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STA Player - S Guide v1.0
STA Player - S Guide v1.0
2D20 SYSTEM DESIGNER CHIEF OPERATIONS OFFICER LEAD GRAPHIC DESIGNER FACTORY MANAGER
NATHAN DOWDELL RITA BIRCH MICHAL E. CROSS MARTIN JONES
PL AYE R' S G U ID E
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
04.00 ENGAGE!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
FO REW ORD J IM J O HNSON, PROJE CT M ANAGE R
STAR T RE K ADV E NT URE S
ii
SPACE , T H E
FINAL FRON T IE R
“ . . . t o bo ldly go w here n o on e h as g on e b efore.”
A UNIVERSE OF POSSIBILITY
FOR MORE THAN 50 YEARS AND ACROSS NINE exploring together) to its current life in no fewer
television series (and counting), 13 feature films, than five series in active production, Star Trek
and countless other forms of narrative, from novels stands unique among science-fiction media prop-
to comic books to games, Star Trek has delighted erties, presenting a comprehensive and consistent
audiences worldwide with its science fiction setting in which virtually every fiction genre and
storytelling in a future laced with hope, adventure, type of character can find a home. Any type of story
drama, and wonder. From its conception by creator you can imagine telling can fit somewhere within
Gene Roddenberry as “Wagon Train to the Stars” the expansive Star Trek Galaxy seen on screen.
(a Western series that focused on a recurring cast
YESTERDAY'S ENTERPRISE
As noted in the core rulebooks, the default setting of threats; or even in the centuries following
for Star Trek Adventures is the year 2371 (star- the events of Star Trek: Picard and into the far
dates 48000–48999), but that does not mean future depicted in the third season of Star Trek:
other eras of play are unavailable for use. This Discovery. As Spock once said, “There are
game can be used to tell stories in any Star Trek always possibilities.”
era, from the earliest days of the Federation in
the 2100s to the 32nd century and beyond. Players wishing to play in adventures or cam-
paigns set during various Star Trek
You and your group may choose to set your time periods will have no trouble
game at the dawn of Earth’s tentative steps using the materials presented
to exploring space in the 2100s; during the in this guide. If an item of
“Five Year Mission” period in the 2200s when equipment, a technologi-
illustrious captains such as Georgiou, Pike, Kirk, cal advance, or piece of
and Kang commanded starships and pushed information should be
the boundaries of known space; during the unavailable in a certain
2300s where the Empire and Federation forged era, you’ll find a note
peace and navigated the challenges of their within the text or in a
new alliance and the Federation faced a variety sidebar like this one.
00101
INTRODUCTION 1
Welcome to the Star Trek Adventures Player’s available to you and your group, and discover a
Guide, where you, the player of a Star Trek wealth of information that builds on what’s found in
Adventures character, can learn about the the game’s core rulebooks.
franchise, the setting, the eras and styles of play
SUPPLEMENT STRUCTURE
THIS PLAYER’S GUIDE PROVIDES ALL THE INFORMA- and how they might apply specifically to a role-
tion you’ll need to understand the essentials of the playing game. This chapter provides information
Star Trek setting and to apply that setting to the about how the contents of the setting operate, how
character you want to play in your own Star Trek beings in the setting live and work, and more, all
Adventures campaign. presented through the perspective of a Star Trek
Adventures character.
Chapter 1: Star Trek Defined provides a primer
on what makes Star Trek unique among science Chapter 3: Star Trek Eras and Play Styles
fiction media properties, including the setting’s discusses the various eras of play available in Star
ethos, mythos, expectations, assumptions, and Trek Adventures, as well as a number of styles you
more. In addition, this chapter discusses what Star and your players can use to set the feel and tone of
Trek Adventures is and how it directly ties into the the stories you want to tell together.
DNA of what makes Star Trek an amazing setting in
which to stage great roleplaying experiences. Chapter 4: Engage! discusses how to get engaged
in the game even if you are not a veteran Star Trek
Chapter 2: The Star Trek Universe in Play is aimed fan and provides guidance on how to be an active
at the new or casual fan who might not be familiar and supportive player. It also discusses the tools you
with all the myriad details of the Star Trek universe need to develop a character with a distinct persona
2
and background and provides pointers on how to rulebooks and provides new character types, new
form a remarkable crew along with your fellow play- character roles (including a wide array of civilian
ers. It also discusses the importance of collaborating options), and alternative lifepath options (including
with your gamemaster to build your own unique creating child and adolescent characters).
contribution to the Star Trek universe.
Chapter 7: Advanced Operations provides rules
Chapter 5: Character Roles provides additional clarifications and additional information on a variety
details on each character role presented in the core of topics, including attributes and disciplines, traits,
rulebooks, and offers advice on which role might focuses, values, Momentum, and equipment. The
best suit your personality and desired game style. chapter also introduces more than 40 new talents to
further differentiate your player character from the
Chapter 6: Character Creation Options builds rest of the crew.
on the character generation options in the core
INTRODUCTION 3
WHERE TO START?
What if you’ve been invited to play this game Consider watching the following episodes,
but you’ve never watched Star Trek? Perhaps which arguably present Star Trek at its best
you’re a casual fan who has viewed a handful and exemplify what’s possible for a Star Trek
of episodes here and there. Maybe you’re on Adventures episode or campaign. As you
the fence about the game and need inspiration. watch, imagine what your character might do
Perhaps you’re uncertain which handful of epi- to carry forward the Star Trek ideals and ethos
sodes out of the hundreds available might help embodied in these stories.
answer “Just what is Star Trek?” and “What can
I do in this game?”
STAR TREK
The original series laid the foundation for the exploration of character include “A Taste of
entire franchise and set the tone and style for Armageddon,” “Balance of Terror,” and “City
more than 50 years of science-fiction story- on the Edge of Forever.” For a good example of
telling. Three episodes that show the crew how to have fun within the setting, check out
illustrating the concepts of teamwork and deep “The Trouble with Tribbles.”
4
STAR TREK: DEEP SPACE NINE
Deep Space Nine took a bold new approach to episode would often still be present next time.
Star Trek storytelling – rather than traveling to Be sure to check out the episodes “Emissary,”
the adventure every episode, now the adventure “The Visitor,” “Far Beyond the Stars,” and “It’s
would come to the station. This meant that issues Only a Paper Moon” for examples of powerful,
and challenges left unresolved at the end of an character-driven stories.
00102
INTRODUCTION 5
6
CHAPTER 01.00
ST AR T R E K
DE FI N E D
01.10 WHAT IS STAR TREK? . . . . . . . . . . . . . . . . . . . . . . . 8
S TA R T R E K D E F I N E D 7
CHAPTER 01.10
W HAT I S
STA R T RE K?
“ And yo u peop le, you ’re all astron au ts
on some kin d of star trek.”
8 CHAPTER 1.10
2. Star Trek Presents a prohibited. This standard of diversity, equity, and
inclusion provides you and your fellow players
Positive, Hopeful, and with the flexibility to create any character you can
Vibrant Forecast imagine. They’ll find a home in the Star Trek setting.
Starfleet officers live in a post-scarcity society It is Human nature to form communities, and the
where all basic needs are met, where all individuals communities we see episode after episode are often
are free to pursue whatever interests or careers they ones many fans want to tune back into time and time
care to set their minds to. They explore the universe again. We respond in kind when we see the charac-
not to conquer other peoples or to acquire land or ters caring for each other, risking their lives for each
treasure, but to expand their understanding of them- other, or sacrificing their all so that another might live
selves and the universe in which they live. on. There are so many great relationships to draw
from for inspiration; here are just a few examples: the
Unlike other science fiction properties that might dynamic between Kirk, Spock, and McCoy; the loving
present a dystopian future or a dark, brooding noir father-son relationship of Benjamin and Jake Sisko;
type of world, or settings in which endless war is a the friendships forged between Burnham and Tilly,
daily fact of life for that universe’s inhabitants, Star Data and LaForge, and Bashir and O’Brien; and the
Trek offers a universe of morality, hope, and joy in nurturing mentorship Saru imparts upon Tilly.
the wonders to be explored. What do you want to
explore within a Star Trek game? What relationships can your character forge with
the other player characters? What sort of shared
backstories can you create together so that your
3. Diversity, Equity, and characters have a common bond from the very first
Inclusion are Paramount game session?
S TA R T R E K D E F I N E D 9
Star Trek certainly has its share of stories where the In addition, the Federation is grounded firmly in poli-
plot must be solved by creative thinking, scientific cies and practices that portray a grand view of ethics
know-how, and a judicious sprinkling of technobab- and morality. The Federation is aware of its strength
ble, but it is arguably the character-driven episodes and potential for abuse on other worlds, intended or
that fans remember most vividly, and they are often otherwise, and endeavors to manage these concerns
the ones that keep us watching season after season. via law and order and a series of directives and
Work with your fellow players to develop a cast of policies intended to stand the test of time. The Prime
characters who are fully rounded, fascinating char- Directive – which focuses on the non-interference
acters that you’d want to watch in action, session with pre-warp cultures – represents the Federation’s
after session. awareness of itself and requires all who serve in
Starfleet to follow the spirit, if not the letter, of that
directive. The moral challenges that arise from it are a
6. Characters Live staple of Star Trek drama. Where and how will it play
in a United Federation a role in your games?
of Planets
By the 24th century in Star Trek terms, the United 7. Starfleet Characters
Federation of Planets has grown to include more
than 150 member worlds and protectorates, a
Blaze the Trail
Starfleet is the uniformed, exploratory organiza-
conglomerate of billions of beings working toward
tion within the Federation, primarily focused on
a common purpose. Allying together for mutual
deep-space exploration and research. Starfleet
protection and mutual benefit pays dividends for
vessels and crews also take on other missions
the Federation, whose members know that they
and assignments based on the needs of Starfleet
are stronger together, rather than separate. There
and the Federation, including, but not limited to,
is safety in numbers, but there is also strength and
peacekeeping efforts, disaster relief, defense, and
solidarity and shared purpose.
diplomatic operations. Most Star Trek characters are
10 CHAPTER 1.10
Starfleet members, though most series also present character in the various series have some education
non-Starfleet characters to provide contrast and and background in one or more science disciplines
alternative viewpoints and storytelling possibilities. and can understand and operate most standard tech-
nology (e.g., most beings can operate a shuttlecraft
As an organization composed of members from much as many today might operate an automobile).
Federation member worlds, protectorates, and
sponsored individuals from non-Federation worlds, Star Trek has inspired generations of scientists,
Starfleet is one of the primary organizations beings engineers, and theoreticians. Many technological
of the Galaxy can join to contribute their talents to devices and concepts that once began as science
the furtherance of knowledge for all. Is your char- fiction concepts on the show have gone on to
acter a member of Starfleet? If so, what motivated become real devices in real life. Just as modern
your character to join Starfleet over any other technology inspires the writers of Star Trek to think
profession or life interest? What talents do they have more futuristically, Star Trek sparks innovation
to contribute? If they’re not a member of Starfleet, through inspiration. If your character isn’t a dedi-
would they ever consider joining? Why or why not? cated scientist or engineer, what disciplines are they
interested in?
S TA R T R E K D E F I N E D 11
NON-FEDERATION CHARACTERS AND CAMPAIGNS
Many Star Trek characters and cultures do not on a Galor-class warship, run operations as
embrace the IDIC philosophy or adhere to the members of a Romulan Tal Shiar strike team, or
generally hopeful and utopian point of view portray a cadre of Ferengi arms dealers working
portrayed in most Star Trek stories. Often, these every side of a given conflict to earn maximum
characters and cultures are presented as antago- latinum, there’s nothing stopping you from
nists for the heroes to battle or overcome, which doing so. The game’s mechanics don’t change.
in some cases can be problematic. What will change are the tone and expectations
of your game in comparison to what is tradi-
Not all Cardassians are fascistic torturers, nor are tionally seen as a Star Trek story. Putting aside
all Romulans treacherous schemers. As with any the tenets of IDIC and the Star Trek ideal of an
species or culture, there are members across the egalitarian future for another approach means
many spectrums, from conservative to progres- your game will have a very different feel from
sive, fascist to libertarian. Tarring an entire race the intentions of the franchise’s creators and the
or species with the same brush or label is as game designers.
unacceptable and intolerable in the Star Trek
universe as it is in real life. Whatever you choose to do, ensure your group
comes to consensus on the concept before
To that end, if you and your group want to beginning play.
play a campaign of Cardassian soldiers based
01101
SUMMARY
NOW THAT WE’VE ESTABLISHED WHAT STAR TREK apply it to Star Trek Adventures itself, and define
is, or at least built a baseline to spark discussion what makes it the world’s most popular Star Trek
at the game table, let’s take that foundation and roleplaying game.
CHAPTER 1.10
CHAPTER 01.20
WH AT I S
STAR T RE K
ADVE NT URE S ?
“ Ye s, ye s, ye s. Now, wh ere are th e g am es?”
TEN ASPECTS OF
STAR TREK ADVENTURES
NOW THAT YOU HAVE A GREATER UNDERSTANDING your fellow players are each unique individuals, as
of what Star Trek is (if you didn’t already have a is everyone who has ever played the game, written
firm grasp of it before reading this guide), you might a Star Trek story, or played some role in the design,
be wondering just what is Star Trek Adventures development, or production of any episode, movie,
and why would you want to play it with a group of or printed story.
friends? What can characters accomplish in this
setting that hasn’t already been portrayed by the Your characters will likewise be unique, and the sto-
many characters and crews in hundreds of filmed ries your group tells will be unique as well. Together,
stories, and hundreds more in print? you’ll be developing your own series, set on your
ship or station, in your own corner of the Star Trek
Those questions can be answered if you consider setting. Starfleet always has need of new crews and
the following ten aspects of Star Trek Adventures. new starships; create yours and add your stories to
Discuss them with your group so you can determine the ever-expanding Star Trek universe.
what kind of Star Trek game you want to play, and
with what kinds of characters you want to populate it.
2. Rules That Support
1. Your Ship, Your Crew, Every Era
While many Star Trek Adventures products are
Your Adventures designed to fit the 24th century visual aesthetic,
The Star Trek universe is really, really big. It spans the game rules were written to be era-agnostic,
more than a thousand years of in-setting content meaning you can run any era of Star Trek with this
and touches on all four quadrants of our Galaxy (and ruleset. You can play games in the 22nd, 23rd, 24th,
sometimes beyond!). While the many characters or 32nd century, somewhere in between, or even in
we’ve come to know and love over the last 50 years an alternate timeline. The core rulebooks provide the
have told amazing stories and lived amazing fic- rules you need for playing at any point in time.
tional lives, there’s always more to discover. You and
S TA R T R E K D E F I N E D 13
3. Rules as Light or Unlike many other roleplaying games, where char-
acters start out with modest abilities and stand
Complex as Needed real chances of dying early and often, characters
The 2d20 System features a straightforward task in this game begin play as highly competent and
resolution system: when the gamemaster presents capable beings, ready to take on whatever chal-
you with a task to attempt and the task’s Difficulty, lenges the universe (or the gamemaster) throws
you determine your target number and then roll at them. What path will your character traverse on
2d20 and attempt to score enough successes to their lifepath? How does your character’s journey
beat the Difficulty number. If you learn only that on their lifepath intersect or relate to the charac-
core concept and can execute it consistently when ters of your fellow players?
attempting tasks and when in combat situations,
you’ll be armed with the single most essential tool
to build many sessions of entertaining gameplay. 5. A Role for Everyone
Some players have a preferred role to play in role-
From there, you can gradually add in the rules for playing games, while others are happy to pick a role
managing Momentum and Threat pools; buying that best supports the other players and the needs
additional dice for task attempts; using values and of the game. No matter what type of player you are,
Determination; generating assists from characters or what type of character you want to play, there’s
and starships for task attempts; and engaging in a place for them in Star Trek Adventures. If you
social conflict, personal combat, and starship con- come up with a character concept that excites you
flict. Add additional mechanics as desired, adjusting but doesn’t reflect the traditional idea of a Starfleet
the game system to the needs of your ongoing officer (or Klingon warrior), brainstorm with your
campaign and the group’s comfort level. gamemaster and fellow players and craft a place for
your character in the game.
There are as many ways to play Star Trek
Adventures as there are game groups. From
play-by-post games in online forums that are 100% 6. A Concern for the
non-mechanics focused and essentially shared
fiction writing, to detailed combat scenarios using
Greater Good
One common theme among almost all the main
scratch-built models and painted miniatures moved
characters across the various Star Trek series is that
around a game table, to something in between,
they strive to work together for the benefit of all,
there’s a way to play the game that will suit almost
rather than toward their own self-interest. Granted,
any game group.
there are some notable exceptions, though even
the exceptions are still portrayed as generally good
4. Character Creation Via individuals who often try to make decisions that
benefit someone other than themselves.
a Lifepath
The primary way to create player characters for Star Star Trek characters usually have strong moral
Trek Adventures is to work through a lifepath step by compasses and are devoted to concepts such as
step, gradually building the character from childhood duty, honor, personal integrity, truth, and justice.
into their career. At each step of the lifepath, your Character perspectives and sensibilities are defined
character gains specific benefits and you are encour- in Star Trek Adventures in the form of a character’s
aged to begin building the story of that particular values, which serve as a barometer of their essential
character. As you progress through the lifepath, you outlook on the universe, and which can be tested
add more story elements to your character, along with or challenged session after session. A character’s
additional mechanical benefits. Once you complete values can change over the course of a campaign,
the lifepath, you have a fully-realized character ready reflecting the character’s growth – or regression –
to take their place among the heroes of the franchise. through their life experiences and how they choose
14 CHAPTER 1.20
FINDING REWARD BEYOND THE MECHANICS
Veteran gamers who are accustomed to RPGs and most of their subordinate officers, change
where their characters improve incrementally very little across their respective series if viewed
over the life of the campaign by defeating foes, through a game lens.
gathering treasure and more powerful weapons
and gear, all the while gaining some form of However, where these characters do change and
experience points, may feel frustrated with this develop is through their relationships with each
game’s more modest character advancement other – through their rich inner lives and internal
and development systems. growth, and how they react to the stories they’re
placed into. They grow by learning something
The types of character development portrayed new about themselves, about their fellow crew
in the franchise are baked right into the game – members, and about the universe around them.
the characters we see in the various series, by Every story these characters experience gives
and large, start off as highly competent Starfleet them something new to consider, some new
officers (or Klingon warriors) and do not grow facet of humanity to examine and understand. It
significantly in “power level” from episode to is Human nature to explore, to learn, and to grow,
episode or season to season. Captain James and that, more than anything, is the intended
Kirk, from the first episode of the original series reward of a collaborative storytelling game.
to his apparent death in Star Trek: Generations,
is arguably the same character from a game Consider playing Star Trek Adventures
mechanics standpoint, with perhaps a few minor more for the joy of shared storytelling at the
shifts in attributes, disciplines, values, talents, game table than for the experience of your
and focuses over his long years of service. character reaching a particular power level or
Likewise, Captains Picard, Janeway, and Archer, mechanical achievement.
01201
to navigate them. What are your character’s most assist on task attempts – and through the use of
important values? a shared Momentum pool. In addition, the options
for extended tasks and the Scientific Method (dis-
cussed in the core rulebooks), provide characters
7. Collaborative with the means to work together as a team to
Problem-Solving research, experiment, and then solve challenges.
S TA R T R E K D E F I N E D 15
In addition, Star Trek Adventures has an advantage
in that the game provides an infinite special effects
budget, no limitation on alien prosthetics, and the
ability to tell stories as large as the universe itself.
The television and movie screens may have a limit
to the scale they can present, but that limitation
dissolves at the game table, where your stories are
limited only by your group’s collective imagination.
9. Story-Driven Gameplay
The game mechanics built into the game – notably
Momentum, Threat, and Determination, as well as
the use of values, focuses, and traits – are tools
designed to enable you to create Star Trek-like
story events. You should feel free to use as much
or as little of the provided ruleset as you require to
play your missions and campaigns. Some groups
may choose to use the full range of options at their
disposal, while other groups may opt for fewer rules.
16 CHAPTER 1.20
BOLDLY GO
YOU’RE NOW PREPARED WITH A STRONGER UNDER- to learn more about the contents of the Star Trek
standing of the essence of both Star Trek and Star setting and the eras and styles of play you might
Trek Adventures. Review the next two chapters choose for your campaign.
S TA R T R E K D E F I N E D 17
18
CHAPTER 02.00
TH E ST AR T R E K
U NIVE RSE IN P L A Y
02.10 SOCIETY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
02.20 TECHNOLOGY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
T H E S TA R T R E K U N I V E R S E I N P L AY 19
A WELL-WOVEN TAPESTRY
Over more than 50 years, across nine series on Starfleet’s protocols and its naval heritage.
(with more on the way) and thirteen feature These sections are intended to provide you with a
films, Star Trek’s production and creative teams baseline understanding from a roleplaying game
fashioned a sprawling science fiction setting perspective so that you, as a player, understand
that has remained remarkably cohesive. Even if the basics of the setting in which you’re about to
it occasionally stretches a bit at the seams and experience amazing storytelling moments with
allows in some minor inconsistencies here and your friends.
there, the franchise and its contents as a whole
hang together rather well. So much so that, for Note the emphasis on brief – this chapter is not
the purposes of Star Trek Adventures, there’s meant to be, nor can it hope to be, exhaustive.
ample consistency in the franchise’s weft and Millions of words have been devoted to the Star
warp that you and your fellow players should be Trek franchise and setting over the past five
able to confidently bring an authentic Star Trek decades. There are hundreds of references that
feel to play in any era and portray characters in go into much deeper detail on the above topics
situations that could easily stand alongside the and many others.
many heroes and events depicted on screen and
in print. This chapter should serve to whet your appetite
and give you enough information about the
This chapter provides a brief overview of the setting to use as a player to effectively portray
society presented in the Star Trek setting, a your bold Starfleet officer or honorable Klingon
primer on the most important technological warrior, or whatever type of character you choose
elements of the setting, and a brief discussion to play. Enjoy all that the Galaxy has to offer!
02001
20
CHAPTER 02.10
SOC I E T Y
“ E l y si a i s, in ma ny re spe c t s, a pe rfect society. Bu t with all its
v irt ue s, it is no t ho me . And h om e with all its fau lts...
is wh ere we p refer to b e.”
A FUTURE OF HOPE
AMONG THE MANY SCIENCE FICTION PROPERTIES This hopeful outlook is most evident when Star Trek
and franchises in popular media, Star Trek is unique is examining very real modern social issues, such
in that it presents an image of humanity’s future not as racism, sexism, and political unrest, or complex
as a post-apocalyptic nightmare or a cynical, dys- aspects of individual identity, including faith, disabil-
topian cityscape, but rather as a positive, diverse, ity, sexuality, and many others. Star Trek invariably
and hopeful one. Uniforms and ship corridors carry promotes a future where everyone can live the life
bright colors and dynamic designs. Crews made they want, unfettered by the 21st century challenges
up of beings from dozens of different species and of bigotry, hate, and selfishness.
cultures work together to explore the mysteries of
the universe, study scientific wonders, and still have The vast majority of characters in the Star Trek set-
time to explore their own rich inner worlds, to exam- ting, especially those from the Federation, embrace
ine what it means to be alive, to be a component of this view and fold it into everything they do, the
a Galaxy staggering in scope and potential. choices they make, and the direction they choose to
pursue. Your character most likely shares this view.
What do they see when they look to the stars?
