Fate of The Federation

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Star Trek: Fate of the Federation

Star Trek using Fate Accelerated


Josh Burnett

Setting
Original Series period (mid-23rd century) but in an alternate continuity, separate from either the original
universe or the Kelvin timeline. This helps smooth over cannon conflicts. It also allows a player to be a
Federation Klingon or android without stepping on Worf or Data’s toes.

Setting Assumptions
The universe in generally optimistic. There are troubles and conflicts and all-out wars, but for the most
part the powers of good, community, and altruism ultimately win. The Federation is a techno-socialist
utopia in a post-scarcity society (or very close to being so). The Federation is a force for good in the
universe. Starfleet is the Federation’s military peace-keeping, exploration, and diplomatic arm. The PCs
are heroes. They may have conflicts and even dark secrets, but overall they are the good guys.

Character Creation
As per normal Fate Accelerated, with a few minor tweaks to required aspects and stunts.

Aspects
You get five of these. Most should describe specific character details in order to feel properly Star Treky.

High Concept: Should describe your function in Starfleet, as well as your species if not human,
and maybe an evocative adjective. Brave captain of the U.S.S. Beowulf, Swashbuckling Andorian
security chief, Cynical android engineer, Plucky young ensign.
Trouble: Your major source of conflict and drama; same as in base FAE. Torn between my
human and Vulcan heritages; Displaced out of time; I don’t play by your rules; Young, naive, and
chirpy; Extended state of barely-controlled pon farr.
Relationship: Describe your relationship with another character. It needn’t be positive. It can be
either a PC or NPC (but a PC has more potential for drama). Unresolved romantic feelings for
Yeoman Jones; My buddy, Engineer Smith; “I’ll get you for this, Harry Mudd!”
Background: Describe what you did before joining Starfleet or how joining Starfleet affected you.
Simple country doctor; First one in my family to leave Earth; Academy linguistic prodigy; Last
survivor of the Tenebrae Disaster.
Wildcard: Your last aspect can be anything you want. Make it interesting! A cousin in every
starbase; Master of Klingon martial arts; Latent telepathic abilities; Tribbles! Tribbles everywhere!

Stunts
Per the normal rules for FAE. However, if you play a non-human species you should/must take at least
one stunt relating to your alien heritage.
Example Alien Stunts

Vulcan Stunts

Because I can use the Vulcan Nerve Pinch, I get +2 to sneakily attack a single opponent when they
aren’t expecting it.

Because I can use the Vulcan Mind Meld, I get +2 to carefully create advantages related to thoughts
and memories pulled from a linked mind.

Because my dedication to logic has purged my mind of all emotion, once per session I can ignore all
stress from a social or mental attack.

Andorian Stunts

Because I am trained to use the deadly ushaan-tor, I get +2 when I quickly attack an individual with
my Andorian ice knife.

Because I am trained in Andorian military tactics, once per session I can automatically create an
aspect (with a free tag) or remove an aspect for my side while in combat.

Because I get stronger the more you hurt me, once per session I can I positively invoke all the physical
consequences I currently have for free.
Tellarite Stunts

Because I am stubborn and strong willed, I get +2 to forcefully


defend against attempts to sway my opinion or control my mind.

Because my people are master engineers, I get +2 to cleverly create advantages when working on
starship systems.

Because I am impatient and short tempered, once per session I can choose to go first in the turn order
of a conflict, regardless of Quick scores.

Orion Stunts

Because, as an Orion female, I produce irresistible pheromones, I get +2 to sneakily attack


receptive males in social situations (consequences from such attacks will put the target further and further
under the Orion’s sway).

Because I am a sexy beast, I get +2 to flashily create advantages in social situations where I use
brazen physical seduction.

Because I am part of the Orion Pirate Syndicate, once per session I can locate an allied underground
contact willing to give me aide and/or succor.
Betazoid Stunts

Because I am an empath, I get +2 to carefully create an advantage when trying to determine another
character’s Weakness or Consequences.

