object in the environment. Particularly under their command. This is covered by the
complex interactions may require a Task Direct Task.
instead.
The following Tasks are common to Combat.
X Movement: The character moves to any
point within Medium range. This Minor X Assist: The character performs some
Action cannot be taken if the character activity that will help an ally. The
performs any movement-related Tasks. This character nominates a single ally they can
movement is slow and careful enough to communicate with, and declares how they
move through difficult or hazardous terrain are giving aid, including which Attribute,
without problem. If there are one or more Discipline, and Focus (if any) they are
enemies within Reach of the character, this assisting with. During the nominated ally’s
action cannot be performed. Task, the character assists using the chosen
Attribute, Discipline, and Focus, as normal
X Prepare: The character prepares for, or for assisting on a Task.
spends time setting up, a Task. Some Tasks
require this Minor Action to be taken before X Attack: The character attacks an enemy or
the Task can be attempted. other viable target, and attempts to inflict

156 CHAPTER 07.00


stress. See Making an Attack, below, for a full X Guard: The character finds some defensible
explanation. position, focuses on their surroundings, or
otherwise gains additional attack readiness.
X Create Advantage: The character attempts This is a Task with a Difficulty of 0, and
to create some favorable circumstance success increases the Difficulty of any attacks
that benefits their side. This is a Task with made against the character by 1 until the start
a Difficulty of 2, using Attribute, Discipline, of that character’s next turn. A character may
and Focus (if any) based on how they’re attempt to confer the benefits of this Task to
trying to gain an advantage. If successful, the an ally instead of themselves, increasing the
character creates an Advantage. Difficulty of this Task by 1; this benefit lasts
until the start of that ally’s next turn.
X Direct: This action is available only to
one character on each side in a position X Pass: The character chooses not to attempt
of authority, such as the commanding a Task. If the character takes no Minor
officer or a designated mission leader. The Actions this turn, then the character does not
character nominates a single other character count as having taken a turn, and may act
present, and the nominated character may later in the round instead.
immediately attempt a single Task, assisted
by the commanding character. The Direct X Ready: The character declares that they
Task may only be used once per Scene. are waiting for a specific situation or event

MELEE COMBAT OPTIONS


While risky, hand-to-hand combat is a attacking the grappling character (which increases in
versatile option: a successful melee attack Difficulty by 1). The grappling character gains one bonus
can be used not only to inflict Stress, but also Momentum on all melee attacks against the grappled
to disengage from the fighting, and potentially character. The Complication is removed automatically
more besides this. The following are the when the grappling character chooses, or when they
options for a character succeeding at a move out of Reach.
melee attack:
X Shove: The character forces their opponent away.
X Disengage: The character may move The target is moved out of Reach, to any other point
safely away from their opponent. The within Close range. In addition, the character rolls
character moves to any point within their normal unarmed strike Stress dice, but does
Close range, which is outside of their not inflict any Stress; the Stress dice are rolled only
opponent’s Reach. to see if the Knockdown effect triggers. If there is a
hazard that a character could be pushed over, then
X Grapple: As long as the character has an they will only fall if they are knocked prone as part of
empty hand, they may grab their opponent. this attack.
This places a Grappled Complication on the
target, which will prevent them from taking X Strike: The character harms their opponent. The
any other action while trying to break free character rolls their normal melee Stress dice, and
(Difficulty 2, Fitness + Security) except inflicts Stress normally.

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:

158 CHAPTER 07.00


IMPROVISED ATTACKS
From surprising a foe with a hypospray full of accompanying limitations), it may be 3 A, 4 A, or
anesthetic, to blasting a cliff-face and causing even more. The Gamemaster may add a single
a rock-slide, to improvising a weapon out of Stress Quality to the attack as well, if desired
whatever materials are to hand, Starfleet officers (a hypospray may have Intense, while a rock-
may often find themselves devising creative slide would logically have Area). If the attack
means to incapacitate their opponents. does not use Security, then the Gamemaster
may allow a different Discipline to add to the
Improvised attacks of this sort require a little attack’s Stress instead (a hypospray could use
work — they’re not as readily usable as proper Medicine, for example, while a rock-slide could
weapons, and may need to be set up beforehand. use Engineering).
This can be represented by an Advantage — the
character creates an Advantage to represent X Size: If the item used to make the attack is
the work they’ve done in advance. This might carried in one hand, then the attack’s size is
be loading up the hypospray with the right 1H. If it takes two hands to make the attack,
drugs and dosage, or assembling an improvised then it’s size is 2H. A hypospray is clearly a 1H
weapon, or simply identifying the place where a item; a rock-slide may not be classified this way,
rock-slide could be caused. but the attack is triggered by a phaser blast, so
the phaser’s size is what’s important.
Once the Advantage has been created, the
Gamemaster should determine the Type, Stress X Qualities: All Improvised attacks have the
Rating, Size, and Qualities of the attack, as well Cumbersome quality — they’re not as easy
as any other limitations. The Gamemaster should to use offensively as a proper weapon. The
also determine what combination of Attribute and Gamemaster may determine that the attack
Discipline is used to make the attack. has other Qualities, from the list on page 176.
For example, a hypospray may have Non-Lethal,
X Type: This is a simple choice between Melee while a rock-slide will be Lethal.
and Ranged, and it should be evident based
on the character’s intent. A hypospray is X Other Limitations: The Gamemaster
administered at Reach, so it’s a melee attack, may wish to consider other limitations
while a rock-slide is Ranged because it affects or restrictions for an Improvised attack,
enemies at a distance. particularly if the attack is particularly potent.
This may be a limit on how often the attack
X Stress Rating: In most cases, a basic Stress can be used (a rock-slide can only really be
rating of 2 A (increased by the character’s “used” once) or lingering consequences from
Security as normal) should suffice, though if the the attack (overloading equipment to make it
attack is especially large or powerful (and has explode destroys the equipment).

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.

COMBAT MOMENTUM SPENDS


MOMENTUM SPEND COST EFFECT

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.

160 CHAPTER 07.00


The Combat Momentum Spends table provides DAMAGE, INJURY, AND
a few additional options available to a character RECOVERY
when they generate one or more Momentum in When a character is successfully hit by an attack
combat. These are in addition to the normal uses during combat, they may become Injured. Some
of Momentum, and any others that Players or environmental effects also come with a risk of
Gamemaster create themselves. Injury, such as falling from great heights, being
set on fire, exposure to hostile environments,
Under Cost, where a spend is listed with an “R”, industrial or engineering accidents, and a range
it means the spend is Repeatable. Where the of other hazards.
spend is listed with an “I”, it means the spend
is Immediate. If neither note is present, then the Attacks and other hazards have a Stress rating,
Momentum spend may only be used once per which will be a number of Challenge Dice, or  A,
round at most. with the total rolled applied against the character.

TYPES OF ATTACK Characters have a quantity of Stress,


Weapons and other forms of attack, as well representing their ability to respond to peril and
as the Stress caused by hazards, have a few avoid the worst of it; Stress functions similarly
common traits and values that determine to the Work track of an Extended Task. A
the specifics of how they function. The key character’s normal maximum Stress is equal
elements of a weapon are what type of weapon to the total of the character’s Fitness and their
it is, its Stress rating, the size of the weapon, Security Discipline. A character’s Stress returns
and any qualities it possesses that influence to its maximum value after a brief rest, which will
how it is used. normally happen between scenes.

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

162 CHAPTER 07.00


one additional chance to Avoid an Injury for If the Injury came from Lethal attack, then things
that scene. A character may not stockpile extra can only get worse. At the end of a scene in
chances to Avoid an Injury — if you already which a character was Injured by a Lethal attack,
have a chance to Avoid an Injury, you can’t gain then they will die unless they have received first
an extra chance to use later — and an unused aid. The Gamemaster is encouraged not to end
chance left over at the end of the scene is lost. scenes before characters have had a chance to
attempt first aid. If the character has received
Example: Lieutenant Sulu, in hand-to-hand first aid, they’re still Injured, and unable to take
combat with several Orions, knocks out one of Minor Actions or attempt Tasks until the Injury
his attackers, but is attacked from behind by has been healed properly, but they’re no longer in
another, who stabs him with a knife. The Orion immediate danger of death.
has one Momentum left from his attack, and rolls
4 A for Stress (1 A for his knife, and another 3 A There are two immediate ways that Injuries can
for his Security Discipline), for a result of 1, 2, 0, be dealt with to avoid or lessen their impact.
and an Effect, for a total of 4 Stress. Spending
his Momentum to add +1 to the Stress for a X A character may spend a point of
total of 5, the Orion inflicts an Injury on Sulu, Determination to ignore the effects of
who chooses to suffer a Complication to pay an Injury for the remainder of a scene.
for avoiding the Injury, describing it as taking a Unlike most uses of Determination, this
minor wound. He’s hurt, but she can still stand doesn’t require that the character has a
and fight for now. Value appropriate for the situation: this
use is always available. It is also risky: the
INJURY AND HEALING character is still Injured, but they’re giving up
As noted before, an Injured character cannot the ‘protection’ of being incapacitated (i.e.,
attempt any Tasks, nor can they perform any enemies no longer need to spend Threat
Minor Actions. An Injured character is out of to target the Injured character), so another
the fight, and can’t participate in the scene any Lethal Injury will be fatal. At the end of the
further. Injured characters cannot be targeted by scene, the character returns to suffering
any further attacks unless the attacker adds one the effects of the Injury normally, and any
to Threat (or spends one Threat if a Non-Player Medicine Tasks made to heal the Injury later
Character), though the enemy may interact with increases in Difficulty by +1.
them in other ways (such as capturing them).
Inflicting an Injury on an already-Injured character X Another character may provide First Aid,
will kill them immediately, if the attack was Lethal: performing the First Aid Task on a single
there’s only so much a body can take. Injured character within Reach. This is a
Daring + Medicine Task with a Difficulty
If the Injury came from a Non-Lethal attack, then of 1; if successful, the Injured character is
this is as far as it goes. The character recovers stabilized, and will not die at the end of
from their Injury — though not any Complications the scene. The Injured character still
that came from Non-Lethal attacks — at the start requires proper treatment to recover from
of the next scene automatically. The character the Injury fully.
regains consciousness, though they might be a
little dizzy or disoriented for a few moments. Of Healing an Injury is a different matter, and cannot
course, they may also have been captured while be done during combat. An Injured character
unconscious, which brings a new set of problems. requires treatment to remove their Injury. This

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).

164 CHAPTER 07.00


08.00
GEAR AND EQUIPMENT

08.10 Technology: The Right


Tool for the Job 166
08.20 Advanced Technology 172
08.30 Items and Equipment 175

GW 401 30 3405

GEAR AND EQUIPMENT 165


08.10
TECHNOLOGY: THE RIGHT
TOOL FOR THE JOB
“I am endeavoring, ma’am, to construct a mnemonic memory circuit
using stone knives and bear skins.” – COMMANDER SPOCK

The technology of the 23rd century is miraculous, COMMON EQUIPMENT


allowing people to test the limits of their individual The United Federation of Planets is a society
potential and explore the unknown frontiers of where few things are scarce. People are seldom
understanding. But, it must be remembered that in situations where the right tools for a specific
technology itself is merely a tool; and, like all activity are unavailable. In game terms, most
tools, what matters is how it is used: not only the ordinary items of equipment take the form of an
proficiency with which the tool is employed, but Advantage, where the item’s name is the name
also the purpose the technology is put towards. of the Advantage. Advantages are described on
page 55, but in summary, an Advantage allows
Technology in Star Trek Adventures is handled the owner to attempt Tasks and activities that
with this philosophy in mind: a device is only they would not normally be able to attempt, or
useful if it enables a person to achieve something reduces the Difficulty of a Task by 1. A tricorder,
useful. Star Trek is brimming with a dizzying for example, enables the character to try the
array of sophisticated technologies, but these things that a tricorder would logically let them
technologies are, really, only there to serve the do, and makes easier the things that a tricorder
needs of the users. would assist them with.

Fundamentally, this means that most equipment


STANDARD ISSUE items do not have individual or specific rules.
Descriptions for a wide range of common items
A few items are so ubiquitous amongst Starfleet can be found later in this chapter, to provide
personnel that the rules assume their presence as Players and the Gamemaster with guidance on
a matter of course. The items a character gains how they work and what they are capable of.
as standard issue equipment during character
creation are regarded this way. Obtaining Equipment
Acquiring most items is not particularly difficult.
It falls to the Gamemaster to determine whether a Even a small starship is large, and has many
given item’s effects are assumed (and thus already conveniently-located storage compartments
included in the Difficulty of a Task, or the ability to containing a wide variety of commonly-used
attempt the Task in the first place), or if using the tools. A character always has access to their
item will affect the Task further. If an item’s effects standard issue equipment: the items that the
are assumed, then the absence of that item will character is granted as part of character creation.
make Tasks more difficult, or even impossible, The presence of those items is assumed, and
equivalent to a Complication. characters don’t need to say anything or take
any additional action to be carrying those items.

166 CHAPTER 08.00


In addition, some items will be necessary for Spending Momentum to obtain an item is
the Task ahead; the Gamemaster grants these regarded as an Opportunity Cost: time spent
items for free. A common example of necessary gathering extra items steals away potential
items includes environment or EVA suits, without opportunities that the crew may have, or even
which a character simply cannot survive in certain creates opportunities for the situation to get
environments. worse. Whenever an item has an Opportunity
Cost, it will be listed as Opportunity X, where X
Characters wishing to take items beyond this is the amount of Momentum that must be spent
must retrieve them from storage or otherwise to obtain the item. Opportunity Costs are an
spend a little time to collect them. Immediate Momentum spend (see p.63) — the
Momentum spent does not have to come from
X If the situation is not time-sensitive, or where a successful Task, and they can be paid for
the situation cannot get worse by spending from the group’s saved Momentum, or by adding
time preparing, this can be done for free: the to Threat.
character states which equipment they wish
to obtain, and they obtain it. Some items — most commonly weapons,
destructive equipment, or anything that signifies
X If the situation is time-sensitive, or where aggression, or preparation for battle — may
the situation could deteriorate by spending have an additional or different cost. This is called
additional time preparing, obtaining an Escalation Cost, and it is paid by adding
equipment is costly: the character states to Threat, to reflect potentially escalating an
which items they wish to obtain, and then uncertain or dangerous situation. Items with an
must spend Momentum to retrieve them. Escalation Cost will be listed with Escalation X,

GEAR AND EQUIPMENT 167


CARRYING CAPACITY gear, and must spend time and effort fashioning
rudimentary tools.
Characters can only carry so much at any one
time. In addition to their standard equipment, In these situations, obtaining the right equipment
and any equipment the character is wearing, a for a job is a Task, or perhaps even a Challenge
character may carry up to two items at once, or Extended Task. This is especially the case
or a single large item (or two-handed weapon). where an objective cannot be completed, or an
A character may also wear a single suit (armor, activity cannot be attempted at all, without the
or an EVA suit). A character may try to carry use of a specific technology: like most equipment
more than this, but each additional item imposes in Star Trek Adventures, such an item may only
a Complication (“Overburdened” or something be an Advantage, but gaining that Advantage is a
similar) on the character, which will hinder the significant hurdle that must be overcome before
character’s physical activities, and may prevent any progress can be made.
them from taking certain actions (you can’t wield a
weapon if your hands are full, for example). The Gamemaster’s discretion applies with regards
to unusual equipment of this sort, in determining
how the characters may need to go about
where X is the amount of Threat added when the acquiring or constructing the equipment they
item is obtained. need. This could take many forms — negotiating
the use of technology from its creator, designing
Items may have both Opportunity and an or inventing the technology to fabricate, or
Escalation cost. figuring out a way to modify existing technology
— and doing so could even serve as the core
OBTAINING MULTIPLE ITEMS objective of scenes or even entire missions.
When a character obtains an item, they obtain
one copy of that item. If they wish to obtain INNOVATION
additional copies, they must pay the Opportunity While the equipment aboard a starship, and that
Cost for each copy of that item individually. carried by its personnel, is capable of being
used in a variety of ways, a skilled engineer
Escalation Costs are not increased in this manner. knows that there’s always more to a tool in the
A single Escalation Cost is paid regardless of right hands. Using technology in an unusual way,
how many of a specific item is obtained, but if or pushing the capabilities of that technology
a character wishes to obtain multiple different beyond its normal limits, are a common part of
items, they must pay the Escalation Cost for each an engineer’s role. Similarly, devising ingenious
of those different items, where applicable. solutions to unusual problems is part of the
engineer’s skill-set. These creative solutions can
UNUSUAL EQUIPMENT provide options that a crew might normally not
Some items cannot be obtained quickly or easily. have in a difficult situation.
They may require specialized components or
rare materials, or the designs for them may not Innovation is about providing options for
be readily available. In some cases, the tools other Tasks and Challenges. Innovation allows
necessary to achieve a specific goal may only a character to push the limits of existing
be theoretical, requiring someone to invent the technologies, often to create new or greater
technology needed. It may even be that the function for some form of technology, such as
characters have been isolated from their normal using a starship’s navigational deflector to project

168 CHAPTER 08.00


streams of high-energy particles, or increasing X Design — What purpose the innovation will
the range and effectiveness of a transporter play, what it is intended to do, and the way it
system. fulfills that role.

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

FORWARD LOCKPLATE FORCE INDICATOR DIAL

FORCE SETTING DIAL

DEFLECTOR SHIELD
BEAM EMITTER

LOCK RELEASE
PREFIRE CHAMBER
PHASER TYPE-1 (LOCK-0N REQUIRED)
TRANSTATOR CIRCUITRY
ACCESS COVER

FIRING TRIGGER MAGNATOMIC ADHESION AREAS

TM:379260-1 PHASER TYPE-2

GEAR AND EQUIPMENT 169


Once the characters have defined the intended narrative requirement, an amount of time, the
purpose of the innovation, they need to define support of personnel, some limited resource,
the way it will achieve that purpose. This doesn’t some physical or geographic need (being in the
have to be precise or accurate science, and right place), or anything else the Gamemaster
should really be some manner of vaguely- feels is appropriate. The type and scope of this
intelligible “technobabble” — the most important cost should partly reflect the difficulty of the
part is that it makes some sense in story terms, overall innovation, and how big a conceptual
and that the explanation sounds like it makes gap exists between the basic technology and
sense. The accurate science isn’t a concern for the intended result, and particularly complex
the Players — the characters should all have innovations could have multiple costs. However,
expertise enough to know the specifics. the costs should be achievable — they should
make the problem challenging, not impossible.
At this point, the characters should define what
system or existing technology the innovation X Time: The innovation may be entirely
will build upon. The further the purpose (what possible, but it’ll take a while, and in that
the innovation wants to achieve) or scale (how time, the situation may grow worse or other
big the effect is) is from the normal function of problems may arise. The innovation won’t
that technology, the more difficult everything be rendered useless by the time, but the
else in this process will become, and some delay can cause other issues, and will
innovations may be deemed impossible if the require the engineer’s attention for the whole
technology and the outcome are too far apart in duration, preventing them getting involved in
function or scale. other activities.

Development X Materials: Some aspect of the innovation


The Gamemaster first defines a cost for the requires a rare, difficult-to-access, restricted,
innovation. This will come in the form of some or otherwise hard-to-acquire material

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

170 CHAPTER 08.00


resource. Obtaining that resource could end The Gamemaster should keep track of the
up being a Task or Challenge. number of Complications which occur as a
result, but should not define what they are
X Personnel: The innovation requires more immediately: they apply in the next stage.
than one person to work on it. In the
simplest terms, this might mean obtaining Prototype
an engineering or scientific team to work on A prototype of the innovation has been created
the innovation (see the sidebar, p.170), for and assembled, and is ready to be used for its
however long it takes, or using a Supporting intended purpose. It serves as two Advantages
Character. It may even require another for whatever purpose the device was designed
Player Character or an important NPC to to fulfill, and it can be used as soon as the
be involved, taking up their time and effort characters need it. However, nothing created
towards the completion of the innovation. In in this way is perfect — the character is using
more complicated situations, it might need technology in ways outside the normal design
specialist input, needing the input or even parameters, often while under pressure and
presence of a noted expert in a specific field, with limited resources. This is a very different
and this may pose difficulties if they have experience to designing a system from scratch
conditions for their assistance, possibly under laboratory conditions, and nothing ever
requiring Social Conflict to convince them goes entirely to plan here. There are invariably
to help. some issues that make the innovation less
convenient to use, and this is the point where
X Location: The innovation can only be done the Gamemaster determines what they are and
in a specific place, due to being built upon reveals them to the characters.
some immobile facility or reliant on certain
spatial or subspace conditions, or some The drawback(s) are up to the Gamemaster
other quirk of location. Gaining access to that to determine, and the number and severity
location may be tricky, but that’s not the only of these drawbacks should be based on the
way that location can be a problem — it also complexity of the innovation, as well as on the
means that it cannot be relocated in the face number of Complications generated on the
of an enemy attack, or that circumstances in Task or obstacle during the previous stage.
that location pose a time limit all their own Examples include:
due to a shifting or perilous environment.
X Extremely large and bulky: The
At this point, the characters should attempt to innovation’s final form is big, often to a point
create a final schematic for the innovation. This where moving it into position becomes
will invariably be a Task, or perhaps an Extended difficult. This should require a Task to get
Task if the work is perilous or time-sensitive, and the innovation into position before it can be
it should use the Engineering Discipline. It should used. The more Complications put towards
also use the Success at Cost rules — you can’t this drawback, the more difficult the Task.
really fail at this stage, but the result may not be
quite as was hoped. The Gamemaster should X Massive power requirements: The
set the Difficulty as normal, accounting for the innovation needs vast quantities of energy
costs already paid, and should also determine to function, and may need to be hooked up
the number of Complications that occur on a to powerful reactors such as a starship’s
failed Task. warp core. This could hinder the function

GEAR AND EQUIPMENT 171


of other devices drawing from the same and in the process, it causes damage to the
power source — you can’t use the warp systems it was built upon. This may mean
drive if power from the warp core is being that the process of using the innovation
diverted to some innovative-but-power- may require repairs to restore the underlying
hungry creation. Using the innovation should technologies after the innovation has been
require the expenditure of at least one point used. The more Complications put towards
of Power from some source. The more this drawback, the more quickly the system
Complications put towards this drawback, burns out, allowing fewer uses.
the more Power the innovation requires.
X Mutually exclusive: The innovation so
X Distinctive energy signature: The thoroughly alters the normal function of
innovation’s output products an obvious and the underlying technology that it will take
easy-to-detect signature that can potentially time and effort to restore the system to its
draw unwanted attention or make stealth normal working state after use. This may not
impossible. The more Complications put require a Task (or require a Difficulty 0 Task),
towards this drawback, the more potent the but it will take time, and prevent characters
signature and the easier it is to detect. from making use of the technology’s normal
function until it has been restored. The more
X Burn out: The innovation puts a lot of strain Complications put towards this drawback,
on the systems being used. The innovation the more difficult and/or time-consuming it is
can only be used a limited number of times, to restore the system’s normal function.

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.

172 CHAPTER 08.00


MORE ADVANCED X Unfamiliar Designs: A possible consequence
Technology from the future is typically far more of handling advanced technology is that it
sophisticated and capable than the devices is unfamiliar — it may have components or
that preceded it. Similarly, some advanced alien design elements that may be partly or entirely
cultures may have technology that appears unrecognizable to those trying to use or
miraculous even to the most sophisticated examine the device. This could serve as a
devices that the Federation has ever created. Complication, increasing the Difficulty of, or
This might take a few different forms: making impossible, certain Tasks involving
the device, but that may run counter to the
X Unprecedented Technology: The device or benefits of the technology, and make an
technology has no equivalent, and achieves advanced device seem less ‘special’. Instead,
something that familiar technology cannot. consider increasing the Complication Range
An iconic example of this would be the time of Tasks involving the device: making it more
portal known as the Guardian of Forever, likely that something will go wrong.
created by a long-lost alien species. This
can be achieved with an Advantage, as LESS ADVANCED
with most devices — what differs is what Technology from the past, or from cultures whose
the Advantage represents and enables, technology has not yet reached the level of the
which is something beyond the reach of the major powers of the Alpha and Beta Quadrants,
technologies that the characters normally is not commonly used, simply because it is less
interact with. Where it differs is that this effective and less functional than the devices
technology may not be easy to reproduce, that Starfleet officers will normally have access
or it may be difficult or even impossible to to. However, circumstances may conspire to
repair if damaged. deprive characters of their customary tools,
requiring them to rely on devices that are less
X Later Generation Technology: The device sophisticated.
or technology is of a familiar type, but
several decades, or even centuries, ahead X Last Generation Technology: The device or
of familiar examples. This can easily be technology is a century or two out of date,
handled by applying one or more extra or is otherwise equivalent to technology
Advantages onto the device: it does the used earlier in Federation history, but it’s
same thing as contemporary versions, but still the technology of a culture capable of
better, faster, and more effectively, as well interstellar travel. It might be less refined, or
as having features and capabilities that less accurate, less sophisticated, or have
may only be theoretical for a contemporary a more limited range of functions than its
version. A good example of this would be modern counterparts. This can be mostly
the tricorders of the 29th century’s represented by the Gamemaster applying
Starfleet, which can detect and monitor the device’s Advantage in a more limited
things which a 23rd century tricorder fashion, but it could also be handled by
cannot, and which is a more effective device imposing an increase to the Complication
overall. Again, this additional advanced Range of any Tasks involving the device —
functionality may make the device harder, or increase the Complication Range by 1 for
even impossible to recreate, or it may mean each step the Difficulty of the Task is above
that it cannot be repaired if it malfunctions 1 (so a Difficulty 4 Task would increase the
or suffers damage. Complication Range by 3), as the more

GEAR AND EQUIPMENT 173


challenging uses are often those that older “background” level of technology will typically
devices struggle to perform. require some manner of invention (using the
innovation rules, on p.168).
X Pre-Warp Technology: The technology
of pre-warp cultures — and of Federation X Primitive Technology: Pre-industrial
worlds before they invented the warp drive — technology is even more limited than that
covers a broad range of possibilities, but in of industrialized pre-warp cultures. In these
this context, it applies to technologies roughly situations, characters may need to work hard
equivalent to those of Earth during the 18th, to even produce tools equivalent to that of
19th, 20th, and 21st centuries. The likes of later centuries, turning simple raw materials
tricorders, post-warp computing, subspace into basic tools. This may require Tasks, or
radio, and similar advanced devices it may require something more involved —
don’t have any direct counterparts, and Challenges, Extended Tasks, or use of the
creating anything more advanced than the innovation rules.

STARFLEET TECHNOLOGY IN DIFFERENT ERAS


The technology used by Starfleet has varied in translation matrix developed by noted
sophistication across the centuries, with starship crews exo-linguist Hoshi Sato made the universal
often field-testing the latest technologies. translator much more reliable. When it comes
to sustaining the crew on a long journey,
Enterprise era protein resequencing allowed a starship to
In the 2150s and 2160s, the United Earth Starfleet synthesize a range of different foods.
made use of cutting-edge technology. The NX class was
the first Human vessel to be able to travel at warp 5. The Next Generation era
introduction of phase cannons and photonic torpedoes By the 24th century, most of the technologies
— predecessors to the phasers and photon torpedoes commonplace a hundred years earlier have
used in later centuries — gave Starfleet vessels like the been refined further.
Enterprise and Columbia an edge. However, they had
not yet introduced deflector shields, relying instead on Holography allows realistic simulations
polarization of the ship’s hull plating to repel fire. Similarly, of environments, situations, and people.
early Starfleet vessels made use of cable grapplers before Replicators are a revolutionary advantage,
the introduction of tractor beams. The Enterprise was also allowing inanimate objects to be recreated
the first vessel to be equipped with a transporter capable instantly, accurate on a molecular level,
of transporting people, rather than just cargo. and replicators are even integrated into
environmental and medical systems.
When it comes to personnel, the phase pistol and particle
rifle are the standard weaponry of the time, preceding the
introduction of phasers. Early scanners — similar to the
more advanced tricorders that would replace them — aid
Starfleet officers in studying phenomena and analyzing
problems. The universal translator was also invented in
this time, but it was experimental at first; the linguacode

174 CHAPTER 08.00


08.30
ITEMS AND EQUIPMENT
This section provides descriptions of a range used in one hand to make an attack, but the
of common items and technologies in use by Difficulty increases by 1.
Starfleet personnel and other cultures in the
Alpha and Beta Quadrants. These descriptions X Qualities: These are additional rules,
both identify what the item is, and are designed providing additional restrictions or benefits
to serve as guidance for how an item benefits that apply to the weapon’s use. See p.176
the user, and what those items can be used for, for a full description of weapon qualities and
which is valuable when adjudicating the way that their effects.
an item’s Advantage affects a Task.
STRESS EFFECTS
The following abilities provide additional benefits
COMBAT EQUIPMENT whenever an Effect is rolled on the  A (see
Weapons, protective gear, and other items used Challenge Dice on p.53). Whether one or more
in combat. These have additional rules above and Effects are rolled, all Stress Effects that apply to
beyond simply being treated as an Advantage. that attack are triggered.

WEAPONS X Area: The attack affects a wider area, and


While peace is Starfleet’s goal, a need for can affect several targets at once. The
self-defense against aggressors is necessary. attack automatically affects any character
Starfleet thus makes use of several different types or damageable object within Reach of the
of weapon. initial target, and then one additional target
within Close range of the initial target for each
Weapons and other forms of attack, as well as the Effect rolled, starting with the next closest
Stress caused by hazards, have a few common (as determined by the Gamemaster). If one or
traits and values that determine the specifics of more Complications is rolled when using an
how they function. The key elements of a weapon Area attack, the Gamemaster may choose to
are what type of weapon it is, its Stress rating, the use Complications to have an ally in the area
size of the weapon, and any qualities it possesses affected by the attack. A target cannot be hit
that influence how it is used. if it would have been more difficult to hit than
the initial target.
X Type: Melee or Ranged, determining how the
weapon is used. X Intense: The attack is designed to inflict
massive harm on a target, incapacitating
X Stress Rating: A number of  A, and possibly them far more swiftly. The Cost to Avoid an
one or more Stress Effects that trigger Injury caused by an Intense weapon increases
when Effects are rolled. All weapons gain by one Momentum for each Effect rolled.
additional  A to their Stress rating equal to
the Security Discipline of the character. X Knockdown: If one or more Effects are rolled
on this attack, the target is knocked prone.
X Size: Weapons will either be one-handed (1H) The target may resist this effect by adding
or two-handed (2H). A 2H weapon can be a number of points to Threat equal to the

GEAR AND EQUIPMENT 175


number of Effects rolled (NPCs spend points or to heal Injuries caused by this weapon,
from Threat instead of adding to Threat). increase in Difficulty by 1.