T H E S TA R T R E K U N I V E R S E I N P L AY 21
RELIGION AND SPIRITUALITY
For all that the Federation is a broadly secular RELIGION IN PLAY
society, religious and spiritual beliefs are far Star Trek has typically been a very secular
from absent. Vulcans are a deeply spiritual franchise, sometimes dismissing religion as
people, with ancient traditions of monastic superstition and speaking of it as if it were
contemplation and asceticism, and philoso- something that a culture evolves beyond, with
phies that encourage deep self-knowledge and god-like beings (or beings posing as gods)
musings upon the metaphysical. Bajorans, on serving as antagonists in many episodes. Gene
the cusp of being a Federation member, have Roddenberry is said to have believed that
a rich religious life centered around worship of contemporary religion would be gone by the
the Prophets in their Celestial Temple, and this 23rd century, with humanity favoring a form of
organized religion holds much social and politi- secular humanism as our guiding philosophy.
cal influence. While few other Star Trek cultures
have had their faith so prominently shown on Star Trek: Deep Space Nine took a more bal-
screen, every culture is shaped by the beliefs anced approach, with the Bajoran faith explored
and faiths of its people, past and present. in detail, and Benjamin Sisko having to strike a
balance between being a Starfleet officer and a
Within humanity, religion often takes on more religious figure, but the religion in question was
individual forms of practice than it may have in always that of the Bajorans; Human faiths never
the past, but even atheists and agnostics typi- factored into it.
cally recognize the cultural impact that religion
has had upon their lives. Many of these faiths Star Trek: Enterprise suggested that a variety of
and practices have evolved over the centuries Human faiths persisted at least into the 22nd
as spiritual leaders debated the interpretation century, with Phlox having studied a range of
of their traditions and texts in the light of new Human religions during his time on Earth. The
discoveries and new technologies. second season of Star Trek: Discovery deals
with faith in an abstract sense and reveals that
The Federation does not have an official religion Captain Pike’s upbringing included study of
and guarantees freedom of religious expression religion alongside science, rather than in place
so long as one’s religious beliefs are not harmful of it. In these small ways, Star Trek has grown
to others. to explore belief and faith in ways it didn’t
originally, even if it still shies away from talking
In the Klingon Empire, matters are slightly differ- directly about any real Human religion.
ent. Klingons have a deep tradition of spirituality,
and many of their rites and practices are said These considerations are important in a game
to date back to the time of Kahless, though how context because religion is a part of people’s
much of this is true is unknown. Klingons worship identities and cultures, and that is as much a
no gods – they were deemed too troublesome part of IDIC as race, sex, gender identity, sexual
and slain by Klingon warriors in ages past – but orientation, and other factors. Within the game,
they have a concept of an afterlife in the form you may wish to create a character which you
of Sto-Vo-Kor and its antithesis, Gre’thor, which identify with, and that may include some or all
are the ultimate fates for the honorable and the aspects of your faith practice, if you have
dishonorable, respectively. Klingons also maintain one. Within an individual game of Star Trek
a monastic tradition, with the monks of Boreth Adventures, allowing players to see themselves
serving as stewards of the traditions of Kahless in their characters can take precedence over
the Unforgettable, in addition to other roles. the way Star Trek has traditionally handled the
subject of religion.
02102
22 CHAPTER 2.10
of all beings, even artificial life-forms. Further, the rather than becoming the basis for marginalization
Federation expressly prohibits unfair discrimination or persecution.
based on a being’s species, ethnicity, nationality,
spiritual or political beliefs (so long as those beliefs Reflecting the strong ideal of IDIC, characters in Star
are not harmful to, or unjustly imposed upon, others), Trek Adventures may be of any species, ethnicity,
gender, sexuality, or a range of other factors, such as faith, sexual identity, gender, gender expression,
disability or neurological variation. and so forth without limit or restriction. Variations
rarely have any impact upon the character in
Within the Federation, all people are given the game mechanics terms, though you may choose
means and opportunity to pursue their ambitions to highlight some key element of your character
and realize their full potential. The differences mechanically, perhaps via a value or focus, should
between individuals are embraced and celebrated, you so desire.
CULTURE
THE FEDERATION, AND THE HUNDREDS OF SPECIES, Vulcans, Betazoids, Cardassians, Bajorans, Ferengi,
worlds, and cultures the main characters encounter and Kelpiens, among others – are given sufficient
across the Star Trek universe, each have cultures cultural background (by virtue of being the species
containing norms, expectations, and styles all their of a main character) that makes them relatively
own. Precious few are provided with a deep dive easy to roleplay compared to others. Secondary
into their beliefs, customs, morals, and so on – the canon has helped to fill in some of the blanks for
stuff that roleplaying gamers rely on to deliver a other species as well. If you are playing a character
meaningful portrayal of their character at the game from a well-known Star Trek species, much of the
table. The most-used species – Humans, Klingons, world-building has already been fleshed out for you.
T H E S TA R T R E K U N I V E R S E I N P L AY 23
Create your character on that firm foundation and on Klingon culture, and Deep Space Nine dove
boldly add your own spin to an established species. deeply into the Ferengi psyche, use the opportunity
to take a canon species and build their culture as
If you are playing a character of a species that has you play. Species such as the Tellarites, Andorians,
not been given much canonical cultural detail (or Tiburonians, Ktarians, and Pakleds could all be
if you are creating a unique species from scratch), embraced as a player character and given deeper
embrace the fun challenge of fleshing out that cultural details and practices that could enhance
species for the purposes of your campaign. Much any game experience.
as The Next Generation added a wealth of detail
ECONOMY
ANOTHER IMPORTANT FACET OF THE STAR TREK appropriate for your game) out of a desire to better
universe is that, by and large, the average themselves rather than feeling the need to earn a
Federation citizen has left behind the need to pursue salary and benefits or because they’re obligated
a survival income or to hoard wealth. Replicator to do so. Without a need to earn to live, free to join
technology and the realities of a post-scarcity Starfleet to explore the Galaxy and to better them-
society mean that few beings in the Federation want selves, what excites your character? What hobbies
for any of life’s essentials, which frees people to do they choose to pursue? Knowing that they can do
pursue careers or activities out of desire rather than anything they want if they put in the effort to learn
necessity. Some individuals and cultures certainly do new skills, what do they want to do in their Starfleet
pursue wealth and material possessions, but these career? How about a second career? Perhaps they
are seen as the exception rather than the norm. spend 30 years at one trade and then join Starfleet.
What did they do and how does that experience
Your character likely joined Starfleet or the Klingon influence their decision to join Starfleet?
Defense Force (or whatever organization is
24 CHAPTER 2.10
STARDATES
TIMEKEEPING IN THE STAR TREK UNIVERSE CAN BE While not always the case, there is a rough equiva-
tricky when dealing with multiple different worlds lence in stardates and the calendar of Earth after the
that each have their own native calendar and time 23rd century. A stardate of 44000.1 is roughly equiv-
systems, combined with issues that arise from rela- alent to January 1, 2367, with one year comprising
tivistic effects. After the formation of the Federation, 1000 stardate units. Alternate versions of stardates
a standardized system was implemented called are sometimes used, including using the calendar
stardates. As a player, all you need to remember is year as the whole number, and the fraction of the year
that a stardate gives an internal reference to the already passed as the decimal, i.e., 2285.2739 is 10
chronological occurrences in your game. A story that April 2285. You may also choose to use a traditional
occurs after another should have a higher stardate form of dating missions and sessions, for example,
than the first. It’s up to your group to figure out how having one episode set on May 22, 2155 and the next
you want to keep track of time. episode set a couple weeks later, on June 14.
02104
T H E S TA R T R E K U N I V E R S E I N P L AY 25
CHAPTER 02.20
TEC HNOLOG Y
“ I n st r u me nt s re gist e r o nly t ho se th in g s th ey’re d esig n ed to
re gist e r. S pa c e st ill c on tain s in fin ite u n kn own s.”
CLOAKING DEVICE
A CLOAKING DEVICE, REGARDLESS OF THE POLITY the use of warp and impulse propulsion, leaving the
producing it, is actually multiple pieces of equipment cloaked vessel maneuvering under thrusters only.
(heat sinks for the engines, baffled thruster ports,
multispectral plating on the outer hull, etc.) installed You may expect to use a cloaking device for con-
on a starship that operate together to render the ducting covert missions, hiding from enemies, or
vessel undetectable to most sensors. Even the getting a starship into position to make a surprise
most advanced forms of the cloaking device require attack. While the Klingons and Romulans use cloak-
significant power; therefore, vessels under cloak ing devices extensively, the Federation has treaties
generally do not have enough power to simultane- that prevent its use in Starfleet vessels, except for
ously provide for defensive and offensive systems. the U.S.S. Defiant, which was destroyed during the
More primitive cloaking devices may even restrict Dominion War. Cloaking devices are present in all
potential eras of play.
COMMUNICATIONS
THE ABILITY TO TRANSMIT INFORMATION BETWEEN you can do something today with communications
two points is integral to the Star Trek setting, be it technology, you can do something equivalent with
using a personal communicator to speak to your the communications technology of the Star Trek
ship from a planet’s surface, or connecting to com- universe. Personal communicators (from any era)
puter databases light-years away to download the utilize a subspace transceiver just like ship-based
latest information on a wide variety of topics. Most subspace transceivers, but with a more limited
citizens of the Federation grow up with easy access range due to its smaller size and energy storage.
to voice and image communications to speak with You should assume that your starship’s communica-
family and friends. An easy rule of thumb is that if tions array will allow you to communicate with any
26 CHAPTER 2.20
world within a reasonable distance and even moni- spectrum in normal space-time, that allows data to
tor communications at the same range as long as it be transmitted at faster-than-light speeds. Subspace
isn’t encrypted. Personal communicators are able to communication utilizes these subspace frequencies,
talk to a ship in orbit or a crew on a nearby moon. and like its equivalent radio transmissions in normal
space-time, allows vast quantities of data to be
By the 24th century, most communications occur spread across the Galaxy at incredible speeds. This
via subspace, layers of reality that exists along- does not mean instantaneous, as even subspace
side normal space-time. Within subspace there communications have an upper speed limit similar
is a “spectrum,” just like in the electromagnetic to light-speed in normal space-time.
T H E S TA R T R E K U N I V E R S E I N P L AY 27
In the 22nd century, power and technological communications became more miniaturized. In the
limitations meant real-time communications, even 24th century, older styles of communication became
over as little a distance as Earth to Vulcan, were niche hobbies and studied by historians rather than
difficult without subspace boosters. In the 23rd engineers, and starships of that era would rarely
century, it would be difficult to get immediate con- monitor the normal EM spectrum. Knowledge of these
tact with Starfleet Command on Earth when on the older communications styles can be very useful when
edges of Federation space, but by the 24th century, dealing with less technologically developed societies
real-time communications Federation-wide were that are pre-warp, or in emergency situations where
possible due to an extensive network of subspace no subspace communication is possible. Remember
communication relays and boosters. that old never means useless!
While the Federation enjoys freedom of communica- You can expect to have communications interrupted
tions for its population, other polities may not put as or made unreliable through multiple events such
much significance on the use of subspace boosters. as ion storms, sheer distance to transmit over, and
The Romulan Star Empire, as an example, may only enemy jamming, to name just some examples. The
utilize boosters to operate between Romulus and distance that sublight communications can cover
strategically important worlds, in order to compart- ranges from hundreds of thousands of kilometres
mentalize and cover up rebellious actions in con- to hundreds or thousands of light-years. You should
quered star systems. The Ferengi Alliance may have understand that real-time communications may only
an extensive network of subspace boosters so stock be possible between different star systems when
traders from across the Alliance can quickly and there are subspace boosters in between them to
efficiently make profits. Regardless, lightly settled or “speed up” the transmission. Outside of this, a rule
explored sectors may not enjoy subspace relays and of thumb would be to assume it takes one hour for
boosters at all, causing a communications lag. your transmission to travel six light-years. In Captain
Archer’s time of the mid-22nd century, this would
Communications on a planet, or even communica- mean a transmission from Vulcan to Earth would
tions between a planet and orbit, may not rely on take two hours and forty-five minutes to go one way.
subspace technology, and instead rely on older and When exploring the edges of the Federation, the
less power intensive fiberoptic wires and laser data closest starbases may be tens of light-years away
transmission, especially in the 22nd and 23rd centu- or more, and calls for assistance may not be heard
ries. This practice would become redundant as power for days.
generation increased and technology for subspace
HOLOGRAM TECHNOLOGY
HOLOGRAMS HAVE BEEN IN USE SINCE THE EARLY However, the most significant use of holographic
days of the Federation when holographic imaging technology came with the invention of the holo-
systems were used to record and display lifelike 3-D deck (or, in some places, a smaller holosuite).
representations of people, scenery, objects, strategic Developed in the 2360s to address the psycho-
maps, and more (perhaps your character has a logical needs of most organic lifeforms to relax
treasured holorecording of a loved one, or a place and experience familiar environments – and do so
they’ve visited). Starting in the 23rd century, some in a way that utilized a minimum of space in the
polities experimented with holographic communi- ships they were installed in – holodecks became
cation systems (in lieu of viewscreens), though they instantly popular with Federation starship crews
did not see widespread use. (despite a few technological hiccups).
28 CHAPTER 2.20
Holodecks combine holographic imaging, forcefields, Many late 24th century starships are equipped with
and tractor beams to create interactive environ- an Emergency Medical Hologram (EMH), an artificial
ments that can be touched as well as seen (and intelligence designed to mimic a humanoid being
heard, smelled, and even tasted). Standard safety and programmed with extensive medical knowl-
protocols prevent items on a holodeck from being edge. An EMH can operate in sickbay (which has
deadly, though accidents are still possible – for been equipped with holo-emitters) and is intended
example, someone skiing in an Andoria simulation to supplement or temporarily replace the medical
could still suffer a leg injury. Adding artificial intelli- staff in emergencies. Such holograms are not
gence allows for holographic characters that users designed to be self-aware, though there have been
can interact with, and the use of replicators allows a few notable exceptions.
for physical objects one can use or even consume.
In general, objects created on a holodeck vanish As depicted in Star Trek: Picard, emergency
when taken beyond its doors. A holodeck program holograms have expanded significantly by 2399.
can be paused, saved, and altered while in progress, Additional varieties in use include the Emergency
using either voice commands or by summoning the Engineering Hologram (EEH), Emergency Hospitality
room’s exit or “arch” (the control-laden framework Hologram (EHH), Emergency Navigational Hologram
around the door). (ENH), and Emergency Tactical Hologram (ETH).
Emergency holograms in this era can be modeled
This technology is in use beyond the Federation as on existing people, including their memories
well, popular for recreation, as a training tool, and and personality.
as a development and simulation tool for disciplines
ranging from engineering to medicine. It has also Besides recreational use and emergency holograms,
been used in anthropological field research, where any ship department can make use of a holodeck in
holographic “duck blinds” hide observation posts their day-to-day work. Science and medical officers
behind images of natural scenery such as cliff walls can create working models of physical compounds,
or dense vegetation. spatial phenomena, and even life-forms to test
T H E S TA R T R E K U N I V E R S E I N P L AY 29
theories. Engineers and conn officers can run lifelike As a player, consider coming up with a few ideas for
simulations to try out different power and flight the kinds of holo-programs your character spends
configurations. Security officers train extensively time in. Are they a holo-novel fan who enjoys step-
against any conceivable simulated enemy in multi- ping into the shoes of a fictional character? Do they
ple environments. Counselors use carefully-crafted spend more time in fitness and training programs
holo-environments (and sometimes holo-charac- than pure recreational ones? Do they like designing
ters) to aid the therapeutic process. And command their own programs? Do they hang out with other
officers immerse themselves in situations both crew members in a simulated environment based on
tactical and interpersonal that hone their instincts a real location, or perhaps even a fictional one?
concerning following Starfleet protocol and making
effective command decisions.
PROPULSION
STARSHIPS IN THE STAR TREK SETTING MOVE speed, a starship could travel from low Earth orbit to
among planets, systems, sectors, and quadrants the Moon in 21 seconds. At full impulse, a starship
using two primary forms of propulsion: impulse
(sublight), and warp (faster-than-light). While
many episodes present other forms of propulsion,
including solar sails, quantum slipstream drives, and
subspace tunnels, this primer focuses on the two
most common forms player characters will use in
virtually every adventure.
Impulse Drive
An impulse drive is the primary set of equipment
used to propel a starship, shuttlecraft, or probe
at sublight speeds. United Earth, and later the
Federation as a whole, standardized impulse drives
to use highly efficient fusion reactors that would
generate energy for ship systems and plasma
exhaust that could be channelled through mag-
netic and subspace baffles to provide thrust that
resulted in propulsion. These fusion reactors utilize
deuterium-deuterium reactions that produce helium
and hydrogen atoms, free neutrons, and an amazing
amount of energy. In the setting, it means that a
helmsman can both accelerate and decelerate their
starship with an impulse drive without ever having
to change the orientation of their starship.
30 CHAPTER 2.20
would only require around a half hour to go from the low velocities this may not be a large issue, at higher
Earth to the Sun, and could travel the entire diameter speeds the ship’s crew may find themselves unable
of Neptune’s orbit in a little more than 33 hours. While to react fast enough to outside threats. Most civiliza-
slow compared to warp velocities, an impulse drive tions the Federation interact with do not like vessels
is able to adequately provide movement inside a star continually being out of sync with other ships and
system for most of the Federation’s citizens. headquarters, so the time dilation makes coordination
difficult at best. At extremely high sublight velocities,
All impulse drives in common use have limitations it’s possible that characters may only feel they have
on velocity; this speed is typically between 0.25 and been travelling for days when years or decades have
0.33c. This restriction is meant to address both safety passed outside.
and relativistic effects. The faster a vessel goes in real
space under impulse, the more damage any particles, In game play, you may find that an impulse drive
dust, or larger objects impacting the vessel will may shut down from heavy use, or that steep gravity
cause, requiring more power to deflector systems to wells mean the impulse drive struggles to provide
keep everyone on board safe. Time dilation becomes enough velocity to escape. While fusion reactors are
an issue as well: the faster a vessel goes, the more much safer than fission reactors (due to their failure
the outside universe seems to speed up. While at only resulting in the dissipation of high-energy
T H E S TA R T R E K U N I V E R S E I N P L AY 31
plasma out external vents), working near them still While warp speeds are incredibly fast by early 21st
has dangers that the gamemaster can introduce century standards, space is a very large place, and
to provide some nail-biting tension, such as the travelling between star systems isn’t something
plasma vents being damaged, the impulse drive that happens in moments. During the 23rd century,
taking damage during battle when maneuvering a ship cruising at warp 6 (216 times the speed of
is vital, or perhaps the relativistic limiter fails and light) would take 7 days and 4 hours just to travel
you may need to fix the damage before time (in the between Earth and its closest stellar neighbor,
outside universe) literally runs out. Proxima Centauri. Even in the 24th century, when
starship cruising speeds are higher and the warp
scale was reconfigured, a ship cruising at warp 6
Warp Drive (392 times the speed of light) would still take nearly
Star Trek without warp drive would be limited to 4 days on the same journey. The highest speeds
being “Solar System Trek.” It is one of the most seen on screen are achieved by the Intrepid-class
quintessential technological systems that every starship, capable of emergency speeds of warp
player character will encounter. Simply put, warp 9.975, or a staggering 5126 times the speed of
drive is a propulsion technology that warps space- light, allowing the vessel to move between Earth
time around a vessel by producing a subspace and Proxima Centauri in a little more than 7 hours.
bubble. This bubble allows a vessel inside of it Regardless of the era, you should remember that if
to stay at slower-than-light velocities, avoiding your crew is exploring deep space, help will often be
relativistic effects, and moving the bubble itself at weeks away.
superluminal velocities. This subspace bubble is
produced by warp coils, pieces of technology found Standard warp isn’t the only way to travel at super-
in a vessel’s warp nacelles. Most vessels keep these luminal velocities. Transwarp is another form of
nacelles far from the inhabited areas of the ship for travel that is often mentioned. First theorized in the
safety reasons, but this isn’t a firm design rule. late 23rd century, transwarp drive allows a vessel
to shunt itself entirely into subspace, exponentially
Warp travel requires significant amounts of power, increasing the real space velocities of a starship.
even at low speeds, and this is commonly provided Borg vessels use this type of propulsion, in addition
by matter/antimatter reactions inside of a warp to normal warp propulsion, to be able to transverse
core. In Starfleet vessels, the matter and antimatter the entire Galaxy in a matter of hours, either through
streams converge inside a chamber where a faceted conduits generated by an individual vessel, or
dilithium crystal helps to focus the resultant plasma through stable transwarp conduits, which provide
into a ship’s warp plasma system, channelling the even higher relative velocities.
high-energy material to the vessel’s warp coils.
Warp and transwarp are only two examples of
This form of energy generation isn’t the only means faster-than-light travel in the Star Trek universe,
of providing power to warp drives. The Romulan Star and there are dozens of others, each with their
Empire builds vessels that power their propulsion own quirks and benefits. Maybe your character will
through a naked singularity. Any kind of large power be able to figure out a way to introduce them to
source can provide power to drive a vessel in warp, Starfleet and change the Galaxy for the better. Your
even fission reactions found in modern nuclear reac- characters can use warp drive systems in many
tors, though the lower the amount of energy provided, ways, including for purposes of bending space-
the lower the warp velocities. Much like other types time, producing localized temporal acceleration or
of propulsion, warp coils are unable to sustain their deceleration, or even defensively to cause directed
maximum power rating for long durations, and ves- energy weapons to bend around the vessel. Warp
sels that have been travelling at higher than cruising drive is a wondrous invention, and there are count-
speed must often slow or even stop for a period of less ways for a creative player to use the technology
time to let the coils cool or to perform maintenance. in unique and fascinating ways.
32 CHAPTER 2.20
ERA-SPECIFIC TERMINOLOGY TRANSLATOR
Many elements of Star Trek effectively work the Here is a list of items and concepts that use
same in different eras but have different names. different labels over time.
SENSORS
SENSOR TECHNOLOGY IS A BROAD CATEGORY OF out pulses of wide-spectrum subspace energy and
technology ranging from the “Mark 1 Eyeball” to the detecting the reflected energy that returns. The
most advanced multispectral interferometric wide- most important aspect of these sensors is that they
band subspace/EM detectors of the 24th century. use subspace; they aren’t limited by the speed
Sensors are any device that can detect the outside of light. This is why starships can detect vessels
universe and provide information about that occur- approaching from light-years away, why the bridge
rence to the user. Eyes see the visible portion of the crew can see a star collapsing as it happens even
EM spectrum and provide data to the brain to help though they are light-minutes or hours distant,
a person interpret their surroundings. Dolphins use and how a starship navigates around obstacles in
a form of sonar, allowing sound waves from their their path while at warp. These sensors operate on
chirps to travel through the water and bounce back principles similar to modern-day radar and are used
off of objects so the dolphin can better interpret to determine the location of a ship or other object
their surroundings. In the Star Trek universe, there along with some basic information about it, such as
are far more things to detect than just the visual part speed, size, and mass. Operators skilled with such
of the EM spectrum and sound in water! systems can tease out quite a bit of information
about stars and planets, but detailed information is
The most common sensors player characters in limited. In other words, a science officer won’t be
Star Trek Adventures will come across while on able to detect where a specific person is standing
a starship are long-range sensors. These are a on a planet’s surface from light-years away, but may
variety of detection devices that operate by sending be able to tell that there are many people on that
T H E S TA R T R E K U N I V E R S E I N P L AY 33
world, via electromagnetic emissions typical of a a star system may be detected from dozens of
technological society. light-years away, a planet in that system or a
starship not attempting to hide may be detected
Short-range sensors are similar to their long-range from several light-years away, and intelligent life
counterparts but have a larger amount of data they on a planet may be detected as far away as a few
can gather at a higher resolution. Many of these light-years. Determining that the life-signs are
sensors have no need to operate at faster-than-light humanoid will require the starship to be in the
speeds, so they do not rely on subspace to function, same star system as the world, detecting that the
but often can be tied into subspace devices to get humanoid life-forms are Romulan may mean being
longer range data than they otherwise would. These an AU (150 million kilometers) away, and getting
devices include standard electromagnetic spectrum an accurate count on how many Romulans are
detectors (cameras, as an example), particle detec- living on the planet would require the starship to
tors (such as Geiger counters), and even telescopic be in orbit. Attempting to find deposits of dilithium
or microscopic equipment. Examples of short-range on the planet may mean performing orbital scans
sensors include tricorders, medical scanning equip- and some surface prospecting; finding a specific
ment, diagnostic equipment in engineering, etc. A rule dilithium mine will require a landing party or away
of thumb is that if there is a real-world equivalent to a team. Discovering that the Romulans on the planet
sensor (an optical telescope, Doppler radar, magnetic are sick will require being within tens of meters
anomaly detector, blood pressure monitor, etc.), then of the Romulans, and identifying the viral infection
the sensor falls into the short-range category. they are stricken with will require close contact.
As the resolution at which a sensor is supposed No approach yields more accurate information than
to scan gets higher (i.e., moving from scanning being up close with whatever it is you are scanning
something the size of a Human to a size of a cell), and being able to manipulate it yourself. Exploration
the closer the sensor needs to be to function well. is far more than looking at something from a
This is why patients lay down in sickbay to be distance; it is about seeing, smelling, and experi-
scanned for their injury or illness instead of being encing it. And that means getting off your ship and
diagnosed from across the ship. It’s also why transporting down to the planet or over to that alien
stars can be scanned from quite long distances spacecraft to check things out first-hand.
but planets require closer proximity. For example,
SHUTTLECRAFT
WHILE STARSHIPS MAY BE THE CAPITAL SHIPS OR warp capabilities, and while you may not want to take
ocean liners of the Star Trek universe, shuttlecraft are long journeys between star systems with them, they
more akin to personal transportation. Shuttlecraft are can reduce the time it takes to get to faraway plan-
small, space-capable vessels that most citizens of the etary bodies within a star system to hours. You can
Federation have easy access to. They are common use shuttlecraft in any way you can imagine using
sights both in planetary atmospheres and when an automobile, aircraft, helicopter, or short-range
travelling between worlds. Some shuttles have limited spacecraft such as the space shuttle orbiters.