Because I can telepathically influence emotions in others, I get +2 to stealthily create advantage on
an individual when creating aspects related to emotional states.

Because I can mentally sooth fear and trauma, once per session I can remove all stress and/or a mild
mental-based consequence from an individual.

Joined Trill Stunts

Because I am joined with a symbiote, once per session I can trade the scores between two of my
Approaches for a scene, as I tap into knowledge from a previous life.

Because I have lived many lives before, I get +2 when I cleverly create advantages that place
aspects on myself representing skills and experience I’ve retained from previous hosts.

Because two brains are better than one, I get +2 to carefully defend against psychic attacks or
telepathic influence.
Caitian Stunts

Because I am an agile leaper, I get +2 to quickly overcome obstacles when moving from zone to zone
or avoiding zone barriers.

Because I have sensitive ears and whiskers, I get +2 to carefully overcome obstacles when trying to
detect hidden threats or prey

Because I work well as part of a team, once per session I can add my entire Approach to a roll while
helping a teammate.

Original Series Klingon Stunts

Because I am physically stronger than a human, I get +2 to forcefully overcome obstacles or


create advantages when using brute strength.

Because I have several redundant organ systems, I get a fourth stress box.

Because I am a space fascist full of plots and schemes, I get +2 to cleverly create advantages
related to lies and manipulation.

GENERIC STUNTS
Because I fight better once my shirt is ripped and my chest is bleeding, I get +2 to flashily attack in
personal combat when I have a mild physical consequence.

Because I never go anywhere without my type 3 phaser rifle, I get +2 to quickly attack in ranged
combat.

Because I live and breathe military bureaucracy, I get +2 to cleverly attack in a debate when quoting
rules, regulations, and precedent.

Because I am the best trombonist in Starfleet, I get +2 to flashily create advantages while playing
Dixieland jazz.

Because I can give an inspiring speech like nobody’s business, I get +2 to flashily create
advantages relating to morale and motivation.

Because the beatings will continue until morale improves, I get +2 to forcefully create advantages
relating to motivation and loyalty.

Because I can jerry-rig just about anything , I get +2 to quickly create advantages when working on
machinery with little time and the wrong tools.

Because I am a doctor of xenoanthropology, I have +2 to cleverly create advantages when


discovering aspects of alien species.

Because my brain is highly trained in analytics, I have +2 to cleverly create advantages when
contemplating large amounts of complex data.

Because I am fluent in 300 distinct alien dialects, I get +2 to cleverly overcome obstacles when
translating languages or breaking codes.

Because I know a guy who knows a guy, once per session while on a Federation planet, I can find a
friendly NPC willing to help me with aid or resources.

Because I am trained in covert operations, I get +2 to sneakily defend against being noticed.

Because my alien body is silicon-based, I get +2 to forcefully defend against physical attacks.

Because I always have the right tool for the right job, once per session I can automatically create an
aspect (with a free tag) representing a handy piece of non-weapon equipment I just so happen to have.

Because I can, in fact, change the laws of physics, once per session I can change all the blanks on
my roll to pluses.

AWAY MISSIONS

The PCs, regardless of rank or specialty, will almost always be chosen to go on away missions. That’s
just how Star Trek works.

Any away team heading to a hostile or dangerous area can bring can bring along a group of Redshirts
(one group per away team). Redshirts are treated as mooks in Fate Accelerated.

Four-Man Security Team


Brave and Loyal, Phaser Bait
Skilled (+2) at: Following orders, shooting phasers
Bad (-2) at: Spotting danger
Stress: OO (four redshirts)

STARSHIPS
Starships are created like Fate Accelerated characters. Thank you, Fate Fractal!

A Starship has aspects, refresh, stress, and consequences, but it has no approaches.