X Piercing X: The attack ignores X points of X Grenade: The weapon is a throwable


the target’s total Resistance for each Effect explosive or energetic device, normally
rolled. carried in small quantities. It cannot be used
to make attacks against an enemy at Long or
X Vicious X: The attack inflicts X additional Extreme range. A character with a Grenade
Stress for each Effect rolled. weapon has sufficient grenades to make
three attacks with it during a scene.
QUALITIES
The following additional qualities alter the way X Hidden X: The weapon is easy to conceal, or
the weapon functions, some in positive ways, designed to be disguised. When the weapon
others by applying restrictions. is hidden, any search of the owning character
requires an Insight + Security or Reason +
X Accurate: The weapon is especially Security Task, with a Difficulty of X, to locate
precise, often incorporating additional the weapon. A character may use a Minor
sights that allow the user to use the weapon Action to conceal a Hidden weapon.
more accurately. If the character performs
the Aim Minor Action before making an X Inaccurate: The weapon is imprecise and
attack with this weapon, then any number clumsy, and very little can be done to change
of d20s may be re-rolled, instead of the that. The character gains no benefit from the
normal benefits of aiming. Aim Minor Action when making an attack with
this weapon.
X Charge: The weapon has an adaptable
energy supply, allowing its potency to be X Non-Lethal: The weapon is non-lethal, rather
scaled to various levels. If the character than deadly; if the character attempts to
performs a Prepare Minor Action before make a Lethal attack with this weapon, the
attacking with this weapon, they may add one Difficulty of the attack increases by 1.
of the following Stress Effects to the attack:
Area, Intense, Piercing 2, or Vicious 1.
MELEE WEAPONS
X Cumbersome: The weapon takes patience Nearly every sentient species at one time in
and precision to use effectively. The their history has developed weapons capable of
weapon cannot be used to attack unless a breaking limbs or cutting flesh. Some of these
Prepare Minor Action is performed during weapons were culturally important to those
the same turn. species and have remained in use even after that
culture entered the wider interstellar culture.
X Deadly: The weapon is designed to be lethal;
if the character attempts to make a Non- X While not really equipment, every character
Lethal attack with this weapon, the Difficulty has the means to make an unarmed attack,
of the attack increases by 1. striking with fists, feet, knees, elbows, head,
or otherwise using brute force without a
X Debilitating: Medicine Tasks to perform First weapon. Countless martial arts, such as
Aid on characters injured by this weapon, Klingon mok’bara, Vulcan suus mahna, and

176 CHAPTER 08.00


WEAPONS

NAME TYPE STRESS RATING SIZE QUALITIES COST

Unarmed Strike Melee 1 A Knockdown 1H Non-Lethal –


Knife/Dagger Melee 1 A Vicious 1 1H Deadly, Hidden 1 Opportunity 1
Blade (Sword, Melee 2 A Vicious 1 1H – Opportunity 1
Mek’leth, etc.)
Heavy Blade Melee 3 A Vicious 1 2H – Opportunity 1
(Bat’leth, Lirpa) Escalation 1
Bludgeon Melee 2 A Knockdown 1H – Opportunity 1
Phaser Type-1 Ranged 2 A 1H Charge, Hidden 1 Standard Issue
Phaser Type-2 Ranged 3 A 1H Charge Standard Issue
Phaser Type-3 Ranged 4 A 2H Accurate, Charge Opportunity 1
(Phaser Rifle) Escalation 1
Pulse Grenade Ranged 4A Area 1H Charge, Grenade Opportunity 1
Escalation 2
Andorian Plasma Rifle Ranged 4 A Intense 2H Accurate, Deadly Not Available
Phase Pistol Ranged 3 A 1H – Standard Issue
Particle Rifle Ranged 4 A 2H Accurate Standard Issue
Disruptor Pistol Ranged 3 A Vicious 1 1H – Not Available
Disruptor Rifle Ranged 4 A Vicious 1 2H Accurate Not Available

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

GEAR AND EQUIPMENT 177


phasers, hand phasers use a phased and X Pulse Grenades work on a similar
modulated particle beam that can transmit principle to hand phasers. The user
incredible amounts of energy onto a target selects a setting and a countdown timer.
depending on the setting of the device and the When the timer reaches zero, the grenade
frequency of the power modulation. Starfleet discharges its power cell at once in all
hand phasers have multiple distinct settings directions. After discharge, the grenade’s
ranging from heating an object or causing components burn out, rendering them
light burns to a target, stunning a lifeform inert to prevent them being reused. Pulse
through ‘shorting out’ its central nervous grenades cover a number of similar
system, up to cutting through a target or technologies used throughout Starfleet’s
entirely disintegrating it. All hand phasers use a history, such as the stun grenades used
high-energy density power cell as their power by United Earth MACO forces.
source, and are split into three categories
that are dependent on the power storage EARLY AND PRE-FEDERATION
capabilities of the device. At their lowest ENERGY WEAPONS
settings, all phasers are capable of long term There are many types of hand weapons that
use, but at their highest settings a type-1 hand Starfleet crews can encounter traveling across
phaser, the smallest rated as combat effective the Federation, but the two most typically seen
by Starfleet, may only have enough energy civilian weapons are derived from the Andorian
stored for a few seconds of use. The hand plasma rifle and the 21st and early 22nd century
phasers of the 23rd century typically only use a Earth particle rifle. Andorian plasma rifles use
single particle emitter on each device. similar principles to phasers used by Starfleet
with a particle beam as the primary effect. What
X Phaser type-1, or the type-1 phaser, is the is different is the particle beam is augmented by
smallest design of hand phaser, a tiny device an encapsulated plasma discharge that always
a few centimeters long, which is the most causes thermal damage to a target. This means
widely-used form of phaser distributed to that Andorian style plasma rifles are unable to
personnel for self-defense. cause a stun effect, and at best can knock a
humanoid unconscious through pain. Particle
X Phaser type-2 refers to the larger form of rifles and phase pistols were early forms
hand phaser, carried by security personnel of directed energy weapon used before the
and Starfleet officers going into dangerous development of phasers. The most advanced
environments. The type-2 uses a pistol grip designs of particle rifle were those produced for
attachment that can be fitted to a type-1, with United Earth MACO forces in the 22nd century,
a secondary power cell to increase output. while phase pistols were introduced in 2151 to
replace the EM-33 plasma pistol.

ENTERPRISE–ERA GAMES ALIEN ENERGY WEAPONS


Like hand phasers, disruptor and plasma
Phase pistols are standard issue for Starfleet weapons typically use a high-density power
Player Characters in Enterprise-era games, while cell to provide power, or an energy source of
particle rifles are standard issue for MACO Player similar capacity. Pistols can be held in a single
Characters in that era. Characters from that era hand, while rifles tend to need the use of two
cannot take phasers. hands to balance and aim the larger device.
These weapons are typically less versatile than

178 CHAPTER 08.00


phasers, but inflict significantly more damage; ARMOR TYPES
their brutal simplicity makes them more
appealing to those who seek a weapon more NAME RESISTANCE COST
than a tool.
Body Armor 2 Opportunity 1
Escalation 1
X Disruptor weapons rely on extremely high
energy particle discharges that will burn Environment Suit 1 Opportunity 2
or boil targets at the lowest settings, and Personal 4 Opportunity 1
can disintegrate a target if enough energy Force Field Escalation 2
is applied.
Many NPCs wear armored uniforms, particularly
those from militaristic cultures.
ARMOR AND
PROTECTIVE GEAR BODY ARMOR
While not a standard part of Starfleet duty Body armor has been issued periodically to
uniforms, many cultures make use of metal, Starfleet security at various times in Starfleet’s
ceramic, or other dense materials to provide history. In the late 23rd century, it took the form of
additional protection from attacks and hazards. a bulky vest and helmet, designed to absorb and
disperse impacts and energy attacks.
Armor provides a character with Resistance,
which reduces the amount of Stress a character ENVIRONMENT SUITS
suffers from attacks and hazards. A character Environment suits or EV suits are normally used
may only wear a single form of protective gear. for extra-vehicular activities — such as moving

GEAR AND EQUIPMENT 179


in hard vacuum. They provide minimal physical fighting. A character with a personal force field
protection, mainly due to being made of tough gains the listed Resistance, but must roll 1A after
materials. These suits are issued as and when each time they are hit by an attack; if an Effect is
a mission requires — the Opportunity Cost rolled, the force field loses power for the rest of
may be ignored if the mission takes place in the combat and doesn’t provide Resistance.
an environment that would be deadly without
protection. The suits contain magnetic boots,
a supply of breathable atmosphere, radiation TOOLS AND PORTABLE ITEMS
shielding, and a communications relay more
powerful than a normal personal communicator. TRICORDERS
‘Tricorder’ is a catch-all label given to a variety of
PERSONAL FORCE FIELDS devices in use across the Federation. Their name
These personal shields were sometimes issued to is derived from the original early 22nd century
security teams and landing parties, though their name for the device, ‘Tri-function Recorder’, able
power requirements limited their use in protracted to sense, record, and analyze data from a variety

WC 802 17 538 3727

VISUAL PLAYBACK SCREEN AUDIO / VISUAL INPUT

L.E.D.S

RECORDS SEARCH
RECORD / PLAY
PROGRAMMABLE RECORD / PLAY

DATA STORAGE DISCS

MID-DOOR AUDIO OUTPUT

LOWER SECTION

SCIENCES HOUSES HAND SCANNER


AND MAIN CIRCUITRY

TRICORDER

180 CHAPTER 08.00


of sensors attached to the device, dependent and any strange occurrences in space-time.
on the primary use. During the 23rd century Hand-held chronometers allow for a more
there were two primary versions of the Starfleet localized monitoring of space-time in a smaller
tricorder (science and medical), and a single more humanoid sized space around the user
highly specialized version (the psychotricoder). rather than ship-mounted chronometers.
The psychotricorder was primarily used by
psychologists and law enforcement agencies Engineering Multi-Tool/Engineering Toolkit
as a device to more accurately determine a (Standard Issue for engineers, Opportunity 1
humanoid’s behavioral and emotional state, otherwise): Beginning with the introduction of
aiding in helping physicians provide accurate duotronic computing in the mid-23rd century,
diagnoses of trauma and useful treatments. analysis of engineering faults in systems
Law enforcement would use these devices as a controlled by electronics became more difficult
way to determine truthfulness of statements or due to the high-energy transfer rates and EM
in aiding officers in finding mentally disturbed interference. The engineering multi-tool was
individuals. The more common medical and developed and acted as a tricorder-like device to
science tricorders only differed in the range detect and diagnose system faults and could be
and scope of their sensors and ability to use used in a general role as a multi-purpose tool to
tricorder attachments. The medical tricorder repair and maintain systems.
typically had fewer sensors and a shorter range
as a tradeoff for higher resolution scans more Mass Spectrometer (Opportunity 1):
specialized towards biological functions and a A mass spectrometer is a device that can
greater capacity for specialist attachments. The take a sample of material, break it down, and
science tricorder had a large multi-discipline provide an incredible amount of detail about
database and a built in sub-space uplink that the matter making it up. While tricorders
could connect to nearby Starfleet vessels for can provide data similar to this, the mass
main computer access when needed. Without spectrometers found in engineering sections
a tricorder, Starfleet crewmembers would on starships and specialist devices dedicated
have difficulty diagnosing medical ailments, to this task are able to provide details on a
engineering glitches, or scientific curiosities. sample that may be too broad to detect with
other devices, such as: getting the accurate
Tricorders are standard issue, and do not age of a sample to within months from
have a cost. carbon dating or a couple of years with other
radio-isotope dating techniques, elemental
ENGINEERING DEVICES quantities to the parts per quadrillion, and even
Chronometer (Opportunity 1): The breakdown of sub-atomic particle deviations.
chronometer is a useful device that has far
more functionality than a clock, as its name Plasma Torch (Opportunity 1): Plasma torches
suggests. A chronometer records the passing are high energy cutting tools powered by an
of time in the universe outside of the immediate integral energy cell and a compressed helium
vicinity of the device. This is accomplished by matter source. The helium is super-heated and
monitoring hundreds of pulsars and standing ionized before being focused by a magnetic field
gravity waves in subspace with accuracy down into a microscopic beam, allowing the beam to
to nearly Planck-time scales. Comparison of a cut through all but the strongest of materials.
chronometer and a local ‘ships clock’ is what Dependent on availability, other gases and energy
allows crews to monitor for relativistic effects sources are used with the same capabilities.

GEAR AND EQUIPMENT 181


Portable Electron Microscope (Opportunity Monitoring Device (Opportunity 1):
1): The portable electron microscope is a The heartbeat reader is a small device that
name used for any electronic device capable can connect to a Medical tricorder or a sick
of scanning and imaging objects as small as bay bio-bed. This device, placed on the
atomic nuclei, regardless of the sub-atomic patient, is able to scan a lifeform, determine
particle used. Unlike their larger counterparts, the function of a single vital organ or biological
the portable scope is small enough to be function, and what the physiology of the
carried by a landing team member trained in its lifeform suggests are normal readings for that
use and doesn’t have the resolution or power organ or function.
to image and analyze sub-atomic particles
and quantum structures. These devices are Tri-laser Connector (Part of Medkit): Used
commonly connected to tricorders used by the to heal and repair damaged neurons and
engineering department to help find structural nerve tissue, the Tri-laser connector uses laser
flaws in bulkheads and hull plating. light to stimulate a projected stream of stem
cells to specialize into predetermined neural
MEDICAL DEVICES pathways. With a detailed enough scan of a
If a character is in sickbay at the time a patient, such as one provided by transporter
specific medical device is required, reduce the systems, the tri-laser connector is able to
Opportunity Cost by 1, to a minimum of 0. A few repair and reconstruct damaged brain tissue
of the items listed below are considered part of a with little to no detectable differences in the
standard medkit, which is standard issue for all patient’s cognitive functions if undertaken
Starfleet medical personnel. A medkit has a Cost within days of the last scan.
of Opportunity 1 for non-medical personnel.

RESPIRATION

PULSE

ADJUST
FOR NORMAL

RECORDER

TEMP BRAIN LUNGS CELL


F C
RATE x 10

JH 1125 26 2520

182 CHAPTER 08.00


Hypospray (Part of Medkit): In use since
before the Eugenics Wars on Earth in the 1990’s, HYPOSPRAY
hypospray devices provide a high speed and INJECTOR
efficient means to deliver drugs that would GRIP DIMPLE
normally have to be given by hypodermic needle
or IV drip. Hyposprays in the 23rd century have
improved far beyond those early models and are PLUNGER HOUSING
able to deliver drugs in a much more efficient way
to the patient.

Emergency Surgical Kit (Opportunity 1): SUBCUTANEOUS


The standard Starfleet emergency surgical kit INJECTION PLUNGER
provides single use medical supplies capable
of allowing a trained physician the means to
perform complex surgical procedures in the
field at the expense of equipment durability. An MEDICATION VIAL
emergency surgical kit is a single-use item, its
resources expended after use.

OTHER EQUIPMENT has a wider range of functions including


Anti-grav (Opportunity 1): Anti-gravs are a changing the frequency of the light emitted
range of different devices designed to reduce or from the near infrared to long-wave ultraviolet
negate the weight of any object to which they’re or providing a ‘white’ light for species that
attached, allowing heavy objects to be moved evolved with different natural light. Beacons
easily. Multiple anti-gravs are used to provide lift can also be set to emit entirely in the near
for vehicles like hovercars. infrared, providing a short-term heat source in
a survival situation.
Anti-grav Sled (Opportunity 2): The anti-grav
sled resembles a small cart without wheels. Communicator (Standard Issue): The standard
On the bottom of the device there are multiple Starfleet communicator is a ubiquitous piece of
graviton emitters that counter the local gravity technology. These handheld devices allow the
field, effectively making the sled and any items user to communicate with a starship in orbit or
placed on it nearly weightless, though not another communicator broadcasting on the same
massless. In a natural gravity field the sled is less series of sub-space channels.
efficient, while on a vessel that has gravity plating,
the sled interacts with the ship’s computer Audio Receiver (Standard Issue for
to lower the artificial gravity around the sled, communications officer, Opportunity 1
allowing more mass to be moved and for a longer otherwise): Often confused with jewelry, the
operational timespan. Versions which double as Starfleet ear receiver ties directly into shipboard
stretchers for transporting injured personnel are communication networks and allows the user
often used in sickbays and hospitals. to listen to data coming across both sub-
space frequencies typically used for long-range
Beacons (Opportunity 1): Like most battery communication and ship to surface, but also
powered light sources dating back to the 20th listening to computer alerts and data so as not to
century, the standard issue Starfleet beacon distract others at nearby stations with the chatter.

GEAR AND EQUIPMENT 183


The receiver can also be programmed to provide high accuracy in transports and acts as a SOS
aural or vibrational feedback to users allowing signal recognized by most governments across
sensor operators greater accuracy in their the Alpha and Beta Quadrants. Characters
duties. Characters using the ear receiver gain the using an emergency transponder gain the ability
advantage of reducing the Complication range of to show their position to any vessel currently
Tasks by 1 that involve communications, using sub-space sensors within a radius
starship operations, or sensor determined by the Gamemaster,
operations. but usually very long distances
measuring between a few
Emergency Transponder hundred thousand kilometers
(Opportunity 1): Also known by and light-years.
transporter operation officers
as ‘The Screamer’, emergency Universal Translator
transponders are small (Opportunity 1):
hand-held devices capable of A standard part of Starfleet
transmitting very strong sub-space communicators, the universal
singles with limited amounts of data. This translator was originally invented
data usually consists of just a wave-guide that before the Earth-Romulan War and has been an
allows starship sensors to detect the transmitter integral part of Federation diplomacy ever since.
from light-years away when there is no Characters not possessing a universal translator
interference, and from AU’s away with sub-space will be unable to converse with beings that do
background scattering. While this does not allow not understand the character’s languages past
for transporter systems to lock onto and beam basic hand gestures. Obtaining a separate
a person using the transponder from distances universal translator provides the character with
or through material it normally wouldn’t (without a stand-alone unit, typically more powerful than
the aid of pattern enhancers), it does allow for the versions found in communicators.

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.

184 CHAPTER 08.00


09.00
A HOME IN THE STARS

09.10 Starships 185 09.50 Starship Combat 199


09.20 Starbases 189 09.60 Starfleet Ships of
09.30 Colonies 190 the Line 222
09.40 Starship Rules 191 09.70 Alien Vessels 238

JD 303 20 9820

A HOME IN THE STARS 185


09.10
STARSHIPS
“She’ll launch on time. And she’ll be ready.” – LT. COMMANDER SCOTT

Being assigned to your new position within The Bridge


Starfleet can take you anywhere in the Galaxy, and This is where most of the action takes place.
place you aboard one of many possible starships, It is where the captain and senior staff control
starbases, or colonies. It will be more than a place the ship, and is never left unmanned. A
to work and sleep, it will be a sanctuary, a base viewscreen displays and magnifies the Galaxy
of operations, and a place you can depend upon outside, as well as acting as a video screen
in the darkest reaches of space. This will be your for communications. It is here that the senior
home for the duration of your mission, and, after a staff crew their stations, advise the captain on
short time, will feel like a part of the crew in itself. suggested courses of action, control the main
ship functions, pilot and navigate the ship, and
engage in the threats they face.
MAIN LOCATIONS
While starships come in a variety of classes Main Engineering
and designs, there are some key locations that While the chief engineer can have a post on
remain constant throughout the Federation, and the bridge, they are more at home in main
even non-Federation, starships. They will be the engineering. Usually situated at the rear
places the crew visit the most. of the ship, it is home to the main matter/

USS CONSTELLATION NCC-1017 USS EXETER NCC-1672

USS ENTERPRISE NCC-1701 USS DEFIANT NCC-1764

186 CHAPTER 09.00


antimatter integrator and the warp core. Shuttlebay
Most engineering problems or situations can When transporting is unavailable due to range
be resolved here, or by crawling through or environmental factors, crew and supplies
the network of Jefferies tubes that allow can take a shuttle from the shuttlebay and pilot
engineers access to the inner workings of the the craft to the surface, a nearby ship, or on a
ship systems. separate mission.

Sickbay Cargo Bay


The chief medical officer can also have a post With their own dedicated transporter facilities,
on the main bridge, but more often they can be and often large exterior doors, these areas hold
found in sickbay. A dedicated area for tending to cargo that the ship is transporting to worlds in
any injuries, illnesses and diseases that the crew need of resources, relief supplies, or medical aid.
may acquire during their mission.
Brig
Transporter Room During the course of the mission the crew may
Overseen by a transporter chief or suitably encounter hostile lifeforms that may need to be
qualified crew, transporters provide quick, retained for the safety of the rest of the crew. On
efficient and almost instantaneous teleportation rare occasions, the brig can become a temporary
to previously scanned locations. holding cell for insubordinate or disruptive

A HOME IN THE STARS 187


crewmembers, or prisoners being transported to cases, travel time is not important. Often, it is
more secure facilities. purely a case of the ship arriving at the location
of a mission, and orbiting the planet they’ve been
Laboratories sent to investigate.
The explorative nature of Starfleet’s mission
means most ships are home to a number of However, if the time it takes to get to a planet
laboratories allowing scientific research and is important, or a matter of urgency, the
investigation. Whether this is careful examination Gamemaster should determine how long it takes
of artifacts or discoveries from a mission, or a to get there safely, and how long it takes to get
crewmember’s own research project, the ship has there on time. For dramatic purposes, these
facilities that can accommodate their needs. should be close, but getting there on time may
involve a little risk — overloading the engines,
traveling through hostile space, or near a stellar
AHEAD WARP FACTOR FIVE phenomenon that may put the ship in danger.
With your home constantly on the move, it’s Traveling should take time, but the Gamemaster
difficult sometimes to determine just how far (and Players) shouldn’t be overwhelmed with
you’ve traveled on your mission, or how quickly calculating travel distances and speeds in billions
you can get to your next destination. In most of kilometers per hour.

WARP SPEED TRAVEL TIMES

WARP CALCULATED SPEED DISTANCE TRAVELED IN TRAVEL TIME FROM EARTH


FACTOR (X SPEED OF LIGHT) 24 HOURS (LIGHT YEARS) TO ALPHA CENTAURI

0.5 0.125 0.0003 34.64 years

1 1 0.003 4.33 years

2 8 0.022 197.69 days

3 27 0.074 58.57 days

4 64 0.175 24.71 days

5 125 0.342 12.65 days

6 216 0.591 7.32 days

7 343 0.939 4.61 days

8 512 1.402 3.09 days

9 729 1.996 52.07 hours

10 1000 2.738 37.96 hours

11 1331 3.644 28.52 hours

188 CHAPTER 09.00


SENIOR STAFF / BRIDGE CREW
As a guide, most Starfleet crews are X Chief Tactical Officer — Responsible for ship weaponry,
composed of some, if not all, of the following: defenses and tactics. A role sometimes taken by the
chief security officer. Aboard the bridge these duties are
X Commanding Officer — Captain or covered by the helm.
commander of the vessel or station. X Chief Security Officer — Head of the security
X Executive Officer — Or first officer, the department and responsible for the safety of the crew.
captain’s second-in-command. They may X Chief Engineer — Maintains the functionality of the ship,
have other duties as well as serving as assigning crew for repair and service.
executive officer. X Chief Medical Officer — Responsible for the health and
X Helmsman – Responsible for piloting the well-being of the crew.
ship. X Chief Science Officer — Head of the science
X Navigator – Responsible for plotting courses department on the ship, responsible for analysis and
and recording the ship’s position in space, as research.
well as other objects within scanning range.

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.

A HOME IN THE STARS 189


09.30
COLONIES
LIFE ON THE FINAL FRONTIER Much like it was with Earth pioneers, the
In addition to life in the stars, there’s a chance colonies that Starfleet helps to create become
that your assignment may place you on a towns where the role of commander is more
planet’s surface. Like the pioneers of the old like that of town mayor. The security chief
west on Earth, Starfleet establishes colonies and becomes the law enforcement, effectively the
research facilities on planets on the very edge of town sheriff, with security personnel as the
Federation space. These planets usually have a police. The chief medical officer can establish
particular scientific interest, a strategic location a proper medical base of operations that will
for trade, diplomatic significance, or represent a become the town hospital, while engineering
crucial point of security. personnel ensure the town’s facilities —
replicators, vehicles, power supply, and even
It could be that the colony is nothing more than plumbing, is working efficiently.
a tiny research outpost. These are often little
more than basic living facilities like a shelter, The town becomes a real community, rallying
with adjoining laboratory capabilities. Research together to forge a new life on a new world. They
teams could be a simple family unit with a can form relationships, and a sense of duty to
couple of support staff, living rough on the very the colony that can develop into a Value that ties
edge of the final frontier. These outposts on the them to the family they have formed.
fringe of space can be dangerous, with no food
synthesizers, and vital supplies being delivered
by passing exploratory vessels heading out into
the unknown.

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!

190 CHAPTER 09.00


09.40
STARSHIP RULES
STARSHIP FUNDAMENTALS X Actions taken with a starship always benefit
Operating a starship is not dissimilar to the way from the ship’s presence and nature, because
characters act and interact normally. The normal the ship is how the actions are taken. These
rules for Tasks and Challenges still apply to a activities are invariably the use of control
character aboard a starship, and many of the systems within the ship to make the ship
activities a character engages in aboard ship will itself do something, such as moving between
be resolved in the same ways that they would be planets, firing torpedoes, scanning spatial
on the surface of a strange new world. phenomena, and other actions that are
performed with the ship’s systems directly.
A crucial concept for starship operations is These actions normally influence something
the difference between actions taken aboard a external to the ship, rather than upon
starship, and actions taken with a starship. something inside it, and are assisted by the
starship’s Systems and Departments as
X Actions taken aboard a starship are no discussed below.
different to actions that are taken anywhere
else. In this context, a starship is essentially
just a location within which the action is STARSHIP PROFILES
taking place, rather than an active element Just as with characters, starships are represented
of that action. using several Systems, Departments, Traits,

A HOME IN THE STARS 191


Talents, and so forth. Starships, however, use and her crew, whether positively or negatively.
these numbers and rules to reflect different things The third Trait denotes that the Enterprise has
than they might represent on characters. been in space, exploring, for some time which
may influence how it withstands wear and tear or
TRAITS stress ‘in the field’.
A starship has one or more Traits, one of which
will always be the name of the civilization which SYSTEMS
created it. Traits are essentially descriptions of Each starship in Star Trek Adventures is
important aspects of the ship’s fundamental defined by six Systems, which work in a similar
nature and function, in a single word or a short manner to a character’s Attributes. They
phrase. Traits help define what the ship is and embody the intrinsic capabilities of the ship,
what it can do, and they can be employed in the compared to other vessels, and the ways in
same way as Traits for a location or situation, such which those capabilities are best employed.
as to increase or reduce the Difficulty of Tasks. These Systems are Communications,
Computers, Engines, Sensors, Structure,
First and foremost, we have the ship’s origin. and Weapons. Each System has a rating from
Different cultures in Star Trek manufacture their 0 to 12 which determines its measure, with
ships in myriad different ways, and a Trait can higher numbers reflecting greater utility.
encapsulate those many little differences easily.
These are both positive and negative, and Characters may encounter situations in which
influence both how the ship interacts with its more than one of their ship’s Systems are
environment, but also how characters and other applicable. In these cases, it is important to
ships interact with it. consider the context of the situation, and how the
character is choosing to approach the problem.
A ship may have additional Traits reflecting other The Gamemaster may choose which System is
definitive elements of its construction or purpose, most applicable to a situation if more than one
or even the influence of past events. could be used.

Traits are neutral, and thus able to be applied both Communications


positively and negatively. There is no fixed number This System encompasses the transmission,
of Traits a ship will have, though every vessel will encryption, decryption, and retrieval of subspace
have at least one. Traits, and their effects upon signals on a range of frequencies, as well as
play, are described in full on page 246. a range of other forms of signals transmission
and reception. Any Task that involves or relies
Example: The U.S.S. Enterprise NCC-1701 has upon communications systems should use
three Traits: Federation Starship, Renowned, Communications.
and Long-Serving. The first is the ship’s origin
— it is a Federation starship, and anything that A character might use a ship’s Communications…
affects Federation technology in a certain way,
or for which being Federation technology is X …when attempting to clear up a signal
advantageous or problematic, is impacted by distorted beyond all recognition, to determine
this Trait. The second reflects the fact that the its origin or content.
Enterprise is a well-known vessel within the X …when attempting to glean specific
United Federation of Planets and its neighbors, information from amongst an abundance of
and thus may impact how others perceive her, signals.

192 CHAPTER 09.00


X …when trying to generate interference to its surroundings, and the scientific systems
block or jam other signals. that interpret that data. It also relates to
X …when trying to coordinate between many transporters, as they are heavily tied into a
allied vessels during a crisis. ship’s sensors. Any Task that involves scanning
and analysis using the vessel’s sensor arrays
Computers should use Sensors.
This System represents the ship’s duotronic
computer systems. Any Task that relies on the A character might use a ship’s Sensors…
processing power and data storage of the ship’s
computers uses Computers. X …when attempting to gain information about
an object or phenomenon using the ship’s
A character might use a ship’s Computers… sensors or a probe.
X …when attempting to beam a creature or
X …when attempting to retrieve or research object to or from a location.
information stored within the ship’s library. X …when using internal analytical systems
X …when analyzing information gathered during — such as those found in laboratories, or
an experiment or scan. sickbay — to study an object or creature in
X …when creating a simulation of a situation or depth.
effect to try to predict how it will unfold. X …when attempting to locate an intruder or
X …when trying to remotely perform some foreign force moving within the ship.
complex activity using automation.
Structure
Engines This System covers the physical construction of
This System covers the propulsion and power the vessel, from its hull and superstructure, to
generation systems of the vessel, and its ability to the structural integrity field and inertial dampers,
move and maneuver through space. This includes as well as thermal and radiation shielding,
thrusters, impulse engines, and warp drive, as and all aspects of the ship’s basic operational
well as reactors, generators, and related systems infrastructure, including life support systems
such as the navigational deflector. Any Task that and artificial gravity. Any Task that involves
relies on moving the vessel under its own power the physical construction of the vessel or its
uses Engines. protective systems uses Structure.