TRACTOR BEAMS
A TRACTOR BEAM IS A PIECE OF EQUIPMENT THAT directed at a nearby object, likely less than a few
focuses emitted gravitons and antigravitons into a thousand kilometers away, so the beam can either
coherent stream. This stream of particles is then bring the object closer, hold it at a set distance,
34 CHAPTER 2.20
or push it away. The mass of the object able to be but be entirely unable to move a planet. In com-
towed or moved in such a way is normally limited to bination with the Laws of Motion and deactivated
around a similar, but lower, mass as the vessel gen- inertial dampeners, you may find interesting ways of
erating the tractor beam. In other words, you should maneuvering your starship using the tractor beam to
be able to have a starship tow a smaller starship, push off objects to change your momentum.
SHIELDS
DEFLECTOR SHIELDS (ALSO CALLED EITHER and offer no further protection until restored or
deflectors or shields) are the most common type repaired. Most ships cannot withstand many attacks
of defensive measure employed by starships in once the shields are down.
the known Galaxy. Available starting around the
2240s, shields are forcefields that surround a ship Some shipboard activities cannot be performed while
or base in an invisible bubble – except when they shields are up, including transporting to or from the
are hit by something, at which point an observer ship, launching or landing shuttlecraft, and operating
will see a multicolored flash of Cerenkov radiation. a cloaking device. Some cultures have been able to
Shields protect against both physical objects (such work around this restriction, such as the Dominion
as asteroids) and many types of energy (including and Borg with their advanced transporter technology.
phasers and other weapons). Shields that are active
are said to be “up,” and shields that are inactive or Shields operate at a specific frequency, and nor-
have collapsed are referred to as “down.” mally operate at the same frequency as the ship’s
own weapons so they do not interfere with each
Objects and weapons striking a shield reduce its other. Shield (and matching weapon) frequencies are
effectiveness. Some interstellar phenomena can changed regularly, because if an enemy manages to
also impair or disable shields, including nebulae, match its weapon frequency to that of the shields,
stellar flares, radiation storms, geomagnetic storms, the weapon will do the same as the target ship’s
novas, and black holes. Once a ship or station’s own weapons: bypass the shields entirely.
Shields rating is reduced to 0, the shields collapse
TIME TRAVEL
TIME TRAVEL IS A COMMON OCCURRENCE IN STAR travel through time can expect a thorough debriefing
Trek stories. From the Guardian of Forever to the Orb by the Department of Temporal Investigations. It
of Time to the Red Angel time suit, Starfleet officers is likely that other cultures have instituted similar
and members of other cultures have had many directives and departments as the Federation.
journeys into the past and future. (Before establishing the Temporal Prime Directive,
the Federation experimented with missions to the
In the Star Trek universe, time is malleable. It is past for observational purposes.)
possible to change the past and affect one’s own
timeline, so extreme caution is advised for any The Temporal Prime Directive has three
officers who find themselves traveling into history. essential rules:
Indeed, in the late 24th century, the Federation
instituted a Temporal Prime Directive that prohibits § Don’t interfere with historical events.
changes to the past, in much the same way that the
§ Do take action to prevent historical alterations,
original Prime Directive prohibits interfering in the
if necessary.
natural development of other worlds. Officers who
T H E S TA R T R E K U N I V E R S E I N P L AY 35
§ Avoid revealing information about the future that in other cases, they remain in existence as a separate
could itself cause interference or even generate reality, leaving it possible to travel back and forth
a time paradox. between the two timelines. This is separate from
the concept of parallel universes, in that alternate
The methods employed in traveling through time are timelines differ from ours only because of changes to
quite varied, but common means to do so include historical events, whereas parallel universes generally
the slingshot effect (warping near a powerful gravity incorporate different physical laws, even if the
source, such as a star, then rapidly breaking away), changes are minor compared to our own universe.
warp drive malfunctions, transporter accidents,
and the general (but vague) category of “temporal In addition to the Federation, the Borg and
anomalies.” Evidence of time travel is often detect- Klingons both have access to time travel technol-
able by sensors and tricorders, in the form of such ogy, and records at the Department of Temporal
phenomena as temporal distortions, tachyons, and Investigations indicate that numerous other civiliza-
rare subatomic particles called chronitons. tions do as well. The Orb of Time on Bajor has been
used for this purpose. Some organisms have even
Alterations to history during time travel sometime shown the ability to manipulate or travel through
create alternate timelines. These sometimes exist time, such as the Devidians, the Q, and a species of
only between the time a change is made in history quantum singularity lifeforms.
and the time someone else repairs that change, but
36 CHAPTER 2.20
WEAPONS
THOUGH PEACE IS STARFLEET’S GOAL, IT’S A FACT
of life that combat happens. (In the Klingon Empire,
Handheld Weapons
The most common personal weapon in the
it’s an aspiration.) It helps to know the weapons
Federation and many other societies is the phaser
you will be facing as well as the ones you will be
(except in the Star Trek: Enterprise era, when it
using, so this section offers an overview of both
was the earlier-model phase pistol). Phasers are
handheld weapons and those installed on starships.
phased particle beam weapons, favored by the
We won’t cover every weapon in use in Star Trek,
Federation because of their versatility, despite
but rather present a summary of the most common
the fact that other weapon types can more easily
or noteworthy.
cause greater damage. Depending on the setting
used, a phaser can stun, heat, cut, kill, or even
Note that when encountering the aftermath of a
vaporize targets. In game terms, a phaser’s Charge
battle, it is often possible to use sensors and tricord-
quality represents its versatile array of settings;
ers to determine which type of weapon was involved
to use it, your character performs a Prepare minor
in an attack by analyzing the damage. Sometimes
action to adjust the weapon before firing. If you
even hearing the sound of a weapon can differenti-
want, you can let your gamemaster handle the
ate it; Federation phasers sound quite different than
game rules, and simply tell them “I adjust my
Klingon disruptors.
phaser so I can use it to heat up the rock.”
T H E S TA R T R E K U N I V E R S E I N P L AY 37
Most energy weapons have a few features in torpedoes inflict more damage but also raise the
common. They generally appear in both pistol and stakes (reflected by the generation of Threat points).
rifle variants, with the rifles having greater accuracy
and the capability to inflict greater damage. They ENERGY WEAPONS
use rechargeable power cells that can support a Phasers are the primary starship weapon for many
tremendous amount of sustained usage. And many cultures, including the Federation, and some use a
have an “overload” feature that can turn the weapon combination of phasers and other energy weap-
into a makeshift explosive device. ons, such as the Cardassians, Ferengi, and Orions.
Shipboard phasers are similar to their handheld
counterparts and can even use the stun setting (over
Starship Weapons a large area!). Disruptors are also common starship
Starships usually mount both energy weapons and weapons, equipped on Klingon, Romulan, Gorn,
projectile-based ones, commonly called torpedoes. Tholian, and Breen ships.
In general, energy weapons are more precise, while
38 CHAPTER 2.20
Some civilizations have developed more uncon- and many others. Torpedoes are long-range projec-
ventional weapons. The Breen use an energy tiles that carry powerful explosive or energetic pay-
dissipation weapon that can drain power from ships loads. Many torpedoes can track a target, pursuing
without damaging them, and the Ferengi sometimes it at high speed until it strikes and detonates. Photon
fire an electro-magnetic pulse that combines a torpedoes contain a quantity of antimatter that
high-damage blast with low-level power disruption. combines with matter on impact, creating a pow-
Jem’Hadar ships use phased polaron beams, which erful explosion. In the late 24th century, Starfleet
excel at penetrating shields. One of the most unu- began equipping ships with the more advanced and
sual weapons is the Tholian web spinner, capable of higher-damage quantum torpedoes, which work on
(slowly) ensnaring a ship and draining it of power. a similar principle but use plasma-based warheads.
TRANSPORTER SYSTEMS
A TRANSPORTER IS A FORM OF TELEPORTATION operator was familiar with the target vessel’s shield
system that converts matter into a stream of energy refresh cycle, and some civilizations’ transporters
and sends it to another location where it is reassem- have been designed to bypass shields – notably the
bled moments later. Transporters work on life-forms Dominion and the Borg. Beaming can be attempted
as well as objects and are used by most spacefaring at warp speed, but at greater difficulty, and the
civilizations in the Alpha and Beta Quadrants. They velocity of the beaming ship must be set to match
are available in all eras of play, though see the that of the target ship.
Transporter and Replica Era Notes sidebar for
comments on key changes over time. Shipboard transporters are typically housed in one
or more transporter rooms. Most transporter rooms
Traveling by transporter is commonly called “beam- have six transporter pads, sufficient to transport
ing,” as in “beam me up.” The complete demate- six individuals or an equivalent amount of cargo at
rialization/rematerialization process only takes a once, though it is possible to beam more than six
few seconds. In game terms, most transporters are people with an increase in Difficulty. A transporter
limited to Close range on a starship scale, which room is normally staffed by a transporter chief who
is close enough to beam to and from a planet from specializes in the operation, maintenance, and repair
standard orbit. Some advanced civilizations have of the system. A transporter operator commonly
transporters that can operate across far vaster scans for a communicator or combadge as an easy
distances – up to thousands of light-years. way to identify and gain a sensor lock on a person
for transport, though this is not required.
Transporters cannot normally operate through
shields, which means sending an away team to Site-to-site transport is beaming from one location
another ship would require one’s own shields to be to another without materializing in the transporter
down as well as those of the target vessel. In rare room doing the beaming. Note that the transpor-
circumstances this has been overcome, as when the tees technically still pass through the transporter’s
T H E S TA R T R E K U N I V E R S E I N P L AY 39
TRANSPORTER AND REPLICATOR ERA NOTES
Enterprise era: Transporters are new and The Next Generation era: Transporters are
most people don’t put much trust in them for ubiquitous, and replicators are new. The trans-
beaming living beings. A relatively primitive pro- port process is faster than in the past, taking
genitor of replicators called protein resequenc- only a few seconds to dematerialize and rema-
ers can prepare a limited menu of common food terialize. Biofilters are introduced. Transportees
choices to supplement the galley. can move and talk during transport. Intraship
beaming is common and unremarkable.
The original series era: Transporters are in Beaming patients directly to sickbay is a
common use, though some traditionalists still frequent benefit.
don’t trust them. Life-forms in transit are immo-
bilized until they fully materialize. Intraship beam- The 32nd century: As depicted in the third
ing is difficult and generally avoided. Replicators season of Star Trek: Discovery, transporter
have not been developed yet, though food technology in the 3200s advanced to the point
synthesizers replace the older protein resequenc- that portable transporters were miniaturized
ers in supplementing shipboard meal production, and built directly into combadges, removing
often in the form of multicolored food cubes. the need for transportees to go to a dedicated
transporter room before beaming.
02205
systems on the way, they just don’t materialize until Stellar flares, radiation storms, ion storms, and
they reach their destination. geomagnetic storms or other atmospheric distur-
bances can stop transporter operations or cause
Beginning in The Next Generation era, biofilters were them to malfunction. Large amounts of solid matter
developed and added to transporter systems to scan can block transporters as well, such as a target
incoming matter streams for known bacteriologi- deep underground. Some devices can intentionally
cal and viral signatures and remove them, greatly prevent nearby transporter operations, including
reducing the risk of an away team bringing contam- transporter scramblers, transport inhibitors, and
inants or diseases aboard. In a similar manner, a particle scattering fields.
transporter operator can disable or remove weapons
possessed by transportees, if they are of a known Transporter accidents are common in Star Trek,
design. They can even nullify the effect of a weapon though this is likely skewed due to the fact that
that has been fired during the transport sequence. viewers are often presented with the dramatic
moments rather than the countless routine times
These modifications to the matter stream are that everything works fine. In fact, engineer Geordi
possible because of the pattern buffers that store LaForge once stated that transporting is the safest
the stream before materialization. The transporter way to travel. But it is true that transporters have led
system can hold a person’s pattern in stasis for to people failing to materialize properly, materializ-
short periods, typically a few minutes, before the ing in the wrong location, aging in reverse, visiting
pattern starts to degrade. Delaying a new arrival’s the Mirror Universe, duplicating, splitting into two
materialization in this way is sometimes used to separate entities, merging two entities into one, and
give security or medical officers time to reach the traveling through time. Perhaps it’s no wonder that
transporter room, depending on the situation. some people still distrust them.
40 CHAPTER 2.20
Replicators weapons, decorations, and even meals. The finished
product is virtually a perfect copy of the object it
A major offshoot of transporter technology is the
was modeled on. Replicators form their creations
replicator, a device which uses a transporter to
from a supply of stored raw material, and they can
instantly recreate a wide range of inanimate objects.
work in the other direction as well – recycling waste
First available in The Next Generation era, replica-
material and other objects by dematerializing them
tors are popular among many societies in the Alpha
and storing their raw materials for later replication.
and Beta Quadrants for producing tools, clothing,
There’s a technobabble generator in The out whatever tech-y words sound appropriate to
Operations Division supplemental rulebook you. Don’t worry too much about believability –
on page 48. You can also use any number of none of the players in your game actually went
online technobabble generators or just throw to Starfleet Academy.
02206
T H E S TA R T R E K U N I V E R S E I N P L AY 41
Replicators are useful on a ship for creating spare guests) have access to a wide variety of dishes at
parts on an as-needed basis, though crews often a moment’s notice.
keep important replacement parts in physical stor-
age, either because they are difficult to replicate or It is important to note that replicators use molec-
because they are important enough that they might ular-level object imaging, rather than the quan-
be needed when replicators are unavailable (such as tum-level imaging employed by transporters, which
during a loss of power). Replicators can scan items means replicators are not suitable for recreating
as well, which allows users to store object patterns living things. It also means that replicated meals
for later replication. Note that some substances or are not perfect, and single-bit errors sometimes
items have too complex a molecular structure to occur; this may be why some users say they can
replicate. An example is latinum, and this is part of distinguish replicated foods from the “real thing.”
the reason latinum remains valuable. Specialized replicators in sickbay and various sci-
ence labs have higher resolution than most, allowing
One of the most popular uses for replicators is for them to replicate pharmaceuticals and other scien-
producing food, and replicators on starships include tific supplies, and even create biological organs.
thousands of stored meal selections. Replicator ter-
minals are located in most living quarters on a ship, Consider what sorts of meals your character enjoys.
as well as in lounges and other common areas. Most Do they prefer dishes from home (if available), or do
replicated meals on a Starfleet ship are designed they like to sample foods from other worlds? What’s
with enhanced nutritional value as compared with their “comfort food?” Do they prefer old-fashioned
their traditionally-cooked counterparts. Klingon hand-prepared meals, or have they ever even experi-
ships don’t use replicators for food, instead relying enced such a thing as traditional cooking? Have they
on the important role of the ship’s cook. created and shared replicated meals of their own?
Though the energy cost is significant for creating Besides meals, what sort of things does your char-
most of the crew’s meals using transporter sys- acter tend to replicate? Do they dress their quarters
tems, the benefits are tremendous. Food storage with copies of art objects or other decorations? Or
needs are reduced, as is the need for personnel are there certain “original” keepsakes they have
to prepare it, and of course the crew (and visiting around for sentimental value?
42 CHAPTER 2.20
CHAPTER 02.30
S ER VI CE
PR OT OCOLS
“ I a ssume she ’ ll be ship sh ap e an d Bristol fash ion .”
T H E S TA R T R E K U N I V E R S E I N P L AY 43
characters and other crew are likely being shuffled
off the ship for shore leave or encouraged to relax
Standard Operations
During most adventures, this is the standard oper-
elsewhere off-ship. This is also a perfect time for the
ating mode of a starship when conditions are not
crew to perform vital maintenance on areas that are
out of the ordinary. Referred to as cruise mode in
dangerous to access during normal operations, such
the 24th century, it is also called condition green,
as the warp core, warp coils, damaged bulkheads,
referring to the Human tendency to use the color
and the outer hull.
green to represent when a system is operating
normally. On primarily Human-crewed starships,
During these times, characters aren’t usually armed,
there are usually three shifts that total 24 hours, or
and few characters would be carrying any specific
a standard Earth day. The shift schedule can vary
equipment with them that isn’t personal posses-
widely depending on the crew composition and the
sions. Outside of these generalities, engineers
captain’s preferences. A primarily Vulcan crew and
performing maintenance may carry a tricorder and
captain may keep a 24-hour standard day but only
engineering toolkit. Medical personnel may continue
utilize two duty shifts, while an Andorian crew may
performing their duties in sickbay and have access
use a 32-hour day and four duty shifts.
to the equipment normally at that location, but
would rarely be carrying said equipment around
For most adventures, standard operations is the
the ship. Before the advent of replicators, a ship’s
starting condition for the ship. Engineers on duty will
quartermaster may find themselves at their busiest
likely have a tricorder and engineering toolkit, and
as they coordinate loading and unloading of equip-
medical personnel in sickbay will have access to
ment, resupply the vessel’s departments, and even
medical diagnostic equipment.
ensure that personal equipment from newly-arriv-
ing officers and crew is stowed or moved to their
When entering a new solar system, science officers,
assigned quarters.
especially those with physical science specialties,
may want to scan the major worlds (planets and
44 CHAPTER 2.30
moons) in the system, and, if time allows, the minor Starfleet does not usually fully arm weapon systems
bodies (asteroids and comets). Interesting geological at yellow alert, Klingon vessels do arm weapons
anomalies are noted and passed to specialists, and if but refrain from targeting nearby vessels or surface
life is detected on any world, xenobiologists and per- targets. The entire crew (apart from those in their
haps medical personnel will be called on to assist in sleep period) are brought to a ready status, and
the analysis of the data. Entering orbit around a world crew with multiple areas of expertise are directed to
gives characters a better chance at understanding where they are most needed.
the long-range sensor readings. It’s here where cCha-
racters with specialities can perform more detailed Similar precautions are taken for away teams that
scans, perhaps pinpointing an anomaly or refining are moving into a potentially dangerous environment
what was detected at long range. or situation. Just like standard away teams, these
response teams are led by a command officer who
Standard away teams (or landing parties, depending has experience in combat situations, a medical officer
on the era) move to the surface to get better readings, trained in emergency medicine, and at least two
if surface conditions are safe for the crew. When security personnel (one officer and one enlisted). An
an away team has beamed to the surface, Starfleet operations or science division member may be pres-
typically will have a shuttlecraft on standby in case ent depending on circumstances. All members of the
transportation from the surface becomes an issue. A response team are armed with hand weapons and
standard away team composition for general explo- standard tricorders, and the medical officer carries a
ration consists of a command officer (often one with medical tricorder and a medkit. The response team is
experience in the type of world they are exploring), the standard form of away team when the environ-
multiple science division members who are special- ment is dangerous due to its climate or atmosphere,
ists in relevant fields, and a single security officer. and environmental suits are issued to the team
Away teams beaming down to worlds with life-forms before beam down, along with portable light sources
will also include at least one medical officer, and if dark conditions are likely. While on the surface, a
often include a xenobiologist in case the away team shuttlecraft is kept in a ready launch status, and ships
encounters any new pathogens or otherwise fasci- sensors are kept focused on the away team in case
nating life-forms. Regardless of why the away team any problems arise.
is beaming to the surface, all characters are given
communicators (if they do not already have one),
tricorders applicable to the specialty, and the security Red Alert / Danger
officer will be equipped with a sidearm (Type-1 When a ship is in danger, about to enter an
phaser, phase pistol, or disruptor pistol). Away teams emergency, or is in a combat situation, a red alert
with a diplomatic assignment will rarely have any is declared. The entire crew is brought to action,
member armed unless the society being contacted including those who were asleep. To provide for this
is known to put an emphasis on being armed at all contingency, many positions on board a starship
times. The captain of a vessel, in coordination with have two personnel assigned, one of whom may
the chief of security, may amend these procedures take over the position if the other is injured or
as needed (for example, requiring all away team otherwise unable to perform their duties. Long- and
members to be armed with Type-2 phasers). short-range sensor sweeps are performed around
the starship by the vessel’s tactical and science
officers. On Starfleet vessels, weapon systems are
Yellow Alert / Caution brought fully online, whereas Klingon vessels will
A yellow alert is called on a starship when the lock targets and begin combat operations immedi-
situation seems as though danger to the ship or her ately. On larger or more tactically advanced vessels,
crew is a distinct possibility. On Starfleet vessels, some command and operations officers report to
this means that shields are raised, all shuttlecraft their duty stations on the Battle Bridge, or to an
are readied for use, and recreational activities auxiliary control center where bridge functions are
(such as holodeck programs) are cancelled. While duplicated. The officers there can take control of a
T H E S TA R T R E K U N I V E R S E I N P L AY 45
ship’s operations if the bridge station or officers are charge of evacuation operations is the chief medical
unable to perform their duties. Given enough time, officer, as they mobilize anyone on the crew with at
all crew arm themselves with hand weapons and least first aid training to assist any wounded or sick
security personnel prepare for possible boarding individuals. During this time, any such character will
actions when in proximity to a hostile vessel. have access to a medical kit and medical tricorder.
Security personnel are posted around sensitive
Away teams beaming into a hostile or dangerous areas of the starship to maintain operational security
situation are sometimes called boarding parties or and to ensure that personnel are able to continue to
tactical response teams. The only science division perform their duties.
member typically on these teams is a medical officer
capable of performing emergency medicine, equipped Away teams that are responding to a medical
with a sidearm (usually set to stun to preserve their emergency have a makeup that is different than
Hippocratic Oath), medical tricorder, emergency many landing parties. The team is led by a security
surgical gear, and a variety of hypospray ampules officer with an additional security officer present to
reserved for triage situations. The command officer provide protection for the medical personnel who
of the party is always one with some tactical training compose the majority of the team. Medical personnel
and armed with a sidearm. The remainder of the party are composed of at least one general practitioner,
consists of security officers armed with hand phasers one nurse or doctor trained in triage techniques, and
and possibly phaser rifles. If possible, transporter specialists in the type of medical problem at hand
locks are maintained on every member of the team, (viral or bacterial infections, radiation sickness, etc.).
and a shuttlecraft with extra security personnel is Security personnel will beam down with sidearms
made ready in case transport to and from the area unless hostile action is expected, in which case larger
becomes impossible. If the party has arrived on scene rifles may be issued on the determination of the
in a shuttlecraft, the vehicle will be equipped with commanding officer. Security personnel may also be
transport enhancers for the team to carry if they need equipped with a medical tricorder if they have any
to use them for emergency beam-out. training. Medical personnel will each beam down with
a medical kit, medical tricorder, and specialist equip-
ment for the situation at hand. While shuttlecraft are
Emergency Evacuation / typically used to evacuate severely wounded beings
Medical Emergency from a planet who are unable to be transported, in
quarantine situations, shuttlecraft operations are
All starships launched have a maximum number
halted unless the vessel has an isolated shuttlebay, as
of crew complement they are rated to carry. This
on many medical vessels.
number, ranging from a dozen to thousands for
larger ships built by the Federation and nearby
polities, is determined by the number and quality
of quarters for their crew, the volume needed for
Security Alert
When a ship is boarded or there is an escaped pris-
crew support equipment, and, most importantly, the
oner or otherwise hostile entity on board, a security
efficiency of the vessel’s life support systems. In
alert is declared. All personnel are issued sidearms
rare circumstances such as an emergency evacua-
from the ship’s armory. Security personnel will be
tion, a starship may take on board far more than its
equipped with phaser or disruptor rifles if the threat
normal crew complement, stretching its resources
calls for it, as determined by the chief of security
to the breaking point to get civilians, rescued ship’s
or commanding officer. Operations or science
crew, or even livestock out of harm’s way. The num-
officers continually scan the interior of the ship for
bers vary by starship, but at least twice the number
the hostile force or any signs of non-standard ship
of the standard complement of the vessel can be
operation. Finally, security personnel are deployed to
accommodated for short periods of up to a few days
vital ship areas such as the bridge, main engineer-
to a week before a strain on ship’s systems begins
ing, armory, weapon systems, and shuttlebays to
to show. On board a starship, the primary officer in
guard the personnel and equipment in those areas.
46 CHAPTER 2.30
ORBITAL TYPES
WHEN ORBITING AROUND A PLANET, A STARSHIP orbit is one in which a starship crosses over the
can assume any of several types of orbits, and some axial poles of a planet; this is a highly efficient way
are mentioned more frequently than others in the to quickly get sensor coverage across the whole
Star Trek universe. A standard orbit is one in which globe. An inclined orbit is one in which a starship
a starship continues to use propulsion to maintain moves around the planet at an angle to its equator,
a position above a specific area of a planet, often giving it a path that looks like a sine wave when
from one to ten thousand kilometers in altitude, to seen on a flattened map of a world. While not an
facilitate transporter operations, sensor sweeps of orbit, Lagrange Points are nonetheless useful to
the region, etc. This is in contrast to a synchronous players who are portraying helm officers; these are
orbit, where a starship doesn’t need to maintain gravitationally stable points between two masses,
power to its propulsion systems to stay above a often quite far from either. Objects placed at
region, but is at a much higher altitude, depending Lagrange points remain stationary in respect to both
on the mass and rotation of the planet. A polar the masses.