Aspects
A starship has four aspects
Classification: This is the ship’s class and primary purpose. Nova class science vessel; Constitution
class heavy cruiser; Danube class runabout
Assets: What makes your particular ship special, above and beyond its standard classification?
Experimental transwarp drive; A distressing large number of phaser banks; Just damned massive
Weakness: No ship is perfect. What problem plagues your starship? Constant maintenance problems;
Weak shields; Unresponsive controls
Reputation: What do people think about your ship. What have they heard about the ship and its
crew? The pride of Starfleet; The scrappiest little frigate in Alpha Quadrant; Ragtag crew of misfits.

Approaches
A ship has no approaches of its own. Crew members will make all the rolls for their ship using their own
Approaches.

Refresh and Fate Points


Like a character, a starship has refresh and Fate Points. These Fate Points can be used by any crew member to
tag or invoke the ship’s aspects or aspects that have been placed on the ship or its crew. Refresh starts at 3
and can be reduced in order to purchase extra stunts.

Stress and Consequences


Like any character, the ship starts with 3 stress boxes and 3 levels of consequences. This is adequate for most
cruiser-sized ships, the most common size of ship in Star Trek. Unusually large ships like a Borg Cube or the
Doomsday Machine may have considerably more stress boxes, and maybe even an extra mild or moderate
consequence available.

Typically, stress represents shields and other ablative defenses, while consequences represents structural
damage, system failures, and crew casualties.

Example Mild Consequences: Sparking control panels; Crew knocked around


Example Moderate Consequences: Casualties reported on decks seven through twelve; Shields collapsed
Example Severe Consequences: Reactor breach; Life support off-line

Stunts
A starship starts with 2 stunts and can purchase more by spending Refresh.

Example Starship Stunts


Because our overcharged phasers are deadly at long range, our ship gets +2 to quickly attack another
ship that is at least two zones away.

Because our quantum torpedos devastate unshielded hulls, our ship gets +2 to forcefully attack another
ship that currently has at least one consequence.

Because our starship has many luxury accommodations, the crew gets +2 to flashily create advantages
while impressing visiting dignitaries and other VIPs.

Because our ship has expert emergency engineering crews, once per session the ship can clear out all its
stress and/or its mild consequence.

Because our ship has reinforced shields, it has an extra stress box.

Because our ship has an advanced sensor array, it gets +2 to carefully create advantages when
discovering aspects on a planet or another starship.

Because our ship has point defense lasers, it gets +2 to quickly defend against torpedoes.

Because our ship has a Romulan cloaking device, it gets +2 to sneakily create advantages related to
stealth or invisibility.
Example Starship
U.S.S. Avalon
Classification: Miranda class science vessel
Assets: Highly-adaptable deflector dish
Weakness: Doesn’t carry torpedoes
Reputation: Nothing escapes the Avalon’s eyes

Stunts
Because the Avalon has an advanced sensor array, the crew gets +2 to carefully create advantage when
discovering aspects on a planet or another starship.

Because the Avalon is fast and scrappy, the helmsman gets +2 to quickly overcome obstacles when
moving from zone to zone.

Refresh: 3
Stress: OOO

NPC Ships
Instead of statting out the complete bridge crew for an NPC ship, you can just give each important bridge
position a score (captain, tactical, engineering, communication, helm). On the NPC ship’s turn, each position
makes a roll using its score. Tactical makes attacks, and helm defends against attacks from other ships.

Bridge Position Descriptions


Captain: Issues orders, rallies the crew, makes tactical decisions
Tactical: Makes attacks
Helm: Moves the ship around, avoids attacks
Engineering: Buffs the ship, repairs damage, does weird things with the deflector dish
Communications: Runs scanners, analyzes data, and coordinates crew activities

If your PC crew has less than five players, you might want to reduce the number of stations on an NPC ship, so
your players aren’t outmatched.

An NPC ship should only have a Reputation aspect if the specific ship is notable for some reason.