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

A HOME IN THE STARS 193


disruptors, plus torpedo launchers, and maybe wide range of activities, and some activities
even other weapons besides. Any Task that may fit under more than one Department, so
involves attacking a target use Weapons. which one is most applicable to any of those
things will depend on circumstances more than
A character might use the ship’s Weapons… anything else.

X …when attempting to fire on another vessel. Command


X …when trying to cut or destroy an object A character may use the ship’s Command with…
or obstacle.
X …when modifying a weapon system to X …Communications, to make an appropriate
produce an unusual or alternative effect. first impression when contacting others, or to
coordinate effectively with other allied vessels
DEPARTMENTS during a crisis.
In addition to the six Systems, each ship is
equipped to support six Departments, which X …Computers, to study the culture of
encompass the various mission profiles, another culture for a diplomatic briefing, or to
specialties, and personnel each ship carries. research matters of law and regulation.
Each Department is rated from 0 to 5, with
each rating representing variations of resource X …Engines, to fly in precise formation, or on a
allocation, technology, and crew proficiency precise course laid out by another.
within that field. Federation starships have at
least a 1 in every Department — vessels are X …Sensors, to scan or monitor a vast area in
expected to fulfil a variety of roles and carry out close coordination with other vessels, or to
a wide range of missions. try and discern the disposition (friend or foe,
etc.) of an unknown vessel by its movements
The six Departments mirror the six Disciplines and actions.
possessed by characters — Command,
Conn, Engineering, Security, Science, and X …Structure, to present a particular
Medicine — though they represent how much disposition to another vessel or culture, or to
support those fields receive aboard the ship, adjust the internal conditions of part of the
as noted above. Each Department covers a ship to suit a guest or visitor.

DEPARTMENT SCORES
SCORE MEANING

0 No dedicated facility for this field; improvised capabilities only


1 Basic, minimum-level capabilities for this Department — a small number of personnel and
limited facilities
2 Standard capabilities for this Department — moderate facilities and a basic staff
3 Improved capabilities for this Department — large facilities and experienced personnel
4 Advanced capabilities for this Department — expansive, specialized facilities and excellent
personnel
5 Top of the line capabilities — state of the art facilities and highly-skilled personnel

194 CHAPTER 09.00


X …Weapons, to fire a ‘warning shot’ to interference or function on a non-standard
dissuade a hostile vessel, without risk of frequency.
causing actual harm, or when using weapon
systems to produce spectacular displays X …Computers, to research technical
without inflicting damage. schematics within the ship’s library, or to
create a simulation of a device or mechanism
Conn to test its function.
A character may use the ship’s Conn with…
X …Engines, to adjust the output of the
X …Communications, to relay a plotted reactors or the propulsion systems, in order
course, or detailed astrometric data, to to produce an increased or different effect.
another ship, either in advance or in real-time
during travel. X …Sensors, to perform diagnostics of a
particular system on the ship, or to operate
X …Computers, to study the astronomical the ship’s transporter systems.
phenomena and spatial variations present
within a region, and to plot a course using X …Structure, to reinforce or alter the effects
that data, using the ship’s library and records. of the ship’s defenses, structural integrity,
or inertial damper systems, or to perform
X …Engines, for most routine flight and significant adjustments to the ship’s life
maneuvering operations, as well as support systems.
emergency maneuvers during a crisis.
X …Weapons, to alter weapon systems to
X …Sensors, to analyze the astronomical overcome an unfamiliar form of defense or
phenomena and spatial variations present shielding, or when using weapon systems for
within a region, and to plot a course using precision cutting or demolition of an obstacle.
that data, where the data is obtained in real-
time from the ship’s sensors. Security
A character may use Security with…
X …Structure, to effectively adjust the course,
heading, and speed of a vessel in a situation X …Communications, to encrypt or decrypt
where the ship’s integrity is under strain, or to classified information, or to intercept
alter the ship’s orientation to present a more transmissions from others.
resilient facing to an enemy or hazard.
X …Computers, to create combat or tactical
X …Weapons, to maneuver the ship in such a simulations, or to use library archives to
way as to maximize the effectiveness of the research the military capabilities of other
weapons, commonly known as an “attack vessels or cultures.
pattern”.
X …Engines, to overcharge tactical systems
Engineering (weapons, shields, etc.) to create a greater
A character may use Engineering with… effect.

X …Communications, to alter the X …Sensors, to try and discern the tactical


communication systems to break through capabilities of another vessel, or to detect

A HOME IN THE STARS 195


the presence of intruders aboard their Medicine
own ship. A character may use Medicine with…

X …Structure, to alter or reinforce the ship’s X …Communications, to transfer large


shields against a specific threat, or to control amounts of medical information, such as
the use of internal force fields to contain patient data, or the formula for a cure to a
intruders. disease, between vessels or other facilities.

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.

X …Sensors, to scan and analyze spatial FOCUSES


phenomena using the ship’s sensor arrays or Due to their size, advanced technology, and
a probe, or to examine and study samples competent crews, starships can easily adapt to
using sophisticated equipment in the ship’s a wide range of activities and operations. As a
laboratories. result, unlike a character, a starship does not have
distinct Focuses, but instead treats every Task
X …Structure, to create or implement a it attempts or assists as if it had an applicable
theoretical defense against an unusual Focus. As a result, any d20 rolled on behalf of
threat or hazard, or to alter environmental the ship which rolls equal to or less than the
systems to repel a parasite or other ship’s Department scores two successes.
hostile entity.
Example: Lieutenant Sulu is trying to steer the
X …Weapons, to find the specific modulation, Enterprise through an anomaly-riddled sector of
frequency, or setting for a weapon system to space. He rolls his Control 9 and Conn 4, and is
achieve a specific unusual effect. assisted by the ship’s Engines 8 and Conn 2 for a
Target Number of 10. On the ship’s die, any roll of

196 CHAPTER 09.00


a 1 or 2 — equal to or less than the Enterprise’s RESISTANCE
Conn Department — scores two successes. Starships are designed to be resilient, for the
rigors of space exploration are considerable,
TALENTS and a vessel may have to survive with little or
Starships have Talents, just as characters do, no support for months or even years at a time.
normally representing areas of design and This durability — a mixture of the ship’s hull and
equipment focus; they provide similar benefits to spaceframe composition, the effectiveness of
the Talents of Player Characters, but the context the structural integrity field and deflector shields,
is determined by the starship rather than by redundancies built into vital systems, and sheer
character behaviors. Ships have a number of size — is expressed as Resistance, which reduces
Talents equal to their Scale. incoming Stress suffered by a ship in the same
way as it does to a character or creature.
SCALE A ship’s basic Resistance is equal to its Scale.
Vessels come in a wide range of sizes, from
tiny shuttlecraft to stately cruisers and grand SHIELDS
battleships. A vessel’s Scale is a representation Starships and starbases are commonly equipped
of its size, and it influences several other ratings with powerful layers of deflector shields. These
a starship will use. Scale is a number, typically powerful force fields are designed to protect
between 2 and 6 for Starfleet vessels, with larger from attacks and hazards, deflecting impacts
numbers representing bigger ships. Most vessels and absorbing energy discharges. A starship has
fall into this range, though some exceptional alien a Shields rating, and this is reduced when the
craft may be larger, while Scale 1 is exclusively ship is subjected to damage, and which can be
used for small craft such as shuttles. replenished through the actions of the crew and
with time.
A starship’s Scale is used to determine a
number of other things, but it relates most A ship normally has Shields equal to its
importantly to the ship’s Resistance — a ship Structure + Security, though other factors
with a greater Scale can resist attacks more may modify or replace this. In most ways, a
easily, and withstand greater amounts of Stress ship’s Shields are equivalent to a character’s
before systems are damaged, disabled, or Stress. However, ships do not suffer Injuries, as
destroyed. Ships with greater Scale can also described, starting on page 211.
project greater offensive power, allowing them
to inflict greater Stress with energy weapons like POWER
phasers and disruptors. Vessels can generate massive amounts of
power, but use much of it powering core
SHIP SCALE systems like propulsion, shields, life support,
sensors, computers, and so forth. A ship has a
SCALE EXAMPLE SHIPS
Power rating which represents its reserve and
surplus power, which can be spent to boost
1 Shuttles
or support a variety of actions taken with the
2 Freighters starship, and which can be lost because of some
3 Oberth-class starship, Klingon complications, hazards, and consequences.
B’rel-class bird-of-prey
4 Constitution-class starship, At the start of each scene, the ship generates
Klingon D-7 battle cruiser its full capacity of Power, and any Power which

A HOME IN THE STARS 197


remained unused at the end of the previous The total amount of Crew Support available
scene is lost. This provides characters with a is determined by the ship. Spending Crew
pool of points to draw from when attempting Support brings members of the wider crew to the
actions with the ship, or otherwise using forefront, putting focus on them and making them
technologies that draw from the ship’s power an active and significant part of the mission.
supplies. Actions — such as going to warp, or Spending Crew Support to bring Supporting
restoring depleted shields — require Players Characters into play is described on page 113.
to spend Power to perform the action, while
other actions can gain a bonus from using A ship’s normal allotment of Crew Support per
additional Power. mission is equal to its Scale.

Power and Momentum


If no other benefit for using Power is listed, OPERATING A STARSHIP
then the following effect can be used: when
attempting a Task with the ship, one or more ACTIONS ABOARD SHIP
Power may be spent before rolling, with each A ship is as much a location for action as it is a tool
point increasing the Complication range of for the characters. In many situations, characters
the Task by one. This represents the risk of may be called upon to attempt Tasks while
overloads and problems from putting too much aboard their own ship. These actions are resolved
power into a system. If the Task is successful, normally, though at the Gamemaster’s discretion
then the character generates one additional the character may treat the ship’s facilities and
Momentum for each point of Power spent. personnel as an Advantage. This option should be
used in any situation where the ship itself is not the
Power can also be lost because of means by which the Task is being attempted.
Complications, Stress, environmental
phenomena, unusual weapons, and a range SHIP ACTIONS
of other effects. If the ship would lose more Conversely, if the character is actively making use
power than it has remaining — that is, if the of the ship itself to perform the Task — whether in
loss is sufficient to reduce the ship’s current small ways like using the ship’s library computer
Power to less than 0 — then the ship suffers a for research, or in large ways like flying between
Complication to a randomly-determined System. systems or firing photon torpedoes — then the
This Complication relates to the loss of vital ship becomes a more prominent part of the Task.
power to some aspect of the ship’s operation.
In these situations, the ship itself assists the
A ship’s normal Power capacity is equal to character’s actions, rolling against a Target
its Engines System. Number made from its own System and
Department combination.
CREW SUPPORT
Starships require a significant number of Except with the Gamemaster’s express
personnel, and a skilled officer knows best when permission, no more than one character may
to assign those personnel to different problems. assist on a ship action (so the character being
Characters often have the advantage of Crew assisted is aided by the ship and up to one other
Support, in the form of these personnel. A ship character). Ship actions are typically harder to get
has only a finite supply of support, representing assistance for; you can only fit so many officers
the number of the crew available to them. around a single console, after all.

198 CHAPTER 09.00


09.50
STARSHIP COMBAT
Combat between starships is deadly and Environment and Zones
intense. Large, powerful vessels with powerful Just as with personal combat, starship combat
shields can weather hostile situations, while is resolved across abstract zones. These zones
nimble craft can maneuver around stellar cover a large area, potentially an area tens or
phenomena and evade weapons fire. Once a hundreds of millions of kilometers across, and
vessel’s shields are worn down and a target lock even this is only a tiny fraction of the area within
gained, grievous Stress can be inflicted upon its a star system. This area may be the edge of a
hull and systems that may result in the deaths of nebula, an asteroid belt, the orbit of one or more
dozens or hundreds of personnel. small planets, or any other region of space.

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,

A HOME IN THE STARS 199


and these can be varied to accommodate the the helmsman may freely declare that the
encounter’s needs. Zones within a nebula may be vessel is moving into or out of Contact of an
smaller, representing more difficult movement and object or another vessel. Moving into Contact
sensor interference, while open space may have too quickly can be dangerous, as high-speed
larger zones. collisions can cause considerable damage.

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

200 CHAPTER 09.00


pursue. A ship may not spend more Power to penalty for the terrain if its Scale is equal to or
go to warp than its Engines score. lower than the Scale of the terrain. If the ship has
a Scale higher than that of the terrain, increase the
If the enemies wish to pursue, each pursuing ship Difficulty of Tasks to move through that terrain by
must spend more Power than the fleeing ship +1 for each point the ship’s Scale is higher than
did; if they do, they will quickly catch up with the the terrain’s.
fleeing ship. Once their pursuers have caught
them, the crew of the fleeing ship must choose
how they will respond. JP 915 11 5025

Distances and Sensors


In ideal circumstances, a starship can scan and
detect objects, vessels, and phenomena over DISTRIBUTION NETWORK
a certain size or magnitude for several light
years in every direction. Long-range sensors
are extremely potent in this regard. The closer
an object is, the smaller objects and details 85%
can be effectively detected, with the greatest
clarity and detail available at ranges of a few
thousand kilometers.
FFS

MOVEMENT AND TERRAIN PRI


6908
Moving around in starship combat is the
responsibility of a vessel’s helmsman, and
typically requires a Task, though these
Tasks have a Difficulty of 0 under normal
circumstances, and therefore do not require
Players to roll for the Task. AUX

Movement Tasks increase in Difficulty if the


space the vessel is moving through is hindering
or hazardous in any way, or if the vessel itself is
being hindered or impaired in some way, such as
by a tractor beam. The consequences of failure
vary based on the nature of this hindrance or SEC.
hazard; failure may result in the vessel simply not
moving anywhere, in a Complication affecting
the Engines, the loss of some of the ship’s PRIMARY
Power, or some similar setback.

Hindering or hazardous terrain will often have a


Scale of its own; this represents the maximum ALERT
Scale of vessel that can traverse that terrain
safely. When a ship is within an area of hindering
or hazardous terrain, the ship will suffer no

A HOME IN THE STARS 201


COMBAT TASKS AND X Prepare: The character prepares for, or
MINOR ACTIONS spends time setting up, for a Task. Some
As with personal combat, in any given turn, a Tasks require this Minor Action to be taken
character can attempt a single Task, and several before the Task can be attempted.
Minor Actions. Unlike with personal combat,
however, the kinds of Tasks a character is likely X Raise/Lower Shields: Tactical only. The
to perform will vary based on their position on the character raises or lowers the ship’s shields.
bridge (or elsewhere on the ship), and different If the shields are lowered, then the ship
officers will be given access to different systems counts as having a Shields score of 0. If the
as befits their positions. shields are raised, they immediately go to
either their normal maximum score (if they
This section lists the common roles found aboard are being raised for the first time,) or to their
a starship, the common Tasks they can attempt, previous score (if they have taken Stress
and the Minor Actions they can perform. during that scene.) A character may not raise
and lower shields during the same round.
Minor Actions
As described in Chapter 7: Conflict, Minor X Restore: The character performs the minor
Actions are activities a character can undertake repairs and adjustments needed to restore
that don’t count as a Task, and which don’t a System after disruption or minor damage.
require dice to be rolled. A character can Certain circumstances will call for the use of
attempt one Minor Action per turn for free. this Minor Action.
Each Minor Action taken after the first costs
one Momentum (Immediate) and costs increase Tasks
depending on the number of additional Minor You can attempt one task during your turn.
Actions already taken. You can attempt a second task in your turn by
spending Determination, spending 2 Momentum
The most common starship Minor Actions are after your first successful task (your next task
as follows: increases in Difficulty by 1), or if you are the
subject of the Direct task.
X Interact: The character interacts with an
object in the environment. More complex X Assist: The character performs some activity
interactions may require a Task instead. This that will grant an ally an advantage. The
covers basic and routine interactions with ship character nominates a single ally they can
systems that aren’t otherwise covered here. communicate with, and declares how they
are assisting, including which Attribute,
X Change Position: The character moves to Discipline, and Focus (if any.) During the
any other station on the Bridge, or to any nominated ally’s Task, the character assists
other location on the ship. If that bridge as normal.
station is unmanned, the character can take
control of that station immediately; otherwise, X Create Advantage: This is a Task with a
the character takes control whenever the Difficulty of 2, using an Attribute, Discipline,
officer already at that station departs. If the and Focus (if any) based on how they’re
character is moving to somewhere else on trying to gain an advantage. If successful,
the ship, they will arrive in that location at the the character creates an Advantage. At the
start of their next turn. Gamemaster’s discretion, depending on the

202 CHAPTER 09.00


nature of the Advantage being created, the X Commanding Officer: The CO makes the
ship may assist this Task. decisions based on the information available.

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 HOME IN THE STARS 203


officer is the ship’s captain, or whichever other a Power requirement equal to the number
character currently has command. of zones to be moved. This represents short
— seconds-long — bursts of warp speed,
X Direct: The officer provides clear, concise rather than longer journeys. Leaving the
orders. Choose one other officer currently battlefield by Going to Warp is covered on
on the bridge to attempt a single task, page 200.
determined by you. You assist their task
using your Command. Unlike in personal X Evasive Action: The helmsman moves swiftly
combat, you may use this action more than and unpredictably, attempting to foil enemy
once per scene. targeting. The helmsman attempts a Daring
+ Conn Task with a Difficulty of 1, assisted by
X Rally: The CO inspires and coordinates the the ship’s Structure + Conn. If successful,
crew, attempting a Presence + Command until the helmsman’s next turn, all attacks
Task with a Difficulty of 0; this Task is against the ship, and all attacks made by the
specifically to generate Momentum, either to ship, increase their Difficulty by 1. This has a
use straight away or to save for the group. Power requirement of 1.

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

204 CHAPTER 09.00


Navigator operator attempts a Control + Science Task
The following Tasks can be undertaken by with a Difficulty of 1, assisted by the ship’s
characters who are at navigation. Sensors + Security. This Task increases
in Difficulty by 1 for each range category
X Plot Course: The navigator calculates the beyond Close between the ship and the
best course to the intended destination. This target. If this succeeds, the vessel’s next
is a Reason + Conn Task, assisted by the attack, before the end of the operator’s next
ship’s Computers + Conn, with a Difficulty of turn, gains the Piercing 2 quality, ignoring two
2. If successful, the next Task the helmsman of the target’s Resistance per Effect rolled.
attempts reduces in Difficulty by 1. Reduce Also, if any bonus d20s are purchased for
the Difficulty by a further 1 for every 2 that next attack, it inflicts +1 A Stress for each
Momentum spent (Repeatable). bonus d20 purchased.

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

A HOME IN THE STARS 205


a particular location on the ship, possibly to number of Momentum spent by the security
deal with boarders, or some other breach officer on this Task.
of security. The officer sends a security
team to the chosen location, then attempts TACTICAL
a Presence + Security Task. The Difficulty The following Tasks can be undertaken by
of the Task is normally 1, but the Task is characters who are in the tactical role.
opposed by the intruders; if successful, the
security breach is contained. X Fire Weapon: The tactical officer nominates
a single active weapon system on board the
X Internal Containment Fields: The security ship, chooses a viable target for that weapon,
officer activates containment force fields in and makes an attack. This is a Control
a particular section on the ship, to halt the + Security Task, assisted by the ship’s
movement of boarders or other unauthorized Weapons + Security. The base Difficulty of
personnel. This is a Reason + Security Task, energy weapon attacks is 2 with a Power
assisted by the ship’s Structure + Security, requirement of 1, while the base Difficulty of
with a Difficulty set by the Gamemaster torpedo attacks is 3. Difficulties are increased
based on the number, resilience, and by range and environmental conditions.
armament of the intruders. If successful, the
intruders are contained. The intruders may X Modulate Shields: This Task has a Power
attempt a Task of their own to overcome requirement of 1, and cannot be attempted
the fields, with a Difficulty equal to 1+ the if the Shields are at 0. The tactical officer

206 CHAPTER 09.00


attempts a Control + Security Task, assisted to being hailed. The Difficulty is 0, unless
by the ship’s Structure + Engineering, interference or impedance are issues, or
with a Difficulty of 2. If successful, the if the communications link is encrypted
ship’s Resistance is increased by +1, plus or encoded. Success means that both
an additional +1 per Momentum spent vessels can communicate visual, audio, and
(Repeatable). This bonus lasts until the next data freely, though Complications or other
time the ship suffers one or more Stress, circumstances may limit some of these.
after Resistance.
X Intercept: The communications officer
X Tractor Beam: The tactical officer engages a seeks to pick up and decipher the
tractor beam at a nearby object or vessel. This transmissions of others; they select a
requires a Control + Security Task, assisted single vessel within Long range to intercept
by the ship’s Structure + Security with a communications from. This is an Insight +
Difficulty of 2, and can only be directed at a Engineering Task, assisted by the ship’s
target within Close range. If successful, the Communications + Security, with the
target vessel is immobilized and cannot move Difficulty set by the Gamemaster based on
unless it can break free, using their shield the level of encryption. The character may
modulations, the raw power of their engines, use Control + Engineering and reduce
or disabling the tractor beam emitter (a Task in the Difficulty by 1 if they have up-to-date
its own right), with a Difficulty determined by knowledge of that culture’s codes and
the strength of the ship’s tractor beam. ciphers. Success means that the message
has been successfully intercepted, and its
COMMUNICATIONS contents revealed.
The following Tasks can be undertaken by
characters who are in the communications role. X Signals Jamming: The communications
officer transmits signals to interfere with
X Open Hailing Frequencies: The the target’s attempts to communicate.
communications officer attempts to establish Choose a single vessel or other target
a communications link with a ship, facility, or within Medium range to jam. This has a
other place that can receive transmissions. Power requirement of 1. This is a Control
This requires a Control + Engineering Task, + Engineering Task, assisted by the ship’s
assisted by the ship’s Communications Communications + Security, and the
+ Engineering, with a Difficulty of 0. The character chooses a Difficulty of 1, 2, or 3.
Difficulty increases based on interference Success means that the target increases
and other factors that would impede the Difficulty of Hailing Frequencies Open
communications systems; the Difficulty also or Respond to Hail Tasks by an amount
increases if the message is being encrypted equal to the Difficulty the communications
or coded. Success means that a channel has officer chose.
been opened and a hailing signal or message
has been sent. Nothing requires that the X Damage Report: The communications
contacted vessel, etc., respond to a hail. officer puts out a call to all decks, and
promptly receives reports of damage
X Respond to Hail: Functionally the same from across the ship. This is an Insight
as the Open Hailing Frequencies action, + Command Task, assisted by the ship’s
though this action is taken in response Communications + Engineering, with

A HOME IN THE STARS 207


a Difficulty of 1. If successful, reduce the normally. This does not remove the number
Difficulty of one Task to perform repairs of Breaches the ship has suffered, only the
by 1. Affect one additional Task for one penalties imposed by damage.
Momentum (Repeatable), or reduce the
Difficulty of one Task by an additional one for X Transporters: Power requirement 1. The
two Momentum spent (Repeatable). officer nominates a target (an object, group
of small objects, or group of people) and a
INTERNAL SYSTEMS destination both within Close range of the
The following Tasks can be undertaken by ship (either or both of which may be within
characters who are in the internal systems role. the ship itself). The officer then attempts a
Control + Engineering Task with a Difficulty
X Power Management: The officer reroutes of 1, assisted by the ship’s Sensors +
power from various systems, replenishing Engineering; this Difficulty increases by 1
reserves or freeing up power for other if the target is not on a transporter pad, and
uses. This requires a Daring or Control by 1 if the destination is not a transporter
+ Engineering Task with a Difficulty of 2, pad, and may increase further based on
which can Succeed at Cost. If successful, interference or other conditions. The target
the ship gains one point of Power, plus one cannot be transported to or from any location
additional Power per Momentum spent with more than 0 Shields. This Task can also
(Repeatable), which may exceed its normal be performed from any transporter room,
maximum Power. Complications should reducing the Difficulty by 1.
represent power being removed from
particular systems, increasing the Difficulty
of future Tasks, or removing options until OTHER LOCATIONS
systems are repowered.
MAIN ENGINEERING
X Regenerate Shields: The officer routes While there is an engineering station on the
power to the shield emitters, trying bridge of most starships, main engineering is an
to replenish them. This has a Power important location for the operation of a starship
Requirement of 1. This requires a Control + in battle.
Engineering Task with a Difficulty of 1,
assisted by the ship’s Structure + A character in main engineering, or using the
Engineering; the Difficulty increases by +1 if engineering station on the bridge, may use the
the ship’s Shields are at 0. If successful, the internal systems Tasks, above. Further, any
ship regains 2 points of Shields, plus 2 more internal systems Task attempted while in main
for each Momentum spent (Repeatable). engineering reduces in Difficulty by 1, with the
exception of operating transporters.
X Damage Control: The officer sends a
damage control team, which attempts to Characters in main engineering may also be able
repair a single Breach. The officer chooses to handle more complex activities, such as Tasks
a single Damaged or Disabled System, and or Challenges to make significant modifications
attempts a Presence + Engineering Task, or come up with unusual solutions to problems.
with a Difficulty determined by the System Some complex technical Tasks, especially those
chosen (see p.212). If successful, the System related to the ship’s Engines, must be performed
is restored to function and can be used again in main engineering.

208 CHAPTER 09.00


NPCS AND STARSHIPS
The normal rules for starship combat are
OPERATIONS CREW QUALITY
designed from the perspective of Player
Characters operating a single ship, but this CREW QUALITY ATTRIBUTE DISCIPLINE
approach is impractical for NPC ships, where
the Gamemaster may be running several ships Basic 8 1
and their crews at once. As a result, there are Proficient 9 2
some streamlined rules for NPC starships. Talented 10 3
Exceptional 11 4
Firstly, an NPC ship does not have specific
crew at individual positions on the bridge,
instead, each NPC vessel has a Crew Quality, Because individual NPC crew are not being tracked,
which provides ratings which serve as the each NPC ship takes a number of turns during each
Attribute and Discipline scores needed by round equal to its Scale, representing the individual
the vessel for any given Task. NPC crew used actions of that ship’s crew. However, each Task
in this way are always considered to have an attempted after the first during each round from any
applicable Focus. single role increases in Difficulty by 1.

SCIENCE LABS SICKBAY


While most starships have an array of laboratories During combat, sickbay prepares for that
for scientific research and experiments, they inevitable consequence of battle — when the
are rarely important within combat. There is, fighting starts, people will get hurt. Characters
additionally, at least one sciences station on the and other personnel may become Injured, or
bridge, which may use sensor operations Tasks, suffer Complications representing minor injuries,
above. Some bridge configurations may add as a result of damage to the ship.
additional roles to a sciences station (see p.237).
The Tasks a character performs in sickbay
SHUTTLEBAY during starship combat are not meaningfully
Most starships have one or more launch bays different to those they’d perform in personal
for small craft, ranging from work pods to small combat (p.155); the biggest difference is that
personnel transports, to larger multi-role support those Tasks take place in sickbay, and can
crafts. These vessels are frequently used for thus be assisted by the ship’s Sensors or
transit (when transporters aren’t available or Computers + Medicine.
suitable), reconnaissance, scientific surveys,
and other missions and may often be required There will also be minor crew injuries
to depart or return in hazardous situations. throughout the ship, which medical personnel
can deal with, quickly patching up the walking
Small craft may not enter or leave the shuttlebay wounded and sending them back to their
while the starship’s shields are up, and launching posts. When the ship has suffered one or
or landing a small craft is a Task for the craft’s more Breaches (see p.212) during a scene,
pilot. Small craft operations are discussed in characters in sickbay can choose a single
more detail on page 219. Department, and attempt a Daring + Medicine
Task, with a Difficulty of 2, assisted by the

A HOME IN THE STARS 209


ship’s Computers + Medicine. If successful, MAKING AN ATTACK
the next Task which uses that Department may Attacks, are the most important and the most
re-roll one d20, as injured personnel from that direct of ship combat Tasks. The process for
Department rush back to work. making an attack is as follows:

TRANSPORTER ROOMS 1. The attacker chooses the weapon they


Each transporter room contains both a plan to attack with. This will be one of the
transporter pad, normally sufficient for five or weapon systems the vessel is equipped
six people at once, and all the control systems with — normally a choice between an
necessary to operate that transporter with energy weapons and torpedoes.
maximum effectiveness.
2. The attacker then nominates a viable target
A character in a transporter room can use for that weapon: a single vessel or another
the Transporters Task (p.208), and reduces viable target visible to the attacker. If the
the Difficulty of that Task by 1. Further, direct character is attempting to target a specific
access to transporter systems allows them System, the chosen System should be
to be altered or adjusted to create a specific declared at this stage.
effect or to counteract problems, which
cannot be done remotely from elsewhere on 3. The attacker attempts a Control + Security
the ship. Task, assisted by the ship’s Weapons +

COVER AND CONCEALMENT


Cover and concealment are common effects, X Fragile: The cover or concealment
representing objects that interfere with a vessel’s provided here is especially inconsistent,
ability to see or attack a target directly. Cover and and protracted fire will disperse it entirely.
concealment functions the same way for spacecraft as Each Effect rolled permanently reduces
it does for characters — granting a quantity of additional the number of  A that area of cover/
Resistance in the form of one or more  A dice. A zone will concealment provides by one  A (to a
provide cover to all vessels within that zone. When an minimum 0 A); apply this effect after the
attack is made against a ship benefiting from cover, roll current attack has been resolved.
the listed number of  A; the total rolled is added to the
ship’s normal Resistance, providing additional protection. X Volatile: The cover is exceedingly volatile,
likely to ignite or detonate when exposed
Cover or concealment may have special effects that to weapons fire. If one or more Effects
trigger on each Effect rolled on  A, just as attacks do. are rolled, then every vessel within the
These should be determined by the Gamemaster in zone immediately suffers 5 A Piercing 2
advance, but a few examples of this are: Stress. This Stress increases by +1 A
for each Effect rolled on the cover  A. The
X Dense: The cover or concealment provided here zone does not grant cover or concealment
is particularly dense, making it especially hard to against this attack, and it will not provide
score a telling hit. Each Effect rolled generates one cover or concealment for the remainder
additional Resistance. of the scene.