T H E S TA R T R E K U N I V E R S E I N P L AY 47
– could transform a planet’s society overnight, with Although Starfleet captains are often in the spotlight
end results that are not predictable. for possible Prime Directive violations, every crew
member must do their part to apply the directive. The
The Prime Directive is not just a rule, it is the guiding captain won’t be the only one to suffer scrutiny from
philosophy of Starfleet. Upholding it takes priority Starfleet Command if an officer reveals “miraculous”
over the lives of Starfleet personnel, even an entire capabilities to a primitive culture. Loss of Reputation
crew. Unfortunately, upholding it is not always easy, is possible, as well as demotion, or even, in extreme
and often involves making tough decisions. Should cases, court martial. Complicating this, of course,
the crew intervene to save a primitive population is the fact that although every Starfleet officer has
even though the Prime Directive forbids it? If an allied sworn a vow to uphold the Prime Directive, not every
Klingon ship asks a Starfleet crew for help against officer has the same opinions about the directive
another Klingon faction, should the player characters or how to interpret it. This is a good thing, though,
get involved? If crew members themselves get into because it is an amazing source of drama.
legal trouble on a developing world, do other charac-
ters dare bend the rules to get them out of it? Keep in mind that not only do most other cultures
not have such a noninterference directive, some of
In Star Trek Adventures, the Prime Directive is not them actively work to interfere with other cultures.
meant to trip players up, or prevent them from doing Indeed, a Starfleet crew might have to involve
fun things; instead, it is a means to increase drama themselves to prevent interference from happening,
and introduce philosophical considerations into a or repair it when it already has.
story. There is often a lot of room for interpretation
of whether the Prime Directive should apply in a For a more extensive discussion of this topic,
given situation, and you should feel free to discuss consider reading The Prime Directive subchapter
as a group whether you think it does and what you on pages 21–24 of The Command Division
should do. Such moral quandaries are the bread and supplemental rulebook.
butter of Star Trek.
48 CHAPTER 2.30
STARFLEET'S NAVAL TRADITION
Many of the customs, regulations, trappings, and Abandon ship: Leave the (presumably doomed)
rituals of Starfleet originate from Earth’s nautical ship by previously arranged means, typically
traditions. This is especially true of the Star Trek: transporter, shuttle, or escape pods. “All hands,
Enterprise and original series eras, but it is evi- abandon ship!”
dent in later centuries as well. A key part of this
is that Star Trek creator Gene Roddenberry was Abeam: Alongside the ship, on a line at a right
inspired by the Horatio Hornblower novels written angle to the ship’s heading. “When she comes
by C. S. Forester, which feature the action-ori- abeam of us, transport the survivors aboard.”
ented nautical adventures of an introspective ship
captain whose voyages involved both warfare Aboard: On a ship. “We have 300 tribbles aboard.”
and diplomacy.
Adrift: Unmoored and not moving under the
We can start with the “U.S.S. Enterprise,” a ship’s own power, likely drifting. “No power
vessel named after several noteworthy nautical readings…she looks to be adrift.”
ships from Earth history. “U.S.S.” is a common
naval ship prefix that originally meant “United Aft: Toward the back of the ship. “Aft torpe-
States Ship.” As was common with some Earth does, fire!”
navies, Starfleet ships are traditionally referred
to in the feminine. Ahead full: Proceed at full speed, normally
interpreted on starships as full impulse.
Starfleet ranks are also modeled after Earth
navies, from admiral down to ensign, and All stop/full stop: Stop propulsion and bring
even including midshipmen (Academy cadets the ship to a stop (possibly relative to some
receiving shipboard training). One notable other object). A common response to this order’s
holdover from Earth’s naval tradition is calling completion is, “Now reading all stop.”
the commanding officer of a vessel “captain”
even if they hold a lower rank than captain. Amidships: In the middle of a ship. “The tor-
pedo struck her amidships.”
Many shipboard positions also have naval
origins. The second in command is called the Astern: Behind or toward the rear of a ship. “The
first officer, executive officer, exec, or XO. The object they dropped lies astern of the ship.”
head of a department is called a chief, such as
the chief engineer. In earlier eras (through the Aye: Confirms that an order has been heard an
original series), the officer piloting the ship is understood. “Aye, sir,” or the more emphatic
called the helmsman, and crews include the “Aye aye, sir.”
position of yeoman, which is an assistant to
higher-ranking officers. Battle stations: Orders the crew to prepare
for combat immediately. “All hands to battle
For players who wish to immerse themselves in stations.” The similar order “general quarters”
nautical-sounding speech, consult the following does the same.
lexicon, which lists terms and phrases useful in
giving orders and describing situations during a >>>
Star Trek Adventures mission.
T H E S TA R T R E K U N I V E R S E I N P L AY 49
<<< Deck: A horizontal level or “floor” of a ship.
“Impact on deck five!”Drydock: A starship repair
Bearing: The direction of an object relative to yard located in space, away from gravitational
a starship. “Sensors are picking up an object or atmospheric interference. “The ship will need
bearing 245 degrees mark 18.” (Note that some time in drydock to repair those breaches.”
you would say this as “two-four-five degrees
mark one-eight” rather than “two hundred and Fore: Toward the front of the ship. Often inter-
forty-five degrees mark eighteen.”) changeable with “forward.” “Report to the fore
phaser room.”
Belay: Cancel. “Belay that order.”
Hail: Initiate communications. “Hail the
Bow (rhymes with “how”): The front of the Romulan vessel” or “Open hailing frequencies.”
ship. “The anomaly is just off our bow.”
Hand: Crew member. “All hands, brace for
Bulkhead: A dividing wall between shipboard impact!”
compartments. “The enemy boarding party
is trying to cut through the bulkhead into Hard aport / hard astarboard: Turn the ship
engineering.” as quickly as possible in the specified direction.
“Hard aport, get us away from that station!”
Captain on the bridge: A formal way of
announcing a commanding officer’s arrival. Heading: The direction a ship is moving
Variants include other locations (“Captain relative to galactic coordinates. “The Tholian
on deck!”) and flag officers (“Admiral on ship has a heading of 110 mark 12 – directly
the bridge!”). toward the convoy.”
Clear the bridge: Orders all non-essential Heave to: Another way of ordering a ship to
personnel to leave the bridge. stop, often issued as a demand. “Orion vessel,
heave to and prepare to be boarded.”
Closing: Moving closer. “That sensor blip has
returned, and it’s closing fast.” Helm: The controls for piloting the ship (aka the
conn in later eras).
Come about: Change the ship’s course to a
new heading. “Come about to 045 mark 7.” Leave / shore leave: Time off from duties,
especially shore leave, involving downtime on
Course: A path set by a navigator, giving the a planetary surface. “Looking forward to shore
ship a new heading. An intercept course is one leave on Risa?”
type, intended to meet up with a target vessel.
“Set a course for Betazed.” Maiden voyage: A vessel’s first assignment.
Dead ahead: Directly in front of the ship. “The Port: To the left side of the ship. “The signal came
pirate ship is dead ahead.” Something directly from our port side, 120,000 kilometers away.”
behind is dead astern.
Shakedown cruise: A simple mission to test a
Dead in the water: Disabled and incapable of ship and her crew’s readiness for duty after first
defending oneself. “One more hit and we’ll be being constructed or after major repairs or refit.
dead in the water.”
Shipshape: Functioning normally.
50 CHAPTER 2.30
Shipyard: A starship construction facility,
which may be on a planetary surface or
may consist of orbital drydocks. “The
newest class of cruiser is under construc-
tion at the Utopia Planitia shipyards.”
02302
T H E S TA R T R E K U N I V E R S E I N P L AY 51
52
CHAPTER 03.00
STA R T RE K E R A S
A ND P LAY S TY L E S
03.10 ERAS OF PLAY. . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
S TA R T R E K E R A S A N D P L AY S T Y L E S 53
CHAPTER 03.10
ER AS OF P L A Y
“ Ho w lit t le do yo u mortals u n d erstan d time.”
— “JUDGE ” Q
54 CHAPTER 3.10
Earth Space Probe Agency (UESPA) and Earth’s The addition of the trade fleets of the Tellarites to
Starfleet needed. With the construction and launch what was called the Coalition of Worlds was a step
of the NX-01 Enterprise in 2151, a new age of too far for the new allies’ oldest foe, the Romulan
exploration began, one with a renewed Earth looking Star Empire. Originally a group of dissident Vulcans
outwards, not just with wonder of all there was to who fled their homeworld, the Romulans had been
discover, but with hope. interfering in the Vulcan government for centuries
in an attempt to force a return to older ways. Many
historians believe that much of the Vulcan antagonism
Coalition and Federation towards the Humans and Andorians was started and
The exploits of Enterprise during her early voyages supported by the Romulans in order to weaken all the
opened up the nearby Orion Spur to humanity’s eyes nearby allies. Events quickly unfolded as Romulan
and showed how much the Vulcan High Command interference was brought forward. The Coalition of
had been hiding from Humans. Two species had Worlds was at war, and Earth was the primary target.
homeworlds even closer to Earth than Vulcan: the
Andorians and the Tellarites. While the Tellarites had During the Earth-Romulan War, bonds were forged
a neutral relationship with the Vulcans, the Andorians that bound the members of the Coalition together.
were hostile and teetering on the edge of open con- The war was brutal and every world lost tens
flict with the High Command. The increasing presence of thousands of officers and crew, in addition to
of Starfleet and UESPA vessels in the regions near the countless civilian casualties. Worlds burned from
Sol system drew attention, first from the Suliban, then orbital bombardments. Before, there was a loose
from the Xindi, both of whom struck out at Earth and coalition of worlds, then the war made each member
its colonies. These brief conflicts drew together the see the others in a new light, one in which they not
Vulcans, Andorians, and United Earth, and it was only only could, but should, cooperate. The founding of
a short time before Tellar Prime was also drawn into the United Federation of Planets on August 12, 2161,
the burgeoning group of allies. with the original delegates from Vulcan, Andor, Earth,
S TA R T R E K E R A S A N D P L AY S T Y L E S 55
and Tellar Prime, built a framework for a government admittance to the new government. Lorillia, Denobula,
that stabilized the region for dozens of light-years in and Arcturus soon joined as they saw the benefits of
every direction. Starfleet, with the remnants of UESPA mutual assistance and the sharing of scientific and
at its core, quickly became the Federation’s unified technological advancements. The last half of the 22nd
organization tasked with exploration and defense. century saw the Federation begin its push outwards
into the Galaxy as it slowly rebuilt from the devasta-
Following the founding of the Federation, worlds in tion of the Earth-Romulan War. Once it was stable,
the region – including some previously encountered the peaceful explorers in Starfleet would begin to get
by Captain Archer of Enterprise – began clamoring for pushback from less-cooperative galactic neighbors.
FRIEND OR FOE
Prior to the formation of the Federation, United Earth encounters the Suliban, an antagonistic
Earth’s Starfleet encounters many hostile (or, faction that was used as pawns in the earliest
at the very least, uncaring) antagonists in the front of the Temporal Cold War.
region around the Sol system. The primary
source of friction are the Vulcans. They are the As the Romulan threat emerges, Captain
species to make first contact with humanity Archer and the diplomats of United Earth begin
after the flight of Phoenix, and they attempt to form the Coalition of Worlds. It is fortuitous
to slow humanity’s progress and refuse them timing, as the outbreak of hostilities with
scientific and technological help. Once humanity the Romulan Empire begin in 2156 and last
begins to encounter other species who know until 2160. During this time, there is a shift
little about Humans besides what they heard of former foes becoming steadfast allies, and
from Vulcans, relations are cool at best, filled the primary antagonist becoming the Romulan
with doubts about the motivations of humanity Star Empire and the puppet governments
and their independence from (or control by) the they controlled. The formation of the United
Vulcans. Until the formation of the Coalition of Federation of Planets in 2161 makes official
Worlds, nearly every civilization encountered the friendship between Humans, Andorians,
is a possible antagonist, distrust (both real and Tellarites, and Vulcans. For the rest of the 22nd
instigated by the Romulan Empire) making each century, the primary antagonists you’re likely
unwilling to cooperate. The Xindi also have a to encounter are possible holdouts of member
hostile relationship with United Earth at this worlds unwilling to join the Federation, as well
time, and a limited war is waged between the as Orion pirates, Klingon raiders, and die-hard
two polities in 2153 and 2154. Before the Xindi, Romulan factions.
03102
56 CHAPTER 3.10
made some Klingons more Human than was com- the failure of colonization attempts of both polities
fortable for non-infected Klingons. Extremism led to in the border region, loss of life numbering into the
wars of purification and the Empire turned on itself, hundreds of thousands, and a mistrust of each other
allowing the Federation to grow unchecked against that lasts until 2293.
the established border zone and beyond.
These brief wars end in 2267 with the intervention
The expansion of the Federation is slow at the begin- of a non-corporeal species known as the Organians.
ning of the century, with colonies and new worlds This species enforces the so-called Treaty of Organia
being added every few years. Expansion begins to in which they threaten to render both polities’ fleets
accelerate with new warp field theories driving new and other space assets immobile and trap the offend-
technologies, better subspace communication arrays, ers on their homeworlds permanently unless they
and the construction of deep space outposts. In 2243, peacefully handle arguments about disputed systems,
Doctor Richard Daystrom develops the duotronic worlds, and resources.
computer system, as revolutionary as the introduc-
tion of the warp drive. These new computers are so Relations between the Federation and Klingon
powerful and can process data so quickly that every Empire only thaw permanently after the disaster at
element of the Federation is impacted, none more so Praxis, when the Klingon moon is destroyed through
than Starfleet. Exploration vessels can detect worlds mismanagement of dilithium mining operations. The
from further away, starships can adjust their warp ecological damage to Qo’noS is extreme, with the
field automatically at picosecond response times, and accelerated collapse of the Empire a distinct possi-
data sets that earlier were thought to take decades bility. The Organian prediction that both the Klingon
to process can be compiled in a matter of weeks. An Empire and Federation would work together as allies
explosion of technological innovation occurs across comes true only through the efforts of Federation
the Federation, and Starfleet’s push into the final diplomats and Chancellor Gorkon, followed by his
frontier accelerates faster than anyone could have daughter and successor Azetbur, at the Khitomer
anticipated. New Constitution-class starships are Conference. While the Empire is forced to forgo its
commissioned and immediately sent far beyond the claims to a large swath of star systems in the Arcanis
borders of the Federation on five-year missions that sector, the technological and material support from
become the stuff of legend. the Federation saves the Empire from becoming a
failed interstellar polity.
The Klingon Empire looks on at the new Federation
golden age with envy, but can do little to stop them, Elsewhere, the enemies of both the Klingons and
due to continued inter-House warfare. The fighting Federation are not quiet. Border incursions from the
begins to show signs of ceasing as some Great Romulan Star Empire begin in 2266 after almost a
Houses conquer new subject species and begin century of peace. The Imperial Navy had improved
salvaging older Hur’Q spaceframes left over from upon the cloaking devices they used during the
the ancient occupation of the Klingon homeworld previous century’s war and developed a powerful
and other nearby worlds. With the rise of pow- new plasma torpedo system. The delicate balance
erful warlords and strong leadership on Qo’noS, of power along the Romulan Neutral Zone is almost
consolidation of power is finally sufficient to bring shattered before that first incursion is halted, but with
the Empire into a semblance of unity by the 2250s. it, the knowledge of the Vulcans’ ancestral connec-
Klingon intelligence assets within the Federation tion with Romulans becomes public. Questions of
steal duotronic computer systems, but it takes years loyalty to the Federation are asked of the Vulcans,
for Klingon engineers to fully reverse-engineer the but the firm allies at the center of the Federation
technology. Hostilities between the two polities hold together and begin a slow process to bring the
begin with Klingon raids into Federation-claimed Romulans into galactic politics.
space in the early 2250s, which lead to brief
open hostilities through the end of the 2260s. The
Federation-Klingon wars of those decades include
S TA R T R E K E R A S A N D P L AY S T Y L E S 57
HOT AND COLD
As the Federation expands into the space sur- as the Empire and Federation had small-scale
rounding the founding member’s homeworlds, conflicts across the entire border region until
conflicts inevitably arise. The primary antagonist the disaster of Praxis.
in Star Trek Adventures stories in the 23rd
century should usually be the Klingon Empire. Other antagonists you may encounter in this
Humanity and the Federation as a whole had era include the Romulans, who begin incursions
known about the Empire since Vulcans made across the Neutral Zone in the 2260s. The
contact with Qo’noS in the early 21st century, Gorn are first encountered in the same decade
but with the Empire expanding away from and increasingly become a thorn in the side of
Federation space, conflict seemed far off. the Federation. The Kzinti and the Federation
However, the rapid expansion of the Federation, briefly fight during this era, as the Kzinti view
along with the clamoring of worlds near the the species comprising the Federation as weak
Empire not wanting to be annexed, means that and genetically inferior. As this is a time of
conflict becomes inevitable. rapid expansion for the Federation, many single
system polities come into brief conflict with
The middle of the 23rd century is known mainly Starfleet vessels passing through, with many
by the cold war with the Empire where both later becoming members of the ever-growing
sides competed with each other to gain access Federation. This expansion also brings both
to star systems and their resources. A brief, the Klingon Empire and Federation into contact
brutal open conflict occurred in 2256, followed with remnants from previous civilizations in the
by intermittent skirmishes before the Treaty of region. Doomsday machines, whale probes, and
Organia put to rest any further large-scale con- even godlike beings are encountered and cause
flicts. This didn’t mean that hostilities stopped, havoc for unwary space explorers.
03103
58 CHAPTER 3.10
The Romulan Star Empire begin a series of raids into The final two conflicts are set in motion with the
the Klingon Empire, often disguised as pirate forces, rapid expansion of the Federation into star systems
but sometimes not hiding the fact that they were claimed by the Cardassian Union. Many habitable
Romulan. With the Klingon Empire still rebuilding worlds are discovered in the region along the
from the Praxis disaster, Starfleet is called upon to border, and settlers from both polities claim the
assist the Klingon Defense Force (KDF) in hunting same worlds. The result is worlds taking defense
down these raiding forces. The Romulans ensure into their own hands, with the two governments
that they only attack worlds where Starfleet isn’t at not clear on who should be where. The Federation-
or can’t reach in time, and the Klingon government Cardassian War lasts from 2347 to 2366, and
comes to believe that perhaps this was a way for includes low-intensity conflicts across dozens
the Federation to weaken the Klingon Empire. of star systems. While the Cardassian military is
far smaller than Starfleet, it made up for its size
In 2344, an event occurs that changes minds and with brutality and a willingness to destroy civilian
cements the relationship between the Klingons targets. As Starfleet and the Cardassian military
and Federation: the Battle of Narendra III. U.S.S. skirmish year after year, the worlds defend-
Enterprise NCC-1701-C, commanded by Captain ing themselves formed militias, then standing
Rachel Garrett, responds to a distress call from the militaries. When worlds begin to change hands
Klingon colony on Narendra III and engages the both during the war and after the treaty ending
overwhelming force of Romulan warbirds intent on it, partisan groups became common. The largest
annihilating the civilian population. The bravery of of these were the Maquis, who continued to fight
Enterprise and the sacrifice of her crew and ship against Cardassian occupation of their worlds until
showed all in the Klingon Empire that Starfleet they were later wiped out by the Dominion.
crews are willing to both die for their allies and die
honorably in battle. The Federation and Klingon The Cardassian Union, while occasionally testing the
Empire soon signed a treaty that would enable the border patrols of the Federation, largely holds to the
two polities to work together as firm allies. peace treaty, but feels the Federation is not forceful
S TA R T R E K E R A S A N D P L AY S T Y L E S 59
enough in preventing continued Maquis raids and losses on both sides. While the Federation and its
attacks. Between 2366 and 2373, the Cardassian allies stop the Dominion from destroying them, each
government becomes more belligerent, demanding ally loses hundreds of starships and billions of lives.
Starfleet destroy the ”terrorist” group. With the
discovery of the Bajoran wormhole in 2369, the While the 24th century starts with the hope of
Union begins to feel ignored by the Federation. Due long-term peace in the local Orion Spur, it quickly
to these deteriorating relations, shortly after contact devolves to low-scale warfare, then high-intensity
with the Dominion is established in 2371, the conflict. Each of the major polities experience
Cardassians join the Dominion in hostilities against major changes in their policies that shift their gaze
the Federation and its allies. The Dominion War is inwards for decades to come.
fought between 2373 and 2375, resulting in horrific
COMPLACENCY
As the threat of the Klingon Empire falls to the tens of thousands of light-years from the
side after the destruction of Praxis and the Federation, but with their use of transwarp
treaties that follow, Starfleet and the Federation conduits, they begin to show up in unlikely
begin to become complacent and let threats places. At first, many Borg attacks are passed
build in areas near their more static borders. off as natural disasters, and even Starfleet is
One of the primary antagonists in this era is the initially unable to piece together the threat. The
Cardassian Union. Even before the Dominion Collective quickly becomes one of the largest
War, the Union is in direct conflict with the threats to the Federation, destroying an entire
Federation for nearly two decades (2347–2366), fleet at Wolf 359, and, later, even time-travel-
well before the wormhole to the Gamma ling in an attempt to destroy Earth during the
Quadrant is discovered. This conflict leads to aftermath of World War III.
the creation of a demilitarized zone in the region
between the two polities, and the peace treaty In addition to the Borg and Cardassians, the
forces whole planetary populations to leave Ferengi also pose a danger to many Starfleet
their homeworlds if they wish to keep the same crews as they expand their trading networks.
culture and freedoms they had grown to enjoy. The Q become an antagonist to Starfleet
The Cardassians join the Dominion as allies crews as the Continuum begins toying with
against the Federation, Klingon Empire, and the Federation and its allies in an attempt to
Romulan Empire. The Dominion War rages from understand them better, often to the detriment
2373–2375 and could be the primary focus of of Starfleet crews. Even the Maquis, a splinter
many games set during this time. faction from the Federation who took the war
to the Cardassians in the brief years of peace
Aside from the Dominion, the most notable between the two governments, could become a
threat to arise in this era is the Borg Collective. thorn in your group’s side during this period.
These cyborgs originated in the Delta Quadrant,
03104
60 CHAPTER 3.10
POST-WAR AND
RECONSTRUCTION (2380-2399)
This era includes Star Trek: Lower Decks and little goodwill is an investment; a lot of it is insur-
Star Trek: Picard. ance against future uncertainty.”