Example NPC Ships


ROMULAN WARBIRD
Classification: Vas Hatham-class cruiser
Assets: Powerful plasma torpedoes
Weakness: Overtaxed power core
Bridge Positions
Captain: +3
Tactical: +2
Helm: +2
Engineering: +1
Communications: +1

Stunts
Because the Warbird has a Romulan cloaking device, it gets +2 to sneakily create advantages related to
stealth or invisibility.

Because the Bird of Prey is equipped with disruptors, it gets +2 to sneakily attack while under the effect
of a cloaking-based aspect.

Refresh: 3
Stress: OOO

KLINGON BIRD of PREY

Classification: D7-class cruiser


Assets: Burly workhorse of a ship
Weakness: Weak belly plating

Bridge Positions
Captain: +2
Tactical: +3
Helm: +1
Engineering: +2
Communications: +1

Stunts
Because the Bird of Prey also has a cloaking device, it gets +2 to sneakily create advantages related to
stealth or invisibility.
Because the Warbird is powerful and well-built, it has an extra stress box. Because the Warbird is
bristling with weapons, It gets a +2 to forcefully attack another ship under a “Focused Fire” aspect.
Refresh: 2
Stress: OOOO

GORN DESTROYER
Classification: Naga-class destroyer
Assets: Unusually powerful shields
Weakness: Slow to maneuver

Bridge Positions

Captain: +1
Tactical: +2
Helm: +2
Engineering: +3
Communications: +1

Stunts
Because the destroyer’s deflector screen are incredibly powerful, it gets +2 to cleverly create
advantages when creating “Increase shield strength” or similar aspects.

Because the destroyer has powerful, long-range disruptors, it can make ranged attacks from up to 4
zones away, instead of 3.

Refresh: 3
Stress: OOO

ORION SCOUT SHIP


Classification: Drell-class corvette
Assets: Incredibly fast
Weakness: Small and lightly armored

Bridge Positions

Captain: +2
Tactical: +1
Helm: +3
Engineering: +1
Communications: +2

Stunts
Because the scout ship’s hull is made of high-density trititanium, it gets +2 to carefully defend or
overcome obstacles when resisting detection from ships’ sensors.
Because the scout ship can enter combat at Warp Factor 10, it gets +2 to quickly defend against beam
and torpedo attacks.

Refresh: 3
Stress: OOO

Space Combat
Unlike personal combat, in ship-to-ship conflicts all crew characters on one ship will take actions, then the
crew an opposing ship will act. To determine the turn order, the captains of each ship make Clever rolls.
The highest result goes first, followed by the second highest, etc.

A ship can only make one attack roll per round. This attacks is usually made by the tactical officer and
opposed by the target ship’s helmsman. Other crew PCs make create advantage or overcome rolls and
take other support actions. Typical bridge orders like “Reroute power from lise support to phasers,”
“Execute defense maneuver Delta,” “Readjust shield harmonics,” are all create advantage actions. Once
every character has taken an action, that ship’s turn is over, and we go to the next ship in the turn order.

A typical ship-to-ship exchange goes something like this:


The captain issues orders and rallies the crew, making create advantage rolls.
The helmsman moves the ship--one zone for free or he makes and overcome roll to move further.
Alternately he might make Create Advantage actions to set up his crewmates. Communications,
engineering, and other stations make Create Advantage or Overcome rolls to set up or remove
aspects.
The tactical officer makes an attack. Hopefully he’ll have some nice new aspects he can tag for
free. The opposing ship’s helmsman makes a defend roll.
And then we switch to the next ship...

Zones in Space
Each zone is about 100,000 kilometers (about half the distance from Earth to the moon).
Starship weapons have an effective range of 3 zones.
Teleporters have a range of 1 zone.

Let's keep talking about Star Trek with Fate Accelerated. Any Star Trek game is going to need some bad
guys to torment your PC crew.