210 CHAPTER 09.00


Security, with a Difficulty determined by the Shields returns to their normal value, and can be
weapon used. For an energy weapon, the raised or lowered to this normal maximum value.
Difficulty is 2. For torpedoes, the Difficulty
is 3. If a specific System has been targeted, Ships also have a quantity of Resistance, equal to
increase the Difficulty by 1. In addition, if the its Scale. This resistance reduces the total Stress
target is not at the weapon’s optimal range, suffered, allowing them to shrug off some of the
increase the Difficulty by 1 for each range attack’s A result. A ship’s Resistance represents
band outside the range. its deflector shield strength, any armor it might
have, and its overall structural integrity, but it can
4. If the Task is successful, then the attack also benefit from Resistance from cover A rolled
inflicts Stress, as described in Damage and and added to its static Resistance.
Repairs, below. If a specific System was not
targeted, roll to determine which System was STRESS
hit on the table below. Whenever any starship suffers Stress, follow this
procedure:
SYSTEM HIT TABLE
1. Roll the number of  A for the attack or hazard’s
D20 RESULT SYSTEM HIT Stress rating. The total rolled is the amount of
Stress the attack or hazard inflicts.
1 Communications
2 Computers 2. If the target has any Resistance Dice ( A from
3-6 Engines Cover, etc.), roll those, and add the total
7-9 Sensors rolled to any static Resistance the ship has.
The total is the ship’s total Resistance for
10-17 Structure
that attack.
18-20 Weapons
3. Reduce the total Stress rolled by one for
DAMAGE AND REPAIRS each point of total Resistance. If there’s one
When a vessel is successfully hit by an or more Stress remaining, the ship loses one
attack during combat, it suffers Stress; first point of Shields for each point of remaining
to Shields, and then possibly to the ship’s Stress. The ship may also suffer one or more
Systems. Some environmental hazards Breaches to the System struck, if any of the
also come with a risk of damage, such as following conditions occur:
gravitational stresses, intense radiation,
corrosive gases, micrometeors, extreme heat, a. You suffer 5 or more Stress from a single
ionic discharges, and so on. attack or hazard, after reduction from
Resistance.
Attacks and other hazards have a Stress rating, b. Your Shields are reduced to 0 by that
which will be a quantity of Challenge Dice, or  A, attack or hazard.
with the total rolled applied against the ship. c. If your Shields were at 0 before the attack
or hazard, and the attack or hazard
Ships have a quantity of Shields, representing inflicts any Stress.
the deflector fields. A ship’s normal maximum
Shields are equal to the ship’s Structure + If two of these conditions is true from a single
Security. At the start of a new scene, a ship’s attack, your ship suffers two breaches.

A HOME IN THE STARS 211


BREACHES COMMUNICATIONS DAMAGE
The effect of a Breach to a System depends on Damage to Communications will interfere
two factors: which System was hit, and how with the ship’s ability to transmit messages,
many Breaches that System has suffered. and to perform other activities that relate to
communications technology.
X Impact: Each time a System suffers a
Breach, that System cannot be used until Impact: Until the communications officer
the relevant officer takes a Restore Minor performs the Restore Minor Action, the
Action. The System may also incur other Communications System cannot be used to
penalties. perform or assist any Tasks, and any ongoing
Communications Tasks are immediately halted,
X Damaged: If a System suffers a number and cannot be resumed until that Restore Minor
of Breaches equal to half the ship’s Scale Action has been performed.
then it is damaged, and incurs Difficulty or
Complication range increases. Damaged: The Difficulty of all Tasks that involve
or are assisted by the ship’s Communications
X Disabled: If a System suffers a number of are increased by 2 until repaired. The Difficulty to
Breaches equal to the ship’s Scale, it repair this is 3.
is disabled. The System’s functions
cannot be used, and it must be repaired Disabled: The Communications System cannot
(Difficulty varies). be used to perform or assist any Tasks, and
communicate over distances greater than
X Destroyed: If a System suffers more Close range. The Difficulty to repair this is 4,
Breaches than the ship’s Scale, it is though at the Gamemaster’s discretion this may
destroyed. When a System is destroyed, it be replaced with an Extended Task (Work 8,
cannot be used or repaired. Magnitude 2, Resistance 0, base Difficulty 2).

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.

212 CHAPTER 09.00


Damaged: The Difficulty of all Tasks that involve ENGINES DAMAGE
or are assisted by the ship’s Computers are Damage to the ship’s Engines impacts both
increased by 2. The Complication Range of all propulsion and power generation aboard
other Tasks assisted by the ship are increased by the ship, and this can be catastrophic if the
1, until repaired. The Difficulty to repair this is 3. damage becomes too severe.

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.

WARP CORE BREACH IMMINENT!


Catastrophic damage to the engines is a This can, however, be avoided. Characters in main
serious matter, increasing the risk of losing engineering may attempt to stabilize the reactor, or they
containment over the volatile reactors that may try to eject the reactor entirely (though not all ships
power the ship. The ships of many cultures, have the capability to eject their reactors, so their crews
including the Federation, rely on powerful may wish to abandon ship):
matter/antimatter reactions, which can
cause catastrophic explosions if uncontrolled. X Stabilize the Reactor: This is an Extended Task,
with Work 8, Magnitude 3, Resistance 2, and a
If the ship suffers a loss of containment, then Base Difficulty of 3. Succeeding at this Extended
the reactors may explode at any moment; Task prevents the reactor from exploding. Common
roll one or more  A at the end of each round, combinations for this will be Daring or Control +
starting with 1 at the end of the round in Engineering.
which the containment loss began, and
increasing by 1 A for each successive round X Eject the Reactor: This is a Daring + Engineering Task,
(so, 2 A for the second round, 3 A for the third, with a Difficulty of 2. Success means that the reactor is
and so forth). If one or more Effects are rolled, successfully ejected. If ejected, continue to roll to see if
the reactors explode, destroying the ship it explodes; when it does, it will not destroy the ship (as
immediately, killing all aboard, and inflicting 3 it’s been ejected and is no longer within the ship), but
+ ship’s Scale  A Piercing 2 Stress to all other all ships, including the one that ejected it, within Close
ships within Close range. range will still suffer damage when it detonates.

A HOME IN THE STARS 213


Disabled: The Engines System cannot be used the “Warp Core Breach Imminent!” sidebar. Any
to perform or assist any Tasks (even those that subsequent Breach on Engines triggers another
would normally be Difficulty 0), loss of power A roll to see if the reactors lose containment.
generation means that the ship loses 2 Power
at the end of every round. The Difficulty to SENSORS DAMAGE
repair this is 5, though at the Gamemaster’s Damage to the ship’s Sensors hinders the ship’s
discretion this may be replaced with an ability to detect and analyze things nearby,
Extended Task (Stress track 10, Magnitude 3, which can be particularly troublesome as this
Resistance 2, base Difficulty 2). also impacts weapons targeting and the ability
to navigate.
Destroyed: The ship cannot move or maneuver,
it loses 3 Power at the end of every round, and Impact: Until the sensor operations officer
it has a normal Power capacity of 0 (meaning it performs the Restore Minor Action, no Task can
will begin the subsequent scenes with 0 Power). be attempted which will use or be assisted by the
Further, roll  A equal to the number of Breaches ship’s Sensors. Further, until that Minor Action is
that Engines have suffered beyond the ship’s performed, all attacks made by the ship increase
Scale (so, if the ship’s Scale is 4, and it has in Difficulty by 1.
suffered 6 Breaches to Engines, roll 2 A). If any
Effects are rolled, the ship’s warp engines lose Damaged: The Difficulty of all Tasks that
containment, and may explode, as described in involve or are assisted by the ship’s Sensors

214 CHAPTER 09.00


increase by 2 until repaired. Further, any ALL HANDS, ABANDON SHIP!
attacks the ship makes increase in Difficulty
by 1 until this damage has been repaired. The If a ship’s structure has been destroyed, or is at
Difficulty to repair this is 3. risk of a reactor breach, the commanding officer
may give the order to abandon ship. Starships
Disabled: The Sensors System cannot be used are fitted with large numbers of escape pods,
to perform or assist any Tasks (even those that each of which can hold a small number of crew
would normally be Difficulty 0), and attacks and allow them to either survive in space for a
made by the ship increase in Difficulty by 2. short while, or fly to a nearby planet, and await
The Difficulty to repair this is 4, though at the rescue. These, along with the ship’s complement
Gamemaster’s discretion this may be replaced of shuttlecraft, allows the ship’s crew to evacuate
with an Extended Task (Stress track 10, quickly and safely.
Magnitude 2, Resistance 1, base Difficulty 2).
It requires a Change Position Minor Action, and a
Destroyed: As Disabled, but the System cannot Daring + Conn Task with a Difficulty of 0, in order to
be repaired, and must be replaced. Further hits board and launch an escape pod. Each escape pod
on the Sensors System damage the Weapons is designed to carry four individuals normally, but
System instead. they can carry up to six if necessary (though more
people reduces the life support capabilities of the
STRUCTURE DAMAGE pod). Launching a shuttle is covered on page 219.
Damage to the ship’s Structure impacts the
ship’s integrity and resilience, as well as functions For the rest of the crew, it can be assumed that
like life support. at least 50% of the personnel on board escape
the ship by the end of the round in which “abandon
Impact: Whenever the Structure System ship,” has been ordered. The other 50% will leave
suffers one or more Breaches, the entire ship in the following round. Starfleet personnel, and all
shudders, power conduits rupture, consoles those who serve or live aboard a starship, have
explode, and personnel are hurled around. been trained and drilled to respond quickly to
Roll 1 A; if an Effect is rolled, then a random emergencies of this sort.
character on the ship (Player Character or
important NPC) has been Injured (the character
may Avoid the Injury as normal.) These Injuries Disabled: The vessel has suffered many fires
are Lethal attacks. For NPC ships, suffering and serious hull breaches, as well as sections
one or more Breaches to Structure means that losing life support. The extreme disarray of
the ship has one fewer turn during the next the ship makes it extremely difficult to perform
round (this is not cumulative). repairs, increasing the Complication Range of
all Engineering Tasks to repair the ship by 3,
Damaged: The vessel suffers fires and/or minor and the Difficulty of all Engineering Tasks to
hull breaches somewhere on the ship, forcing repair the ship by 1. This also reduces the ship’s
the area to be evacuated and sealed off. The Resistance to half its normal value, rounding
Complication Range of all Engineering Tasks down. The Difficulty to repair this — including
to repair all Systems increases by 2. This also the penalty from this damage — is 5, though
reduces the ship’s Resistance by 1. The Difficulty at the Gamemaster’s discretion this may be
to repair this is 3. replaced with an Extended Task (Stress track 10,
Magnitude 3, Resistance 2, base Difficulty 1).

A HOME IN THE STARS 215


Destroyed: The ship’s hull integrity has been which involve or would be assisted by the ship’s
massively compromised, requiring nothing Weapons System.
less than a full rebuild in spacedock. With hull
breaches across the ship, fires raging, and life Damaged: The Difficulty of all Tasks that involve
support systems failing, the ship is crippled. or are assisted by the ship’s Weapons by 2 until
The ship’s Resistance is 0, Tasks to repair other repaired — including attacks. The Difficulty to
Systems on the ship can no longer be attempted repair this is 3.
during combat, and the ship may not move
except by thrusters, as rapid movement might Disabled: The Weapons System cannot be used
tear the ship apart. Subsequent hits to Structure to perform or assist any Tasks (even those that
affect the Engines System instead. would normally be Difficulty 0), which means the
ship cannot make attacks. The Difficulty to repair
WEAPONS DAMAGE this is 4, though at the Gamemaster’s discretion
Damage to the ship’s Weapons naturally impairs this may be replaced with an Extended Task
the ship’s ability to defend itself, making it harder (Stress track 8, Magnitude 2, Resistance 1, base
to make attacks. Severe damage may even result Difficulty 2).
in other problems, as munitions like Photon
Torpedoes are volatile. Destroyed: As disabled, but the System cannot
be repaired, and must be replaced. Further, roll
Impact: Until the tactical officer performs the 1 A if the ship fired any weapons during this turn;
Restore Minor Action, the ship cannot make if an Effect is rolled, then the ship suffers a single
any attacks, nor can it attempt any other Tasks hit from the weapon used most recently, as

NPC STARSHIP DAMAGE


While NPC vessels can make use of the full damage X Disabled: If the total number of Breaches
rules, this can become burdensome in larger battles the NPC ship has suffered is equal to its
where there are many ships involved. In these Scale, then the ship has been disabled. It
situations, the following quick damage rules can be no longer takes any turns in the combat
used as an alternative. scene.

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.

216 CHAPTER 09.00


energy weapons discharge unsafely or torpedoes During the course of battle or other
detonate. Further hits to the Weapons System will challenging situations, the ship may also suffer
affect the Sensors instead. Complications that relate to the condition
or function of the ship. These can also be
REPAIRING DAMAGE removed by Engineering Tasks, and regarded
If a ship has been damaged, Tasks can be as repairs. The normal Difficulty to remove
attempted to try and repair that damage. These these is 2, though this may vary based on the
will not be full repairs — this would take time Gamemaster’s discretion.
and resources not readily available in battle —
but starships are designed with redundancies
and back-ups, and a skilled engineer can STARSHIP WEAPONS
re-route around damaged systems to create Starship Weapons have a number of common
impromptu solutions. traits and values that determine the specifics
of how they function. The key elements of a
The Damage Control Task listed on page 208 is weapon are what type of weapon it is, its Stress
a typical way of repairing a damaged system, rating, the size of the weapon, and any qualities it
representing an officer sending a repair team possesses that influence how it is used.
to handle repairs. However, this is not the
only way to repair damage; using the Change X Type: This will either be Energy or Torpedo,
Position Minor Action to move elsewhere in the depending on the form the weapon takes and
ship, a character can head to the site of the how it is used.
damage, and attempt to perform the repairs
personally. This will take a Daring or Control + X Range: This will be one of Close (or C),
Engineering Task with the Difficulty for repairs Medium (M), or Long (L). This is not a
set by the damage suffered, as noted in each maximum range, but rather the optimal range
System’s damage section. This will normally of the weapon. If the target is at that distance,
be 3 for Damaged Systems, or 4 for Disabled the Difficulty of the attack is unchanged. If the
Systems, and the Gamemaster has the option target is closer or further away, increase the
to ask for an Extended Task to repair a Disabled Difficulty of the attack by 1 for each category
System instead. (Close, Medium, Long, or Extreme) away from
the weapon’s Range.
Repairs made will remove the penalties and
restrictions imposed by Damaged or Disabled X Stress Rating: This is a number of Challenge
Systems, but does not remove the Breaches Dice, and possibly one or more Stress Effects
that caused those conditions. As a result, which trigger when one or more Effects is
if a Damaged system is repaired, and then rolled. Energy weapons roll Challenge Dice
suffers an additional Breach, it may suffer the equal to the ship’s Scale, plus the ship’s
Damaged condition for that System again (or Security Department, while Torpedo attacks
worse) for the next Breach. Breaches cannot have a fixed number of  A, plus the ship’s
be repaired in combat, or during a mission; Security Department.
instead, such intensive repairs require days
or weeks of work, often at a starbase or other X Qualities: These are additional rules,
facility, and should be considered to occur providing additional restrictions or benefits
between missions. that apply to the weapon’s use.

A HOME IN THE STARS 217


WEAPON TYPE STRESS EFFECTS
There are two types of weapons commonly used The following abilities provide additional benefits
aboard starships: directed energy weapons, whenever an Effect is rolled on the  A (see
which project beams or pulses of coherent Challenge Dice on page 53). When one or more
energy, plasma, or energized particles, and Effects are rolled, all Stress Effects that apply to
torpedoes, which are heavy projectiles carrying that attack are triggered.
powerful explosive or energetic payloads.
X Area: The attack affects a wider area, and
X Energy weapons are the primary armament can affect several targets at once. The
of most vessels, as they are straightforward, attack automatically affects any vessel or
effective, and do not require additional damageable object within Contact of the
heavy munitions stores — only rechargeable initial target, and then one additional target
power cells and relays that connect to the within Close range of the initial target for each
vessel’s power systems. Starship attacks Effect rolled, starting with the next closest
using energy weapons have a base Difficulty (as determined by the Gamemaster). If one or
of 2. Making an attack with an energy more Complications are rolled when using an
weapon has a Power requirement of 1, and Area attack, the Gamemaster may choose to
may spend up to two additional Power to use Complications to have an allied vessel or
increase the Stress by 1 A per additional neutral bystander in the area affected by the
Power spent. attack. A target cannot be hit if it would have
been more difficult to hit than the initial target.
X Torpedo weapons, such as photon
torpedoes employed by vessels of many X Dampening: The attack removes one point of
species, are programmable, self-propelled the target’s Power for each Effect rolled.
projectiles with an explosive payload, such
as a quantity of antimatter, or some manner X Persistent X: The attack leaves behind
of field generator. Attacks using torpedoes a lingering energy field, which continues
have a basic Difficulty of 3, and do not to damage the target. At the end of each
have a Power requirement, but therefore round, the target vessel suffers an additional
cannot use additional Power to increase X Stress. This lasts for a number of rounds
Stress. However, firing torpedoes can equal to the number of Effects rolled.
be considered to escalate hostilities, so
attacking with torpedoes immediately adds X Piercing X: The attack ignores X points of the
1 Threat. Characters may choose to fire a target’s total Resistance for each Effect rolled.
torpedo salvo instead of a single torpedo
(also known as a “full spread”), which adds X Spread: The attack inflicts multiple hits; for
2 more to Threat, but which adds 1 A to each Effect rolled, the attack inflicts one
the attack’s Stress and grants the Spread additional hit to a random System (even if
Stress Effect. the attack was targeting a specific System),
each of which deals half the Stress of the
Additionally, many vessels are equipped with initial hit, rounding up, +1 for every Effect
a tractor beam emitter, which has only one rolled after the first. These additional hits are
value — a strength, which is the Difficulty for resolved separately, and each is reduced by
Tasks attempted to break free from the Resistance, reduces Shields, and potentially
beam’s effects. causes Breaches individually.

218 CHAPTER 09.00


X Vicious X: The attack inflicts X additional STARSHIP COMBAT
Stress for each Effect rolled. MOMENTUM SPENDS
Momentum is a key tactical resource during
QUALITIES combat. When a character generates Momentum
The following additional qualities alter the way the in combat, they have numerous options available
weapon functions: to them which can help overcome enemies,
empower allies, and bolster their own success.
X Calibration: The weapon requires careful
calibration before firing. The weapon cannot The table below provides a number of additional
be used to attack unless a Prepare Minor options available to a character when they
Action is performed during the same turn. generate one or more Momentum in combat.
These are in addition to the normal uses of
X Devastating: Engineering Tasks to repair Momentum, and any others that Players or the
Stress caused by this weapon increase in Gamemaster create themselves.
Difficulty by 1.
Under Cost, where a spend is listed with “R”, the
X Hidden X: The weapon is concealed from spend is Repeatable. Where the spend is listed
scans. When hidden, any scan of the vessel with “I”, the spend is Immediate. If neither note is
to locate the weapon increases in Difficulty by present, then the Momentum spend may only be
X. A character may use a single Minor Action used once per round at most.
to conceal a Hidden weapon.

X High-Yield: The weapon inflicts massive SMALL CRAFT OPERATIONS


damage to enemy vessels; if the attack Shuttles and other small craft — also known as
inflicts one or more Breaches to a System, it auxiliary craft — are commonly found aboard
inflicts one additional Breach. starships and starbases, as well as on a range
of other facilities. The terms apply to any small
X Versatile X: The attack gains X points of vessel which can function independently of a
bonus Momentum if successful. starship for a short time, and which are employed

STARSHIP COMBAT MOMENTUM SPENDS


MOMENTUM SPEND COST EFFECT

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.

A HOME IN THE STARS 219


in circumstances which would be unsuitable for a X Maximum Capacity: Small craft can only
full-size starship. carry a finite number of characters, as noted
in each entry.
Use of shuttles to move personnel and cargo
short distances (between ships) is less common, X Positions: Small craft have two positions:
transporters fulfilling such tasks, but it’s always Pilot (covering helm and navigation), and
valuable to have a few auxiliary craft on board in Operations (internal systems, sensors, and
case of emergencies or unusual situations. tactical if the craft has weapons). There are
no other positions aboard.
X Traits: All small craft have the Trait Small
Craft in addition to any others. In addition to the above, when small craft are
attacked by any full-size starship (any vessel
X Systems: Small craft have the same set of of Scale 3 or above), the Difficulty of the attack
Systems as a starship, though their scores increases by 1.
tend to be lower as befits their smaller size
and more limited capabilities. Unarmed small LAUNCH AND LANDING
craft have a Weapons System of 0. PROCEDURES
A starship can support active small craft equal
X Departments: Small craft have the same to its Scale minus 1, at any one time. This
set of Departments as a starship, but their number is doubled for ships with the Extensive
scores are never higher than 2, and are often Shuttlebays Talent, as they’re specially equipped
0, due to limited facilities and a complete lack to handle large quantities of auxiliary craft.
of support personnel. The only Department
a small craft will always have will be Conn, Moving to the shuttlebay uses the Change
which will always be at least 1. Positions Minor Action to relocate to a different
part of the ship, and then a Maneuver Task (with
X Talents: Small craft do not normally have a Difficulty of 0) to launch and pilot the shuttle
Talents. to any point within Close range of the ship (but
outside of it). Launching a shuttle cannot be
X Scale: Small craft are normally Scale 1, or performed while a ship’s Shields are up.
Scale 2 at the most.
Landing a shuttle is similar, requiring a
X Resistance: Small craft have a Resistance Maneuver Task. The shuttle must be within
equal to their Scale, as normal. Close range of the ship, and the ship’s shields
must be down. Under normal circumstances,
X Shields: Small craft have Shields equal to this requires no further Task as the shuttle is
half their Structure + Security, rounding down. guided in by tractor beams and lands safely.
In an emergency, a rapid landing may be
X Power: Small craft have much smaller power required, increasing the Difficulty by 2, and
plants than full-size starships, and only causing Stress 6 A Stress to the shuttle (this
generate Power equal to half their Engines may Succeed at Cost at the Gamemaster’s
score (rounding up). discretion, allowing the shuttle to crash-land,
but the resultant crash-landing means that
X Crew Support: Small craft do not have the shuttlebay cannot be used again for the
Crew Support. duration of that mission).

220 CHAPTER 09.00


SHUTTLEPOD TYPE-F SHUTTLE
A tiny craft, designed to move small numbers of
personnel or small quantities of cargo over short SYSTEMS
distances. They are unarmed, not fitted with a
COMMS 05 ENGINES 05 STRUCTURE 05
transporter, and not capable of traveling at warp.

COMPUTERS 04 SENSORS 04 WEAPONS –


SYSTEMS
COMMS 07 ENGINES 04 STRUCTURE 04
DEPARTMENTS
COMPUTERS 06 SENSORS 05 WEAPONS – COMMAND – SECURITY – SCIENCE –

CONN 01 ENGINEERING 01 MEDICINE –


DEPARTMENTS
COMMAND – SECURITY – SCIENCE –
POWER: 3 SCALE: 1
SHIELDS: 2 RESISTANCE: 1
CONN 01 ENGINEERING – MEDICINE –

CREW COMPLEMENT: 1 or 2, plus 6 passengers


POWER: 2 SCALE: 1
SHIELDS: 2 RESISTANCE: 1 ATTACKS: None

CREW COMPLEMENT: 1 or 2, plus 1 passenger SPECIAL RULES: Rugged Design (Talent)


ATTACKS: None

A HOME IN THE STARS 221


09.60
STARFLEET SHIPS OF
THE LINE
STARSHIP CREATION 3. Mission Profile: The mission profile
Every starship is unique. The specifics of each determines how the ship’s facilities and
vessel’s mission profile, the legacy of the events personnel are assigned. The Players select
they have been party to, the refits and repairs a single mission profile, which provides the
they’ve undergone, and the requirements of basic Departments for the ship.
the crews that have served with them make
each starship a distinct entity in more than 4. Refits: Each ship receives several refits and
just name. Even two ships of the same class upgrades, as determined by its Service and
will differ in small but meaningful ways, as the its Spaceframe. A ship receives a single refit
lessons learned in the construction and service for every full ten years between the year in
of previous ships of that class will shape the way which the class entered service, and the
that their sister ships will be assembled. current year. These provide increases to the
ship’s Systems.
This is reflected in Star Trek Adventures, where
the Players’ starship will be as unique as their
characters, having gone through a similar process 1. SERVICE
of creation. If the Players choose to command First and foremost, the Gamemaster and Players
a Constitution-class starship, theirs will not be a should collectively decide which year the game
facsimile of the legendary U.S.S. Enterprise, but will take place. This, really, should be decided
a distinct vessel with its own proud history of up-front, when everyone agrees to play, as the
exciting adventures. era in which the game is played will have a broad
impact on the kinds of characters involved, the
Starship creation follows a specific process, kinds of stories that can be told, and what form
which is similar to the Lifepath system used for the iconic Star Trek elements will take.
creating a character, though somewhat shorter.
This process is as follows:
2. SPACEFRAMES
1. Service: The year in which the ship was The Players choose a class for their starship.
launched, which will determine how long the This will provide a collection of abilities that
ship has been in service for. will serve as the baseline for the starship —
the ship’s base scores for its Systems, its
2. Spaceframe: The spaceframe is the ship’s Scale, three points towards its Departments,
basic structure and infrastructure, and the and what weaponry it is equipped with. Each
foundation upon which everything else will be class also lists the year that ships of that type
laid. At this stage, the Players select a single first entered service.
class, which provides the basic Systems
for the ship, as well as its Scale, and its Some classes may also provide Talents, denoting
weaponry. Each class also lists the year in upgrades that are universally applied to ships of
which it entered service. that class.

222 CHAPTER 09.00


ARCHER CLASS Regular duties are often shared by several
personnel during the course of a tour of duty; in
ENTERED SERVICE: 2258 game terms, Player Characters assigned to an
Archer-class vessel may swap their character’s
OVERVIEW: The Archer class was designed to role once with another Player Character’s role at
be a next-generation pathfinder, intended for the beginning of each adventure (see page 107
long-range scouting missions and for pushing for more information on roles and their benefits).
the boundaries of the Federation out farther
and faster than any other Starfleet ship class. Due to the close-knit nature of a small crew
The class’s design team benefitted from the serving together for a long time in a cramped
research gained via more than a decade’s space, Archer-class captains tend to run a more
worth of technological advances installed on informal ship, encouraging crew members to
Constitution, Hermes, Ptolemy, and Saladin-class wear plain jumpsuits adorned with ship-specific
vessels, resulting in the Archer class boasting insignia and name plates only, eschewing rank
some of the most advanced impulse drives and insignia and department colors in favor of a
RCS thruster suites yet installed on a Starfleet unified ship esprit de corps.
vessel. The ship’s design is compact, consisting
of a three-deck primary hull containing all ship SYSTEMS
systems save for the two outboard warp nacelles
COMMS 08 ENGINES 09 STRUCTURE 06
connected by short struts to the primary hull.

COMPUTERS 07 SENSORS 08 WEAPONS 06


CAPABILITIES: The Archer-class is one of the
first classes to feature modular components,
making it possible to rapidly reconfigure the ship DEPARTMENTS
for different mission profiles. Capable of extended
COMMAND – SECURITY – SCIENCE +1
high-warp travel, this scout ship is both fast and
highly maneuverable at impulse speeds. It relies
CONN +2 ENGINEERING – MEDICINE –
primarily on its speed, agility, and reduced sensor
profile for defense, though it is armed with two
phaser emitters and a single photon torpedo/ SCALE: 3
probe launcher with a magazine containing up to
four torpedoes. ATTACKS
X Phaser Banks
While these ships are fast and maneuverable, X Photon Torpedoes
they are very small and rather cramped. Of X Tractor Beam (Strength 2)
the standard crew complement of 14, only the
captain and first officer enjoy their own quarters. TALENTS
The remainder of the crew members share four Archer-class starships have the following Talents:
single-bed compartments by “hot bunking.” The X Improved Impulse Drive
ship is also too small to have a turbolift system, X Improved Reaction Control System
so the crew relies on ladders to travel between
decks. Because of its limited crew capacity,
personnel assigned to Archer-class vessels
tend to be cross-trained in multiple disciplines
essential to shipboard and mission operations.