THE YEARS AFTER THE END OF THE DOMINION WAR The Romulan Star Empire suffers only minimal
bring a shift in focus for all the large polities. losses during the Dominion War, but its losses from
Extensive resources were expended fighting the home-grown events prove far more costly. The
Dominion and their allies, and even more are required Romulan Senate is assassinated by a Human named
to rebuild formerly occupied worlds such as Betazed, Shinzon in 2379, and he claims the title of Praetor
not to mention the large amount of aid required to with the assistance of Reman sympathizers. It is
stabilize the broken Cardassian Union. Inside the only through Starfleet’s intervention that Shinzon is
Federation, there is strong opinion to not assist the stopped. Temporary political chaos follows as forces
Union, until the devastated world of Betazed pledged from across the Empire converge on Romulus to
the remains of their merchant navy to assist in the fight over who would become Praetor and lead the
relief efforts. The Betazoids’ gesture ensured public new Senate. The looming civil war is halted in 2387
opinion quickly swayed back to assistance. by the destruction of the Romulan star. The capital
system of the Empire is destroyed in minutes. The
In the Klingon Empire, the former leader of the radiation from the event renders more than fifteen
Empire’s military efforts, General Martok, becomes worlds uninhabitable and requires the evacuation of
Chancellor and begins a series of reforms. Subject billions of sentient beings.
species and worlds across the Empire are given
more rights, most significantly, the right to serve on With the remaining Romulan navy distracted by the
KDF vessels, in an attempt to shore up the military relief efforts, several Houses in the Klingon Empire
after the losses of the war. The former subjects begin a series of annexations of bordering star sys-
become Minor Houses in their own right and pledge tems inside the former Romulan Empire, expanding
support to Chancellor Martok. While some waning Klingon territory coreward. Already surrounded by
Houses fight against these reforms, the strength of Federation worlds, the furthest worlds of the former
the Empire – diplomatically, economically, and mili- Romulan state are allowed membership to both pro-
tarily – improves at a faster rate than other allies. tect them from hostile pirate groups in the region and
to ensure they do not add to the chaos plaguing the
The Ferengi Alliance provided trade and weapons former Empire. This rapid expansion of the Federation
to both sides in the conflict, and the increasing means Starfleet personnel already stretched thin
interaction with the Federation impacted their after the losses of the Dominion War suddenly find
society. The rise of Grand Nagus Rom in 2375 brings themselves having to patrol and integrate nearly six
significant changes to the Alliance: female citizens sectors of space, including former worlds inside the
gain equal rights to males, and limited labor unions now-defunct Romulan Neutral Zone.
form for certain trades. While not a popular move
with the wealthiest of their society, and one resulting The response to the Federation’s rapid expansion
in skirmishes between union members and hired is a colossal ship-building campaign by Starfleet to
mercenaries, these reforms cause the economy of better protect its new member worlds via easi-
the Alliance to become noticeably stronger in the ly-manufactured modular starship classes such as
years after the war. The Alliance also becomes one the Inquiry-class. In response, multiple Romulan
of the greatest contributors to the rebuilding of the factions begin manufacturing swarms of smaller
Cardassian Union. As the Grand Nagus notes, “A corvette-style birds-of-prey capable of swarming
S TA R T R E K E R A S A N D P L AY S T Y L E S 61
OLD FOES AND UNLIKELY ALLIES
The ending of the Dominion War brings rapid technology from the future designed to fight
change to the regions around the Federation. No the Borg, and with that comes the Collective’s
longer is the Cardassian Union a major threat desire to assimilate the technology.
to peace; it becomes an ally in need. Even the
Ferengi become less opposed to Federation and With Starfleet recovering from a devastating war
Klingon diplomatic efforts. The supernova of with the Dominion and forced to respond to Borg
the Romulan star in 2387 shatters the Romulan incursions across its territory, older enemies
Empire, and the already-friendly relations come to the front, including Orion pirate gangs,
between the Federation and Romulus are made Nausicaan raiders, Pakled opportunists, and
stronger during a Federation-led evacuation of even Kzinti raiding out of their single star system.
threatened Romulan solar systems. The collapse of the Romulan Star Empire brings
the rise of dozens of single-star system polities
The opponents of peace and stability become that could become threats to the Federation and
more numerous even after the war. The return Klingon Empire as they gain access to former
of U.S.S. Voyager in 2378 brings a slew of Romulan shipyards, outposts, and weapons. Even
new antagonists the Federation may face, the most secure places in the Federation’s core
from Hirogen hunting parties striking deep- worlds and those near Qo’noS can come under
space assets, to the existential threat that sudden threat from an unknown direction. While
Species 8472 poses to all. Most importantly the Dominion War may be over, Starfleet and the
is an increase in Borg attacks in and around KDF’s job is never complete.
Federation space. Voyager brings with it
03105
a target. Even with these new fleets, both Starfleet member worlds. By the end of the 24th century, the
and the Romulan factions continue to fall behind Federation firmly controls most disputed systems,
on properly charting all of the now-open areas and law and order returns to systems plagued by
of space, with inhabited worlds going undiscov- piracy and lawlessness for a decade or more.
ered only light-years from long-time Federation
62 CHAPTER 3.10
ensure that the Federation never comes into exist- The Guardian of Forever (an ancient time travelling
ence. From that point, exact chronological events are device and sentient being), determines that the time-
difficult to determine. One theory is that two separate lines of multiple realities are beginning to fray around
time travel events executed by Romulans – one from the edges from the constant splintering of possibili-
the 24th century that attempted to change the 23rd ties. A cease-fire is called in the relative present while
century, and one from the 27th century that sent the Temporal Accords are debated. The end result is
a strike force to 4th century Vulcan to assassinate peace as long as no new temporal warfare is waged
Surak – begin the process of polities sending agents by any current or possible current participant. Any
back in time to either secure crucial events or change polity engaging in attempts to change history would
them in favorable ways. Many of these early agents be erased from reality. While peace is declared, the
are lost in the shifting timelines, some going rogue war itself continues to be waged as agents, starships,
and continuing the fight long after their mission is and even whole worlds move through space-time and
done. When multiple versions of Starfleet timeships appear to perform their duties before disappearing
begin fighting each other for the right to be the “real” again into the past, alternate present, or future. The
version of themselves, the Federation detonates primary battlefields of the 26th to 32nd centuries
multiphasic subspace field weapons in the early 25th are ones where events are unclear, a Gordian knot of
century to provide a dimensional “nudge” to nearby cause and effect in which even the most well-read
parallel timelines. The goal is to shore up temporal historian or researcher may be correct one moment
stability and prevent incursions from other possible and then wrong the next.
futures, but it accomplishes little, as new futures
appear each time an agent from any side travels The events after the signing of the Temporal Accords
through time. are still as much in flux as before, but careful
PARADOX
The Temporal Cold War is arguably the bigger plan. Agents may also hail from your own
most destructive of all conflicts seen by the past when they weren’t allies or members of
Federation and its allies. The war wages the Federation or Empire.
across the centuries with fronts ranging from
small conflicts on Vulcan in the 4th century Making things even more confusing are agents
to engagements as far forward as the 29th and even starships that may stem from an
century. One thing becomes certain for every alternate timeline created from a temporal
Time Agent, Loop Caster, and Starfleet officer: incursion somewhen else. You may see your
no allies are allies forever, and the war means characters encountering different versions of
forever is a possibility. While the Temporal Wars themselves, each version absolutely certain
cease in their own present, the ripple events are in their own right to exist and that they come
still playing out across the Galaxy to those living from the proper “Prime” timeline. Timelines far
in other time periods. different can begin to bleed into each other,
including ones where Romulans win the Earth-
Characters may encounter temporal agents that Romulan War or even unlikely ones where the
are Federation, and perhaps even the same Klingons lose the Great Tribble Hunt. What you
species as them, but hold incredibly different and your fellow players should know when
values. To them, your character’s life is already dealing with the Temporal Cold War is that every
over and their death recorded. To them, your new encounter, regardless of who they are, may
mission, while important to Starfleet or the KDF, be friend or foe. And even those labels are only
may be meaningless to their war, and they may temporary as the battle lines shift and change
actively work against your completion of it for a across the millennia.
03105
S TA R T R E K E R A S A N D P L AY S T Y L E S 63
study of the timeline by Accord Monitors existing allowing them to continue to perform the missions
in subspace note few incursions from possible they’ve already accomplished will ensure the
realities. Only already-departed agents, vessels, and stability of all possible futures.
probes are seen moving through the continuum, and
64 CHAPTER 3.10
CHAPTER 03.20
STYLE S OF PL A Y
“So m e t i m e s t he o nly w a y t o f ind o u t wh ere you fit in is to step
o u t o f t h e ro ut ine , be c a use so me t im es wh ere you really b elon g
w a s w a it ing right arou n d th e corn er all alon g .”
— MICHAE L BURNHAM
ADMIRALTY CAMPAIGNS
ADMIRALTY CAMPAIGNS PUT PLAYERS IN considerations with challenging logistical con-
high-ranking leadership positions either within straints. In many cases, the high ethical standards
Starfleet or the Klingon Defense Force, allowing embraced by the Federation further complicate mat-
them to make big decisions that could affect ters. For instance, characters in charge of a squad-
billions of lives on multiple worlds. Chapter 3 of The ron along the Romulan Neutral Zone may feel an
Command Division supplemental rulebook contains ethical obligation to help Romulan refugees after the
detailed instructions for building squadrons of ships destruction of their star. How will those characters
for an Admiralty campaign; this section focuses on respond if the very refugees they’re trying to help
this style of game from the player’s point of view. refuse to abandon the decades of hostility and bad
blood between the Federation and the Star Empire?
The typical approach to an admiralty campaign is These questions, and the broad implications they
for one player to take on the role of an admiral while have for the future of the Federation, form the core
the other players fill the roles of support staff, such of an admiralty campaign.
as adjutants, intelligence officers, and Federation
diplomats. This sort of campaign can work across
many different time periods and regions of space. Inside the Situation Room
A few examples include the birth of the Federation, The responsibilities entrusted to Starfleet admirals
the years following the Khitomer Accords that vary widely. Some admirals command a squadron,
established peace between the Federation and while others may work as administrators on a
the Klingons, and the years before and after the starbase or at Starfleet Command. Some admirals
destruction of the Romulan star. Players in any oversee a particular region of space, such as the
of these eras have to balance complex political Cardassian border, while others work on a specific
S TA R T R E K E R A S A N D P L AY S T Y L E S 65
portfolio of issues or operations. Players and Encounters with Section 31, the secret faction
gamemasters should have a good understanding of devoted to upholding Federation security at all costs,
what their game is about and make sure they create may also occur in an Admiralty campaign. Often,
characters with relevant expertise and skills. characters introduced in this style of campaign
have ulterior motives or hide their true intentions.
Admiralty campaigns usually involve a heavy dose Admirals and their staffs must hone their ability to
of politics and intrigue. This may require the main sniff out deception and cement relationships with
characters to establish relationships with spies, adversaries. This creates great potential for social
informants, and diplomats from hostile powers. conflict. You may want to review those rules with your
66 CHAPTER 3.20
gamemaster and think of ways your character can the admiral to order a special operations mission
apply social tools effectively in high-stakes situations. to rescue the officers from the penal colony where
they’re detained. A Federation diplomat who’s also
Information is power in an admiralty campaign. advising the admiral on how to proceed may look at
Admirals can’t be sure they’re making the best the exact same situation and arrive at a far different
decisions unless they can see the full picture. conclusion. The diplomat may look at the same set
Their support staff must make sure they’re doing of facts and conclude that any rescue mission to
everything they can to gather accurate and com- free three aging officers could irreparably damage
plete intelligence. They must also offer options of the relationship between the Federation and the
how to proceed based on that information. Klingon Empire, destabilizing two quadrants and
putting trillions of lives at risk. Both the intelligence
In many cases, different members of the support officer and the diplomat make valid points. It’s a
staff may not agree on the best course of action. tough call with a lot riding on the outcome, and it’s
Let’s say a certain trio of legendary Starfleet likely that any decision the admiral makes is sure
officers, scheduled for retirement in just a few to anger someone. This is the sort of high-stakes
months, stands accused of conspiring to assassi- dilemma admiralty campaigns are built on.
nate the Klingon chancellor. And let’s say the admi-
ral in your campaign has the authority to determine Gathering intelligence to inform the admiralty’s
Starfleet’s response to this volatile political crisis. decisions may require support staff to attend regular
The admiral’s intelligence advisor may believe briefings or to analyze reports and data gathered
that the evidence indicates the legendary Starfleet by others. It’s important to remember that the main
officers were set up and falsely accused of this characters in your campaign are supposed to be the
crime. Further, the intelligence officer might advise heroes of the story. Most heroes don’t spend their
S TA R T R E K E R A S A N D P L AY S T Y L E S 67
FOCUSES AND VALUES
FOCUSES § Born to lead
For this style of play, focuses in diplomacy,
§ Information is power
history, leadership, interstellar logistics, nego-
tiation, political science, and persuasion may § Listen to opposing viewpoints
prove useful.
§ Follow the data
VALUES § Act with confidence, even if you don’t
Following are ten example values for admiralty feel confident
campaigns. Values that reflect a leadership style
§ The buck stops here
and a willingness to make big decisions will
often make sense for such a campaign. § Trust, but verify
§ Deserve victory
§ Good leaders get their hands dirty
§ Keep your uniform spotless
03204
days analyzing reports from behind a desk. Rather, the gamble. Players in this kind of campaign should
they go out and do heroic things, often at great risk remember that they need not spend all their time in
to themselves. conference rooms listening to briefings and hashing
out scenarios. Admirals and their support staff should
Accordingly, admiralty campaigns may require make an effort to get out and experience the Galaxy.
potentially dangerous fact-gathering missions and
maybe even covert adventures. Starfleet Command Admiralty campaigns might feature diplomatic sum-
usually frowns on admirals risking their lives by mits in exotic locations, high-stakes treaty negotia-
personally going on such missions, so these tasks tions between hostile governments, demonstrations
often fall to support staff. However, flag officers have of innovative scientific research and technology,
wide latitude to determine the right personnel for their classified tactical briefings, and secret exchanges
operations. If a Romulan diplomat wishes to establish with spies or double agents. Any of these situations
a backchannel with the Federation to exchange vital might go badly, resulting in the potential for action
information but insists on speaking directly with a and danger. If the admiral has a squadron of ships
high-ranking Starfleet officer, it’s entirely possible under their command, then support staff might com-
that the admiral might make the calculation that mand those vessels and lead them to all manner of
personally traveling across the Neutral Zone is worth strange new worlds on high-priority missions.
68 CHAPTER 3.20
styles. But there are a few considerations that can have a chance to respond to them in the moment.
set your game apart if your group decides to pull out In a cinematic campaign, months or years might
all the stops and go for box-office gold. pass between adventures, and the beginning of one
adventure might find your character in a dramatically
Often, the Star Trek film franchise distinguishes itself different place than where they were at the end of
from the iterations made for television by telling the previous adventure. Think of Hikaru Sulu, who
bigger stories and leaning into action and adven- received a promotion to captain and took command
ture. Usually, this means big-budget set pieces and of the U.S.S. Excelsior between films. Similarly, Geordi
larger-than-life villains. Think of the destruction of the LaForge received prosthetic eyes and no longer
Enterprise above the Genesis Planet or the menace needed his VISOR between film appearances. These
of Khan or the Borg Queen. Those stories can wow a are significant character moments, and, had those
theater full of movie-goers, and they can inspire truly developments occurred during a television series, we
memorable encounters in a roleplaying game. As an might have expected scenes devoted to exploring the
added bonus, you and your fellow players don’t have ramifications they had for these characters. In a film
to worry about staying within a budget, so it doesn’t series, these developments often occur off-screen,
cost you anything to amp up the scale and action of and the audience simply has to keep up.
your game.
Cinematic campaigns give you a chance to
As a player in a movie-inspired campaign, you should dramatically change your character’s circum-
display a willingness to go for broke and risk it all to stances between adventures. At the conclusion of
create thrilling moments. This might mean taking on a mission, you can go over possibilities with your
the role of the action hero, such as when Jean-Luc gamemaster and fellow players. Maybe a character
Picard and James Kirk team up to fight Tolian Soran gets transferred or promoted before the next
on Veridian III. Or this philosophy might lead your adventure. Maybe significant personal develop-
character to make the ultimate sacrifice to save their ments occur, such as an engagement or marriage.
crewmates, such as when Spock exposes himself to Don’t be afraid to shake up your character’s status
lethal radiation to conduct engine repairs, or when quo in big ways and then explore those changes
Data uses his emergency transporter to beam Picard during the following adventure.
to safety instead of himself before the destruction of
the Scimitar. These kinds of personal sacrifices should This same storytelling style applies to factors external
occur at crucial moments in the story, and they to your characters as well. Significant changes to
should make a big difference in the plot by saving the your campaign’s status quo may occur off-screen.
other main characters, or achieving some other major, For instance, your crew might be transferred to a
positive development. If you have doubts about your newer, more advanced ship (maybe your gamemaster
main character dying, no worries. They can always be will give your new ship the same name as your old
resurrected in the sequel. Work with your gamemas- one, adding a letter from the alphabet to the end of
ter to figure out how that can work within the context its registry). Or the political balance of power might
of your campaign. shift with the signing of a new treaty or the outbreak
of a new war. Characters from your supporting cast
might have moved on to different things, leaving new
Off-Screen Character characters with unfamiliar faces in their old positions.
Advancement As a player, you should try to accept these sudden
A lot can happen “off-screen” in a campaign
shifts in the status quo with an open mind. After all,
aiming for a cinematic feel. In other campaigns, you
a good story pushes characters to grow and change.
can expect much of the character development,
Many entries in the Star Trek film franchise aim
promotions in rank, and major improvements to your
to tell big stories that result in sweeping changes.
starship to occur in game. That is, these situations
Characters may die, and ships may crash or explode.
largely occur during a session and your character will
You needn’t feel too attached to the old status quo.
S TA R T R E K E R A S A N D P L AY S T Y L E S 69
Each of these big changes is just a new opportunity You may want to ask your gamemaster to work
to tell a different story. And if there’s anything that’s elements from your character’s backstory, such as
constant about the Star Trek universe, it’s that there your career events, into the plot of your next cine-
are always new stories to tell. matic-scale adventure. If your character previously
served aboard a starship, perhaps that vessel is lost
or in danger. Maybe a friend or family member from
Make It Personal your character’s past needs help. The entire plot
One surefire way to crank up the stakes in your cine- doesn’t need to turn on your character’s connection
matic game is to make the story personal t your char- to the story; it might just be one smaller plot point
acter. When Captain Kirk learns that Klingons killed among many. And the story element you choose
his son David on the surface of the Genesis Planet, doesn’t necessarily have to be something that’s been
the entire complexion of the adventure changed. This established before. After all, we didn’t know Kirk had
isn’t to say every cinematic adventure must result in a son until well into his Starfleet career. But, whatever
the death of a main character’s loved one, but having you choose to tie your character to the plot, it should
something personally important at stake heightens give your character added motivation to throw them-
the sense of urgency. selves into the action when the time comes.
70 CHAPTER 3.20
as depicted during the first season of Picard. A Star These scenes are valuable because it’s often quite
Trek Adventures campaign can emulate this kind fun for the gamemaster to hear what the charac-
of storytelling by posing questions and teasing plot ters think of the plot, and it may also provide the
threads during early sessions that your gamemaster gamemaster with ideas they hadn’t thought of.
may not intend to answer until later. While many gamemasters perfect the skill of giving
the impression that they had everything planned all
This campaign structure builds tension and allows along, it’s entirely possible your gamemaster may
players to invest in the central themes and mystery not have determined what the conclusion of the
over hours of play. So, when the story finally reaches story arc will look like at the start of the campaign.
its climax and the plot is laid bare, it can be tremen- Often, hearing players’ speculation can inform a
dously rewarding. Following are some guidelines to gamemaster’s future decisions. If you’ve guessed
keep in mind to stay engaged with the long game of a the answer to the campaign’s big mystery, the
season-long story arc. gamemaster may want to throw you off the scent.
Or they may like some of your off-the-cuff ideas
so much that they weave them into the narrative
Be Patient later. That’s only possible if you’re patient enough to
Patience is a virtue in a game focused on a central engage deeply with the long-form story arc.
story arc. The default mode of Star Trek storytelling
showcases episodes that introduce a central conflict, It’s also helpful to slow down and regularly go over
allow the characters to engage with the conflict, the major developments of the central story arc to
and then reach a resolution – all within the span make sure each player understands what’s going on.
of about 45 minutes. Conflict, in this case, simply Games revolving around a long-developing, central
means a problem at the core of a story that the main story arc often involve an intricate and interconnected
characters must solve. Most Star Trek series contain web of characters, locations, and events. These layers
episodes in which the main characters confront can build on top of one another to form a deep and
a conflict and then warp off to their next adven- engrossing story, but the big payoff at the conclusion
ture where they’re likely to deal with a totally new likely will fall flat if the players don’t make an effort
conflict that may have no connection to anything that to keep these elements fresh in their memories or
occurred in previous episodes. record them somewhere.
Season-long story arcs involve conflicts that unfold To this end, it’s usually good practice to begin each
over a much longer period of time, and you may find session with a recap. Often, the gamemaster will con-
yourself dealing with the same conflicts from one duct the recap of important plot elements, but it might
session to the next rather than starting each session be valuable for the players to take turns reviewing
with a clean slate. This may require some patience the story each session. It’s also usually good practice
on the part of the players, especially those keen on to have open communication with your gamemaster
exploring as many strange new worlds and new civ- so you can ask questions when something in the
ilizations as possible. If you’re playing in a campaign plot isn’t clear. Don’t be afraid to slow down and
that focuses on season-long, or even campaign-long exercise patience to make sure everyone at the table
arcs, savor the sense of anticipation as you build understands the essential elements of the plot before
toward the conclusion. You can devote regular scenes proceeding with consequential scenes.
to having the main cast of your campaign speculating
on the events of the main story arc. If your campaign
takes place on a starship, make a point of having Connect Your Character
the main characters meet in the conference room or
the crew lounge, reviewing clues and plot points and
with the Plot
This might be good advice for many different styles
guessing where the story is leading.
of play across many different roleplaying games, but
it’s especially true for a game centered on long story
S TA R T R E K E R A S A N D P L AY S T Y L E S 71
arcs. You should try to find a way to connect your long story arc also creates opportunities to develop
character as closely as possible to the central story your character, and rich character development is
arc. This style of game spends a lot of time building one of the hallmarks of season-long storytelling.
toward a climax that might take a dozen or more If you know your gamemaster intends to weave a
sessions to reach. When your gaming group puts lengthy arc into your campaign, you may want to go
that much time and effort into one big story, you over your character’s values with your gamemaster
want the resolution to feel as impactful as possible. early on to see if they reinforce the campaign’s
Making the stakes personal for your character is one themes. If so, play up those values during play. If
of the most effective ways of ensuring a meaningful not, you might be able to challenge and change
conclusion. The last thing you want is to feel like them in play as the story arc unfolds.
the climax of the season-long arc didn’t make any
difference to your character’s development. Star FOCUSES
Trek Adventures offers a few mechanical elements, Focuses are your character’s specializations and
such as a character’s values and focuses, that can expertise, and represent one of the simplest ways
help you tie your character into the big story arc of to make sure your main character is in the thick
your campaign. of the action when the big, season-long story arc
reaches its conclusion. Make sure you take a few
VALUES moments to consider your character’s focuses and
Values are perhaps the most obvious tool in weaving how they might help to connect your character with
your character into a long-term plot thread. Values the ongoing story arc.
motivate your character and provide insight into
your character’s priorities. Values that reflect CAREER EVENTS
curiosity or a commitment to scientific inquiry, for Elements from your character’s lifepath career
example, will keep your character in the mix during events can provide excellent fodder for long-term
a season-long story arc that centers on a mystery. storylines. This can be especially true if your group
The ability to challenge values over the course of a took the time to roleplay scenes from the main
72 CHAPTER 3.20
characters’ career events. You can work with your gamemaster to collaborate closely and perhaps
gamemaster to mine your character’s career events share notes that other members of your gaming
for interesting supporting characters, events, or group may not know until the story plays out. Or it’s
locations that could reemerge during your cam- possible your gamemaster might surprise you by
paign. Crucial points in your character’s backstory calling back to your career events without cluing you
can come back to drive your current adventures. in ahead of time. Either approach can enrich your
This kind of storytelling may require you and your game and tie your character into the central plot.
S TA R T R E K E R A S A N D P L AY S T Y L E S 73
worlds of the Federation, planets that in some cases
QO’NOS AND THE had been on the verge of war with one another.
74 CHAPTER 3.20
balance of power. You may find that your character is Imagine the complex emotions Kira Nerys must feel
sympathetic to a particular faction but unable to help as she risks her life to help the Cardassians – a
them. This might be due to Starfleet orders, the Prime people that oppressed the Bajorans for much of her
Directive, or treaty stipulations. You may find that life – overthrow the Dominion during the late stages
collaborating with an adversarial faction, or otherwise of the Dominion War. This kind of textured story-
compromising your principles, may serve the greater telling works well in a close-to-home style game,
good of your mission. You might also find that your but may not work as well in a traditional Star Trek
character’s feelings about a particular character or series in which the crew travels to dozens different
faction may shift over the course of the campaign as systems but rarely spends a great deal of time at
the story evolves. any single location.
S TA R T R E K E R A S A N D P L AY S T Y L E S 75
8236 03209 359
Not everyone is cut out for deep space exploration Seeking out new life and new civilizations is just part
missions. You will be estranged from friends and of deep space missions. Survey missions help chart
family you leave behind. You will be far away from star systems and spatial phenomenon. They mark
the safety and security of the Federation or Klingon hazards that could endanger other vessels that are
Empire. You will need to use every iota of wit and seeking to do more detailed exploration of star sys-
ingenuity to overcome unprecedented challenges and tems or desiring to set up colonies. Survey missions
come up with novel solutions to an endless array of could include setting up subspace beacons to enable
wild situations. long-range communications or establishing defense
nets to protect from hostile invasions. These missions
Even though you will be warping into the deepest can also help locate valuable resources that are of
regions of the Galaxy, it does not mean you are com- use to Federation worlds and their colonies.
pletely alone. Deep space does not mean unexplored
space. It could mean that it has not been explored Discovering new life could mean encountering a
by you. Your crew may unwittingly cross into the sentient species. First contact is a carefully-regulated
sovereign territory of another species or pass into the event. It is logical that any deep space exploratory
realm of monstrous or godlike creatures. There are vessel would have mission specialists well-versed in
things out there beyond description, and hazards that first contact protocol, diplomacy, and xenolinguistics.
have cost entire crews their lives. Still, you daunt-
lessly press onward seeking to reap the rewards of Some deep space missions involve studying
knowledge that might be the key to unraveling the strange anomalies, searching for lost ships, and
ancient secrets of our universe. even crossing the boundaries of time and space.