I put together a bunch of stunts to help make characters from some of Star Trek's iconic enemy aliens.
I've also included the stats for mooks typical to each enemy. The Klingon and Orion stunts are re-posted
from Part 1, Characters. Stats for enemy starhips can be found in Part 2.

Klingon Stunts
Because I am physically stronger than a human, I get +2 to forcefully overcome obstacles or
create advantages when using brute strength.

Because I have several redundant organ systems, I get a fourth stress box.

Because I am a space fascist full of plots and schemes, I get +2 to cleverly create
advantages related to lies and manipulation.

Klingon Warrior
To live and die for the empire
Good (+2) at: Murder, Lies and Schemes
Bad (-2) at: Impulse control
Stress: OO

Romulan Stunts

Because I command disciplined troops, I get +2 to cleverly create advantages when issuing orders
to characters under my command.

Because Romulan disruptors are the deadliest in the galaxy, I get +2 to quickly attack opponents at
least one zone away.

Because everything is going according to my carefully orchestrated pan, once per session I can
automatically create an aspect (with one free tag) representing some contingency I had previously
prepared for.

Romulan Centurion
Those who march under the Raptor’s wings
Good (+2) at: Disruptor fire, Working as a team
Bad (-2) at: Improvisational thinking
Stress: O

Gorn Stunts

Because I have sharp claws and deadly teeth, I get +2 to forcefully attack in close combat.

Because I have thick hide and dense muscles, I get +2 to forcefully defend against physical attacks.

Because I am cold blooded and have a faint heat signature, I have +2 to sneakily overcome or
defend against being detected by sensors and scanners.

Gorn Warrior
Giant, menacing lizard-man
Good (+2) at: Intimidation, personal combat
Bad (-2) at: Moving quickly
Stress: OOO

Orion Stunts
Because, as an Orion female, I produce irresistible pheromones, I get +2 to sneakily
attack receptive males in social situations (consequences from such attacks will put the target further and
further under the Orion’s sway).

Because I am a sexy beast, I get +2 to flashily create advantages in social situations where I use
brazen physical seduction.

Because I am part of the Orion Pirate Syndicate, once per session I can locate an allied underground
contact willing to give me aide and/or succor.

Orion Raider
Space pirate
Good (+2) at: Manipulation, Brawling
Bad (-2) at: Remaining loyal
Stress: O

From Memory Alpha:


Mugatos were large, intimidating animals that could reach a height of two meters (not including their
horns). Covered by a thick pelt of white fur all over their bodies with the exception of their faces and
hands, they were similar to the great apes of Earth in their physical proportions and prehensile hands and
feet. All of their teeth were sharp and serrated and their fangs contained a strong venom that was fatal to
Humans and inhabitants of Neural alike within a matter of hours. Mugatos had large, thick horns
projecting from the top of their craniums as well as smaller spikes running down the spine. They usually
traveled with their mates.

MUGATO
Aspects

• Killer space ape


• Venomous fangs
• Thick shaggy fur
• Mated pairs

Approaches

• Carefully: +0
• Cleverly: +1
• Flashily: +1
• Forcefully: +4
• Quickly: +3
• Sneakily: +2

Stunts

• Because I have thick fur and dense muscles, I get +2 to forcefully defend against
physical attacks.
• Because I have venomous fangs, once per session, when I succeed with style on a
close-combat physical attack, I can turn a "poisoned" boost on my target into a full aspect.

Stress: OOO

Ego Plant
Aspects
Big damn alien plant
Psionic menace carrying alien spores
Mostly immobile

Approaches
Careful +4
Clever +3
Flashy +0
Forceful +2
Quick +1
Sneaky +4

Stunts
Because I bear alien spores, once per session I can put the “weak willed” aspect onto anyone who eats
contaminated veggies or is in my immediate proximity.

Because I am a psychic alien plant, I get +2 to sneakily make mental attacks.

Because of my weird alien material, I get +2 to forcefully defend against phasers.

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