A HOME IN THE STARS 223


CONSTITUTION CLASS has a powerful multiple reactor fusion impulse
system that is noted to be able to keep the
Entered Service: 2243 starship aloft even inside planetary atmospheres
that the vessels were not designed to enter.
Overview: In 2235 Starfleet decided that, to The Constitution class boasts over 400 crew
better expand and protect the Federation as members for operation, with two-person teams
a whole, a more rugged and multi-purpose crewing each of the design’s six phaser banks
exploration vessel was needed that was able to and four-person teams crewing each torpedo
stand up to the increasing threat of conflict with launcher. To save on the already high number of
the Klingon Empire. The design that resulted crew on board, these teams are made up of crew
would be used in dozens of later classes from the vessel’s scientific teams that would not
of starships; a saucer-like primary hull that typically be needed during combat operations.
contained the bridge and most weapon systems,
a cylindrical secondary hull that housed the SYSTEMS
class’s warp core, navigational deflector and
COMMS 07 ENGINES 08 STRUCTURE 08
shuttlebay, and connected to two warp nacelles
held far away from the vessel on long struts.
COMPUTERS 07 SENSORS 08 WEAPONS 08

Capabilities: As an exploratory vessel, the


Constitution class needed the best computer DEPARTMENTS
systems available, and has been designed to use
COMMAND +1 SECURITY +1 SCIENCE +1
duotronic computer systems, created by Doctor
Richard Daystrom in 2243. This breakthrough in
CONN – ENGINEERING – MEDICINE –
computing technology has allowed the computer
of Constitution-class starship to develop a limited
AI-like personality. The computer system is able SCALE: 4
to handle the input from as many sensors as
is typically seen on three starships of previous ATTACKS
classes, giving Constitution-class vessels X Phaser Banks
unmatched sensor resolution and accuracy. X Photon Torpedoes
To aid in exploration, the design has a large X Tractor Beam (Strength 3)
shuttlebay with four Type-F shuttlecraft, but in
an emergency situation could host six. While TALENTS
the warp propulsion systems are not highly Constitution-class starships have the following
advanced, they are made to be rugged and easily Talents:
repaired, with many vessels warp coils operating X Rugged Design
at high subspace field densities for 7–8 times X Modular Laboratories
the recommended time for replacement. This
resilience allows Constitution-class vessels to
operate far above their rated safety limits, with
U.S.S. Enterprise achieving brief speeds of warp
14.1 in 2268. The warp reactor itself makes
highly efficient use of antimatter by cycling warp
plasma through networked reactor cylinders
housed behind main engineering. The class also

224 CHAPTER 09.00


HERMES CLASS TRANSCRIPT
Entered Service: 2242 “The thrice-damned Constitution-class ships!
Before it didn’t matter if you were in a converted
Overview: The Hermes-class scout was garbage hauler or in a stolen…’borrowed’ I should
designed in conjunction with the Constitution say… Orion raider, when Starfleet came calling you
class, the Saladin class, and the Ptolemy class. could hide or run and confidently get away. How
Sharing basic design elements and equipment are things now? An entrepreneur cannot make a
with its sister classes, the Hermes class has living, honest or otherwise! It’s all because of those
been highly successful. The Hermes class shares damn…damn Constitutions roaming around and
the same basic saucer-like primary hull and acting like oversize nannies! If you want to be left
‘neck’ dorsal as other vessels, that connected to alone, you can’t have your breathing space when
a single warp nacelle. they’re faster at warp or impulse than anything
you have. If you want to hide product intended for
Capabilities: The ship’s single warp nacelle a more refined taste than your typical do-gooder,
creates a powerful enough warp field from its no offense intended madam, you simply can’t have
two sets of warp coils that the Hermes class is privacy for your client with how good its sensors
able to have a much smaller matter/antimatter are. Moreover, if you want to fight, not that I would
warp core than the Constitution class, fitting the ever consider hurting anyone, especially one as
entire engineering section into the neck and lower beautiful as yourself my dear…
portion of the aft saucer. With the two sets of
warp coils so close together, the Hermes class “Regardless, I doubt the Klingons could hold up
can maintain a strong field gradient for a minimal against those phasers and tractor beams, all
amount of power allowing it to maintain high those ships need to do is stop them in their tracks
warp velocities for longer. This means that most and hold them there while transmitting lectures
commanding officers of a Hermes-class vessel about proper behavior over subspace until they
can order their vessels maintain a steady warp 7 surrender!”
and push emergency speeds above warp 9.
Sublight propulsion is provided by the standard Rehabilitation interview of Harcourt Fenton
multistage fusion reactors at the aft of the primary Mudd, 2269.
hull. The weapon systems are comprised of only
a single phaser bank on the ventral side of the
hull, and no photon torpedo systems. The space SYSTEMS
this makes available in the saucer allows for the
COMMS 07 ENGINES 09 STRUCTURE 08
addition of extra sensor suites and laboratories
networked through the vessel’s two large and
COMPUTERS 06 SENSORS 08 WEAPONS 06
powerful duotronic computer cores. The Hermes
class isn’t designed to include a shuttlebay as
that space was required for sensor pallets, but it DEPARTMENTS
did have three separate docking ports that often
COMMAND – SECURITY – SCIENCE +1
carried small travel pods that could be used to
move personnel and small amounts of cargo
CONN +2 ENGINEERING – MEDICINE –
between the starship and orbital facilities and
other starships.
SCALE: 4

A HOME IN THE STARS 225


ATTACKS and two rear-facing launch tubes that can be
X Phaser Bank quickly replaced with probe launchers. Some
X Tractor Beam (Strength 3) of the extra power requirements for weapon
systems come from the ships compact shape,
TALENTS lacking a secondary hull, the Miranda can
Hermes-class starships have the following generate the same defensive shielding power
Talents: as a Constitution-class ship, but for only 70%
X Improved Reaction Control System of the power. The reduction in weapon systems
X Independent Phaser Supply also allows many of the targeting systems to
X Rugged Design be replaced by more high-resolution, long-
range sensors suited for exploration duties. The
large shuttle and cargo bays give the starship
MIRANDA CLASS an excellent reputation for performing highly
detailed planetary surveys, being used for
Entered Service: 2274 emergency cargo transportation, and a border
patrol vessel.
Overview: The Federation is seeing increasing
tensions with the Klingon Empire and many SYSTEMS
analysts believe war is inevitable with Qo’noS.
COMMS 08 ENGINES 08 STRUCTURE 08
The design of the Miranda-class began as
a dual-purpose patrol and combat vessel
COMPUTERS 08 SENSORS 09 WEAPONS 09
designed specifically to counter Klingon
designs, specifically recent refits of the D7
battle cruiser. A combined team of designers DEPARTMENTS
from Starfleet Tactical and the Starfleet
COMMAND +1 SECURITY – SCIENCE +1
Advanced Technologies Group are co-opting
and adjusting technologies and systems from
CONN +1 ENGINEERING – MEDICINE –
the upcoming Constitution-class refit, producing
a heavily-armed attack vessel.
SCALE: 4
Capabilities: The original design of the Miranda
class has nearly double the amount of weapon ATTACKS
systems as the Constitution class as well as two X Phaser Banks
large shuttlebays at the aft of the starship. Many X Photon Torpedoes
of these weapons can be removed, leaving X Tractor Beam (Strength 3)
three phaser turrets each on the dorsal and
ventral sections and two phasers mounted near TALENTS
the vessels impulse deck. A phaser turret on Miranda-class starships have the following
both the port and starboard ‘roll-bar’ mountings Talents:
are linked directly into the warp plasma X Extensive Shuttle Bays
conduits, increasing the firepower significantly
at risk of depriving the starship of warp power
at critical moments. In addition, a modular
torpedo system has been installed at the top
of the vessels roll-bar, giving two forward

226 CHAPTER 09.00


OBERTH CLASS a small shuttlebay at the far forward of the
primary hull. These warp coils are powered
Entered Service: 2269 separately by their own small matter/antimatter
reactors, allowing each of the reactors to
Overview: The design of the Oberth-class operate on lower settings to reduce strain on
science vessel comes as a surprise to most the power systems and to interfere less with
who haven’t studied the history of Starfleet. sensitive detection devices in the secondary
The small saucer-like primary hull is home hull. Even at full power, the Oberth class is
to the approximately 100 crew that serve on limited to achieving warp 8 for brief periods
this ship. Attached directly to the hull are two and can only cruise at warp 5. The secondary
compact and energy efficient warp nacelles hull was inaccessible except through access
and an engineering deck. The design does tubes during normal operation. Inside is the
have a secondary hull slung below the primary planetary survey and subspace scanning
hull connected by two thin pylons that contain equipment that makes the Oberth class
the vessels deflector array and extensive so useful for research. The isolated sensor
sensor systems. networks, dedicated duotronic computer core
and shielded electronics are mirrored on the
Capabilities: The Oberth class utilizes highly port and starboard sides of the hull giving the
efficient warp coils allowing the vessel to only ship interferometric sensor readings that are
carry small amounts of antimatter and allowing more detailed than what most starship systems
more space to be dedicated to sensors and can currently provide. The isolation of these

A HOME IN THE STARS 227


sensors is necessary due to their sensitivity and STRATEGIC AND DIPLOMATIC
high energy output, and unprotected humanoids OPERATIONS
could be exposed to high energy EM and Vessels equipped for Strategic and Diplomatic
subspace radiation while scanning operations Operations are often placed under the command
are underway. of flag officers and used as the heart of squadrons,
battle-groups, or whole fleets. These ships — and
SYSTEMS the prestige that accompanies them — are also
used for major diplomatic engagements, where
COMMS 08 ENGINES 07 STRUCTURE 08
they can serve as mobile embassies and represent
the best of the Federation.
COMPUTERS 09 SENSORS 09 WEAPONS 07

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

TALENTS PATHFINDER AND


Oberth-class starships have the following Talents: RECONNAISSANCE OPERATIONS
X High Resolution Sensors Long-range missions often employ the most
X Improved Warp Drive advanced stellar cartography and astrometric
facilities, charting and navigating unknown
regions of space effectively. These vessels are
3. MISSION PROFILE relied upon for extended exploratory missions,
A ship’s mission profile is a key part of what intelligence-gathering military operations, and
distinguishes one ship of a single class from risky “pathfinder” operations into the unknown.
her sister ships. It determines how the ship will
be equipped, what facilities and personnel are DEPARTMENTS
assigned to it, and what kind of operations it will
COMMAND 02 SECURITY 02 SCIENCE 02
be expected to perform.

CONN 03 ENGINEERING 02 MEDICINE 01


The Players choose a single Mission Profile
for their starship. This will provide the ship’s
Departments (which are added to those already TALENTS
granted by the spaceframe), and the choice of a Select one of the following Talents:
single Talent chosen from a short list. X Improved Reaction Control System
X Improved Warp Drive
X Rugged Design

228 CHAPTER 09.00


TECHNICAL TEST-BED SCIENTIFIC AND SURVEY
The ship is equipped with an abundance of OPERATIONS
state-of-the-art or even prototype technologies, Starfleet’s mission of exploration and discovery
allowing them to be tested and studied in means that they employ many vessels for
practical conditions, so that the flaws can be purely scientific missions, studying unknown
discovered and overcome, and the systems can phenomena or supporting ongoing research.
be refined and improved upon. These ships are While most Federation starships are expected
often deployed on a broad range of missions, to have at least some capacity for scientific
to provide the most diverse conditions for endeavor, some vessels are equipped specifically
equipment testing. for such missions.

DEPARTMENTS DEPARTMENTS
COMMAND 01 SECURITY 02 SCIENCE 02 COMMAND 02 SECURITY 01 SCIENCE 03

CONN 02 ENGINEERING 03 MEDICINE 02 CONN 02 ENGINEERING 02 MEDICINE 02

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

CONN 02 ENGINEERING 02 MEDICINE 02 CONN 02 ENGINEERING 01 MEDICINE 03

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

A HOME IN THE STARS 229


MULTIROLE EXPLORER X Communications refits are upgrades of
Some of Starfleet’s most renowned and revered subspace antennae, signals processing
vessels have been jacks-of-all-trades, rather protocols, encryption and decryption
than specialized for a single type of mission. This technologies, and updates for the universal
versatility allowed the likes of Jonathan Archer translator.
and James Kirk to explore strange new worlds,
seek out new life, and new civilizations, and to X Computer refits are both software updates
boldly go where no one has gone before. that refine and enhance operation, as well
as new computer cores and more expansive
DEPARTMENTS archive memory.

COMMAND 02 SECURITY 02 SCIENCE 02


X Engines refits often involve fine adjustments
of power generation and propulsion systems,
CONN 02 ENGINEERING 02 MEDICINE 02
replacing components like field coils and EPS
conduits before they wear out, and adopting
TALENTS the latest ideas about warp field theory,
Select one of the following Talents: intermix ratios, and similar technical subjects.
X Improved Hull Integrity
X Improved Power Systems X Sensors refits are a mixture of both new
X Rugged Design sensor array hardware, and new methods of
X Redundant Systems interpreting and analyzing the data.
X Secondary Reactors
X Structure refits tend to be adjustments and
refinements of structural integrity and inertial
4. REFITS damper systems, updates to life support
Starships receive periodic refits and upgrades control systems, and replacement of parts of
throughout their service. Many of these are tiny the ship’s internal frame and outer hull plating.
adjustments performed as a routine part of the Structure refits can be some of the most
ship’s maintenance cycle. Others are significant intensive and time-consuming to perform.
system overhauls performed at starbases and
spacedocks, taking days, weeks, or even months X Weapons refits are a mixture of targeting
of work. In some cases, ships that have served and control system updates, along with
for decades may receive substantial overhauls, replacements of phaser emitters, torpedo
taking a year or more to complete and upgrading launch mechanisms, and the latest forms
or replacing much of the ship. of torpedo.

Compare the year the ship went into service


with the current year of the game. For every full PUTTING IT ALL TOGETHER
ten years between those two dates, the Players’ Once the game’s year, the starship’s class,
starship will have one Refit. mission profile, and refits have been chosen, it
comes time to put all those things together.
Each Refit increases a single System of the ship
by 1. No System may be increased by more than X Traits: A starship has a single Trait —
two through Refits. No System may ever have a Federation Starship — as standard. It may
score above 12. have others, if the Players and Gamemaster

230 CHAPTER 09.00


desire. See Traits for more on additional X Weapons: The weapons a starship has are
Traits for a starship. determined by its class. The Stress that
energy weapons inflict is equal to the ship’s
X Name: Every starship needs a name. Scale + Security, plus additional factors
from the type of weapon. The Stress that
X Registry Number: Typically a four number torpedoes inflict is equal to the torpedoes’
registration, suffixed with a letter if the name basic Stress + Security. These variations are
and registry has been used by another class described in Starship Weaponry, p.232.
of the ship previously.
TRAITS
X Systems: A starship’s Systems are Starships may have other Traits beyond the
determined by its class, and then modified by default Federation Starship, representing
the chosen refits. some other aspect of the ship’s nature. The
Gamemaster should allow the Players to select
X Departments: A starship’s Departments no more than two additional Traits, and they
are determined by its class and its mission should ensure that all Traits are fundamentally
profile. Add these scores together to get the neutral — neither wholly positive nor negative.
ship’s final Department scores. A few example Traits are listed below:

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 Scale: A starship’s Scale is determined by X Legacy Vessel — The ship continues a


its class. long and proud legacy, bearing a name that
has been used many times before on other
X Resistance: A starship has Resistance equal starships, and maybe even on ocean-going
to its Scale. Talents may modify this further. vessels centuries ago. This legacy may
manifest in the pride of the crew to serve
X Shields: A starship has Shields equal to its aboard the ship, but it may also be found
Structure + Security. Talents may modify in enemies whose ancestors clashed with a
this further. ship of the same name in generations past.

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

A HOME IN THE STARS 231


with distinction. Even with refits, the older X Phaser: Common to Starfleet vessels,
technology isn’t quite as capable as the latest phasers are a precise and adaptable weapon.
designs, but her crew know her systems and Phasers have the Versatile 2 quality.
her quirks well, and can get the most out of
her when it counts. X Disruptor: Used by Klingon and Romulan
vessels, disruptors are potent weapons that
inflict grievous damage. Disruptors have the
STARSHIP WEAPONRY Vicious 1 Stress Effect.
The armaments of starships have remained
largely unchanged for well over a century. These Delivery Method
weapons come in two broad categories: energy The delivery method of an energy weapon
weapons and torpedoes. describes how the emitters are arranged, and how
the weapon is set-up to fire. Each delivery method
ENERGY WEAPONS defines the Range category of the weapon, and
Directed energy weapons project bolts or beams grants some additional benefit on top.
of focused energy or energized particles at a
target. These weapons are commonplace, with X Cannons are close-range, rapid-firing
most cultures having some form or another of weapons that project pulses or bolts of
directed energy weapon as the typical armament energy rather than consistent beams. These
of their spacecraft, and they draw upon the are inaccurate at longer ranges, but the volley
abundant energy that starships generate as a of quick pulses can be devastating. Cannons
matter of course. have a Range category of Close, and increase
the weapon’s Stress by 2 A.
Energy weapons are composed of a type and a
delivery method. These are combined — along X Banks are a collection of two or more
with the basic Stress from the ship’s Scale emitters, designed to fire in unison. They
+ Security — to determine how the weapon produce a focused beam of energy that can
functions. All the ship’s weapons of that type are inflict considerable Stress. Banks have a
covered in a single profile, no matter where they Range category of Medium, and increase the
are placed on the ship. weapon’s Stress by 1 A.

Making an attack with an Energy weapon has a Energy Weapon Profile


Difficulty of 2, and a Power requirement of 1. An Once the type and delivery method have been
attacker may spend up to 2 points of additional determined, combine those with the Scale +
Power (beyond the requirement) to bolster an Security of the ship. This will determine the
Energy weapon’s attack, adding 1 A to the Stress weapon’s final profile.
of the attack for each Power spent.
X The weapon’s Range is determined by the
Type delivery method.
Each type of energy weapon differs by granting
a single Stress Effect or quality to the weapon. X The weapon’s Stress is a number of  A equal
Federation starships always use phasers, but to the ship’s combined Scale + Security,
others are listed here both for comparative plus any additional Stress from the delivery
purposes and to illustrate how the weapons of method. This damage may have an effect
NPC ships are created. determined by type or by delivery method.

232 CHAPTER 09.00


X The weapon may have a quality, determined Attacks
by the type. Torpedoes come in several types, with photon
torpedoes the most common, and the standard
Example: The U.S.S. Enterprise is a Constitution- aboard all Federation starships. Making an
class starship with a Security of 3, armed with attack with a torpedo has a Difficulty of 3.
phaser banks. The phaser banks have a range Torpedoes do not have a Power requirement,
of Medium, inflict 8  A Stress, and have the and cannot benefit from additional Power
Versatile 2 Quality. spent on their attacks. However, torpedoes are
potent enough that they can escalate conflicts,
TORPEDOES so declaring an attack with a torpedo adds 1
Self-propelled projectiles, containing large Threat to the Gamemaster’s pool.
volatile, energetic, or explosive payloads,
torpedoes are a less precise and less subtle Torpedoes may be fired in a salvo: a volley of
weapon than a beam of energy, but they are several torpedoes, intended to have a much
extremely potent when used correctly. greater effect. Firing a salvo of torpedoes adds

A HOME IN THE STARS 233


3 to Threat instead of 1, but it increases the under which the Talent can be used, and the
attack’s Stress by 1 A, and grants the Spread benefit is what the character gains from meeting
effect to the attack. that condition. Some of these conditions are
mechanical in nature — using a specific game
Torpedo Profile option, like buying bonus d20s, or succeeding
Unlike Energy weapons, torpedoes don’t use at a specific kind of Task — while others
the ship’s Scale as part of their Stress value. may be more narrative. Other Talents may
Instead, they use the Stress value listed below, otherwise provide a flat bonus to one of the
and then add extra  A equal to the ship’s ship’s functions, such as Resistance, Shields,
Security Department. All Torpedoes have a or Power.
Range category of Long.
None of these Talents may be selected more than
X Photon torpedoes use a simple payload once, unless otherwise noted. If two different
of matter and anti-matter to create a Talents have benefits which can be combined,
large and devastating explosion. They’re their benefits stack.
commonly used by many cultures,
including the Klingons and the Federation. Advanced Research Facilities
They have a base Stress of 3 A, with the Requirement: Science 3+
High-Yield quality. The vessel is equipped with additional
laboratories and long-term research facilities,
Example: The U.S.S. Enterprise is a Constitution- which allow the crew to study phenomena over
class starship with a Security of 3, armed with a protracted period, and thus generate a wealth
photon torpedoes. Its photon torpedoes have of useful information. Whenever a character
a range of Long, inflict 6A  Stress, and have the on board the ship attempts a Task to perform
High-Yield quality. research, and they are assisted by the ship’s
Computers + Science, the character gains one
bonus Momentum, which must be used for the
STARSHIP TALENTS Obtain Information Momentum spend.
A starship’s Talents provide it with a game
advantage in specific circumstances. Every Advanced Sensor Suites
Starship begins play with a number of Talents The vessel’s sensors are amongst the most
equal to its Scale, some of which have been sophisticated and advanced available in the fleet.
provided by the ship’s class or its mission profile. Unless the ship’s Sensors have suffered one or
more Breaches, whenever a character performs
Some Talents have one or more specific a Task assisted by the ship’s Sensors, they
requirements. These are conditions that must may reduce the Difficulty of the Task by 1, to a
be fulfilled before the Talent can be selected. minimum of 0.
Some of these requirements are a particular year,
where the Talent represents a specific technology Advanced Shields
introduced in that year; naturally, these Talents The vessel’s shields are state of the art, using
cannot be taken if the current date of the game developments that other cultures have not
means such technology hasn’t been invented yet. yet learned to overcome, or which simply
provide greater protection for the same power
Beyond that, most Talents have a condition, and expenditure. The ship’s maximum Shields are
a benefit. The condition is the circumstances increased by 5.

234 CHAPTER 09.00


Advanced Sickbay Whenever a character on the ship succeeds
The ship’s sickbay is extremely well-equipped, at the Intercept or Signals Jamming Tasks,
and larger than is normal for a ship of this they may spend 2 Momentum to select one
size. The ship gains the Advanced Sickbay additional ship to target.
Advantage, which applies to all Tasks related
to medicine and biology performed within the Extensive Shuttlebays
sickbay itself. This Advantage is lost if the ship’s The vessel’s shuttle bays are large, well-supplied,
Computers System is Disabled. and able to support a larger number of active
shuttle missions simultaneously. The ship may
Backup EPS Conduits have twice as many small craft active at any one
The ship’s power conduits have additional time as it would normally allow, and it may carry
redundancies, which can be activated to reroute up to two Scale 2 small craft. For more on small
power more easily in case of an emergency, craft operations, see page 219.
keeping it from being lost when the ship is
damaged. Whenever the ship would lose one or Fast Targeting Systems
more Power because of suffering damage, roll  A Requirements: Security 3+
for each Power lost. Each Effect rolled prevents The ship’s targeting systems can lock weapons
the loss of that point of Power. on target much faster and more accurately than
other ships of its class, giving it an edge in battle.
Command Ship The ship does not suffer the normal Difficulty
Requirements: Command 3+ increase for targeting a specific System on the
The ship has command and control systems enemy ship.
allowing it to coordinate easily with allies during
a crisis. When a character on the ship succeeds High-Resolution Sensors
at a Command Task to create an Advantage, The vessel’s sensors can gain large amounts
they may always be assisted by the ship’s of accurate data, though they are extremely
Communications + Command, and they sensitive. While the vessel is not in combat, any
may confer the Advantage to allied ships or successful Task that is assisted by the ship’s
landing parties with whom the ship maintains a Sensors gains one bonus Momentum.
communications link.
Improved Damage Control
Diplomatic Suites The ship has more efficient damage reporting
The ship has numerous high-quality staterooms systems, and better-trained teams of
for hosting VIPs, as well as conference rooms technicians, allowing the crew to respond
and other facilities that allow the ship to serve as more quickly to damage during a crisis. When
a neutral ground for diplomatic summits, trade a character takes the Damage Control Task
negotiations, and similar functions. When hosting aboard this ship, they may re-roll a single d20.
negotiations, members of the crew may be If the repairs require an Extended Task, they
assisted by the ship’s Computers + Command also gain Progression 1, adding +1 to the Stress
or Structure + Command. track done for each Effect rolled.

Electronic Warfare Systems Improved Hull Integrity


The ship’s communications systems have The ship’s hull has been reinforced to hold
been specially designed to intercept and together better under stress and damage. The
disrupt enemy communications in battle. ship’s Resistance is increased by 1.

A HOME IN THE STARS 235


Improved Impulse Drive Power spent; for each Effect rolled, that point of
The ship’s impulse drives are more powerful than Power is not spent.
on most ships, allowing it to accelerate more
quickly. When the flight controller succeeds at Modular Laboratories
the Impulse, Attack Pattern, Evasive Action, Requirements: Science 2+
or Ramming Speed Tasks, they may spend 2 The ship has considerable numbers of empty,
Momentum to increase the Difficulty of attacks multi-purpose compartments that can be
against the ship by 1 until the start of the flight converted to laboratories as and when required.
controller’s next turn. At the start of a mission, the crew may decide
how the modular laboratories are configured;
Improved Power Systems this configuration counts as an Advantage which
The ship’s power systems are extremely efficient, applies to work performed within the laboratories.
allowing power to be redirected and rerouted
from different systems very quickly. Whenever Rapid-Fire Torpedo Launcher
a character succeeds at a Power Management The vessel’s torpedo launchers have been
Task, the ship gains 2 Power per Momentum redesigned to allow the ship to fire multiple
spent (Repeatable) instead of 1. torpedoes much more quickly and accurately.
Whenever the crew add 3 to Threat to fire a
Improved Reaction Control System torpedo salvo, they may re-roll a single d20 on the
Requirements: Conn 3+ attack, and any number of  A on the Stress roll.
The ship’s maneuvering thrusters operate with
greater precision, allowing the ship to adjust its Redundant Systems
course more carefully. Whenever a Task to move The ship has multiple additional redundancies
or maneuver the ship would increase in Difficulty that allow it to withstand severe damage more
because of obstacles or hazards, reduce the easily. Nominate a single System. When that
Difficulty by 1 (to a minimum of the Task’s normal System becomes Damaged or Disabled, the
Difficulty). crew may choose to activate the backups as a
Minor Action; if the System was Damaged, it is no
Improved Shield Recharge longer Damaged. If it was Disabled, it becomes
Requirements: Security 3+ Damaged instead. A System’s backups may only
The ship’s deflector shields have redundant be activated once per mission, so subsequent
capacitors and emitter arrays that allow the Breaches will have the normal effect.
shields to be recharged and replenished much
more efficiently. Whenever the Regenerate Shields Rugged Design
Task is successful, the ship regains 3 points of The ship is designed with the frontier in mind,
Shields, plus 3 more for each Momentum spent with a durable construction and easy access to
(Repeatable), instead of the normal amount. critical systems that allow repairs to be made
easily. Reduce the Difficulty of all Tasks to repair
Improved Warp Drive the ship by 1, to a minimum of 1.
The ship’s Warp Drive is more efficient,
capitalizing on improved field dynamics, better Secondary Reactors
control of antimatter flow rates, or some other The ship has additional impulse and fusion
advancement that allows the ship to expend less reactors, that allow the ship to generate far
energy when traveling at warp. Whenever the greater quantities of energy. Increase the ship’s
ship spends power to go to warp, roll 1 A for each normal Power capacity by 5.

236 CHAPTER 09.00


BRIDGE STATIONS positions, with each position covered by at least
The different bridge roles are normally grouped one station, but by no more than two. This can be
into a smaller number of stations. This is because done however the Players wish, but guidelines for
the number of officers on the bridge is typically common layouts are provided here.
less than the number of positions there would
be if the positions were all separate, so it’s more A bridge layout must have the following positions,
convenient and more effective to consolidate arranged as the Players desire:
positions together.
X 1-2 commanding officer positions (the second
The commanding officer position is always will be the executive officer)
separate, and staffed by whomever is in the X 1 helm position
captain’s chair. If there’s a dedicated executive X 1 navigator position
officer in the crew, then they may take a second X 1 tactical position (a ship may have a second
commanding officer position on the bridge, tactical position, as a separate station, if it
though the executive officer can’t overrule or has a Security Department of 4 or higher)
contradict the main commanding officer’s orders. X 1 security oversight position
X 1-2 sensor operations positions
Beyond that, the other positions will be grouped X 0-1 internal systems positions
into stations, each of which normally covers 2-3 X 1 communications position

TURBO-
LIFT
CONSTITUTION-CLASS

CONSOLES
BRIDGE STATIONS

CAPTAIN’S CHAIR

CONSOLE [LCARS / FILLER]


ASSIGNMENTS CONSOLES CONSOLES

CO XO CONN

HELM NAV

TACT SEC

SENS OPS SENS OPS


VIEWSCREEN

COMMS INT SYS

A HOME IN THE STARS 237


09.70
ALIEN VESSELS
KLINGON EMPIRE POWER: 8 SCALE: 4
SHIELDS: 10 RESISTANCE: 4
D7 BATTLE CRUISER
CREW: Proficient (Attribute 9, Discipline 2)
The D7 battle cruiser is the mainstay of the
Klingon Empire. They are so ubiquitous, that ATTACKS
technology exchanges between the Klingon X Disruptor Cannons (Energy, Range Close,
and Romulan Empires have seen many D7s in 9 A Vicious 1)
Romulan service as well; the same exchange led X Phaser Banks (Energy, Range Medium,
to Klingons gaining cloaking technology. 8 A, Versatile 2)
X Photon Torpedoes (Torpedo, Range Long,
TRAITS: Klingon battle cruiser 6 A, High-Yield)
X Tractor Beam (Strength 3)
SYSTEMS
SPECIAL RULES
COMMS 07 ENGINES 08 STRUCTURE 07
X Rugged Design (Talent)
X Escalation Cloaking Device
COMPUTERS 07 SENSORS 07 WEAPONS 09

DEPARTMENTS B’REL-CLASS BIRD-OF-PREY


COMMAND 02 SECURITY 03 SCIENCE 01
A light scout vessel, the B’rel-class bird-of-prey is
used on long-ranged forays into enemy territory,
CONN 03 ENGINEERING 02 MEDICINE 02
and to raid poorly-defended outposts and
vessels. In larger battles, they are used as escorts
and grouped into squadrons.

CLOAKING DEVICES TRAITS: Klingon bird-of-prey

Cloaking Device: The vessel has a device that SYSTEMS


allows it to vanish from view. This is a Control +
COMMS 09 ENGINES 07 STRUCTURE 07
Engineering Task with a Difficulty of 2, assisted by
the ship’s Engines + Security, completed from the
COMPUTERS 08 SENSORS 09 WEAPONS 08
tactical position. This Task has a Power requirement
of 3. If successful, the vessel gains the ‘Cloaked’
Trait. While cloaked, the vessel cannot attempt any DEPARTMENTS
attacks, nor can it be the target of an attack unless
COMMAND 01 SECURITY 02 SCIENCE 02
the attacker has found some way of detecting the
cloaked ship. While cloaked, a vessel’s shields are
CONN 04 ENGINEERING 02 MEDICINE 02
down. It requires a Minor Action to decloak.

238 CHAPTER 09.00


ROMULAN BIRD-OF-PREY STARFLEET INTELLIGENCE STARDATE: 2715.7

POWER: 7 SCALE: 3 ROMULAN STAR EMPIRE


SHIELDS: 9 RESISTANCE: 3
BIRD-OF-PREY
CREW: Talented (Attribute 10, Discipline 3)
Little is known about Romulan starships of this
ATTACKS sort, except for limited information gleaned during
X Disruptor Cannons (Energy, Range Close, tense encounters along the edge of Romulan
7 A Vicious 1) space. Much of Starfleet’s knowledge of these
X Photon Torpedoes (Torpedo, Range Long, vessels is extrapolated from those encounters as
5 A, High-Yield) well as Romulan technology during the Earth-
X Tractor Beam (Strength 2) Romulan war a century earlier.

SPECIAL RULES TRAITS: Romulan bird-of-prey


X Improved Reaction Control System (Talent)
X Cloaking Device (see sidebar, p.238) SYSTEMS
COMMS 06 ENGINES 07 STRUCTURE 07

COMPUTERS 08 SENSORS 09 WEAPONS 09

A HOME IN THE STARS 239


DEPARTMENTS GORN HEGEMONY
COMMAND 01 SECURITY 02 SCIENCE 02
GORN RAIDER
CONN 02 ENGINEERING 03 MEDICINE 02
The Gorn raider is the primary starship in the
Hegemony. Some aspects of the raider are
POWER: 7 SCALE: 4 similar to Starfleet designs, suggesting either
SHIELDS: 9 RESISTANCE: 4 technological espionage or a remarkable case of
parallel development. The raider is about half the
CREW: Talented (Attribute 10, Discipline 3) size of the Constitution-class starship, but while it
has a maximum speed of only warp 7, it can hold
ATTACKS that velocity for far longer than Starfleet vessels.
X Disruptor Banks (Energy, Range Medium, At sub-light, the warp core can directly power
7 A Vicious 1) the vessel’s disruptor systems, giving the raider
X Plasma Torpedoes (Torpedo, Range Long, devastating amounts of firepower for its mass.
5 A Persistent 8, Calibration)
TRAITS: Gorn raider
SPECIAL RULES
X Prototype Cloaking Device: This functions SYSTEMS
as a normal cloaking device (see sidebar),
COMMS 07 ENGINES 08 STRUCTURE 07
except that the vessel also cannot travel at
warp while cloaked, and the Difficulty of the
COMPUTERS 07 SENSORS 08 WEAPONS 09
Task to initialize the cloak increases to 3.