Officers are expected to keep detailed logs of
This style of campaign is well-suited for fans of Star all their findings. Every piece of data adds to
Trek: Enterprise or Star Trek: Voyager. Star Trek the collective knowledge of the Federation. And,
Adventures enables you to play a variety of deep ultimately, knowledge is power.
space exploration campaigns. A few options are
listed below.
Tactical Missions
The farther starships push into the Galaxy, the more
Scientific Missions likely they are to encounter a hostile species with
Most deep space exploration missions depicted in designs of its own. This has switched the tone of
Star Trek serve the main purpose of expanding the some deep space missions from scientific to tactical.
Federation’s knowledge of the Milky Way Galaxy. A good example of this is Starfleet’s explorations
Though it is rarely seen, it is logical that the Klingon of the Gamma Quadrant. It was not long after the
Empire has its own form of exploration. Bajoran wormhole was discovered that Starfleet,
76 CHAPTER 3.20
Ferengi, Klingon, Romulan, Pakled, and other vessels
began exploring the newly-opened region of space.
Non-Starfleet Missions
Deep space exploration is not solely under the
Within a short time, it was discovered that the
purview of Starfleet. Independent organizations,
Dominion held sway over much of the quadrant and
civilian agencies, and Federation members are free
they were not pleased about all the “solids” pouring
to pursue their own expeditions. This is highly risky
through from the Alpha Quadrant.
since most vessels are rarely as well equipped as
their Starfleet counterparts.
What initially was met with excitement was soon
replaced with a sense of dread. Exploring the Gamma
EXAMPLE: Irene and Magnus Hansen were
Quadrant was equivalent to poking a hornet’s nest.
Human exobiologists studying the Borg. They
Before long, Starfleet and its allies were devoting
set off on an independent research project sup-
more resources to tactical exercises and intelli-
ported by the Federation Council on Exobiology.
gence-gathering missions into the Gamma Quadrant
They, along with their daughter, Annika, set out
than to scientific studies.
in 2353 aboard the U.S.S. Raven. Despite being
warned against it, they left Federation space.
In a similar manner, your crew might decide on
The mission ended tragically with their assimi-
a clandestine deep space mission into Dominion,
lation by the Borg.
Romulan, Breen, Tzenkethi, or some other hostile
species’ space. Or maybe the unexplored Shackleton
If you choose to embark on a deep space mission
Expanse appeals to you and your players. Tactical
that is unsanctioned by Starfleet, be prepared to bend
missions afford more action, tension, and suspense
the rules to survive. The Prime Directive might not
than a purely scientific mission. But, gathering intelli-
hold much sway on the borderlands. You will likely
gence that will secure the borders of your species is
find yourself in backwater bars and ragtag outposts
essential to your survival.
searching for supplies or information. You may need
to form alliances with non-Federation species to
S TA R T R E K E R A S A N D P L AY S T Y L E S 77
survive or integrate alien technology into your star- the closest starbase via an encrypted subspace relay
ship to effect repairs. Still, some scientists, archeolo- network, until it finally arrives for analysis at Starfleet
gists, or treasure hunters brave the risks to reap the Headquarters. Curiosity dictates further exploration.
rewards, be they scientific or monetary.
Excitement grows as the vessel comes within a few
light-years of the target system. Sensors may start
Guidance for Deep Space picking up evidence of civilization. The subspace and
Exploration Games interstellar chemistry pallet could be brought online.
The communications and sensor arrays might start
If you are playing in a deep space exploration
to pick up radio signals or detect signs of post-indus-
campaign, you can expect to come across stellar phe-
trial civilizations. Long-range sensors are now close
nomena and alien civilizations that no other Starfleet
enough to pick up other starships in orbit of populated
or Klingon vessel have ever come across. But you
planets or in transit through space.
must first locate the anomalies. It is undoubtedly
thrilling to hear the commanding officer declare, “First
Once a starship is within a solar system, the true
star to the right and straight on ‘til morning.”
work begins. More detailed planetary analysis, remote
life-form analysis, and electromagnetic scanning may
A crew might start by initializing long-range scans
occur. Fully autonomous probes equipped with terres-
to locate star systems with a high probability of
trial and gas giant sensor pallets might be launched
having planets capable of sustaining humanoid life.
to retrieve data on interstellar particles. Material
Enhanced long-range particle and field detectors and
samples can be analyzed for chemical composition.
imaging systems might chart hazards along the way
Other probes can observe pre-warp civilizations and
like solar flares, supernovas, black holes, and a wide
transmit the data to the main ship. Multiple shuttles
variety of radiation, geomagnetic, or ion storms. All
manned by conn and science officers might strike
this information feeds the stellar cartography and
out into the system, forming away teams to collect
astrometric labs and is normally transmitted back to
samples from the surface of large asteroids, moons,
78 CHAPTER 3.20
DISTANCE IN STAR TREK: THE SIMPLE SOLUTION
There are a variety of sources in published transmission one full day to travel 144 light
form and on the internet that explain how long years. However, this guideline seems to be bent
it takes to get from here to there in the Milky in more than one television episode.
Way Galaxy. Also, it seems that sometimes the
deep space vessel has little trouble establishing You should understand that time and distance
communications with the nearby starbase while in Star Trek is usually more of a plot device
other times they are out of range. Give or take than an exact science. Your gamemaster might
a spatial anomaly or two, subspace communi- provide a variety of explanations why inconsist-
cations should travel at roughly warp 9.9995. encies may appear. In any case, play along as
This means that it would take a subspace distance is rarely the crux of any story.
03211
and planets. A hustle of activity fills every corridor as staff morale is high and departmental operations are
material samples and data are brought back to the in top shape. These long interludes in action provide
ship to be analyzed, dissected, and catalogued in a an ample opportunity for staff members to improve
variety of science labs. their expertise in their discipline of choice, learn new
focuses, and pursue artistic and cultural endeavors.
For most deep space explorers, the most valuable find It is during these long periods of peace that amazing
is a new sentient species. This is a sensitive interac- friendships and romantic relationships are born.
tion that can go amazingly well or end in utter disas- Adventures can be born from scientific experiments
ter. The astonishing diversity of civilizations your crew gone awry or relationships coming to a boiling point.
may discover can be created by your gamemaster
using the tools in the core rulebooks. The television At the same time, staff members need to be ready
series had budgetary constraints that limited the type to jump into action at any moment. Even wide
of aliens that could be created for on-screen use. This swathes of interstellar void can contain oddities worth
is not the case with your game. Gamemasters can dropping out of warp to inspect. Sensors might pick
introduce the most obscure non-humanoid species to up an incandescent swarm of spaceborne creatures
the adventure. Your imagination is the limit! migrating at sublight speed through an emission
nebula. A derelict spaceship could appear on sensors
Give some thought as to why your character decided possessed by a sentient super-computer eager to
to take one of the riskiest assignments in Starfleet or transfer its program to a better vessel. A cosmic entity
the Klingon Empire. What was their motivation? What could suddenly appear in your vessel’s path, beckon-
area of study did they want to expand on during the ing the crew to play a game of chance.
continuing mission? Do they have friends on board
the ship or will they need to reach out to others to An entirely new scope of adventure occurs when
form strong bonds? the ship arrives in new areas of space. Senior staff
members are likely the first to set foot on strange
SENIOR OFFICERS new worlds and establish first contact with new life
If your character takes on a senior staff position and new civilizations. Without the immediate support
assigned to a deep space mission, you can expect of aligned vessels, only the most skilled officers dare
long stretches of quiet travel through interstellar take lead on these missions. Starfleet Command and
space. It could take months merely to reach the outer the Klingon High Council are not quickly available for
borders of your territory and still many more weeks or consultation. Established rules and regulations cannot
months of high warp travel before you arrive at a new possibly cover all facets of a deep space mission.
star system worth exploring. During that time, senior Commanding officers and senior staff members must
staff members would be dedicated to making sure act independently, aware that their actions and the
S TA R T R E K E R A S A N D P L AY S T Y L E S 79
repercussions of such could be subjected to scrutiny Since junior officer crew quarters generally contain
at the end of the mission. multiple roommates, bargaining for more time on the
holodeck might be a common occurrence.
JUNIOR OFFICERS
Junior officers can expect monotonous days fulfilling Mission objectives and daily task lists can drastically
their duty assignments. Staff meetings outlining change with zero notice and little explanation. Red
new protocols and shift handover meetings are on alerts might have lower-ranking officers jumping out
the daily agenda. Long hours are spent performing of bed, throwing on their uniforms, and scurrying to
routine diagnostics on critical ship systems. Routine emergency stations with no idea of who or what is
maintenance duties may include lonely chunks endangering the ship. Junior officers must be ready
of time spent working in Jefferies tubes or in the and willing to be transferred to other departments
deepest bowels of the ship. Sensor arrays must be that might encounter a staffing shortage.
realigned, computer data analyzed, weapons systems
tested, engines tuned, science experiments tracked, A highlight for many junior officers is the opportunity
power systems optimized, medical equipment main- to accompany a landing party or an away mission
tained, replicators reprogrammed, waste managed,
staff fed, and quarters cleaned. The pressure to perform is on as your character
desires to shine. Demonstrating their focuses and
During breaks and off-hours, junior officers might talents on an away mission could be the difference
huddle together in enlisted mess halls that rarely between a promotional opportunity and career
boast the same views or perks of the officer’s lounge. suicide. If you are playing a junior officer, what
This is time for junior officers and enlisted crew motivated you to take the deep space assignment?
to catch up on the day, exchange stories, discuss Was it to get more experience under your belt
their futures, or complain about their supervisors. to further your career? Was it to get away from
Downtime could be spent expanding knowledge in problems back home?
their areas of expertise or enjoying their hobbies.
80 CHAPTER 3.20
CIVILIAN LIFE Another possibility is that the character is the spouse
There are several reasons why a civilian character or relative of another crew member. They may spend
would want to join a deep space mission. Perhaps their days attending prerecorded classes, pursuing
they have negotiated temporary transport to get to personal hobbies and endeavors, or fulfilling another
another ship, colony, or planet. Perhaps the civilian function on the ship. They might even be raising a
character holds a specialty in archeology, astro- family and dealing with the challenges of raising
physics, or geotectonic activity and they have been children who have never set foot on a home planet.
assigned by a science council or representative
species to participate in a research study. It could be Civilians have the lowest security access than any
that they chose not to undergo the rigors of Starfleet others aboard a starship. It might be a struggle to feel
Academy or Klingon training but still had the desire relevant while other crew members attend to their
to see the stars. Hence, they may have willingly duties. If you are playing a civilian, what motivated
accepted the opportunity to work in a service function you to join a deep space mission?
such as cook, bartender, medic, counselor, journalist,
teacher, maintenance personnel, or quartermaster.
S TA R T R E K E R A S A N D P L AY S T Y L E S 81
will happen when your characters come across
WE ALL WANT TO GO habitable planets? Will some desire to transplant
HOME IN THE END themselves in a new region of space, start a colony,
and make like pilgrims in a new land?
Home defines who we are. Home is where
we first learned our values. Home is more
Being separated from your allies is dangerous; even
than a memory; it is wrapped into the
worse when hostile species find out that you are truly
very core of our beings. No matter how far
alone. It could make for hard times if most of the
a sentient species may venture into the
crew’s time is spent fighting or running from attack-
Galaxy, they all have a place they call home,
ers who seek to pillage the advanced technology of
and most, if not all, desire to find their final
your ship or enslave your people. Xenophobic species
rest in the soil of their birth.
may not be open for negotiation. Friendly species
might be few and far between, though still boasting
— Leucon Icheb
agendas of their own.
for the journey? Can a way be found to restore the First contact takes on an entirely new meaning in
timeline? It is possible that your characters have been this setting. More caution than normal is advised as
caught in some manner of temporal war. Will you be first contact could be your crew’s last chance to get
viewed as criminals by temporal agents or enemies home. Scouting parties, spy missions, and under-
by vicious time-hopping aliens? ground bartering for goods might be the order of the
day to keep from arousing suspicion or attracting
unwanted attention.
Other Realities
The Mirror Universe. Fluidic space. The Celestial Each character will react differently in this extremely
Temple. Some theorize that there are as many layers stressful circumstance. Realizing that one may never
to reality as there are stars in the sky. With that, other see home again will cause many complex emotions
dimensions spawn all sorts of life-forms. The laws of to rise to the surface. Isolation, desperation, fear,
physics that you have come to know might operate in paranoia, anxiety, depression, and anger threaten to
a different manner. Environments might be inhospita- overcome the spirit of discovery at any moment. Or
ble to humanoid life. Your starship might be rendered
inert in such alien realms. Once again, the desire to
return home will be at the forefront of your crew’s
thoughts. Will they be able to maintain their sanity
MASTERS OF OUR
while piercing barriers that are one quantum leap OWN FATE
away but a universe apart?
A warrior is always in a struggle against
fate. Fate triumphs when a person stops
Guidance for Far from believing they can affect the outcome of
their life. A warrior triumphs when they
Home Games grasp fate in their hands and squeeze
If your group decides on a far from home campaign, until one’s destiny becomes clear. For four
they will need to realize that help may never come. generations did my forefathers wrestle fate
Starfleet or the Klingon High Council may have until my path was known. How much we
been left with few clues as to your current wherea- would have lost had we surrendered to fear
bouts. Characters will need to summon forth new or succumbed to sadness. No! Instead, we
levels of innovation to survive what could be a marshalled our grit and resolve and became
decades-long ordeal. Moral dilemmas might arise. the masters of our own destiny!
Should you adhere to the Prime Directive? How far
will your crew go to acquire rare resources? What — Captain Kohlar
82 CHAPTER 3.20
perhaps the crew will triumph in these harsh circum- of vessel will need to be optimized as the storage of
stances and discover a new destiny in the stars. resources and materiel will be crucial activities.
SENIOR OFFICERS Lastly, the ship’s objective will likely change to getting
The psychological welfare of the crew will be of par- home. Exploration may take second place to short-
amount concern to senior officers if the crew is cast ening the distance to the borders of your people’s
into a far from home mission. It would be unrealistic territory. Still, some officers may want to stop and
to believe that such a rare event is easily handled by research the cosmic wonders that your starship is
the crew. Everyone must confront the fact that they passing by at maximum warp, insisting on fulfilling
may never see their loved ones again, that they will the vessel’s mission of exploration. Refusing to stop
likely never again set foot on the soil of their home- could mean missing out on technology that could
world. Managing the trauma of such realizations will shorten your long journey home, or failing to form
demand senior officers be in control of themselves beneficial alliances with other species.
and in touch with their crew. Campaigns to boost
morale will take first and foremost attention. Senior officers will need to make tough calls without
the benefit of guidance from central command. How
Next, time will suddenly be consumed charting a path will senior staff handle discipline when dismissing
home through unknown regions of space and the someone from the ship could mean their death?
constant search for allies and resources. Gone are the How will they deal with talks of mutiny? What
days of resupply ships and retrofits. Many vessels are boundaries are they willing to cross to ensure the
constructed to last hundreds of years in service, and survival of their crew? Senior staff members might
now your crew will be testing those limits. The ration- find themselves bending or breaking the rules to
ing of food and energy must be a constant agenda survive far from home.
item. Food will need to be grown. Nonessential
activities like holodecks or replicators may need to be
reduced or completely suspended. Every spare inch
S TA R T R E K E R A S A N D P L AY S T Y L E S 83
FOCUSES AND VALUES
FOCUSES § Keep a smile on your face no matter how
Focuses in alien technology, psychiatry, first aid, you feel
survival, navigation, astrometrics, warp theory,
§ I can make something from nothing
quantum physics, and experimental technology
may prove useful in far from home campaigns. § Adaptation is survival
§ Crew comes first
VALUES
Here are some example values that might be § I will do anything to see my family again
interesting choices for players in a far from
§ Push me too far and you’ll see my ugly side
home campaign. You may want to consider
choosing or developing values that reflect inno- § Diplomacy is the first and last solution
vative thinking, inspiring others, or decisiveness to anything
under pressure.
§ I can bargain my way out of anything
§ It’s not broken until I say it’s broken
§ You can’t fight your destiny; you have to
roll with it
03215
JUNIOR OFFICERS risk they signed up for and set their mind to making
Junior officers will be expected to follow protocols the best of it. Thoughts might turn to mastering a new
based on a set of regulations created by an organ- skill, discovering new wonders in this corner of the
ization that no longer holds authority in this region universe, or finding a suitable mate. In what ways
of space. This is where the true test lies, as officers will your junior officer help strengthen the unity of the
begin to question their belief and trust in Starfleet or crew? Or will they do the opposite?
Klingon tradition.
CIVILIAN LIFE
Before, low-ranking crew faithfully attended to their Whereas commissioned offices agreed to the
duties with the hope of one day moving up the ranks. hazards of space travel, such might not be the
Now, positions only become available in extreme case with civilians who now find themselves in this
circumstances like the removal of an officer of higher predicament. Suddenly, your character’s life was
rank, an individual abandoning the mission, or death. ripped from its foundations. You may be surrounded
What once was considered routine duties now seem by complete strangers, the myopic nature of your
like a life sentence in a penal colony. This is not how purpose on the ship shattered to pieces. Will you be
your character envisioned living the rest of their days. able to negotiate a new role on board the ship? Are
Now, they are possibly looking for options out of this you the family member, colleague, or romantic inter-
scenario as opposed to a life of servitude to the senior est of an officer on board the vessel? Maybe you did
officers. Conversations with fellow officers might be not plan to spend the rest of your days in proximity
filled with anger and spite as they blame the com- to this person, but here you are. Will this strengthen
manding officer for their woes and begin questioning or strain that relationship?
every order coming from the bridge.
It is quite possible that your character is brought onto
Still others muster up their courage. They view the the ship as a new crew member. Perhaps you are
crew as their family, and they will give their all to the last of your race, a lone traveler, or have been
make sure everyone is comfortable and as happy as rescued by the crew and invited to accompany the
can be. Your character may realize that this was the ship on its journey. Will you be able to carve out a
84 CHAPTER 3.20
new life among these strange Federation or Klingon for a short while, maybe disembarking before you
people? What talents will you bring to bear to make leave familiar space, or will you bond with the crew
you an asset to the crew? Could you act as an advisor and stay indefinitely?
or ambassador to your people? Do you plan to stay
S TA R T R E K E R A S A N D P L AY S T Y L E S 85
or destroying enemy installations. Also, adventure
awaits at any one of the hundreds of ports-of-call VARIETY IS THE
at which your ship might dock. Your character might
find themselves aiding any number of starbases,
SPICE OF LIFE
relay stations, science outposts, or colonies. I have set foot on hundreds of worlds, dined
on a buffet of alien delicacies, and expe-
rienced unbridled passion in the arms of
Science Missions dozens of the Galaxy’s most handsome and
Besides deep space missions that have already powerful beings. And still I want more. We
been covered, there is an assortment of other mis- live in a time of unprecedented possibilities
sion types available for the science-minded officer. where every sentient’s desires, hopes, and
You may be asked to survey an asteroid field, dreams can be fulfilled. Why squander your
moon, or planet for mineral resources or coloni- existence by limiting yourself to one planet,
zation. Elaborate and sensitive experiments could one person, or one adventure? Variety is the
be the order of the day. Conducting experiments spice of life. Get out there. Make something
in a controlled and isolated environment might of yourself. And do it all with vigor and vim!
decrease the possibility of accidents that could
harm large populations. Some starships are replete — Ambassador Lwaxana Troi
with research labs wherein new technologies
can be developed and scientific practices can be
borders of the Federation or Empire. You might see
explored. There is also an infinite number of stellar
more action engaging in a family squabble than
phenomena to survey and catalog.
shooting it out in ship-to-ship combat.
Guidance for Spice of Does your character have a business back home? Is
there a conference, concert, or exhibition they want
Life Games to visit? Do they have a favorite vacation spot? These
The universe is your oyster if you choose to rotate are all potential locations for memorable adventures,
through different mission types. This might be the all available in your local quadrant of space.
most dynamic form of roleplaying as each character
has a chance to really engage with their background Keep in mind, there are still forces within your
and test their capabilities in a variety of scenarios. borders that seek to destroy the carefully constructed
peace. There are those trying to sow disorder and
The gamemaster might keep each adventure episodic contention among allies. Spice of life games allow
in nature with each plot being resolved by the end of a myriad of nefarious characters to surface. Your
a single session. Or they may create a story arc that adventures could reveal dark corners of the criminal
carries through multiple adventures and sessions. underworld, uncover vicious conspiracies, and root
This format of play allows for rich character devel- out corruption in the highest levels of government.
opment as you have an opportunity to interact with
people from your individual’s past. These relationships SENIOR OFFICERS
can be explored in greater detail. Spice of life campaigns are a wonderful breeding
ground for adventure. Senior officers live out amazing
Your character might be a little more comfortable in careers. There is always a lot to do in spice of life
this setting as surroundings are familiar, relationships missions. Whereas deep space exploration might
are established, and they have a good lay of the land have long lulls in action, this is usually not the case
(or ship). They might have the opportunity to visit for vessels traveling within the Federation or Empire’s
home and communicate with loved ones on a more borders. Vessel movement is strictly coordinated from
regular basis. Generally, there is not a state of con- the closest starbase as admirals make sure their
stant war or conflict happening within the protected fleets are engaged in the most efficient use of time
86 CHAPTER 3.20
FOCUSES AND VALUES
FOCUSES § Never take me for granted
Focuses such as diplomacy, navigation, law,
§ I’d rather stay on the ship
Starfleet protocol, Klingon history, teaching, or
any of the sciences or medical skills may prove § Humility is the best path to honesty
useful in spice of life campaigns.
§ Admirals don’t intimidate me
VALUES § Sitting still doesn’t sit well with me
Here are some example values that might be
§ The Academy taught me 10 percent of what
interesting choices for players in a spice of life
I know
campaign. You may want to consider choosing
values that reflect your character’s wealth of § Never date someone from your homeworld
experience or their devotion to their culture.
§ Any agreement can be reached over a glass
of (insert alien beverage here)
§ Away missions are the fast track to the
captain’s chair
§ When stakes are high, never me count out
03217
S TA R T R E K E R A S A N D P L AY S T Y L E S 87
Spice of life campaigns might afford junior officers engineering, artificial intelligence, pathology, or
more of a chance to utilize their focuses and talents computer programming. Starfleet or the Klingon
since specialized missions require specialized High Council has requested their services. They
personnel. You could be studying a supernova aboard might be the family member, friend, or lover of
a Galaxy-class vessel one month, then transferred to another crew member. Or your character may have
a science team located on nearby colony to crunch negotiated transport aboard the vessel to arrive at
the data for Starfleet’s science division the next. Your some destination.
next assignment might be aboard a science vessel to
provide insights on how to improve their sensor array. On smaller ships, civilians might be confined to
Take advantage of every opportunity to gain experi- quarters or common areas for the duration of a
ence. Who knows? This could lead to a promotion or a mission. On larger vessels, your character might
deep space assignment. be able to take advantage of recreational facilities,
multiple mess halls, science labs, or even schedule a
CIVILIAN LIFE tour of the bridge. If your character is the member of
Hundreds of thousands of civilians live aboard a special delegation, you might find yourself invited
spaceships, providing invaluable support services to to a private dinner with the captain or senior staff
crew members. Your character might be a bartender, members to discuss objectives.
server, cook, nurse, therapist, physical trainer, or
any one of hundreds of other professions. Mission Of course, expect to be locked in quarters or shoved
specialists are often civilians called into service to into an escape pod should something ill befall the
support a larger mission. Perhaps your character ship. You boarded the vessel and assumed the risks
has an expertise in stellar phenomenon, forensics, of doing so. Such are the hazards of civilian life.