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

CREW: Proficient (Attribute 9, Discipline 2)

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

240 CHAPTER 09.00


10.00
GAMEMASTERING

10.10 Running Star Trek 10.60 Experience and


Adventures 242 Promotion 261
10.20 Character Creation 245 10.70 Creating Encounters 263
10.30 Managing the Rules 246 10.80 Creating Missions,
10.40 Player Characters 255 NPCs, and Locations 270
10.50 Non-Player Characters 257

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

LEADING THE ADVENTURE a scene. Framing is simply a description of


The Gamemaster is a key role in roleplaying the circumstances the Player Characters find
games, providing the narration, Non-Player themselves in, introducing the Players to the
Characters’ actions, and consequences for situation at hand.
Players’ actions, and facilitating the rules
to progress the story being told around the It’s key as a Gamemaster to have the structure
table. They are the one person who takes the of the story while leaving space for the Player
responsibility to know the rules, prepare the Characters to act. You can do this by having key
structure of the mission, and run the game. It can points of the story prepared — events that would
be a challenging role, but often hugely rewarding. happen regardless of Player intervention — as
well as having the beginning clearly prepared,
TELLING A STORY while also having in mind possible mission
Every story contains drama that arises from outcomes, including the consequences of failure.
conflict, whether that’s social, political, physical,
or intellectual in nature. Problem solving is at The rhythm of telling the story at the table goes
the heart of both Star Trek stories and tabletop something like this, depending on the group:
roleplaying. Just as the crew of the U.S.S.
Enterprise responds to dilemmas as they 1. Gamemaster frames the action. The
explore the Galaxy, Players come to the table Gamemaster describes the scene or
to engage in their own problem solving. The encounter remembering how the following
Gamemaster is the person who presents them things impact the scene: Who, What, Where,
with those problems, describing the scene and When, and Why. (Though ‘Why’ is often left
the characters present. This is called Framing for the Players to discover.)

2. Gamemaster establishes Traits. The


BEYOND THE FINAL FRONTIER Gamemaster makes note for the Players
any Traits that are affecting the scene or
Everything in this rulebook so far has been encounter, marking them as Advantages or
directed at the Players, Player Characters, and Complications if necessary.
Gamemaster. This chapter, however, is entirely for
the Gamemaster, the host of the game. It discusses 3. Players take actions. The Players tell the
the nuts and bolts of gamemastering, creating Gamemaster what they’d like to do within
missions, ongoing stories, playing adversaries, and the scene or encounter. Scenes will be more
gaming in Gene Roddenberry’s Star Trek universe. freeform, and encounters more structured,
with an order in which Players act in turn.

242 CHAPTER 10.00


4. Player and Gamemaster resolve action. also responsible for interpreting the results of dice
The Player either rolls some dice or describes rolls for Tasks, Extended Tasks, and Challenges.
how they are going about their desired action. The Gamemaster, along with the Player involved,
The Gamemaster adjudicates the result. decide which Attribute and Discipline combination
is used as a Target Number, with the Gamemaster
5. Gamemaster responds to the actions having the final say. It’s also the Gamemaster’s
and narrates the consequences. The responsibility to oversee the results of those dice
Gamemaster then responds to the Players’ rolls, checking the Player’s successes and failures
actions, describing what happens as a result, if they don’t do it themselves.
keeping in mind the consequences for the
story and any effect on the scene’s Traits. If a rule does need looking up, it is helpful to ask
one Player at the table to check those specific
6. Repeat until the scene or Encounter is rules. One Player may enjoy being designated to
resolved. A scene may feel complete once do that during game sessions, but, if pressed and
Players feel they’ve done everything they not able to look up the rules, it’s also fine to “wing
want to do or go somewhere else, while an it”, using your best judgement to keep the action
Encounter is over once the danger, problem, going. Even if you contradict the rules as written,
or conflict has been resolved. you can always check back to the relevant section
of rules before the next session.
RESOLVING THE RULES
Gamemasters decide which rules come into play While playing Star Trek Adventures it’s
in scenes and encounters, calling on Players to important to note that at no time should the
complete Tasks or engage in Conflict. They are Gamemaster be playing against the Players.

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.

244 CHAPTER 10.00


10.20
CHARACTER CREATION
While you, as the Gamemaster, won’t be RANDOMIZATION
playing the characters created for a game of Some Players may be averse to creating
Star Trek Adventures, you should guide the characters, or parts of their character’s history,
Players through the character creation process, randomly from the tables presented in Chapter
helping them make informed choices about their 5: Reporting for Duty. However, don’t dismiss
characters. You should take into consideration randomization out of hand as either lazy or
the style of play as well as the concept the Player uncreative. Some unexpected background details
would like to pursue. can develop from rolling randomly on the tables
for Environment, Species, Upbringing, or Career
ROLE CONCEPT Events that could even complicate or contradict
A Player may come to Character Creation with a the character’s background so far, building an
clear idea of which role they want to fulfill in the interesting history for the character that reflects
group — by default a leadership position aboard the sometimes random nature of life itself.
their starship. Or the group may have come to a
consensus on which Player will fulfill which role, CREATING VALUES
in which case, it may be best to use the Creation Creating Values can be challenging. Another
in Play rules (p.111). Knowing which Attributes to variant of the standard Lifepath style of character
increase and which Disciplines to allocate scores creation would be to not develop character Values
to is important for competently fulfilling their role until all the steps have been completed and the
within the group and aboard the starship.

SPECIES CONCEPT CREATION QUESTIONS


A Player may not know what position or rank
they wish to play but know they want to play a The most creative part of character generation,
Vulcan or a Trill character. Naturally the Lifepath where the Player has the most originality, is the
approach to character generation on page 82 Values system — developing four Values that
would be a great way to make a Player Character describe the core beliefs of their character. But a
as Species selection is the first step. process like this can be challenging, with Players
feeling blocked or short of ideas. It might be helpful
VALUES CONCEPT to ask them questions about their developing
A Player may come to character creation with background so they can frame their Values based
a clear Value in mind — about their upbringing, on that portion of their life. “How did living on a
core belief, or motivation for being a Starfleet starbase change your view of Starfleet?” “How
officer. Two Players may come to the table with did rebelling against growing up surrounded by
a clear idea of creating characters that share a science and technology make your parents feel?”
Relationship Value. From this concept, Players “How did your acceptance into the command track
and Gamemasters are free to use either the affect your friendships with other cadets?” By
Lifepath or Create in Play methods, but focusing offering some context to these Values, you limit the
first on where that Value comes from (Species, unimaginable possibilities the Player can’t navigate
Environment, or Academy training) then moving and give them something concrete to work with.
back to the remaining steps in order.

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.

246 CHAPTER 10.00


Finally, making judgements based on the mood KEEPING TRACK OF TRAITS
of the group is also key to the Difficulty of
Tasks. Few groups enjoy constantly having to Keeping a track of Traits, Advantages, and
beat odds of 4 or 5 Difficulty Tasks, while some Complications should make this aspect of the game
revel in the challenge of beating the game and accessible and simple. There are a number of
the Gamemaster. If the group has just faced off playing aids that can be used at the table to do that.
against a difficult opponent, tension will have Ultimately, Traits should be easy to access and use
been running high, so easing that with easier for both Players and Gamemasters, so having them
Tasks will release that tension. They may also clearly visible will help the game run smoother.
just be having a bad night with some unlucky Having Traits written down in the middle of the
rolls, and no one will think less of a Gamemaster table or in the corner of each Zone in an encounter
for allowing success in order for the story to will help everyone track and use Traits to their
develop and the fun of the game to continue. advantage. Index cards, whiteboards, or gaming
mats all fulfill that task and are an easy way to have
Traits in play at the table.
MOMENTUM
Momentum is a game tool for the benefit of all
the Players at the table and rewards Players for both, depending on the characters present and
rolling well and succeeding with style. Momentum the Tasks they want to attempt.
is a group pool that can be used by anyone
and helps with group cohesion as one Player’s Traits can:
success can help another succeed.
X Increase the Difficulty of a Task
Chapter 4: Operations lists a lot of possible ways X Decrease the Difficulty of a Task
to spend Momentum (p.61), but that shouldn’t X Make a Task possible, where it otherwise
be seen as a finite list. At any stage, any Player wouldn’t have been possible
should be able to propose a new way to use X Make a Task impossible, where it otherwise
Momentum, if it is in keeping with a mission, would have been possible
campaign, or the Star Trek setting. Encourage
unique and creative Momentum spends by Traits can last for a number of scenes, rounds, or
Players and remember that a Momentum spend even over several game sessions and their impact
doesn’t always have to be linked to a Task. may have lasting impact on the characters. They
can be introduced either when you are framing
a scene (establishing its circumstances and
TRAITS therefore its Traits), through spending 2 Threat
Traits, Advantages, and Complications form a when a scene or encounter is already in play, or
system that assists you while framing a scene, by a character through spending Momentum or
by highlighting the circumstances that may affect Threat. Traits should last for as long as they are
characters, benefit them, but also hinder their applicable, but don’t necessarily change or go
actions. Traits can do a number of things and away just because the story moves away from
a good mix is vital to establishing a scene that a location and come back later — a planet’s
characters can navigate effectively. atmosphere doesn’t change much in the lifespans
of most species, so a Trait linked to a planet’s
Traits that aren’t inherently advantageous or atmosphere will appear as many times as the
complicate the scene have the potential to do Player Characters are there.

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.

COMPLICATION RANGES Citing a Value to develop a Complication for


a Player uses the character’s beliefs against
COMPLICATION RANGE COMPLICATIONS OCCUR ON... them to develop drama and a mechanical
disadvantage within the mission. If a character
1 20 Value would ever mean that the character would
2 19-20 not act as the Player intends or if it brings up
3 18-20 dramatic conflict because of the circumstances,
4 17-20 then present the Player with a decision:

5 16-20
The Player Character can either:

248 CHAPTER 10.00


X Accept a Complication about their Value and you to have a pool of Threat available at the
receive one point of Determination beginning of the game, but you will also gain
X Decline the Complication. Threat in the following ways:

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).

250 CHAPTER 10.00


OPPOSED TASKS Characters to achieve the Task; that ultimately
Opposed Tasks are just like Tasks above, except provides excitement and drama, such as:
there is an active, opposite force working against
the Player Characters. It’s at this point that you X Combat: The Extended Task takes place
can actively roll dice related to the Task at hand, during combat (see the Combat rules for
based on your Non-Player Character or other more details). The dangers inherent in combat
forces working against the Players. offer plenty of risk to make an Extended
Task exciting, particularly if overcoming the
It’s a great opportunity for NPCs important to the Extended Task is the objective for the combat
story to be highlighted through dice rolls as well as a whole — the combat ends when the
as roleplay. Main adversaries can be showcased Extended Task is completed, and the combat
in this way, and it’s also a great opportunity to serves to put pressure on the characters
develop some additional Threat if the NPC does while they work towards that goal.
particularly well. You should use Opposed Tasks
in moments of direct, non-life-threatening, conflict X Consequences: The Extended Task itself is
or where both Player Character and Non-Player risky, with potential consequences either for
Character are striving for the same simple goal failed Tasks, or for Complications that occur
within a scene. during attempted Tasks. These consequences

Interpreting the results of an Opposed Task calls


for a greater degree of bookkeeping because the MELEE ATTACKS IN COMBAT
Gamemaster needs to adjudicate and compare
both results, accounting for all gained Momentum Melee attack Tasks in combat are always Opposed
or Complications that may arise. You may even Tasks and, as such, a number of outcomes can
find you need to think on your feet when it comes present themselves.
to narrating the outcome, with the possibility of
both sides succeeding on the Task or failing. X Attacker Wins and inflicts Stress to their target
— This result is easily adjudicated, track the
Stress to your Non-Player Character.
EXTENDED TASKS
Extended Tasks provide a greater challenge for X Target Wins and inflicts Stress to their attacker
the Player Characters than normal Tasks. While — In a reversal of fortune, your Non-Player
Tasks represent attempting to resolve a problem Character wins the fight and can inflict Stress on
with one approach and in a short amount of the Player Character.
time, Extended Tasks give the Gamemaster the
opportunity to present problems that require X Draw — No outright winner between the target
a longer amount of time and greater degree of and their attacker, so what happens now? Could
work to resolve. They can be Tasks that last a the Player Character Succeed at Cost, maybe
whole game session, or even extend over several gaining a Personal Complication? Or does
sessions, and often provide slow mounting something unexpected happen?
tension or much more active problem solving
from the Players around the table. Always remember that you can spend Threat to
Create Opportunity and gain more d20s or to
Extended Tasks should only be introduced increase the attacker’s Difficulty.
where there is a definitive pressure on the Player

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?

252 CHAPTER 10.00


MAGNITUDE RESISTANCE
The Magnitude of an Extended Task represents Resistance should be reserved for the most
how large and complex the Task is, and also arduous of Extended Tasks, where obstacles
provides the Players with the number of have been placed in the way of the characters
Breakthroughs they require. Magnitudes of by opposing forces, or where environmental
one or two should be used when a problem or factors make progress particularly difficult.
project isn’t very complex or outside the normal Resistance will make the Extended Task longer,
remit for the characters. Greater Magnitudes of so only use it where necessary to the dramatic
three to five represent very complex problems tension, or as the actions of the Non-Player
or situations with newly discovered phenomena Characters or situation make things more
or unusual circumstances. Like the Difficulty of difficult. Momentum spent by the Players can
normal Tasks, environmental factors or adverse reduce this value; this can be made sense of
situations may increase the Magnitude by one dramatically by the characters finding a way
or two steps, but the Gamemaster should be around the difficult factor or succeeding at
careful making increases, as repeated Tasks at a their Task in such a way that it mitigates the
Difficulty at 3 or more will drain Players’ resources obstruction of their attempts.
or give you Threat based on their choices. The
Difficulty of Tasks within an Extended Task COMPLICATIONS
reduce by 1 for every Breakthrough achieved, When Complications come up in Extended
and can always be increased or reduced through Tasks, they have ramifications for the Stress
Advantages or Complications. track or Resistance of the Task. Narratively
this could come down to a number of reasons,
BREAKTHROUGHS such as technology overloading or breaking
A Breakthrough represents success in an down due to adaptation, gaffes in political
Extended Task, a point in the scene or encounter situations, or biology or naturally occurring
where the Player Characters both make some phenomena adapting to the characters’ actions.
progress toward resolving the problem and gain Complications from Extended Tasks don’t usually
some insight into its nature. Breakthroughs will carry over into the story as a whole unless
occur when the Players roll well, when their absolutely appropriate.
characters do good work on the problem at
hand, or at the end of the Stress track when a lot
of work has already been done. Breakthroughs CHALLENGES
early on could be eureka moments, maybe An over arcing goal or complex situation may
providing the Player Characters with some call for a Challenge to be structured by the
insight into what actions are having the most Gamemaster. Challenges are a series of Tasks,
effect. In a mechanical sense, it reduces the or even Extended Tasks, arranged in such a way
Difficulty by 1. A Breakthrough may also award as the outcome of one influences or allows for
them additional Momentum in future Tasks another Task. A Basic Challenge should have its
relating to this Extended Task or give them a Key Tasks described to the Players, these Key
better idea of which Disciplines would be more Tasks being the jobs the Player Characters need
appropriate or useful. Breakthroughs when to complete before the overall problem has been
the Stress track is full come from a lot of work overcome. These Key Tasks can be attempted
already being done on solving the problem at and completed independently of each other,
hand and so the results ride on the progress however, there are a variety of interesting ways to
already carried out. structure Challenges:

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.

254 CHAPTER 10.00


In this case, you should resort to a turn order, Always be mindful that groups of characters
much like Conflict in Chapter 7. Both sets of attempting the same Tasks can meet and, if
characters will attempt a Task but one after the they have different goals, will come into some
other, back and forth, until every character has kind of conflict, Social or Combat. Always be
been able to act. Take as many rounds as you ready for the groups to collide in a Combat
need for one side to complete the Challenge, Encounter to punctuate the overall Challenge.
at which point the group that didn’t complete it
has failed.

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,

256 CHAPTER 10.00


they will find their own reward in being the first in the field of medicine. Players who have
to make a discovery or even find something that chosen this path have dedicated themselves
changes their whole perception of the Galaxy. to the care of the Player Characters’ well-being
and have taken an oath to heal the injured and
Science officers will have high Reason and high sick, whoever they are. They have the highest
scores in the Science Discipline and possibly Medicine Discipline score of the group, which
Engineering or Medicine. Science officers are means they are the most qualified individual
challenged when they are called upon for new when it comes to diagnosis, surgery, dispensing
theories and the practical application of those medicines, and clinical examination. No other
theories. Their Players will want puzzles to solve member of the team will be as qualified, and
and new phenomena to study and catalogue, any Tasks or Challenges of this nature should go
turning the unknown into studied experience. directly to this Player. They will relish challenges
of this nature — injured crewmates, discovering
MEDICAL ROLES and curing new diseases, and investigating
Medical officers are unique within the Player medical mysteries.
group for being the crew members who shine

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.

X Minor NPCs are rank-and-file personnel and THE CAST OF ADVERSARIES


ordinary people. Minor NPCs are the normal The Gamemaster also takes on the roles of
type of NPC present in a scene. Minor NPCs the various antagonists the Player Characters
cannot spend Threat to resist suffering an meet and act against in their missions. At times,
Injury, and do not have Focuses or Values. you will roleplay and resolve actions for those
characters, from friendly Starfleet admirals to
X Notable NPCs are more dedicated and hostile Klingon aggressors and inquisitive newly
resourceful characters, often with specialist discovered species. Roleplaying as an NPC is
skills and exceptional talents. Notable NPCs one direct way to bring stories to life. Villains are
can only spend two Threat once to resist often remembered for their deeds in Star Trek, like
suffering an Injury. Notable NPCs have Harry Mudd and Garth of Izar.
Focuses and a single Value, relating to their
species and affiliation. ROLEPLAYING AS ALIEN NPCS
When it comes to creating the varied aliens
X Major NPCs are leaders amongst their kind, encountered by the Federation, it may be easier
with a wide range of skills and abilities. Major to use two or more Traits rather than a one-word
NPCs have no limit on the number of times Species Trait to remind you what they are like

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

258 CHAPTER 10.00


THREAT AS MOMENTUM The following Momentum spends (Immediate
The Gamemaster’s Threat pool also functions and Repeatable) are the most utilized when it
as a pool of Momentum for NPCs, as well as comes to controlling NPCs.
its usual function of allowing the Gamemaster
to alter the scene or encounter. As such, when NPC STARSHIP DAMAGE
NPCs gain excess successes when attempting While NPC vessels can make use of the full
Tasks or attacks, those extra successes can damage rules, this can become burdensome
be banked just as Momentum can, on a one by in larger battles where there are many ships
one basis, adding to the Threat pool. You may involved. In these situations, the following quick
want to immediately spend that Threat, however, damage rules can be used as an alternative.
depending on the circumstances.

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.

COMBAT THREAT SPEND

THREAT SPEND COST EFFECT

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.

260 CHAPTER 10.00


10.60
EXPERIENCE AND
PROMOTION
Character development is a key part of tabletop a Gamemaster’s log as well. Having a record of
roleplaying and is also a great strength of the the crew’s previous missions and actions will help
various Star Trek stories. Starfleet already utilizes you spot-check Players’ efforts to improve their
specialists and talented individuals and, as such, characters and help maintain consistency and
Attributes and Disciplines represent the fact accuracy over the life of a campaign.
that Player Characters have already reached
an excellent level of professional competence. Remember that if a Player challenged a Value,
However, there is always room for growth. they should rewrite that Value.

Character development comes in two forms:


characters grow and change periodically during REACHING A MILESTONE
their careers, in events called Milestones; Once during any adventure, when a Player
alongside this, the character’s Reputation will chooses to use a Value, they may call back to any
change as they achieve notoriety. previous adventure in their log where they used
the same Value (or, in the case of Values that were
Only main characters can receive Milestones, but challenged and rewritten, to the new Value created
the benefit of a Milestone can be used to change that adventure). The Player should describe
a supporting character or the ship itself – this how that previous experience influences what is
represents the main character working to improve happening now, and then gain one Determination
the crew and the ship. Chapter 5.60: Character (they’re still limited to the normal maximum of 3).
Development details experience and advancement.
You may veto a callback which seems
inappropriate, though this should be done rarely.
LOG ENTRIES If a callback is vetoed, then the Player may
To reach Milestones and have the player attempt another callback later in that adventure.
characters grow, you should encourage them
to maintain a log. The log is a record of a main
character’s adventures, and serves as an CHARACTER ARCS
accounting of the character’s history in play. Each milestone is built on calling back to prior
Player Characters gain Milestones whenever the experiences and being influenced by them.
Players make a connection between the current Character arcs are the next step of that, showing
adventure and one noted in their log. how a character has developed through a
number of important events.
Be sure to familiarize yourself with the rules
detailed on page 121 regarding Milestones and When players make a callback to a previous
Values tied to a Player’s use of their log, so adventure, they may gain an additional benefit if
that you can provide additional information or that previous adventure was a Milestone, creating
advice as needed to help them improve their a character arc. They can only get this additional
character. For this reason, you may want to keep benefit a few times, as they represent momentous

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.

262 CHAPTER 10.00


10.70
CREATING ENCOUNTERS
Missions in Star Trek Adventures are broken up necessary information to move to the next scene
into two types of events; scenes and encounters. is communicated, it is okay to add in rolls for a
Scenes tend to favor role-playing and drama over little extra tension.
rolling dice, while Encounters are where your
character puts skills to the test and you put dice
to the table. ENCOUNTERS
Encounters are where characters are tested.
Dice are rolled, resources are spent, and the
SCENES story changes based on whether the characters
The key to making great scenes is figuring out succeed or fail. Encounters encompass
the dramatic question. If a Player wants to do everything from tense starship battles to
something and there is nothing to be revealed dramatic courtroom scenes. These are the
by their action, make a quick judgement and moments that turn Starfleet officers into galactic
move on. There is a reason Star Trek doesn’t legends. Each of these legends begins with a
show every turbolift ride or mealtime. Those risk. Sometimes the legend is about a triumph
elements add color to scenes, but deciding of ingenuity and courage. Sometimes the
what gets spotlight time at the table will help legend is a cautionary tale about hubris and
the overall pacing of your game. Design scenes handling failure.
that ask a question about the mission, one of
the characters, and, preferably, both. The first thing a Gamemaster should do when
creating an encounter is make sure interesting
Most scenes have an element of plot things happen if the Players succeed and if
development. Whatever adventure you have in they fail. The story should not be exactly the
mind for your crew requires scenes where they same regardless of success or failure because
uncover the plot. This means investigating the that makes the encounter irrelevant. If the
subspace anomaly or talking to the refugees from Players rescue the ambassador from the
the planet and so on. Make sure that whatever clutches of the Romulans, the negotiations
information is necessary to move to the next with newly-discovered aliens will go smoothly,
scene is accessible without rolling dice. allowing a backdrop for a Scene of character
development. If the Players fail, they might
Scenes are still likely to have dice rolls, just have to take on the negotiations on their own,
not as many as Encounters. These rolls should requiring another encounter.
not impede the flow of the story but offer
interesting directions for the story to go based Use common sense and clear judgement in
on the success or the failure of the roll. Failure obvious situations. A Constitution-class starship
should not mean the game stalls until a success facing off against a shuttlecraft in a head-to-
is rolled. It means the Players might have to head battle in the middle of deep space is not
choose a different path to get to the end of the going to end well for the shuttlecraft. There are
mission. These rolls can also offer additional ways to even the odds. The shuttlecraft could
information that can let Players prepare for later lead the starship into a nebula to negate shields
Encounters or hint at plot twists. So long as the and sensors. The shuttle could have access to

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

264 CHAPTER 10.00


and it’s up to you to determine their shape and EXAMPLE ZONE MAP
size based on the terrain of the combat area. The
sizes of Zones may also depend on the features
present in the encounter, becoming proportionally
smaller or larger depending on the space
available for the combatants — moving through
MAIN
a narrow street will have proportionally smaller ENGINEERING
zones than an open field.
MATTER/ANTIMATTER
MIX VALVE
Establishing Zones inside a building will be
comparatively easy, as each room can be a zone, CHIEF
while a more open landscape may have a mix of ENGINEER’S
OFFICE
zone sizes based on the obstacles and features of
the terrain. The only other factor in defining Zones WM
would then be their relative positions, which can 919
be easily done via a sketch on paper or gaming
mat. Once this is done, note how the Zones are CONSOLES 24
connected to one another, whether they are open
to move freely between, contain some obstacle ENGINEERING
between them, have doors between them or
whether there are features in place that make ZONES
moving between them impossible.

EXAMPLE ZONE MAP

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.

TERRAIN two sides are often the Player Characters and


Terrain takes the form of Traits for combat the NPCs of your mission, the PCs representing
encounters and are specifically linked to Location a Starfleet landing party and your NPCs
and Situation Traits if a scene has already played representing a rival crew or antagonistic beings.
out in the same location. Each Zone doesn’t have
to be named, but by doing so it gives a clear idea When building a combat encounter’s NPC team,
of what is there. you should take note of the circumstances
that have brought the conflict to fruition and
Marking down Traits in certain Zones can be therefore, how many combatants to have and
done directly onto the map available for the how those teams are comprised. NPCs might
Players, and can include things that affect the work like a mob, with an irrational mentality
encounter, like “Smoke” (as a Situation Trait), to their actions, or they might be calculating,
“Lava” (as a Location Trait) or “Snow Dunes” working tactically in small teams. These
(as an Environmental Trait). circumstances should dictate where to place
the combatants, noting once again the exact
COMBATANTS moment that led to a combat encounter starting.
Combatants often, but not always, take two Place the Player Characters depending on where
sides, both with rival or conflicting objectives that they are at the start of the encounter, then place
have led them to fight for those objectives. These your NPCs as they either enter or make their

266 CHAPTER 10.00


violent intent known. The first round then begins, CREW QUALITY TABLE
with the first turn going to either the Players or, in
CREW QUALITY ATTRIBUTE DISCIPLINE
special circumstances, the NPCs.

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.

ESTABLISHING ZONES X Starships at Close range may be tens of


Establishing Zones for starship combat can be kilometers apart, or in the same Zone.
more abstract than personal combat, with zones X Starships at Medium range may be
representing the empty space between planetary thousands of kilometers apart, or in the
bodies in space or other phenomena. adjacent Zone.
X Long range can be thousands to hundreds
Distances and location are much more important of thousands of kilometers in distance, or
in starship combat, with ships capable of using two Zones away (or the distance from Earth
thrusters when an enemy or object is close, to the Moon).
impulse engines around a planet, and warp X While Extreme range represents three to five
into or out of a star system. All these powerful Zones away, or the distance between two
maneuvers mean that distances can be traversed planets within a solar system.
more freely than in personal combat.

EXAMPLE SPACE ZONE MAP

MW LAST KNOW
POSITION OF
BIRD OF PREY 1
819

25

MOON 1 MOON 3

UNIDENTIFIED VESSEL
PLANET
BIRD OF PREY 3

STARFLEET VESSEL

MOON 2 LAST KNOW


POSITION OF
BIRD OF PREY 2

RC

927

32
ZONES

268 CHAPTER 10.00


It may be useful for more simple starship combat Scale to the number of Players at the table
encounters to keep the ‘map’ of the encounter will mean that you take two or three times as
based on the descriptions of the bodies and many turns as the Players Characters. Caution
phenomena in the scene, “behind the moon,” or should be taken in having too many turns above
“inside the nebula” rather than mapping it out on the Player’s limit, while encounters should be
the tabletop. balanced so that smaller Scale ships engage
the Players in groups equaling or exceeding the
OBSTACLES AND PHENOMENA Player’s vessel’s Scale.
Chapter 6: The Final Frontier gives excellent
examples of phenomena and obstacles that However, as the Security Department statistic
affect starships and their crew while in a of the starship scales the Combat Dice ( A) rolled
combat encounter. Page 135 offers examples of for the damage of attacks, NPC ships should be
Environmental Traits which can increase Difficulty added to balance the threat posed by the Player’s
or make things possible or impossible where vessel. Any Player vessel with a Security above 3
they wouldn’t otherwise, as well as increasing the should face additional NPC starships. Likewise,
Complication range of certain Tasks. NPC starships with a Security higher than 3 pose
more risk to a Player vessel, and the number of
Phenomena in space usually form their own them present in the encounter should be reduced
Zones, due to the size and nature of spatial to reflect this.
bodies, and marking their name as a Trait is
simple when mapping out a starship combat Above all, remember that conflict is not always
encounter, writing them directly onto a map as fair or balanced, and there are numerous
you would in a personal combat encounter. examples within Star Trek of starships being
outnumbered or so overpowered in comparison
COMBATANTS to their opponents that the antagonists Starfleet
An NPC ship does not have specific crew at face are of no threat. While you should use
individual positions on the bridge — this level these circumstances sparingly, missions or
of detail is unnecessary for running an NPC storylines may present times in which the odds
ship. Instead, each NPC vessel has a Crew are stacked against one side or another. In these
Quality, which provides ratings which serve as circumstances, it may be favorable to go back to
the Attribute and Discipline scores needed by a normal scene or Social Conflict to resolve the
the vessel for any given Task. NPC crew used dispute or negotiate with a more powerful enemy.
in this way are always considered to have an
applicable Focus.
MISSION DESIGN
Starships, on the whole, are similar in strength Once you have a series of scenes and encounters,
and capabilities to one another, however certain it is time to put them together into a session.
ships are significantly smaller or less well Different groups have different needs for their
equipped. A good indication of balance when game sessions. Some meet for short two-hour
building a starship combat encounter is the sessions every week. Others meet once a month
Scale of a ship. Because NPC starships take but play for eight hours or more. Discuss with
as many turns as their Scale value, a starship your Players what sort of session schedule works
with a Scale of 3 will take about half as many best for your lives. Plan a scene or encounter
turns as the Player Characters. With that in for every 30 minutes of playing time, plus two or
mind, having multiple starships with similar three extras for maximum storyline flexibility.