88 CHAPTER 3.20
8236 03219 359
WANT TO EXPERIENCE
THE GALAXY? GET A JOB ON A DEEP SPACE STATION
Sure, I’ve worked on some fine starships in my to the heart of the ore processing machinery.
day. In fact, my wife delivered our firstborn in I flew through a stable wormhole more times
Ten Forward aboard the Enterprise. That ship than I can count. I met beings from the Gamma
was a beauty, and she had a first-rate crew. But Quadrant, some of whom became close friends
if you want the truth, I spent most of my time on while others became deadly enemies. You want
the Enterprise running level-1 diagnostics in the my career advice? Get a job on a frontier space
transporter room. Later, when I was posted to station. You’ll learn plenty of things they don’t
Deep Space 9, I finally felt like I could take own- teach at the Academy.
ership of the job. I learned every centimeter of
that station, from the tip of the docking pylons — Chief Miles O’Brien
STATION-BASED GAMES
IT WOULD BE A GRAVE ERROR TO ASSUME LIFE ON Some space stations, such as Regula I, act as
a space station, colony, or starbase lacks the drama research laboratories where scientists and engi-
and adventure of a starship duty assignment. While neers conduct ground-breaking experiments. These
characters on a space station may find few oppor- research stations may support a relatively small crew
tunities for away missions on exotic new planets and be located in isolated regions of space.
every week, they’re sure to encounter fascinating
supporting characters, complex antagonists, and
challenging scientific and moral dilemmas. Warping Starbases
boldly across the vastness of space in a starship Starbases built on planets, moons, or other
might form the cornerstone of Star Trek storytelling, celestial bodies share many of the same qualities
but campaigns focused on less mobile settings as space stations. They may act as a crossroads
like starbases can make use of many of the same for a diverse array of travelers and can provide
classic themes and story elements while providing compelling backdrops for political and diplomatic
opportunities to add new twists to the narrative. stories. A starbase may reside on a planet that also
features strange scientific qualities. Such qualities
Star Trek Adventures supports a range of possi- could include unique native plant or animal life,
bilities for players looking for an alternative to the unstable climactic or seismic conditions, or unpre-
traditional starship-based campaign. A few options dictable temporal fluctuations.
are listed below.
Frontier Colonies
Space Stations Countless brave souls have set their sights on
Space stations often reside in deep space in deep space and dreamed of carving out a new life
strategically important locations or near unusual for themselves on a distant, uninhabited world.
spatial phenomena. Space stations attract Starfleet They may be driven by the desire for freedom,
and civilian starship traffic alike, providing a safe scientific curiosity, or philosophical or religious
port where crews can perform maintenance on their motives. In any case, building a colony from
vessels or resupply for long voyages. They may also scratch on an isolated world could form the basis
draw agents of other governmental powers, creating of a tremendously rewarding campaign, but it also
the potential for political and diplomatic intrigue. presents an endless parade of dangers. Colonists
S TA R T R E K E R A S A N D P L AY S T Y L E S 89
TOUGH LITTLE SHIPS?
Some space stations, starbases, and colonies These might be isolated science outposts or tiny
have ships, or even fleets of ships, permanently communications relay stations. These settings
assigned to support their missions. These ships likely depend on regular starship visits to deliver
might take the form of shuttlecraft or runabouts, supplies or routine medical care.
or they might be Defiant-class starships or even
larger vessels, depending on the circumstances. Work with your gamemaster to determine what
In these cases, your character might spend kind of starship support your character can
some time taking on exploration missions and expect on your station. These decisions can influ-
traveling to distant sectors. ence the kind of missions your character will take
on and the overall tone of your campaign.
On the other hand, some stations and colonies
have very little in the way of ship support.
03220
must take on the challenges of material scarcity informants with dark secrets to sell. Players in these
and social isolation, compounded by the fact that settings should be ready to embrace whatever the
many colonies are too distant from core worlds to gamemaster throws at them with an open mind and
receive help in a timely manner. When something an intention to build a fun and exciting story. No
goes wrong – and it always does – colonists can’t warp travel necessary.
rely on anyone but themselves.
Indeed, the sheer diversity of characters that can
make up the supporting cast of a station-based
Guidance for Station- campaign also provides opportunities for conflict
Based Games and character development. Player characters in a
station-based campaign are likely to encounter a
If you’re playing in a station-based campaign, you
large and diverse array of recurring characters as
may need to adjust some of your expectations and
part of their daily lives. You might play a Starfleet
prepare to encounter some different themes and
officer on a Starfleet-run space station, but your
tropes that may not be as prevalent in a campaign
character may live alongside and forge relationships
aboard a starship. This section will explore some
with civilians or, in many cases, characters who rep-
ways you can engage with this kind of game to
resent groups that have an adversarial relationship
produce a setting that’s as rich and dynamic as Star
with Starfleet. You might create main characters
Trek: Deep Space Nine.
who aren’t affiliated with Starfleet at all. Accordingly,
players in station-based games should demonstrate
Perhaps most obviously, a campaign set on a station
a willingness to create interesting relationships
or colony grants characters less mobility than one
with the other inhabitants of the space station. For
set on a starship. As a consequence, the action must
instance, it’s unlikely that a plain, simple tailor on
often come to you, rather than vice versa. In no way
a Starfleet ship might also be a former Cardassian
does this diminish a campaign’s level of excitement,
spy. On a space station or colony, not only is that
because starbases and colonies are, almost by defi-
possibility more plausible, but it might be great fun
nition, remarkable settings that attract remarkable
for the player characters to befriend this mysterious
people and events. You should keep an open mind
tailor, or at least strike an uneasy alliance with them.
when strangers pay a visit. A space station is just as
In this sense, station-based games spotlight the
likely to host a diplomatic confab involving political
importance of IDIC, one of the core principles of Star
leaders from multiple quadrants as it is to be a
Trek storytelling.
meeting place for Nausicaan mercenaries or Yridian
90 CHAPTER 3.20
The vibrant diversity of life on a station, starbase, or station-based game, gamemasters can allow the
colony is also a terrific showcase for the supporting main characters to drive much of the plot, leading
character rules found in Chapter 05.40 of the core to deep and interesting character development that
rulebook or Chapter 04.50 of The Klingon Empire unfolds naturally over the course of a campaign.
core rulebook. You can work with your gamemaster
to build supporting characters who get increasingly What can you do to make sure you’ve created a
more developed as they make additional appearances character well-suited to life on a station or outpost?
in your game. Before long, you’ll have a colorful You might consider how your character ended up on
recurring cast of merchants, priests, pirates, merce- this station. Were they ordered there, as Commander
naries, spies, or whatever else fits your campaign. Sisko was? Or are they drawn by the romantic allure
These supporting characters can act as trusted of the frontier, like Dr. Bashir?
friends or infuriating foils to your main character.
SENIOR OFFICERS
Also be ready to engage with the setting in such a If your character takes on a senior staff position
manner as to bring it to life. Your setting isn’t just on a station or outpost, you can expect to face
a workplace. It’s also a community where per- big decisions on a daily basis. Stations located on
haps tens of thousands of beings from across the hostile frontiers must live with the threat of invasion
Galaxy live side by side. How does your character or attack. Senior officers must be prepared to make
fit into this complex social fabric? How does your life-or-death choices that account for the political
character spend their off-duty hours? Playing darts and diplomatic realities of the region of space in
on the Promenade, taking a Klingon cooking course, which their station is located. One bad call could
training in the Anbo-jyutsu arena? Work with your upend the fragile balance of power on a Federation
gamemaster to embed your character into the life of border, such as the Romulan Neutral Zone or the
the station’s community. Demilitarized Zone.
Your character, and the decisions they make, can Senior staff on frontier stations will also face
have a real effect on the development of the setting scientific and technological puzzles. Stations might
through their interactions with the characters be located near interesting phenomena such as
around them. The inverse is true as well. As your nebulae, wormholes, or plasma storms. Or they
character gains experience with the setting and may conduct top secret and potentially hazardous
the people and beings that live there, consider how scientific experiments, such as Project Genesis,
exposure to such a wide variety of supporting char- which sought to remake uninhabitable planets into
acters challenges your character’s values, goals, new ecosystems suitable for humanoid life.
and perspective. A vibrant setting like a space sta-
tion is sure to provide a different kind of insight and JUNIOR OFFICERS
experience than a Federation starship, where many Junior officers will have their hands full dealing with
of the characters are likely to have similar goals and the day-to-day operational and logistical challenges
operate under the same command structure. associated with life on a space station, starbase,
or colony. For instance, inspecting cargo mani-
Games set on starships likely hop from one plane- fests might appear to be tedious work, but Orion
tary system to another from session to session. This smugglers and Ferengi arms dealers often favor
often creates an episodic rhythm to the campaign as frontier outposts as convenient locales for striking
the characters confront a challenge on one planet, illicit deals. Their presence might turn tedious cargo
bring the story to a resolution, and then warp off to inspections into a thrilling game of cat-and-mouse.
the next planet the following session. Station-based Street-level crime might also pose a threat in set-
games, by contrast, create excellent backdrops tings far from the more civilized core worlds.
for serialized story arcs where plot threads extend
for multiple sessions. When so much of the story Space stations require massive amounts of power
takes place in a single location, as it does in a to function, and teams of engineers and technicians
S TA R T R E K E R A S A N D P L AY S T Y L E S 91
FOCUSES AND VALUES
FOCUSES § I pay my own way
The sort of focuses you choose might depend on
§ The frontier is where heroes are made
the mission and circumstances of the space sta-
tion. Research laboratories will require scientific § Growth seldom occurs in your comfort zone
focuses, while tactical expertise makes sense for
§ Running from the past
starbases near a hostile border. Some sugges-
tions might include bartering, criminal networks, § Putting my stake in the ground
environmental systems, fleet tactics, fusion
§ I serve in memory of the loved ones I left
reactor systems, and spacedock traffic control.
behind
VALUES § Experience is the best teacher
Here are some example values that might
§ You have to be tough to live here
be interesting choices for players in a sta-
tion-based campaign. You may want to consider § Life’s too easy on the core worlds
choosing values that reflect self-reliance and
§ Starting over somewhere new
a willingness to leave behind the luxury and
stability of the core worlds.
03221
must maintain the fusion reactors and life support again, maybe your character earns a living in a less
systems that make life possible in deep space. reputable manner.
Much of this critical work falls to junior officers.
Civilians on colonies and particularly remote or
Finally, lower-ranking officers play essential roles in sparsely populated stations may also struggle
the many scientific endeavors on a space station, with social isolation. If you’re playing in this kind
starbase, or colony. Trained scientists must gather of setting, you might consider what relationships
and analyze data, program computer models, and or circumstances your character left behind when
conduct experiments. The thrill of scientific discov- they set out for the frontier. How has this dynamic
ery isn’t just for senior-level officers. shaped your character?
92 CHAPTER 3.20
colonies or space stations for their games. Star would life be like there? These are the sort of
Trek Adventures was designed to give players the questions science-fiction writers ask themselves
flexibility you need to create any setting your game when inventing their worlds, and the answers to
requires. When doing so, consider what kind of those same questions can help you create and
characters would live in the kind of setting you’ve play your character in the most convincing and
created. What kind of jobs and services would interesting way possible.
be necessary to make this place function? What
UNSANCTIONED MISSIONS
THE CREW OF THE U.S.S. ENTERPRISE LED BY your characters are aware of a Galaxy-spanning
James T. Kirk defy Starfleet orders and return to danger and you cannot wait to cut through govern-
the Genesis planet to rescue Spock. Worf resigns mental red tape to save the day. Maybe sabotage,
his Starfleet commission to join the Klingon infiltration, theft, and assassination are the only ways
Defense Force during a civil war. Jean-Luc Picard to preserve the peace or tip the balance of power.
assembles a ragtag band to unravel the mystery of
the Zhat Vash. Unsanctioned missions give characters the opportu-
nity to slip out from the Prime Directive and see the
In all these cases, the characters marshalled together sometimes-unsettling reality of life without regula-
what resources they could and struck out on their tions. This style of campaign is well-suited for fans of
own without the support of a larger organization. Star Trek: Picard. If you are planning to play this style
In some cases, they openly defied direct orders to of game, it might end with your character saving a
accomplish their objectives. Your character might feel friend’s life, exposing a galactic conspiracy, or dis-
forced to do the same. Maybe a friend or colleague is covering a valuable treasure. Conversely, you might
in trouble. Maybe it is time to repay a debt. Perhaps end up losing all rank and privilege, wasting away in
S TA R T R E K E R A S A N D P L AY S T Y L E S 93
a dank prison, or dead at the bottom of a ravine on a to try to get in their way. Your character might go it
backwater planetoid. alone or join like-minded individuals to achieve their
goals. Vigilantes might be out for justice, revenge, or
a pile of gold-pressed latinum. They are familiar with
A Debt Owed hideouts, outposts, and safehouses used by illegal
A call from help has come from a person or a civili- traffickers and traders. Anything or anyone can be
zation. The situation is dire. Perhaps Starfleet or the bought for a price in this underworld environment.
KDF is deliberating on the matter, mired in politics Vigilantes might be acquiring or exchanging infor-
and treaties, but you need to act now. Or your char- mation like the location of archaeological treasures,
acter may be currently serving aboard a starship banned weapon technology, or security access data
when someone from the past reaches out to your to some of the quadrant’s most powerful figures.
character. You need to do something unscrupulous
or off-the-record before an opportunity is missed.
Whatever the ask, your character feels compelled Espionage
to break protocol, grant the favor, or pay back the Your character could be working for a secret organ-
debt. Once they go down this road, their future with ization like Section 31, the Tal Shiar, or the Obsidian
Starfleet or the KDF is uncertain. Order. You are one thread in a tangle of lies and cov-
er-ups. You have some of the information, but never
all the information. You meet with disguised agents
Vigilantes and counteragents in shadowy alleys, crowded
The Maquis. Ferengi eliminator Leck. The Fenris marketplaces, and over encrypted comm lines. The
Rangers. Starfleet and the Klingon High Council do lines of morality are blurred but your mission direc-
not even play into the equation. Your character got fed tives are clear. Perhaps you are an enlisted officer,
up with the rules a long time ago. It is time to do what but you know Starfleet could never support such a
is right or in their own best interest. Dare anyone questionable mission. Nonetheless, your character
94 CHAPTER 3.20
is willing to put their career and life on the line to do These contacts can work for the government.
that which Starfleet or the KDF would never allow a They could be businesspersons, bartenders, local
sanctioned officer to do. celebrities, or criminals. In any case, they can help
you cover your tracks or get a lead on someone or
something. They may not have the exact information
Player Guidance or technology you are looking for, but they know
for Unsanctioned someone who does. Of course, if other people come
asking, they never saw you. Well, maybe they did
Missions Games see you…for a price.
Traveling the Galaxy without the backing or pro-
tection of Starfleet or the Klingon Empire is one of STARSHIPS
the riskiest endeavors a being can undertake! Your Unfortunately, unsanctioned missions are rarely
character can easily drop into danger if you fall off accomplished by staying on one planet. Transport is
the grid. Villainous people, nefarious crime syndi- often required. It is highly unlikely that you will get
cates, and desperate individuals are all too eager to your hands on an Intrepid-class science vessel or
take advantage of you. Goodwill is a rare commodity Pach’Nom-class escort. Hitching a ride on an inter-
during unsanctioned missions, so you better have stellar cargo freighter, mercenary shuttle, or luxury
a chest full of gold-pressed latinum, hard to find commercial cruiser are more plausible scenarios.
technology, or valuable intel to exchange if you are If you are even more gutsy and have high-quality
going to keep moving toward your goal. forged documentation, you may manage a ride on
a Federation or Klingon vessel. The best scenario,
of course, is if your crew can afford to rent, borrow,
CONTACTS
or buy their own vessel. Most likely, it will be an
Contacts that can provide information and resources
unregistered warp-capable vessel built by a private
are valuable assets in an unsanctioned campaign.
S TA R T R E K E R A S A N D P L AY S T Y L E S 95
supplier or a retrofitted spaceship held together by might have contrasting objectives and you may need
self-sealing stem bolts and chicken wire. If you are to adopt a win some / lose some attitude to obtain
fortunate, fate may drop into your lap a Kaplan F17 your goals. If your character is playing an undercover
Speed Freighter or some other modern ship. If none of officer, decisions will have to be made on when to
these ideas work, you could always just try to hijack cross the line. You may simply want to accomplish
someone to get where you need to go. your unsanctioned mission as quickly and neatly as
possible then head back to your normal life.
WEAPONS AND TECHNOLOGY
If you are going it alone, you will want a trusty If your character has chosen the life of a vigilante, you
sidearm…or maybe three. You may seek to hide will need to decide where the character lives, who
weapon caches in cities, outposts, and planets you they spend most of their time with, and how they pick
frequent. Your character will want to know one or up new missions. Do they live by an ethical code?
more weapons dealers who can come through in What are their political views? Do they hold a particu-
a pinch. Of course, you run the risk of being sold a lar view of the Federation or Klingon High Council?
dud. And Starfleet will not treat you kindly if they find Do they have a criminal record? Will someone be
you in possession of an illegal weapon. Additionally, pursuing them while they are pursuing their goal?
each mission often requires specialized technology.
Vigilantes rarely have access to industrial replicators You may want to run an unsanctioned storyline for a
or starship cargo bays stuffed with useful gear. You brief period before moving on to a different style of
may need to build, barter, or steal what you need. play. If so, did you take on the unsanctioned mission
for sport, adventure, money, loyalty, love, thrills,
UNSANCTIONED MISSIONS or something else? Are their friends and families
A player character could easily get lost in the chaotic endangered by their profession or did they cut all ties
environment of an unsanctioned game. Individuals long ago?
96 CHAPTER 3.20
CHAPTER 04.00
E NGAG E !
04.10 GAME PREPARATION. . . . . . . . . . . . . . . . . . . . . . . 98
ENGAGE! 97
CHAPTER 04.10
GAM E
PREP ARAT I O N
“ ‘Fu n ’ will n ow com m en ce.”
— SE V E N OF NINE
SESSION 0
MANY GAMING GROUPS DEVOTE AN ENTIRE SES- if the story takes a turn that causes discomfort for
sion at the start of a campaign to hammering out themselves or another player.
these questions and establishing lines of communi-
cation in order to ensure the campaign will provide
the kind of game experience everyone wants. This Safety and Consent
preliminary session, often referred to as Session 0, It is important to understand that roleplaying can
establishes consensus and lays the foundation for be an intensely personal experience. Players join a
what everyone can expect from the game, whether game placing a strong amount of trust in each other
it’s a one-shot adventure or a longer, multi-epi- – trust that the story you will be creating together
sode campaign. Session 0 often includes charac- will be a good experience, and that everyone’s per-
ter creation, as well as discussions of tone, era, sonal boundaries will be respected by all involved.
setting, scope, story content, and scheduling. This As a player, it is critical to ensure that everyone
discussion should also include player safety tools, playing with you feels safe and comfortable in their
so everyone involved in the game knows what to do gaming experience.
98 CHAPTER 4.10
Roleplaying games require some improvisation and
collaboration. The sometimes unpredictable nature
of the hobby can create situations where you might SESSION 0 CHECKLIST
be exposed to ideas, themes, and situations that TOPICS TO DISCUSS
trigger discomfort or emotional distress. Session 0 Safety and consent
gives every participant an opportunity to establish
clear communication about what they are and are
Tone
not comfortable with. Era
ENGAGE! 99
care and with attention to players’ consent, often Sometimes somebody may discover that they are
only referencing them in passing. uncomfortable about something only once it comes
up, and it’s important to recognize this. A player
Be aware, however, that these preferences can may have stated that they are fine with intense
change over time, so always consider them subject violence, only to discover that those descriptions
to alteration. Check in with your fellow players and are uncomfortable for them. If this does occur
adjust accordingly. mid-game, treat it as you would any other discom-
fort and adapt your game accordingly. After the
READING THE ROOM session, you should take a moment to touch base
If you are approaching a subject that might be with your group to gauge if they are comfortable
difficult, it’s important to slow the pace of the scene with the game, check if there are any issues, and,
so that you can get a good reading of how the group above all, if they’re still having fun.
is feeling. If you are playing online, you can do this
via webcam or by listening carefully to the audio
stream. There are many signs that another player Finding Consensus
might give which could indicate that they are not
entirely comfortable with how a scene is progress-
on Tone and Era
There’s an entire Galaxy of stories waiting to be told
ing. These could include:
with Star Trek Adventures, but before you can lay in
a course for excitement and fun, you have to decide
§ Crossing their arms over their body
where and when in the Galaxy your story takes place.
§ Glancing to the side or away from the main group Determining the era and tone for your campaign are
big decisions that will influence the kind of stories you
§ Sitting back, as if trying to pull away
tell and the experiences you’ll share with your gam-
§ Nervous laughter emaster and fellow players. Are you most interested
in a starship-based, action-adventure romp during
§ Prolonged silence
the 2260s? Or maybe you’d prefer a more methodi-
cal, introspective campaign set after the synth attack
If you notice these, call for a pause and check in
on Mars in 2385. Maybe you want to take on the roles
with your group – ask if they are happy to con-
of temporal agents who visit a different era every
tinue. If anyone seems hesitant, you should stop.
mission. All of these stories and many more await you
A player does not need to outwardly say that they
in Star Trek Adventures, but some might appeal to
are unhappy – people often feel put on the spot and
your group more than others. Everyone in your group
may not answer honestly in the heat of the moment.
should give these questions some thought and then
If you’re unsure, be cautious and keep checking in.
try to come to a consensus before play begins. Let’s
You shouldn’t have to rely on the gamemaster to
look at a few considerations you should account for
catch these cues; if you see something happening
when making these decisions.
or feel something is off, say something.
TONE
HANDLING DISCOMFORT
Tone is simply the word often used to describe how
When a player signals that they are uncomfortable
a campaign feels and the kinds of themes it is likely
with a subject, some people at the table may be
to utilize. Star Trek often showcases a bright and
tempted to ask why or inquire what it is about the
optimistic tone in its largely positive depiction of
content that the player finds objectionable. This
humanity’s future. Human beings have made great
should be avoided – someone who has come to a
strides toward eliminating poverty, greed, prejudice,
game night will find little enjoyment in being quizzed
and many of the other ills that have marred Human
about their fears or phobias. Everyone at the table
history. This depiction of the Human adventure
should strive to be respectful of their fellow players.
strikes a hopeful tone that has inspired millions
of Star Trek fans throughout the years, and you
ENGAGE! 101
frustrated. Those lines of communication should
stay open throughout the campaign as well.
One Shots, Limited Series,
Campaigns evolve, just like a television series. and Extended Campaigns
Many gamemasters and players enjoy experi- The Star Trek canon features stories of varying
menting with different tones over the course of the scope and length. Sometimes a story requires only
campaign to keep the game from feeling stale. Be a single episode to reach its conclusion, while other
honest and open with your group about what kind story arcs stretch out over the course of years, per-
of tone appeals to you, while keeping in mind that haps even crossing over into other quantum realities
others may have different ideas. and timelines. Similarly, Star Trek Adventures pro-
vides players with plenty of options to find the right
ERA scope for the stories they wish to experience.
Just as with tone, Star Trek has told stories across
many different eras in its fictional universe, You might sit down at a convention or game store to
spanning thousands of years within the Star Trek play for just a couple of hours and spin a complete,
universe. Your gaming group should seek consensus self-contained story with a beginning, middle, and
on the era best suited for the stories you want to end. Or you might have a regular game group that
tell. Chapter 3 of this guide takes you on a brief tour meets consistently for years, steadily building a
of Star Trek history, and you can set your game at sweeping story where player characters move up
any point on that timeline, or even somewhen else through the ranks of Starfleet and live out an entire
if your group so chooses. You might want to review career exploring the stars. Many campaigns fall
that chapter and note options that appeal to you and somewhere in the middle. Whichever option is right
discuss them with your gaming group. for you and your game group, Star Trek Adventures
provides the tools you need.
You should keep in mind that the era you choose
can influence the sort of missions your characters Before your campaign begins, you might want to
are likely to take on. For instance, are you interested make it clear to the gamemaster and other players
in an era defined by a major conflict, such as war how much time you have to devote to the game and
with the Dominion or Klingons? Would you prefer an when you’re most likely to be available. Scheduling
era before the Borg threat overshadowed much of conflicts often pose the greatest risk to the survival
Starfleet’s other priorities? The era also affects the of a campaign, and you’ll be doing everyone at the
kind of supporting cast and antagonists that might table a favor by being upfront about what kind of
be available for your game. For instance, many of participation your schedule permits. The gamemas-
the worlds that eventually join the United Federation ter might want to run an extended, ongoing cam-
of Planets were still unknown to Starfleet in the paign that meets every week, while some players in
2150s, when the first NX-class starships took flight. the group may have time only for a one-shot session
every few months. It’s in everyone’s interest to have
Take some time to think about the kind of character open communication and broad agreement about
you want to play and the sort of stories that best fit the scope of the game and a plan for scheduling.
your character concept. What kind of tone and era
would best support the character you want to play Lengthy campaigns provide terrific opportunities
and the stories you want to experience? Finding for character development and deep exploration of
consensus with your gaming group on these consid- the setting, but one-shot stories can deliver game
erations makes it much more likely that you’ll have experiences that are just as memorable. After all,
the kind of game experience you have in mind. Captain Picard lived an entire lifetime on the planet
Kataan after coming into contact with an alien
probe, while only minutes passed for the rest of the
Enterprise crew. Even if all you can spare is a couple
hours, don’t let that stop you from going boldly into
the final frontier.