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

270 CHAPTER 10.00


CREATING NON-PLAYER To create a Minor NPC:
CHARACTERS X Begin by describing their Species as a Trait
Several Non-Player Characters (NPCs) are (see Step One: Species on p.82 for more
presented at the back of this book, in Chapter 11: information)
Aliens and Adversaries. However, it may be that X Distribute scores of 9, 9, 8, 8, 7, 7 to their
you want to create specific NPCs for a scenario, Attributes.
mission, or even a whole campaign. There are a X Choose two Disciplines to set to 2, two
number of methods, depending on the complexity Disciplines to set to 1, and leave the other
you want to go into. Presented here are a variety two at 0.
of approaches, focused on the mechanics of X Add one or two special rules, as described
Attributes, Disciplines, Focuses, Traits, and below.
Talents in order for you to quickly create robust X Determine final details:
adversaries and allies for your Player Characters. X Derive Stress from combining their
Fitness Attribute and Security Discipline.
X Give them weapons and derive their
CREATING MINOR NPCS damage (Weapon A + Security Discipline)
Minors form the rank and file members of an
organization. They form the nameless extras in
missions, as groups of Adversaries to face in a CREATING NOTABLE NPCS
Conflict encounter, or as guards for a Notable Notable NPCs are a cut above Minors and
or Major level NPC and if encountered alone are often lieutenants to Major NPCs. They are
shouldn’t hold up the Player Characters for long. comparable to Supporting Player Characters,

QUICK PROMOTIONS AND ADJUSTMENTS


The processes here are intended for guidance NPC to a Major NPC if their interactions with the Player
and are a quick and easy way of developing Characters is meaningful enough to earn them promotion
NPCs either at the table or before a game within the story.
session. However, you may want to tweak
these scores to suit your story, mission, or To quickly promote a Minor to a Notable NPC, add 1 point
game difficulty. You can always raise or lower each to their best two Attributes, add 1 point to every
Attributes or Disciplines, but always keep in Discipline, give them two Focuses and a single Value.
mind that you should balance those scores: Remember to check their Stress and Weapon damage
for every point you raise, you should lower based on those increases.
another. Also remember that Attributes at
creation can only be a maximum of 12 and To quickly promote a Notable NPC to a Major, add two
Disciplines a maximum of 5. more Attribute points freely while remembering that
Attributes cannot be increased beyond 12, then add 4
A game is always enhanced for Players if more points to their Disciplines while remembering that
NPCs level up along with them, or become Disciplines cannot be increased beyond 5. Give them four
named adversaries that reoccur in later more Focuses, two more Talents and two more Values.
sessions. You may want to promote a Minor Go through the finishing touches by checking their derived
NPC to a Notable NPC, or even a Notable statistics like Stress and Weapon Damage.

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.

272 CHAPTER 10.00


X Proficiency: When performing a particular the Difficulty of all Tasks which use that sense
Task, in specific way, add one bonus d20. to detect or observe.
X Threatening: When performing a particular X Machine X: The creature is not a living
Task, or acting in a specific way, and buying being, but a machine, or some form of
additional d20s with Threat, you may re-roll a cybernetic organism. It is highly resistant
single d20. to environmental conditions, reducing the
X Guidance: Whenever you assist another NPC Difficulty of Tasks to resist extremes of
in a particular way, re-roll your d20. heat and cost by two, and it is immune to
X Substitution: Whenever you perform a the effects of suffocation, starvation,
particular Task in a particular way, you may and thirst. Further, the machine’s
use a specified different Discipline instead of sturdy construction grants it
the normal Discipline required, and/or may use Resistance equal to X.
a specific Focus with a different Discipline. X Menacing: The creature is
X Familiarity: Whenever you attempt to dangerous, heralding a greater
perform a particular Task, you may reduce the problem for those who confront
Difficulty by one, to a minimum of zero. it. When a creature with
X Additional Threat Spent: Whenever this rule enters a scene,
performing a Task with a particular Discipline, immediately add a point
you may spend 1 Threat to gain a specific or to the Threat pool.
unique benefit. X Night Vision: The
creature has some
There are also several Special Rules that are way of perceiving its
available to NPCs only that should be used for environment even in
exceptionally different or alien adversaries. pitch darkness —
perceiving infrared
X Extraordinary Attribute X: An automatic or ultraviolet light,
success is added on Tasks using the Attribute echolocation, or some
defined by X. The number of automatic other method. Tasks
successes can exceed 1, for example, a the creature attempts
creature with Extraordinary Reason 2 gains do not increase in
two success on all Tasks using Reason, in Difficulty as a result of
addition to any generated by rolling. darkness.
X Fast Recovery X: The creature recovers from X Threatening X:
stress and injury quickly. At the start of each of The creature is
its turns, the creature regains X Stress, up to powerful and dangerous,
its normal maximum. If the creature is Injured with a vitality and drive
at the start of its turn, it may instead spend that allows it to triumph
two Threat in order to remove that Injury. where others might fail.
X Invulnerable: The creature is impervious The creature begins each
to harm, and cannot be Injured in any way; scene with X Threat,
attacks can be attempted and Stress is rolled that may only be used to
as normal, but it cannot suffer Injuries. This benefit itself, and which
may take different forms (see p.280). are not drawn from the
X Keen Sense X: Choose one of the following: general Threat pool.
sight, hearing, or scent. The creature reduces

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.

274 CHAPTER 10.00


GENERAL PLANETARY TYPE HABITABLE PLANETARY TYPE
(TABLE 10-1, ROLL 2D20) (TABLE 10-2, ROLL 1D20)
ROLL PLANETARY TYPE ROLL PLANETARY TYPE

2-5 Artificial planet (non-obvious) 1-2 Habitable artificial planet (non-obvious)


6-8 Class-D planet 3-4 Class-L planet
9-10 Class-H planet 5-7 Class-M planet (water world with only small islands)
11-13 Class-L planet (land life has not yet 8-10 Class-M planet (verdant jungle world)
evolved) 11-13 Class-M planet (temperate world — like Earth)
14-16 Class-M planet (water world with 14-16 Class-M planet (dry desert world — like Vulcan)
only small islands)
17-18 Class-M planet (ice age world)
17-19 Class-M planet (verdant jungle world)
19-20 Habitable artificial planet (obvious)
20-22 Class-M planet (temperate world —
like Earth)
23-25 Class-M planet (dry desert world —
HOSTILE PLANETARY TYPE
like Vulcan) (TABLE 10-3, ROLL 1D20)
26-28 Class-M planet (ice age world)
ROLL PLANETARY TYPE
29-30 Class-L planet (marginally habitable
world)
1-2 Artificial planet (non-obvious, no breathable
31 Class-K planet (Neptune-like) atmosphere)
32-33 Class-K planet (Mars-like) 3-5 Class-D planet
34-35 Class-Y demon planet 6-8 Class-H planet
36-37 Artificial planet (obvious) 9-11 Class-K planet (Mars-like)
38-39 Class-J gas giant planet 12-13 Class-K planet (Neptune-like)
40 Class-T huge gas giant planet 14-15 Class-Y demon planet
16-17 Artificial planet (obvious, no breathable
atmosphere)
18-19 Class-J gas giant planet
20 Class-T huge gas giant planet

PLANETARY FEATURES OF INTEREST (TABLE 10-4, ROLL 1D20 — TWICE)

ROLL PLANETARY FEATURE ROLL PLANETARY FEATURE

1-2 Exceedingly dangerous animal or 10-11 Transcendent inhabitants of great power


plant life 12-13 Ancient ruins or artifacts
3-4 Peaceful primitive inhabitants 14-15 Off-world visitors
5-6 Warlike primitive inhabitants 16-17 Crashed spacecraft
7 Peaceful technological 18 Local conditions that limit or prohibit
inhabitants transporter use
8-9 Warlike technological inhabitants 19-20 Dangerous natural phenomena

GAMEMASTERING 275
PLANETARY DETAILS (TABLE 10-5, ROLL 1D20)
ROLL PLANETARY FEATURE OF INTEREST

1 Opaque or partially opaque atmosphere (fog, smoke, opaque gasses, swarms of


air-plankton) (re-roll for Class-D planets)
2 Perpetual darkness
3 Perpetually dim light
4 Many huge animals (anywhere from the size of a large dinosaur to the size of a
large starship)
5 Most animals (and perhaps also plants) are well camouflaged and difficult to notice
6 The air is filled with floating and flying creatures of all sizes (re-roll for Class-D planets)
7-9 Earth-like vegetation and animals (re-roll if planet lacks a breathable atmosphere)
10-12 Most life-forms are unusually colored (blue, purple, bright red, monochromatic…)
13-14 Most life forms have more or fewer than 4 limbs, perhaps 3, maybe 6, 8, or
even more.
15-16 Gelid or blobby life-forms
17-18 Animate plants, sessile animals, or no distinction between plants and animals
19-20 Crystalline life-forms

276 CHAPTER 10.00


11.00
ALIENS AND
ADVERSARIES

11.10 NPCs and Adversaries 278 11.40 The Romulan Star


11.20 United Federation of Empire 289
Planets 282 11.50 Alien Artifacts 291
11.30 Klingon Empire 286 11.60 Beasts of the Galaxy 295

RM 1125 20 8820

ALIENS AND ADVERSARIES 277


11.10
NPCS AND ADVERSARIES
“In most cases we have found that intelligence capable of a civilization is capable
of understanding peaceful gestures. Surely a life-form advanced enough for space
travel is advanced enough to eventually understand our motives.”
 – CAPTAIN JAMES T. KIRK

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.

X Notable NPCs are more dedicated and


NPC CATEGORIES resourceful characters, often with specialist
The many life-forms that characters are likely to skills and abilities. Notable NPCs may Avoid
face come in many shapes and sizes, and where an Injury once per scene as Player Characters
some are mighty entities that can stand alone can, but they cannot recover the ability to
against many foes, others function in coordinated do so. Notable NPCs have 1-3 Focuses, and
groups. The following categories exist for NPCs. they have a single Value, relating to their race
and affiliation.
X Minor NPCs are rank-and-file personnel
and ordinary people. Minor NPCs are the X Major NPCs are leaders and important
most common type of NPC present in a individuals, with a wide range of skills and

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.

278 CHAPTER 11.00


abilities. Major NPCs may Avoid as Injury as NPCS AND VALUES
Player Characters do, and may regain the Typically speaking, Non-Player Characters don’t
ability to Avoid an Injury in the same was have Determination points to spend; only Major
as Player Characters can. Major NPCs are NPCs can gain the benefit of them. However,
unique named characters, who have four or some NPCs do have Values. In situations where
more Focuses, at least two Values, and other an NPC’s Value creates a Complication, or their
noteworthy abilities comparable to a Player Values are Challenged, the Gamemaster adds
Character’s Talents. three points to Threat, rather than giving the NPC
a point of Determination. Similarly, when their
While Major NPCs are specifically stated to Value would be beneficial, an NPC can gain the
be unique named characters, that doesn’t effects of a point of Determination by spending
necessarily mean that Minor or Notable NPCs three Threat.
cannot be named individuals — obviously,
each NPC is a person in their own right,
but the more important the NPC, the more COMMON SPECIAL
attention is given to what makes them unique. ABILITIES
Major NPCs, thus, must always be unique The following are common rules and abilities
individuals, and the examples provided later possessed by creatures in Star Trek Adventures.
in this chapter serve as starting points for These abilities are referred to by name only in the
the Gamemaster to create their own cast of individual NPC entries, and require you to refer
memorable allies and antagonists. here for the specifics of each rule.

ALIENS AND ADVERSARIES 279


Extraordinary Attribute X X Cold: The creature is unaffected by effects
One or more of the creature’s Attributes are derived from extreme cold, including Stress.
far beyond the normal range for humanoids.
This is indicated by a number, which is added X Disease: The creature is immune to the
as automatic successes on Tasks using effects of disease, and will never suffer their
that Attribute. For example, a creature with symptoms. If the creature is exposed to a
Extraordinary Reason 1 gains one success on all disease it may become a carrier — able to
Tasks using Reason, in addition to any generated spread the disease if it is contagious.
by rolling.
X Fear: The creature is incapable of feeling fear,
Fast Recovery X continuing undeterred despite the greatest
The creature recovers from stress and injury terror. The creature cannot be intimidated or
quickly. At the start of each of its turns, the threatened.
creature regains X Stress, up to its normal
maximum. If the creature is Injured at the start X Heat: The creature is unaffected by effects
of its turn, it may instead spend two Threat to derived from extreme heat, including Stress
remove that Injury. caused by fire.

Immune To X X Pain: The creature is incapable of feeling


The creature is unperturbed by conditions and pain, continuing undeterred despite the
effects caused by one of a number of sources of most horrific agony. The creature has +3
difficulty or hindrance, such as vacuum, Resistance against Non-Lethal attacks,
extremes of temperature, poison, disease, etc. and it is unaffected by any penalties or
The most common sources of conditions are hindrances caused by pain.
described below:
X Poison: The creature is unaffected by all
ESCALATION forms of poison, venom, and toxin.

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.

280 CHAPTER 11.00


NPCS ON EITHER SIDE
Under most circumstances, the rules for X If an NPC is an Ally: The NPC may add to or spend
NPCs cover adversaries — those who are from group Momentum as the Player Characters
opposed to the Player Characters’ goals do (the Gamemaster may wish to let the Players
in some way. Most of the time, NPCs roll for the NPC’s Tasks and control their uses of
whose goals align with those of the Player Momentum). Allied NPCs treat instances where
Characters require hard-and-fast rules to they would add to Threat in the same way Player
the same degree as adversarial NPCs. That Characters do. NPC abilities that specifically cost
isn’t always the case, however. In some Threat add points to the Threat pool.
cases, an NPC’s goals may shift — at some
points making them an ally, at others making X Changing Allegiance: In any given scene, an NPC
them an opponent. To handle this, use the is either an adversary or an ally. The Gamemaster
following guidelines: determines which is the case for each NPC. This
is most likely to be the case where an NPC is
X If an NPC is an Adversary: The NPC regarded as an adversary for some purposes (such
spends points from the Gamemaster’s as social conflict), and an ally for others (physical
Threat pool to buy Immediate Momentum challenges, combat). The Gamemaster should try
spends, and adds surplus Momentum to and avoid situations where the NPC must be both
the Threat pool instead of having a group adversary and ally simultaneously, to minimize
Momentum pool. Any instance where a confusion; if an NPC betrays the Player Characters,
Player Character would add to Threat, maybe have this as a Threat spend to emphasize it,
an Adversarial NPC spends from Threat while an NPC becoming an ally might be a reward
instead. NPC abilities that specifically cost for the Players’ successes.
Threat remove points from the Threat pool.

If this weakness is discovered and Machine X


employed, then the creature can be injured The creature is not a living being, but a machine,
by attacks which exploit that weakness or some form of cybernetic organism. It is highly
(this also bypasses the effects of the other resistant to environmental conditions, reducing
Invulnerable variations). The Gamemaster’s the Difficulty of Tasks to resist extremes of heat
discretion applies as to how the weakness and cost by 2, and it is immune to the effects of
may be discovered. suffocation, hard vacuum, starvation, and thirst.
Further, the machine’s sturdy construction grants
X Staggered: The creature cannot be injured, it Resistance equal to X.
but it can be hurt. If the creature would ever
suffer an Injury, it instead loses the ability to Menacing
perform any Tasks or Minor Actions on its The creature is dangerous, heralding a
next turn. This effect is not cumulative. greater problem for those who confront it.
When a creature with this rule enters a scene,
X Wrathful: The creature grows angry when immediately add a point to the Threat pool.
challenged; if the creature would ever suffer
an Injury, it instead adds 2 to Threat.

ALIENS AND ADVERSARIES 281


Night Vision Threatening X
The creature has some way of perceiving The creature is powerful and dangerous, with a
its environment even in pitch darkness vitality and drive that allows it to triumph where
— perceiving infrared or ultraviolet light, others might fail. The creature begins each scene
echolocation, or some other method. Tasks the with X Threat, that may only be used to benefit
creature attempts do not increase in Difficulty itself, and which are not drawn from the general
because of darkness. Threat pool.

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

The NPCs in this section were built using the ATTRIBUTES


rules on page 271 and are all listed as Human.
CONTROL 09 FITNESS 07 PRESENCE 08
Changing the Minor NPCs to represent any
of the other species found within Starfleet
DARING 09 INSIGHT 07 REASON 08
simply requires changing the Species Trait.
The Notable and Major NPCs are presented as
specific Species; to change them to a different DISCIPLINES
Species, change the Species Trait, the Attribute
COMMAND 02 SECURITY – SCIENCE 01
increases, and, optionally, the species’ Talent.

CONN 02 ENGINEERING 01 MEDICINE –

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)

282 CHAPTER 11.00


STARFLEET SECURITY OFFICER STARFLEET ENGINEER
MINOR NPC MINOR NPC

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)

ALIENS AND ADVERSARIES 283


performing illegal black-ops missions throughout
STARFLEET SCIENCE OFFICER
the Federation or even within the territories of
MINOR NPC
hostile powers.
As an integral part of Starfleet, science officers
cover the hundreds of areas of expertise TRAITS: Human
essential to the continuation and development
of the Federation. Starfleet Medical, a division VALUE: The Ends Justify the Means
within the scientific branch is the body
responsible for the care and treatment of all ATTRIBUTES
Starfleet Personnel.
CONTROL 11 FITNESS 10 PRESENCE 08

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

284 CHAPTER 11.00


SPECIAL RULES
CAPTAIN T’MEK
X Considered Every Outcome: T’Mek is a
MAJOR NPC
keenly analytical commander, regarding
As high-ranking Starfleet officers, captains are every situation from myriad different
found commanding not only Federation starships angles and considering the advice of her
but also their various outposts and facilities. senior staff before coming to a command
Captains may be drawn from any branch of decision. When she succeeds at a Reason +
Starfleet and on rare circumstances a ship may Command Task, T’Mek scores one additional
have several officers at the rank of captain Momentum than normal.
running their individual departments. X Kolinahr (Talent): see page 88.

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

CONN 03 ENGINEERING 03 MEDICINE 02


ATTRIBUTES
CONTROL 08 FITNESS 10 PRESENCE 12
FOCUSES: Astrophysics, Composure,
Diplomacy, Starship Tactics
DARING 11 INSIGHT 09 REASON 09

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

ALIENS AND ADVERSARIES 285


ATTACKS execute, or explain a strategy, he may spend
X Unarmed Strike (Melee, 4 A Knockdown, 1 Threat to re-roll his dice pool.
Size 1H, Non-Lethal) X Counter-Ploy: Whenever an enemy attempts
X Phaser Type-2 (Ranged, 6 A, Size 1H, Charge) a Task to create an Advantage representing
some manner of strategy or tactic, Thyran
SPECIAL RULES may spend 1 Threat to increase the Difficulty
X Accomplished Strategist: Admiral Thyran by 1. Further, if this Task then fails, Thyran
is a skilled commander who learned the may immediately spend one additional
arts of warfare commanding ships in battle. Threat to create an Advantage of his own,
Whenever he attempts a Task to formulate, representing his own stratagem.

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 –

CONN 02 ENGINEERING 01 MEDICINE –

286 CHAPTER 11.00


SPECIAL RULES
KLINGON VETERAN
X First into Battle: When the Klingon Veteran
NOTABLE NPC
makes a successful attack, they may spend
Klingon veterans have not only proven 3 Momentum to assist another Klingon’s next
themselves in battle but normally have a long attack with his Daring + Command.
family background of honor and tradition and X Brak’lul: A Klingon’s Resistance is increased
often serve as officers. A Klingon officer must be by +2 against Non-Lethal attacks.
seen to be authoritative at all times or they may X Warrior’s Spirit: When a Klingon attempts
be forced to prove themselves in a trial of combat a melee attack, and purchases one or more
by their subordinates. additional dice with Threat, the Klingon may
re-roll any number of d20s.
TRAITS: Klingon

VALUE: Today is a Good Day to Die!

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

DISCIPLINES Well met, warriors!

COMMAND 02 SECURITY 03 SCIENCE 01


The Neutral Zone: the edge of the Klingon Empire.
This is the maiden voyage of the spacecraft Ragor.
CONN 02 ENGINEERING 01 MEDICINE –
Its assigned mission: to patrol Klingon controlled
worlds, to seek out new threats and aggressive
FOCUSES: Hand-to-Hand Combat, Resilience civilizations, to go with honor in the name of the
Klingon Empire.
STRESS: 14 RESISTANCE: 1
I am Captain B’Oma. Your lives now belong
ATTACKS to me. You few bekks have been granted the
X Unarmed Strike (Melee, 4 A Knockdown, distinct honor of serving aboard my vessel, the
Size 1H, Non-Lethal) I.K.S. Ragor. This duty is not to be taken lightly.
X D’k tahg Dagger (Melee, 4 A Vicious 1, We will confront the oppressive Federation and
Size 1H, Deadly, Hidden 1) its tenacious Starfleet. Do not, however, take
X Escalation Bat’leth (Melee, 6 A Vicious 1, the apparent weaker races of the Federation
Size 2H) of Planets for granted. While they can hardly
X Disruptor Pistol (Ranged, 6 A Vicious 1, compare to the dominance of Klingons, their
Size 1H) perceived vulnerability can be deceiving. When
X Escalation Disruptor Rifle (Ranged, 7 A pressed, they too can be as dangerous as a
Vicious 1, Size 2H, Accurate) frenzied and cornered targ.

Qapla’!

ALIENS AND ADVERSARIES 287


MOQ’VAR, SON OF KOLOTH, FOCUSES: Hand-to-Hand Combat, Intimidation,
Resilience, Starship Tactics
KLINGON CAPTAIN
MAJOR NPC
STRESS: 14 RESISTANCE: 1
The commanding officer of a starship, a Klingon
captain is an expert strategist and combatant that ATTACKS
has distinguished themselves time and time again X Unarmed Strike (Melee, 5 A Knockdown,
in order to rise through the ranks. Weakness is not Size 1H, Non-Lethal)
tolerated in the Klingon military; it is a first officer’s X D’k tahg Dagger (Melee, 5 A Vicious 1,
duty to assassinate an ineffectual captain. Size 1H, Deadly, Hidden 1)
X Escalation Bat’leth (Melee, 7 A Vicious 1,
TRAITS: Klingon Size 2H)
X Disruptor Pistol (Ranged, 7 A Vicious 1,
VALUES: Size 1H)
X There is Nothing More Honorable Than
Victory SPECIAL RULES
X To Kill the Defenseless is Not True Battle X Dauntless (Talent)
X First into Battle: When the Klingon Captain
ATTRIBUTES makes a successful attack, they may spend
3 Momentum to assist another Klingon’s next
CONTROL 10 FITNESS 10 PRESENCE 12
attack with his Daring + Command.
X Tough (Talent)
DARING 11 INSIGHT 08 REASON 08
X Brak’lul: A Klingon’s Resistance is increased
by +2 against Non-Lethal attacks.
DISCIPLINES X Warrior’s Spirit: When a Klingon attempts
a melee attack, and purchases one or more
COMMAND 04 SECURITY 04 SCIENCE 01
additional dice with Threat, the Klingon may
re-roll any number of d20s.
CONN 02 ENGINEERING 03 MEDICINE 01

OPERATIONAL PRIORITY ALLOCATIONS

348 2005

299 1255

404 963

389 305 665 307 1379

SA 407 15 259 690 4900

288 CHAPTER 11.00


11.40
THE ROMULAN STAR
EMPIRE
The Romulan Star Empire is a reclusive and X Escalation Disruptor Rifle (Ranged, 6 A
secretive galactic power that has only recently Vicious 1, Size 2H, Accurate)
returned to prominence after a long period
of isolationism following the founding of the SPECIAL RULES
Federation. Very little is known about them aside X Guile and Cunning: When attempting to
from the brief encounters with starships exploring remain hidden or unnoticed, a Romulan may
the frontiers of Federation territory. spend one Threat to increase the Difficulty of
enemy Tasks to detect them by 1.
X Wary: Whenever a Romulan attempts a Task
to notice or detect an enemy or hazard, they
ROMULAN UHLAN
may re-roll one d20.
MINOR NPC

The Romulan uhlan is the lowest ranking officer in


the Romulan Guard and makes up a substantial
ROMULAN CENTURION
number of their personnel.
NOTABLE NPC

TRAITS: Romulan The Romulan centurion is a mid-ranking officer


in the Romulan Guard roughly equivalent to a
ATTRIBUTES lieutenant commander in Starfleet. They can be
found as heads of departments aboard starships
CONTROL 09 FITNESS 09 PRESENCE 07
and throughout the Empire.

DARING 07 INSIGHT 08 REASON 08


TRAITS: Romulan

DISCIPLINES VALUE: I Will Not Fail in My Duty to the Empire

COMMAND 02 SECURITY 02 SCIENCE –


ATTRIBUTES
CONN 01 ENGINEERING 01 MEDICINE – CONTROL 11 FITNESS 10 PRESENCE 08

DARING 08 INSIGHT 09 REASON 08


STRESS: 11 RESISTANCE: 0

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

ALIENS AND ADVERSARIES 289


STRESS: 12 RESISTANCE: 0 ATTRIBUTES
CONTROL 12 FITNESS 09 PRESENCE 09
ATTACKS
X Unarmed Strike (Melee, 3 A Knockdown,
DARING 09 INSIGHT 10 REASON 10
Size 1H, Non-Lethal)
X Dagger (Melee, 3 A Vicious 1, Size 1H, Deadly,
Hidden 1) DISCIPLINES
X Disruptor Pistol (Ranged, 5 A Vicious 1,
COMMAND 04 SECURITY 03 SCIENCE 03
Size 1H)
X Escalation Disruptor Rifle (Ranged, 6 A
CONN 01 ENGINEERING 02 MEDICINE 02
Vicious 1, Size 2H, Accurate)

SPECIAL RULES FOCUSES: Deception, Infiltration, Interrogation,


X Ambush: When attacking an opponent who is Paranoid
unaware, the centurion may spend 2 Threat,
to allow the centurion and all Romulans under STRESS: 12 RESISTANCE: 0
their command to re-roll any number of d20s
on their attack rolls. ATTACKS
X Guile and Cunning: When attempting to X Unarmed Strike (Melee, 4 A Knockdown,
remain hidden or unnoticed, a Romulan may Size 1H, Non-Lethal)
spend one Threat to increase the Difficulty of X Dagger (Melee, 4 A Vicious 1, Size 1H, Deadly,
enemy Tasks to detect them by 1. Hidden 1)
X Wary: Whenever a Romulan attempts a Task X Disruptor Pistol (Ranged, 6 A Vicious 1,
to notice or detect an enemy or hazard, they Size 1H)
may re-roll one d20.
SPECIAL RULES
X Guile and Cunning: When attempting to
remain hidden or unnoticed, a Romulan may
MAJOR VEROHK,
spend one Threat to increase the Difficulty of
TAL SHIAR AGENT
enemy Tasks to detect them by 1.
MAJOR NPC
X Ruthless and Determined: Major Verohk
The Tal Shiar is a secret Imperial Intelligence may spend 2 Threat to gain the effects of a
service that operates autonomously from the point of Determination, rather than the
Romulan government and is responsible for normal 3.
enforcing the loyalty of its citizens and the X Supreme Authority: Whenever a Romulan
security of the Empire. Even a low-ranking Tal currently under Verohk’s command attempts
Shiar major has the authority to overrule the a Task to resist persuasion or intimidation,
commanders, generals, and admirals of the Verohk may spend 1 Threat to allow that
Romulan Guard. Romulan to re-roll, even if Verohk is not
present in that scene herself.
TRAITS: Romulan X Wary: Whenever a Romulan attempts a Task
to notice or detect an enemy or hazard, they
VALUES: may re-roll one d20.
X The Ends Justify the Means
X Everything I Do, I Do for Romulus  

290 CHAPTER 11.00


11.50
ALIEN ARTIFACTS
ANCIENT TECHNOLOGY in two halves. On one half, the operator places
a roughly humanoid shaped android template.
EXO III ANDROID DUPLICATOR If the operator wishes to physically or mentally
This device was constructed millennia ago by duplicate a person, that person must be placed
the inhabitants of Exo III and possesses several on the other half of the platform. Using the
different modes of operation. In its simplest control panel located nearby, the operator
mode, it can be used to create first either shapes the android’s
androids that seem sentient, but body based on specifications
are bound to obey orders from he inputs or transforms the
authorized personnel. These android template into an
androids can be made as exact physical duplicate
exact physical duplicates of the individual being
of specific individuals or duplicated. The android
the creator can set their seems to possess the same
appearance as desired. The pulse, body temperature, skin
creator can then either give the texture, and all other external
android general programming or features of the duplicated person.
provide the android with the memories Next, the operator can choose to
of a single individual who must be scanned copy the memories of the individual being
by the android duplicator. These non-sentient duplicated. This process causes the subject pain,
androids have a relatively limited range of but no significant or lasting harm. Transferring
behavior. Also, while initially emotionless, over the subject’s consciousness into the android is
time they can develop rudimentary, but erratic a more extensive procedure, but the operator
emotions, but possess no moral sense at all, can perform this transfer immediately following
making them potentially quite dangerous. memory duplication.

The android duplicator can also be set ICONIAN GATEWAYS


to physically copy an individual and then More than 200,000 years ago, aliens known
download the individual’s consciousness into as the Iconians are believed to have created a
it. This process is fatal to the individual, but the series of gateways that allowed them to see or
android produced using this process is mentally travel anywhere in the Galaxy. The Federation
far more complex than the other androids the has yet to discover any working Iconian
device can produce. In most ways, it seems gateways, though it is rumored that the Klingons
and acts just like the original person, but suffers have found at least one working gateway.
from impaired conscience and morality, as well Starfleet Intelligence discounts these reports,
as an overly mechanistic and deterministic style however. The Iconians are believed to have been
of thought. mythic beings, and were called “demons of
air and darkness” in ancient legends. Legends
Creating an android using this device is a suggest that the Iconians used their gateways
relatively straightforward process. The duplicator to build a vast interstellar empire, by using the
itself is a rotating circular platform that is divided gateways to nearly-instantaneously travel from

ALIENS AND ADVERSARIES 291


one gateway to another, no matter how far apart starship almost 1,000 light years away in an
the gateways were. Archaeologists are keenly instant, understand and sabotage complex
interested in finding any solid evidence of a machinery, and create temporary animate
gateway, working or otherwise. physical projections programmed to kill a single
individual by disrupting all of their cells with a
KALANDAN OUTPOST single brief touch. The computer uses these
A humanoid species known as the Kalandans abilities to execute the outpost’s automated
constructed this outpost and the planet it defense routines.
is on several thousand years ago. Starfleet This computer is able to either read minds or
believes the Kalandans became extinct access data banks and all physical projections
soon after this, because of a deadly plague it creates are based on a single individual,
accidentally created on this world. The Losira, the station’s long dead commander, and
planet is roughly the size of Earth’s moon, include an excellent simulation of her thoughts,
but of much greater mass and so possesses memories, and emotions, indicating that the
Earth-like gravity and a breathable Class-M computer was exceptionally complex.
atmosphere. However, the world is not
considered habitable, because the vegetation MIND SWAP DEVICE
is poisonous and there is no easily available Located on Camus II, in the largely intact ruins
water, except within the Kalandan outpost, of an ancient civilization, this device appears
located beneath the world’s surface. to be a large carved panel, roughly 2 meters
wide and almost 3 meters high. This device is
The entire world was constructed by the capable of temporarily transferring the minds of
Kalandans. Except for a layer of soil on the two subjects. This transference normally lasts for
surface, the entire world is made from an slightly less than 50 hours and the only method
exceptionally durable alloy of diburnium- of prolonging it, short of a second use of the
osmium that interferes with sensor scans of device, is the death of one of the subjects, at
the outpost. While superficially resembling a which point the other subject remains in their
waterless world with sparse vegetation, this new body permanently.
planet contains a concealed subsurface base
that utilizes an immense, but so-far unknown, It appears that this device was designed so it
power source. This base is run by a computer could be used without the permission of both
that seems to be almost sentient. When fully subjects. When activated, the panel’s carvings
operational, this computer could transport a light up and the device instantly immobilizes
anyone who comes too close to the front of
the panel. The device then forces this person’s
body against this panel. To affect the transfer,
128 477 290 155 380 the other subject first operates the controls on
the side of the device and then stands next to
268 130 267 540 203 the trapped subject on the panel. At this point,
the device rapidly switches the two subjects’
287 550 294 144 294 minds. The device is sufficiently precise that
subjects immediately understand how to use
205 201 745 379 217 each other’s bodies, and retain none of the
body’s original memories.
145 310 188 175 592 128

292 CHAPTER 11.00


ALIEN ARTIFACTS THE GUARDIAN OF FOREVER
While many researchers dream of unearthing
new technologies that can save lives, advance
science, or even revolutionize the entire The Guardian of Forever is located on an ancient
Federation, some artifacts created by species Class-M planet that was last inhabited many
with advanced technologies are either too millions, or perhaps even billions of years in the
advanced, no longer functional, or are otherwise past. Although it appears to be a roughly carved
not suitable for any current researchers to learn ring of stone in the middle of vast ruins, it can
how they work. allow visitors to view or travel to any time and
space in the Galaxy.
AMUSEMENT PARK PLANET
To all but the most intensive scans, this world
appears to be a pristine, almost park-like planet objects and people that the planet creates are
that would be considered Class-M, except for its moved so rapidly.
lack of all forms of animal life. With its pleasant
temperatures, clean air and water, and lush PLANET KILLER
vegetation, it is ideal for visitors from Earth or Approximately four kilometers long, one kilometer
similar planets. in diameter at its widest point, and roughly
cone-shaped, the Planet Killer’s hull is made
Beneath its surface lie vast caverns filled with of solid neutronium and is impenetrable to all
complex machinery, all of which is dedicated known weapons. The Planet Killer also generated
to providing for the needs, wishes, and intense subspace interference throughout the
entertainment of visitors. Using highly advanced star system it is currently in. This interference
technology, the planet can create anything from blocks all interstellar communications and
a delicious picnic lunch to an army of well-armed reduces the range and clarity of sensors. This
pre-Industrial Klingon warriors. Objects created field also dampens energy and transforms
by the planet appear to be completely real; antimatter to normal matter. The Planet Killer’s
food is edible and nutritious, devices are fully only vulnerability is that it is designed to consume
functional, and created sentient beings seem rocks and other materials, including starships.
intelligent, if also singularly focused on fulfilling Setting off a vast explosion inside it by allowing it
the purpose they were created for. to engulf a starship whose impulse engines were
set to overload renders it harmless by destroying
The machinery on this planet learns visitors’ all components, except its neutronium hull.
desires using detailed automated telepathy,
which is undetectable by any Federation The Planet Killer appears to be ancient, fully
telepaths. While the planet’s machinery automated and entirely self-sustaining. It was
contains no safeties to prevent injury or even programmed to fire a massive anti-proton beam
death, the subsurface complexes also contain at habitable or inhabited planets, reducing
exceedingly advanced medical facilities that can them to rubble and then scooping up this
swiftly repair any injuries or illnesses suffered rubble to refuel its total conversion drive, which
on the planet, and even revive the recently transformed matter to energy without requiring
deceased. Visitors who are killed or badly the addition of antimatter. It is also attracted to
injured soon regain consciousness in one of relatively nearby starships and similar objects that
these subsurface complexes. Researchers are emit large amounts of energy and could defend
uncertain exactly how these patients and the itself against attack.

ALIENS AND ADVERSARIES 293


PLANET KILLER
Planet Killer’s neutronium armor is completely ATTACKS
immune to all Federation weapons. Also, the X Anti-Proton Beam (Energy, Range Medium,
Planet Killer’s maw can absorb almost any 12 A Vicious 1, Devastating, High-Yield)
energy or matter. However, extremely large
explosions, like overloading a starship’s impulse SPECIAL RULES
engines or detonating a large starship’s warp X Invulnerable: The Planet Killer cannot suffer any
core just inside the Planet Killer’s maw will Stress or Breaches from attacks from outside
destroy it. The only other techniques that might the hull. Only massive explosive forces – such
destroy it require extreme stellar events, like as a warp core or reactor explosion – inside it, or
supernovas, black holes, or causing the planet extreme stellar conditions such as a black hole
killer to crash into a star. or supernova, can destroy it. This may require a
Task, Challenge, or Extended Task to arrange.
TRAITS: Planet Killer, Living Ship, Impervious X Living Ship: The Planet Killer does not have a
crew; any Task it performs uses only its Systems
SYSTEMS and Departments, rolling 3d20 instead of the
normal 2d20 (bonus dice can be purchased
COMMS – ENGINES 10 STRUCTURE 15
as normal.) If the Task it performs would not
normally be assisted by a ship, roll using the
COMPUTERS 09 SENSORS 06 WEAPONS 10
Planet Killer’s Computers and Engineering.
X Power Source: The Planet Killer has an
DEPARTMENTS unlimited amount of [LCARS
Power./ Further,
FILLER] it generates
massive amounts of interference, counting as a
COMMAND – SECURITY 04 SCIENCE 01
Complication, Subspace Interference 3, which
applies across the entire system the Planet Killer
CONN 02 ENGINEERING 03 MEDICINE –
is currently in. Finally, that interference produces
an energy Dampening Effect, causing any ships
POWER: Infinite SCALE: 12 within Long range to lose 2 Power at the start of
SHIELDS: None RESISTANCE: Infinite each round.

CREW: Special

RESERVE

SECONDARY

PRIMARY

WW 928 23 2851

294 CHAPTER 11.00


11.60
BEASTS OF THE GALAXY
X Teeth (Melee, 6 A Piercing 2, Vicious 1,
BERENGARIAN DRAGON
Size 1H, Debilitating)
MAJOR NPC
X Fire Breath (Ranged, 5 A Area, Intense, Size 1H)
At over two hundred meters in length, and having
an innate ability to breath fire, the reptiles of SPECIAL RULES
Berengaria VII were a curiosity to the Vulcan X Massive: The Berengarian Dragon is massive.
science team who first studied them. Berengarian It has twice as much Stress as normal. Further,
dragons are known to roost primarily in forest it takes 8 Stress to inflict an Injury instead of 5.
regions, using their fire breath to scorch areas of
foliage and causing animals within to attempt to
escape, which the dragons then hunt for food.
DENEVAN NEURAL PARASITE
Being so large, the Berengarian dragon also uses
MINOR NPC
its fire breath to herd flocks of birds, which it then
devours in a manner similar to Earth’s whales, Small, jelly-like creatures, roughly disc-like and
gorging on whole flocks at a time as they attempt flat; The Denevan neural parasite is generally part
to escape its maw. of a group of such creatures which travel through
space, planet to planet, infecting and feeding off
TRAITS: Berengarian Dragon of the creatures on whatever planet they visit.

VALUES: On infecting its host, the parasite attaches itself


X Arboreal Hunter to the victim’s nervous system, rapidly becoming
X Pays Small Creatures Little Heed unremovable. It then pressures its host to perform
tasks by emitting vast amounts of pain if the
ATTRIBUTES victim does not do as the parasite wishes. They
are susceptible to the effects of UV radiation.
CONTROL 10 FITNESS 12 PRESENCE 10

TRAITS: Denevan Neural Parasite


DARING 13 INSIGHT 05 REASON 04

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

ALIENS AND ADVERSARIES 295


SPECIAL RULES
MUGATO
X Attach: Should the Neural Parasite become
NOTABLE NPC
attached to an area on a host creature large
enough to hold it (i.e., a humanoid torso), The mugato of the planet Neural is a white-furred
the parasite shall quickly become fused with carnivorous ape. Regularly attacking humanoids
the creature’s nervous system, in essence who stray too close to their mountain home, the
controlling the creature. mugato are known for biting its prey, injecting
them with a fatal poison.

It will generally choose to use its poison if it


NOVA DIGGER
perceives the threat as a future food source,
MINOR NPC
due to the slow-acting nature of the poison. The
One of the first animals encountered by Humanity primary cure for this poison is the local mahko
on a new colony, the Digger of Terra Nova is a root, the use of which is known to locals.
large turtle-like creature almost a meter in length
known to burrow through the ground. Terra TRAITS: Mugato
Nova’s settlers found this creature useful, with
a nutritious body, and a tough shell good for VALUES: Territorial Predator
making clothes and equipment.
ATTRIBUTES
TRAITS: Nova Digger
CONTROL 06 FITNESS 11 PRESENCE 10

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 –

FOCUSES: Melee, Tracking


CONN – ENGINEERING – MEDICINE –

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.

296 CHAPTER 11.00


TALARIAN HOOK SPIDER TARG
MINOR NPC MINOR NPC

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)

SPECIAL RULES SPECIAL RULES


X Web: Should the hook spider be given X Boar Rush: The targ charges at the character,
enough time in a location, they will fill it with attempting to knock them to the ground. As
a sticky web-like substance. Characters a Task, the targ moves to within Reach of an
moving through this substance cannot move enemy within Long range, and makes a melee
more than one zone per turn. attack with its Tusks.

ALIENS AND ADVERSARIES 297


X Klingons: If it smells a Klingon, a tribble
emits a distressed shrieking sound;
similarly, Klingons have an instinctive
dislike of tribbles. A tribble’s reaction is
strong enough to automatically detect the
presence of a Klingon – even one disguised
or surgically altered – within Close range,
while a disguised Klingon must attempt a
Control + Command Task with a Difficulty
of 2 to mask their disgust at the presence
of a tribble.
TRIBBLE
X Soothing Sounds: A tribble, when held by a
MINOR NPC
Human or part-Human character, produces a
Small, furry, and toothless, tribbles can prove warbling sound which can be quite relaxing
a threat to any ecosystem, due to their ability and soothing. A character with the Human
to reproduce asexually at a prodigious rate. Trait who is holding a tribble may attempt a
Following the trigger of a single feed, just one Presence + Medicine Task with a Difficulty of
tribble can produce hundreds of thousands of 1 to remove a Complication related to fatigue,
offspring within a couple of days, given a plentiful tension, anxiety, emotional distress, or similar
food source. Tribbles and Klingons share a problems.
mutual animosity. X Tiny: A tribble is considered to have 0 Stress,
and it suffers an Injury after sustaining any
TRAITS: Tribble Stress.

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

CONN – ENGINEERING – MEDICINE – DARING 03 INSIGHT 06 REASON 03

STRESS: Special RESISTANCE: 0 DISCIPLINES


COMMAND – SECURITY – SCIENCE –
ATTACKS: None

CONN – ENGINEERING – MEDICINE –


SPECIAL RULES
X Fecund Furballs: If a single tribble
remains alive at the end of a scene, it will STRESS: Special
become a Mass of Tribbles, with a Mass of 1,
at the start of the next scene. ATTACKS: None

298 CHAPTER 11.00


SPECIAL RULES
SEHLAT
X Klingons: If it smells a Klingon, a tribble X
NOTABLE NPC
emits a distressed shrieking sound;
similarly, Klingons have an instinctive Large, furry creatures; the sehlat is a large
dislike of tribbles. A tribble’s reaction is bear-like creature from the planet Vulcan. While
strong enough to automatically detect the a traditional pet for Vulcan children, their 15cm
presence of a Klingon – even one disguised fangs and predatory nature make them a danger
or surgically altered – within Close range, to unwary travelers through the deserts of its
while a disguised Klingon must attempt a home planet.
Control + Command Task with a Difficulty
of 2 to mask their disgust at the presence TRAITS: Sehlat
of a tribble.
X Soothing Sounds: A tribble, when held by a VALUES: Territorial Predator
Human or part-Human character, produces a
warbling sound which can be quite relaxing ATTRIBUTES
and soothing. A character with the Human
CONTROL 08 FITNESS 12 PRESENCE 09
Trait who is holding a tribble may attempt a
Presence + Medicine Task with a Difficulty
DARING 11 INSIGHT 05 REASON 02
of 1 to remove a Complication related to
fatigue, tension, anxiety, emotional distress,
or similar problems. DISCIPLINES
X Furry Mass: A Mass of Tribbles consists of
COMMAND 02 SECURITY 03 SCIENCE –
dozens, even hundreds of the tiny creatures.
Any zone occupied by a Mass of Tribbles
CONN – ENGINEERING – MEDICINE –
counts as difficult terrain, increasing the
Difficulty of movement-related Tasks by 1.
Additionally, whenever a character opens FOCUSES: Stalking, Clawing, Biting
a compartment, operates a machine, or
otherwise performs some simple activity STRESS: 15 RESISTANCE: 2
within that zone, roll 1 A – on an Effect, the
character finds another Tribble. ATTACKS
X Abundant: A Mass of Tribbles does not have X Claws (Melee, 5 A Piercing 1, Size 1H)
a normal Stress score; instead, it has a Mass X Teeth (Melee, 5 A Vicious 1, Size 1H,
score, equal to 1 per 10 tribbles it contains. Cumbersome)
When rolling to damage a Mass of Tribbles,
roll that Stress normally, as if attacking a
creature with 0 Stress. Each Injury inflicted
reduces the Mass score by 1. If an Injury
would reduce the Mass score to 0, roll 1 A:
if an Effect is rolled, a single Tribble remains
alive amongst the remains of the others.
If a Mass of Tribbles is alive at the end of
a scene, it increases in Mass by 1 at the
beginning of the next scene.

ALIENS AND ADVERSARIES 299


12.00
INDEX
Abandon Ship.............................. 215 X Called Out A Superior......... 102 Combat Tasks........................155-162
Accurate Quality...........................176 X Conflict With A Hostile Culture Combat Threat Spend Table........ 259
Action Order.................................144 ............................................ 101 Combat..........................144, 151-164
Actions aboard ship.....................198 X Dealing With A Plague........ 102 Command Dept, Starship......194-195
Advantages............................ 55, 248 X Death Of A Friend................. 99 Command Discipline.................78-79
Aim Action....................................155 X Discovers An Artifact........... 103 Command Roles........................... 255
Amusement Park Planet...............293 Command Talents List.................. 117
X Encounter With A Truly Alien
Andorian.................................... 2, 17, Command Track........................95-96
Being................................... 100
20, 24-26, 72, 82-83, 84, 93, 106, Commander (Rank)...................... 108
126, 133, 177-178, 285
X First Contact................104-105
Commanding Officer (Role).......... 107
Anomalous Worlds.......................134 X Lauded By Another Culture... 99
Commanding Officer (Starship Tasks)
Another Species world (Homeworld). X Learns Unique Language.... 103
...........................................203-204
.................................................... 91 X Mentored............................. 101
Common Uses for Momentum
Anti-grav....................................... 183 X Negotiate A Treaty................. 99 ...............................................63-64
Archer-class Starship................... 223 X New Battle Strategy............ 102 X Create Advantage (Task)....... 64
Area Stress Effect................. 175, 218 X Required To Take Command..... X Create Opportunity (Task)..... 64
Armor & Protective Gear.......179-180 ............................................ 100 X Create Problem (Task)........... 64
Assist (Task).................................. 156 X Serious Injury...............100-101 X Obtain Information (Task)...... 64
Attack (Task)..........................156-157 X Ship Destroyed..................... 98 Communications (Starship Tasks)
Attack Pattern (Task).................... 204 X Solved An Engineering Crisis.... ...................................203, 207-208
Attempting a Task........................... 56 ............................................ 104 Communications Damage............ 212
Attributes..... 76-78, 82-83, 85, 88-91, X Special Commendation....... 104 Communications Officer (Role).... 108
97-98, 101, 104-105, 110-111
X Transporter Accident........... 101 Communications, Starship....192-193
B’rel-class Bird-of Prey.........238-239
Cargo Bay..................................... 187 Communicator...................... 109, 183
Basic Challenge........................ 68, 70
Carrying Capacity......................... 168 Complication (Threat.................66-67
Bat’leth..................177, 280, 286-288
Challenge Dice ( A )........................ 53 Complication Ranges................... 248
Beacons....................................... 183
Challenges....68-70, 142-43, 253-254 Complications & Injury
Berengarian Dragon..................... 295
Challenging Values................261-262 (Supporting Characters)........... 114
Bird-of-prey, Romulan...........239-240
Change Position (Minor Action) Complications........ 55-61, 64-68, 72,
Black Hole.............................137-138
Bludgeon...................................... 177 .......................................... 202, 215 87-88, 114, 138, 148, 163-164,
Body Armor.................................. 179 Character Development........120-124 166, 168, 171-172, 175, 197-198,
Bonus Momentum.......................... 62 Charge Quality.............................. 176 207-209, 217-218, 231, 242,
Brak’lul.......................... 285, 287, 288 Chart Hazard (Task)...................... 205 244-246, 247, 249-255, 269
Breaches...............................211-212 Computers Damage..............212-213
Chief Engineer (Role).................... 108
Breakthrough....... 5, 23, 27-28 70-72, Conflict........................................... 70
Chief Medical Officer (Role).......... 108
100, 104, 139, 142, 224, 254 Conn Dept, Starship..................... 195
Chief of Security (Role)................. 108
Bridge Stations............................. 237 Conn Discipline.............................. 79
Chronometer................................ 181
Bridge Tasks..........................203-207 Conn Roles................................... 256
Colonies....................................... 190
Bridge........................................... 186 Conn Talents List.......................... 118
Colony (Homeworld)..................89-90 Constitution-class Starship................
Brig........................................187-188
Combat (Supporting Characters) 23-25, 35, 43, 46, 197, 222-223,
Calibration.............................218-219
.................................................. 113 224-226, 232-234, 240, 263
Captain (Rank............................... 108
Captain T’Mek.............................. 285 Combat Encounters..............264-266 Contact (Range)........................... 200
Career Events..........................98-104 Combat in Space...................267-269 (See also Reach)
X Betrayed Ideals For A Superior. Combat Minor Actions..........155-156 Contest........................................... 70
............................................ 102 Combat Momentum Spends........ 160 Control.................................57, 76-77
X Breakthrough Or Invention Combat Tasks & Minor Actions Court-Martial................................ 124
............................................ 104 (Starship)...........................202-203 Cover & Concealment (Starship)... 210

300 CHAPTER 12.00


Cover............................................ 155 Discipline Ratings........................... 78 Falling........................................... 154
Create Advantage (Task) Disciplines............ 6-7, 56, 59, 71-72, Fast Recovery X................... 273, 280
...................................157, 202-203 78-80, 81-83, 88-93, 96-98, Federation Starship (Trait)
Creating a Supporting Character.. 114 104-105, 108, 110-112, 114-117, ...................................192, 230-231
Creating Values...................... 82, 245 119-120, 122, 147, 156-157, 159, Fire Weapon (Task)....................... 206
161, 171, 175, 202, 204, 209, First Aid (Task).............................. 158
Creation Questions....................... 245
238-240, 243, 244, 245, 262, 253, Fitness.......................... 57, 59, 77, 81
Crew Quality (NPCs)..................... 209
255-257, 261, 267, 269, 271-273 Flares.................................... 136, 138
Crew Support............................... 114
Disengage.................................... 157 Focus........................7, 56, 59-60, 65,
Crisis & Emergency Response..... 229 Disruption....................................... 69 72, 78, 81, 83, 87, 91-94, 98-105,
Cumbersome Quality.................... 176 Disruptor..... 8, 177-179, 194-197, 32, 112, 115, 121-122, 139, 142, 149,
Cybernetics.................................. 184 238-240, 286-290 156-157, 196, 202, 209, 271-272
D7 Battle Cruiser.................. 226, 238 Distances.......152-153, 200 (Starship) Focuses, Starship......................... 196
Dagger...........................177, 289-290 Draw Item Action.......................... 155 Gaining & Losing Reputation
Dagger, D’k tahg....................286-288 Drop Prone Action........................ 155 ...........................................122-123
Damage & Repairs.................211-212 Effects On Ships, Gamemaster....................52, 242-244
Damage Control (Task)......... 208, 217 Stellar Phenomena................... 138 Gated Challenges........... 68, 142, 254
Damage Report (Task).................. 208 Effects............................................ 54 Geomagnetic Storms........... 136, 138
Dampening................................... 218 Emergency Surgical Kit................ 183 Going to Warp.......................200-201
Emergency Transponder.............. 184 Good Way, The............................. 142
Dangers Of Space.................136-138
Encounter Combatants Gorn Raider.................................. 240
Daring....................................... 57, 77
...................................266-267, 269 Grapple......................................... 157
Dead End........................................ 72 Encounter Obstacles & Phenomena Gravitational Distortion................. 138
Deadly Quality.............................. 176 .................................................. 269 Grenade Quality............................ 176
Debilitating Quality....................... 176 Encounter Terrain......................... 266 Group Challenges................... 68, 254
Deception..................................... 148 Encounters............................263-264 Guard (Task)................................. 157
Deflector Shields.......................... 174 Energy Weapons...................232-233 Guardian of Forever.............. 173, 293
Demotion...................................... 128 Engineer’s Toolkit......................... 109 Hailing Frequencies Open (Task)
Denevan Neural Parasite.......295-296 Engineering Dept, Starship.......... 195 .................................................. 207
Denobulan...7, 18, 82, 84-85, 93, 106 Engineering Discipline.................... 79 Healing..................................163-164
Department (Derived Statistic)..... 105 Engineering Roles........................ 256 Helm (Starship Tasks)............203-204
Department Scores...................... 194 Engineering Talents List................ 118 Helmsman (Role).......................... 107
Engineering Toolkit/Multi-tool....... 181 Hermes-class Starship
Department............ 33, 39, 44, 48, 83,
Engines Damage...................213-214 ...................................223, 225-226
105, 107-111, 114, 122, 138, 170,
Engines, Starship......................... 193 Hertzsprung-Russell (HR) Startype
182, 189, 191, 194, 196-198, 210, Enlisted Personnel........................ 110 Distribution............................... 135
217, 220-221, 223-226, 228-231, Ensign (Rank................................ 109 Hidden X Quality................... 176, 219
238, 240 Environment & Zones High-Yield Quality......................... 219
Departments, Starship................. 194 (Starship)...........................199-202 Homeworld..................................... 89
Deploy Security (Task)...........205-206 Environment Suits.................179-180 Human Names.............................. 106
Derived Statistics......................... 105 Environment..........................151-152 Human.......................................85-86
Design.......................................... 169 Environmental Damage Types...... 127 Iconian Gateway....................291-292
Detention, Short-term................... 124 Environmental Effects (Threat)........ 67 Immediate Momentum (Threat).... 249
Determination..............58, 64-65, 156 Equipment & Technology........ 60, 105 Immediate Momentum Spends......63
Devastating.................................. 219 Escalation Cost.....................167-168 Immune to X.................................280
Escalation......................167-168, 280 Improving the Odds........................58
Development................................ 170
Evasive Action (Task).................... 204 Improvised Attacks.......................159
Dice Pool........................................ 53
Evidence....................................... 148 Impulse (Task)...............................204
Difficulty Zero Tasks....................... 59
Executive Officer (Role)................ 107 Inaccurate Quality........................ 176
Difficulty.......................................... 70 Exo III Android Duplicator............ 291 Independent Phaser Supply (Talent)
Direct (Task).......................... 153, 204 Experienced Officer........................ 97 .................................................. 226
Direct Opposition........................... 69 Extended Tasks.........70-71, 147, 251 Injury......................................162-164
Directives..........1, 4, 49, 65, 120-121, Extraordinary Attribute X...... 273, 280 Innovation..............................168-169
123, 249, 261 Failing Forward............................. 244 Insight.......................................57, 77

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

302 CHAPTER 12.00


Promotion..................................... 262 Science Discipline.......................... 80 Starfleet Ships of the Line.....222-237
Prototype...............................171-172 Science Labs (Location)............... 209 Starship Combat Momentum
Pulsar........................................... 138 Science Officer (Role)................... 108 Spends..................................... 219
Pulse Grenade.............................. 177 Science Roles........................256-257 Starship Computers..................... 193
Qo’noS......................17-18, 226, 286 Science Talents List...................... 119 Starship Crew Support................. 198
Qualities....................... 161, 175, 176, Sciences Track..........................96-97 Starship Locations................186-188
217, 218-219 Scientific & Survey Operations..... 229 Starship or Starbase (Homeworld)
Radiation Storms.................. 136, 138 Scientific Discoveries & ...............................................90-91
Raise/Lower Shields (Minor Action) Developments...................139-142 Starship Rules.......................191-198
.................................................. 202 Scientific Method, The Starship Talents.....................234-236
Ramming Speed (Task)................. 204 ...........................139-140, 142, 169 X Advanced Research Facilities
Random Academy Track Table....... 95 Scrutinize X.................................... 71 .................................... 229, 234
Random Behavioral/Cultural Traits Section 31 Operative.................... 284 X Advanced Sensor Suites
.................................................. 258 Security Dept, Starship.........195-196 .................................... 229, 234
Random Birth Environment Table... 90 Security Discipline.....................79-80 X Advanced Shields....... 229, 234
Random Physical/Mental Traits.... 258 Security Oversight (Starship Tasks) X Advanced Sickbay...... 229, 235
Random Ship System................... 207 ...................................203, 205-206 X Backup EPS Conduits
Random Species Table................... 82 Security Roles.............................. 256 ............................ 229, 235, 240
Random Upbringing Table.............. 91 Security Talents List..................... 118 X Command Ship........... 228, 235
Randomization (Character Creation) Sehlat........................................... 299 X Cloaking Device.......... 238, 239
.................................................. 245 Senior Staff/Bridge Crew.............. 189 X Cloaking Device, Prototype
Range........................... 153, 200, 217 Sensor Distances......................... 201 ............................................ 239
(See also Contact, Reach) Sensor Operations (Starship Tasks) X Diplomatic Suites........ 228, 235
Rank & Privilege........................... 124 .......................................... 203, 204 X Electronic Warfare Systems
Rank..............................105, 108-109 Sensor Sweep (Task).................... 205 .................................... 228, 235
Reach........................................... 152 Sensors Damage...................214-215 X Extensive Shuttle Bays
Ready (Task)..................157-158, 203 Sensors, Starship......................... 193 .............220, 226, 228-229, 235
Rear-Admiral Thyran..............281-282 Service.......................................... 222 X Fast Targeting Systems
Reason................................57, 77-78 Shields, Starship.......................... 197 .................................... 229, 235
Recover (Task).............................. 158 Ship Actions................................. 198 X High Resolution Sensors
Refits.................................... 222, 230 Ship Scale Table........................... 197 ............................ 228, 229, 235
Regenerate Shields (Task)............ 208 Shove........................................... 157 X Improved Damage Control
Reinforcements (Threat)................. 67 Shuttle.......... 3, 6-7, 65, 90, 151-152, .................................... 229, 235
Repairing Damage........................ 216 187, 197, 215, 219-220, 221, X Improved Hull Integrity
Repeatable Momentum Spends 224, 226, 229, 235, 256, 263 .............................230, 235-236
...............................................61-62 Shuttlebay (Location)............ 187, 209 X Improved Impulse Drive
Reputation & Influence..........122-124 Shuttlepod.................................... 221 ............................ 223, 229, 235
Reputation, Main Character......... 122 Sickbay..........................187, 209-210 X Improved Power Systems
Reputation, Rank, & Disciplinary Signals Jamming (Task).........207-208 .............................229-230, 235
Action............................... 124, 262 Small Craft Operations..........219-221 X Improved Reaction Control
Rerolls............................................. 52 Social Conflict...............144, 146-150 System
Research Lead............................. 142 Social Tools.................................. 147 ............ 223, 226, 228, 236, 239
Resistance...............70, 161-162, 253 Spaceframes.........................222-227 X Improved Shield Recharge... 236
Resistance, Starship.................... 197 Species Concept.......................... 245 X Improved Warp Drive
Respond to Hail (Task).................. 207 Spending Momentum..................... 62 .....................228-229, 236, 240
Restore (Minor Action).................. 202 Spread.......................................... 218 X Modular Laboratories
Role Concept............................... 245 Sprint (Task).................................. 158 ............................ 224, 229, 236
Role...............................105, 107-108 Stand Action................................. 156 X Rapid-fire Torpedo Launcher
Romulan Centurion...............289-290 Standard Issue Equipment........... 166 ............................................ 236
Romulan Uhlan............................. 289 Starbases..................................... 189 X Redundant Systems.... 230, 236
Scale, Starship............................. 197 Starfleet Conn Officer................... 282 X Rugged Design.......... 221, 224,
Scan for Weakness (Task............. 205 Starfleet Engineer......................... 283 226, 228, 230, 236, 238
Scenes.......................................... 263 Starfleet Science Officer............... 284 X Secondary Reactors... 230, 236
Science Dept, Starship................. 196 Starfleet Security Officer.............. 222 Starship Tasks.......................202-203

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

304 CHAPTER 12.00


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