Roleplaying Career Events What use is this exercise if the outcome is never
The lifepath character creation process includes at in doubt? It brings your career events to life so
least two opportunities to choose career events that they’re no longer simply generic entries on your
played pivotal roles in shaping your character. You character sheet. All too often, players choose
can choose these events from a list of options or roll career events that never factor into the campaign
a d20 to determine these events randomly. In either once play begins. Important questions go unan-
case, these career events provide you with dramatic swered, and details are left vague. Roleplaying
and colorful opportunities to fill in some of your these scenes forces you to fill in those blanks. Any
character’s backstory. Take a few minutes to flesh locations, ships, or supporting characters involved
out each career event. Where and when did these in these flashbacks give the gamemaster hooks
pivotal episodes take place? Who else was involved? they can reintroduce later in the campaign. And it
What did your character learn from the experiences? forces you to consider how these defining events
shaped your character.
It may even be fun to roleplay these events with
your game group early in the campaign in brief Finally, it puts your career events, as well as those
scenes. If this sounds like something your group of your fellow players, front and center for the
ENGAGE! 103
CHARACTER CREATION IN PLAY
No time to work with your gamemaster during details as you play the game. It can be a good
character creation? No sweat! option for groups that want to dive into the story
as quickly as possible, or for groups that place a
It may not be possible for you to work with your heavy emphasis on improvisation.
gamemaster through each step of the lifepath
process. Luckily, Star Trek Adventures provides However, even in games that utilize this system,
an option for groups to create their characters you should have a firm grasp of your basic
while playing the game. The “creation in play” character concept before play begins. Consult
option is detailed in Chapter 05.30 of the core with the gamemaster and the other players to
rulebook and Chapter 04.40 of The Klingon make sure your character suits the circum-
Empire core rulebook. This system allows for a stances of your game. Once you’re satisfied
faster and simpler character generation process that’s the case, ahead warp factor nine!
that allows you to fill in some of your character’s
04103
entire group to experience, especially if the other are more likely to recall career events later and
players take on supporting roles in your career build on them in future stories.
events and vice versa. This creates much greater
story resonance than simply choosing the option Your gaming group may not have time to roleplay
from a list. These roleplaying scenes also weave career events for every character, or there might
the main cast’s backstories into the campaign in a be other limiting factors. Accordingly, this step isn’t
memorable way, so the gamemaster and players mandatory, but, under the right circumstances, it
ENGAGE! 105
chapter to that ship’s service record, even though
neither ship was built with those missions in mind.
Forms of Communication
Session 0 is also a good opportunity to establish
the best means of communication with your
In the case of long-serving starships, Star Trek
gaming group. Your group most likely will need
Adventures provides you with refit guidance
to stay in regular contact to share ideas, make
to make sure your aging-yet-sturdy ship isn’t
announcements, and coordinate logistical concerns
completely outclassed by the newest ships of the
outside of your regular gaming sessions. You might
line. If your group decides to crew an older vessel,
exchange email addresses; set up a group text;
you might want to discuss how many refits you
communicate via social media; or even create and
have available and how you’d like to apply them. In
maintain a game forum, wiki, or server. Poor com-
general, for every decade between when your ship’s
munication can doom a campaign to a premature
spaceframe entered service and the current year of
end, so it’s worth your group’s time to figure out
your game, you get an opportunity to improve one of
the best way for everyone to stay in touch outside
your ship’s systems. You can find full rules for refits
of gaming sessions.
on page 252 of the core rulebook or page 227 of
The Klingon Empire core rulebook.
PLAYI NG
THE GAM E
“ It ’s a ga me . Rik er b rou g h t it b ack from Risa.
Eve r ybo d y’s p layin g it. Wan t to tr y?”
YOU HAVE BUILT YOUR CHARACTER. YOU HAVE to be a good and supportive player, and you and
taken time to flesh out their background and per- your players have agreed upon the table rules and
sonality. You know the ship or station on which you safety tools you’ll use during the game.
will serve. You have met your fellow crew members.
You have familiarized yourself with the basic rules of It is now time to play.
the game. You have reviewed the guidance on how
BE ENGAGED
THERE ARE SOME BEST PRACTICES YOU CAN USE comprehend alien worlds and species, you must
to be a collaborative, engaged player, which will ask why they act and think the way they do. If your
enhance each gaming session. vessel is being attacked, you should ask why you
are viewed as a threat or enemy. Unlike some RPGs,
confrontations in Star Trek Adventures are not
Always Ask “Why” normally solved by who has the greatest strength or
A story dies without motivation, whether it is the most powerful weapons. Problems are solved when
drive to discover new worlds and new civilizations, to the motivating factor leading to a conflict is dis-
see things no other being has seen, or to reunite the covered and resolved. This could mean negotiating
shattered fragments of a millennium-old Federation. resources between two warring factions, unearthing
deep-set prejudices built into a society, or decoding
This is the “why” factor. Every adventure needs the programming in a weapon of mass destruction.
to include a why. Why are Lokai and Bele at odds
even though they are the last two beings in their Players should actively pursue understanding the
civilization (Star Trek, “Let That Be Your Last relevance of a mission and their role in it. It is more
Battlefield”)? Why won’t the Sikarrians give up their important to understand the cause of an issue, not
spatial trajectory technology (Star Trek: Voyager, merely looking at the effect. Once the “why” of the
“Prime Factors”)? Why is the Red Angel appearing in problem is discerned, the crew has a better chance
seemingly random locations throughout the Galaxy of figuring out what to do or how best to create a
(Star Trek: Discovery, “The Red Angel”)? solution. These solutions tend to be more innovative
and gratifying than responding to every problem
The central premise of the game is to unravel the with a volley of photon torpedoes.
mysteries of the universe by asking “why.” To
ENGAGE! 107
Just Do It There could come a time when you push the limits
of logic in game terms. You may say, “I want to use
You might be playing an RPG for the first time.
the power of a star that is two light-years away to
Consequently, you may worry about what is and
recharge our entire vessel so that we are in battle
is not possible in the game. You may have tried
ready condition in one hour.” In this case, the gam-
to memorize all the rules before your first gaming
emaster might say that this is impossible.
session and are feeling overwhelmed.
Under any circumstance, explain what action your
Relax.
character is attempting. The gamemaster will set
the Difficulty of each task. Your role is to try and
Put the character sheet and core rulebook aside for
try again until you succeed. Rolling the dice is the
a moment. This simple tip will make your gaming
only real way to know if something had a chance of
experience imminently better: Do not ask. Just
succeeding. The laws of probability will decide in the
do. As opposed to asking your gamemaster, “Can
end if you can or cannot do something.
I reroute power from life support to the engines,”
practice rephrasing that into, “I am going to reroute
power from life support to the engines.” Exude Confidence
Starfleet and Klingon officers are not the timid type.
Your gamemaster will then tell you what attribute
Though they might be shy or withdrawn, these
and discipline combination is required to make the
individuals are the crème de la crème. They are
roll, the Difficulty of the roll, and any other pertinent
highly skilled officers who know the capabilities of
information. A skilled gamemaster will know that
themselves, their crewmates, and their ship.
they do not need to say “no” to a task. They simply
need to increase the Difficulty of the task to repre-
Present your ideas and opinions with confidence
sent how hard it will be to succeed.
when proposing solutions, interacting with other
species, and exploring the universe. If other char-
For example, the gamemaster might tell you that
acters doubt the feasibility of a plan, make up a
rerouting power is a Power Management task that
backstory wherein something similar worked. The
requires a Daring or Control + Engineering task
dice will decide what is a failure or success, not the
with a Difficulty of 2. However, the ship might be on
opinions of your colleagues.
its last iota of power and you may say, “I want to
draw power from the nearby star to recharge our life
Be ecstatic about exploring new ideas and testing out
support and engines.” The gamemaster might make
theories. Leap into danger with confidence knowing
this a Difficulty 4 task. This is when you decide if
that you have the training and equipment to survive.
you need assistance from other characters or if you
Rally your crew to achieve the impossible.
want to buy more dice for your dice pool.
ENGAGE! 109
§ A clue of things to come is discovered. revive mortally wounded individuals by the end of
Imagine that your landing party has arrived in most scenes, or even between scenes. A character
the scene with the goal of finding survivors. reduced to 0 Stress at the end of a scene might very
Perhaps they find a recording explaining that well wake up in sickbay by the next scene.
a mutation occurred among the populace that
transformed them all into ravenous giant lizards. If your character was injured or stunned at the end
Suddenly, a distant roar is heard. Cut scene. of a scene, discuss what happened next. Did they
recover from being stunned? Did they receive any
§ Someone enters or leaves the scene. Perhaps
complications from their injury? Were they beamed
the crew is going about its business when
back to the ship or did they have to hide somewhere?
a friend or foe beams onto the bridge unan-
There may be no need to roll to determine any of this.
nounced or an argument with another crew
Discussing this out-of-character can prevent long,
member ends with them storming out of the
drawn-out scenes that may divert the main plot.
conference room. Cut scene.
Canon sources do not provide extensive detail on
You can help the gamemaster transition by asking
how long a person will be affected by a stun beam,
if it is okay to end the current scene. This is a great
knockout gas, or other effects that might incapaci-
way for everyone to step out of character and
tate a victim. It can be assumed that anyone who is
reorient the direction of the game. When a scene
stunned or injured carries that effect until the end of
is declared over, wait to ask questions until the
the scene unless someone has the skill or power to
gamemaster discusses the likely next action with
revive fallen characters. Otherwise, they are uncon-
the players who were in the scene. Once that is
scious until the beginning of the next scene.
resolved, you can discuss how all the characters
might react and begin to plan next actions.
Of course, the gamemaster or characters might
have a narrative reason to prolong the effect. The
Momentum. One point of Momentum is deducted
effect may be part of a larger plot. Perhaps some
from the team Momentum pool at the end of
characters are meant to be incapacitated the entire
each scene. This game mechanic is designed to
adventure with part of the solution being centered
encourage you to use Momentum to succeed in your
around finding a way to revive them. These matters
tasks and move the plot forward. There is no need
can be discussed between scenes.
to hoard Momentum in this game. The team pool is
maxed at six. Generous use of team Momentum is
Other effects. A change of scene can also indicate
to be expected and encouraged. Note that while it is
a change in circumstances. For instance, if the
often a good idea to check with your other players
previous scene ended with the away team being
before spending Momentum, there are times when a
knocked out by a theta-wave projector while walk-
5-10 minute debate over whether to spend it or not
ing in the dark, they might wake up on a brightly-lit
may slow down the game. Once you get a feel for
beach on the other side of the planet. Some or all of
your group’s tendencies, you’ll know when you can
the advantages, complications, conditions, or traits
simply spend the Momentum and when you should
from the last scene may or may not be present in
have a group discussion about it.
the current one. The gamemaster should communi-
cate to the players when and if these changes occur.
Injury and healing. It is possible that your charac-
ter could be injured, stunned, or presumably dead at
Once a new scene begins, it needs to be devel-
the end of a scene. Star Trek Adventures has been
oped in the same fashion as before. Set the stage.
designed to deal with a lot of those after-effects off
Determine the conditions and characters present.
screen. It is logical to assume that efforts have been
And, action!
made to treat injuries, recover Stress, and even
ENGAGE! 111
to mull over the details of a story or to contrive a also great training grounds for characters eager to
solution. Give those more thoughtful players space explore the various roles on board.
to think. In other words, step back.
Know the focuses, talents, and values of all the
Perhaps the session could end with you mentioning main characters on your crew. Review your fellow
a favorite scene in which your character did not players’ character sheets. This will make for quick
take part. That demonstrates that you respectfully reference when your crew is confronted with a
listened in on other scenes. It will heighten engage- problem. You should know which of your characters
ment with your playing group. The gamemaster are more likely to succeed in a situation, are more
could also ask players to share what they thought adept in a particular role, or work better as a lead or
was the most poignant or dramatic scene during an assistant on a task. Review their focuses. Study
the adventure. Often, those will include sessions rife their talents. Preemptively imagine scenarios that
with emotion and drama. they might be put in. Which character or combina-
tion of characters would be best suited to tackle the
You could also ask other players about their plans scenario? Who is most likely to succeed based on a
for developing their character. Take an interest in combination of their attributes, disciplines, focuses,
their back stories. Ask questions to learn more about and talents?
their backgrounds, cultures, likes, and dislikes.
While playing the game, one character can compli- Being aware that the ship’s counselor also has a
ment another character by calling attention to heroic focus in skydiving might prove useful in a scenario
deeds they performed and recommending them for requiring diving from orbit to a structure on a plan-
special commendation. et’s surface. The player might overlook this related
skill. But a friendly colleague might remind their
Encourage other players to explore their char- fellow crew members of their abilities.
acter’s limits. Just because you have a skilled
navigator on your crew does not mean they have You will eventually want to know the various char-
to fly the shuttle on every away mission. Perhaps acters’ values. Think of it like knowing the different
another player wants to try their hand at flying a personalities of your various family members. One
ship. For example, the ship surgeon might want way to learn more about characters’ values is by
to log in some flight time. Why not allow another asking them. Any time you spend time with the crew
character to experience another role if the task is should be viewed as a potential learning opportu-
not critical to mission success? A seasoned officer nity. You could delve into a person’s background by
knows that cross training can increase individual inquiring about their values. You could ask them to
confidence and build a team capable of filling each explain times when they confronted the value and
other’s roles in the case of an emergency. how they and others might have been affected. Ask
hypothetical questions to get a feel for each crew
For non-critical projects or missions, you should members’ personal boundaries or limitations. As
encourage your fellow players to step out of their much as it is important to comprehend what your
comfort zone and explore their surroundings. crew knows, it is equally essential to understand
Allowing an ensign to take command of the bridge how they might react in different scenarios.
during the overnight shift might help the character
grow in new and unexpected ways. It might also Star Trek Adventures can be a safe environment
allow a player to consider altering their character’s to study social dynamics and interpersonal relation-
career goals over time. ships. This is the highlight for many groups who enjoy
the improvisational nature of this game. They would
One indication of a great leader is a person who much rather spend time conversing then firing phas-
trains the people under them to take their place. ers at each other. You can play a huge role in setting
Any of the player characters could potentially be in the tone for a dynamic gaming session if you play in a
command of their own ship one day. A starship is way that draws out the best in your crew.
BE A CO-WRITER
YOU PLAY AN ESSENTIAL ROLE IN THE DEVELOP- True growth takes time. Express your intent for your
ment of your character. Meet with your gamemaster character with your gamemaster so that they can
before and after gaming sessions to discuss the take this into account in the campaign. You likely
path you want your character to take. will be playing the same character through dozens
of different adventures. Your gamemaster could
To illustrate, your individual could brag to the other agree to spotlight your character in some of those
players how she single-handedly destroyed a adventures, writing in opportunities for others to
Romulan bird-of-prey by sabotaging its singularity witness their growth.
drive. Or you could ask the gamemaster to create a
flashback story wherein your fellow players adopt In the same vein, the entire gaming group should
supporting characters to run through the brief flash- meet with the gamemaster to discuss where they
back scene with your brave warrior. want the story to go. Are they exploring the borders
of the known Galaxy or serving in a diplomatic role
On a grander scale, work with your gamemaster to among other Federation members? Is it a time of
form a story arc. A story arc is an ongoing storyline. war or a time of peace? Does the crew want to
The story would unfold over many episodes on a discover new worlds and new civilizations or test
television program. In the game, you may want to out new technologies? Do they want to focus on one
develop your character in a similar fashion. Really primary character, highlight a few key officers, or
significant changes do not occur in one mission. rotate the spotlight among the characters?
ENGAGE! 113
with virtual dice applications. Gamemasters can § Main play forum. This forum is meant to
post links and art virtually anywhere. present the ongoing story in narrative form. It
explains the actions that both player characters
Several virtual tabletop platforms allow voice and and NPCs are performing.
video calls from your computer or smartphone. You
§ Out of character (OOC). Another forum should
can search and find free virtual tabletop applications.
be an out-of-character (OOC).
Some gamers like a virtual platform since many role-
playing games including Star Trek Adventures offer § Actions. Dice rolls, Momentum, Threat, and
PDF copies of their books and supplements. complications can be tracked here, though the
gamemaster might want to have a separate
Consider the following when setting up a virtual forum for each.
game. If you have purchased a core rulebook, down-
load the digital file along with any supplements you Additional forums can be formed depending on the
need to play the game. The printable PDF editions needs of your group. You can create different rooms
are not too large and are searchable from smart- or channels that allow characters to chat privately or
phones. This is recommended for the gamemaster breakout the crew into different scenes on the ship.
but optional for players, though players would do
well to review this Player’s Guide to optimize their Search popular social media sites if you are
gaming experience. Download an online dice rolling interested in joining a virtual tabletop group. You
app. The group could also decide that the gam- will find many eager people with similar interests
emaster is trusted to make all the dice rolls. and matching schedules looking for a group to
join. Prepare to enjoy an entirely different kind of
If possible, set up multiple forums with different pur- roleplaying experience online.
poses. Here is a sample of the type of forums you
might set up to enable clear and concise playing:
MA X I M I Z I N G
YOU R P LAY E R
EXPE RI E NC E
“ T h e r e a r e so ma ny re a so ns t o jo in Starfleet. We g et to reach
f o r t h e b e s t in o urse lve s. We ge t t o d o wh at we love alon g sid e
c o lle a gue s w ho be c o me f rien d s…wh o b ecom e family.”
OVERVIEW
WHILE SOME GAMES ARE COMPETITIVE IN NATURE, This section is all about developing the personal
Star Trek Adventures is designed to help you create and interpersonal skills needed to thrive in the Star
a collaborative and cooperative gaming experience. Trek universe. Memorizing game mechanics (if you
Luckily, you do not need to memorize a million rules ever choose to do so) can come later. This is about
to get started. In fact, you will find the rules, beyond you getting the most out of this gaming experience
the basics, are secondary to character development through the Star Trek lens of diversity, inclusion, and
and dramatic storytelling. tolerance, coupled with humanity’s insatiable thirst
for exploration.
ENGAGE! 115
DEVELOPING YOUR TOLERANCE FOR RISK
SPACE IS A DANGEROUS PLACE. BESIDES THE any challenge. Whether they survive completely
deathly cold and airless vacuum, there are countless unscathed is another story.
anomalies that could ravage a starship at any
moment. Alien planets contain microbes, animals, The respect for all life is a large part of the Star
civilizations, and environments that could end one’s Trek universe. The death of a character is a big
life in an instant. Hostile entities, space pirates, and deal. If a character is to meet their end, this should
malevolent cosmic forces all pose a real threat. usually be discussed with the gamemaster as part
of an important story arc. When a death does occur
Nonetheless, your character has made the choice to in an adventure, it will likely involve non-player
journey into the stars. As such, they are fully aware characters. You might choose to show the death of
of the risks and rewards of space travel. an NPC if it is appropriate to your plot. While all life
in Star Trek should be regarded with respect, there
As a player, you do not need to wait for perfect are inevitable casualties from the inherent dangers
conditions to act. You can trust that your gam- of stellar exploration, and these events can offer an
emaster is not out to kill your character. You may opportunity for crew reflection.
have played other dungeon-diving or action-
packed RPGs. Though you may occasionally It is not necessary to scan every square meter of a
find yourself wandering around labyrinth-like planet’s surface before deciding to beam down and
cave networks or embroiled in a bar fight with explore. Nor is it necessary to bring along a fleet
rowdy Nausicaans, the goal of most Star Trek of shuttles, an armory of weapons, or every piece
Adventures missions is to deepen one’s knowl- of equipment available on the main ship. Standard
edge of the universe, explore one’s character, and issue equipment – communicators, energy weap-
overcome new and interesting challenges. ons, and handheld scanning devices – are normally
enough to help you uncover clues or overcome any
As in the various television series and movies, challenges the adventure might present. Likewise,
most Star Trek main characters largely have “script there is no need to treat everyone who comes on
immunity.” In other words, your character’s life the ship as a potential biohazard or adversary. You
is protected by the fact that they are a recurring can trust the transporter to handle filtering out such
person in your group’s campaigns. The game’s pathogens or deactivating energy weapons. Trust
mechanics are designed more to create challenging that the experience of your teammates and the
experiences for characters than to create lethal situ- technology you have on hand is enough to succeed.
ations. There are chances for main characters to be
injured or even killed, certainly, but there’s enough When you do fail, take it as a learning experience.
wiggle room for a main character to survive most Dust your character off and keep going. After all,
success is more likely to be based on a good roll of
a dice than waiting for a perfect situation.
ENGAGE! 117
hunger, reversed ecological destruction, and soared to play, and the crew (and the game) are stronger
into the stars? Do you wish that you could freely when everyone works together.
explore arts and sciences for the betterment of every-
one? Do you desire to work among people who look Learn to understand the rhythm of scenes in the
beyond the surface and define you by your accom- Star Trek genre. Under normal circumstances,
plishments and not the circumstances of your birth? the gamemaster or your fellow players will have
described the scene, including which characters are
If so, you are ready to help create a better future. present. You could easily exasperate your group if
You can start by modelling respectful behavior you insist on being in most scenes or if you demand
during sessions of Star Trek Adventures. If you to be the lead on every task.
want to be received well by open-minded people,
then you might want to be open-minded yourself. Let others have their moment. You will get yours too.
If you are a long-time fan, you probably have certain There are still interesting things you can do if you
opinions about the various Star Trek series and share a scene with another character that is being
movies. You might fantasize about being in the spotlighted this session. You can ask questions to
writers’ room and ponder the decisions you would draw out more information about their character’s
have made with certain characters and storylines. motives and desires. You can inquire about their
Roleplaying is the perfect time to infuse those ideas background and history. You can request to assist
into a game. Work with your gamemaster to weave them with their tasks. Much like in real life, asking
the fabric of the universe to your collective whims. questions and then listening without judgement
Remember, you have the chance to write and act in is the best way to get to know others. The same
your own Star Trek stories. Make the most of it! can work in the game. Who knows? Maybe the
spotlighted character will seek out your character to
engage in more interaction. If you let others shine,
Share the Spotlight they are more likely to share the spotlight with you.
Every player at your table or in your virtual environ- After all, Humans tend to gravitate toward people
ment has put a lot of work into building their char- that make them look good in front of others.
acters. They want to take the stage and have fun
just as much as you. Additionally, your gamemaster Even if your character is not present in the scene,
has crafted a story to highlight the focuses, values, there is a lot to be done. Think: What is my character
and distinctive nature of each character. It’s impor- doing at this point? Are they working off-scene on
tant to remember that each character has a role a project that could aid in this mission? Are they
UNEXPECTED VISITORS
What was initially a funny circumstance ended translator has trouble interpreting my native
up ruining my day and made me a great source tongue into Federation standard.
of irritation to my crew. Earlier in the day, we
arrived at Federation headquarters and were My point is, other officers do not appreciate
issued personal transporters. No need for trans- when you drop in unannounced. You do not
porter rooms anymore. One merely needs to tap need to be present in every conversation. It is
what used to be a simple combadge, state the just as important to know when to be silent as it
location in which they desire to be transported, is to know when to speak up.
and voila! they arrive. It did not quite work for
me, probably for the same reason the universal — Lieutenant J.G. Linus
ENGAGE! 119
MANAGING EXPECTATIONS
UNLIKE SOME OTHER RPGS, YOU WILL FIND STAR to solving an engineering problem. A science officer
Trek Adventures more enjoyable to play if you view might need to master a weapons system to help the
it as a team game. Intense infighting is a rare occur- crew succeed.
rence in a Starfleet crew; not so much for Klingon
campaigns, which we will touch on later. Officers are generally trusted to act outside of their
designated roles when time is of the essence and
there is little or no time for discussion. Consensus is
Collaboration is Key not needed for every round of play. If problems are
Starfleet officers understand their roles. They have more complex or could have major repercussions,
undergone years of training and appreciate the then it is likely the commanding officer will summon
power of collaboration. Problems are discussed. a meeting of some or all of the senior officers.
Theories are shared. Characters with complimen- However, this is not a requirement. The gamemas-
tary disciplines, focuses, and talents join forces to ter might indicate that the current circumstances
implement solutions. Players are encouraged to do not allow for a confab. They might explain that
assist each other. A medical officer could be the key communications are down, or your character has
ENGAGE! 121
8236 04305 359
KLINGON DECORUM
You must understand what it means to be a and blowing them from the stars. Not so! Does
Klingon. Honor above all else. We are not soft a brush devil emit its fearsome scream when
pacifists like our Federation allies. Insult a it is far from its prey? Of course not! Those
brother-in-arms and you could find yourself who dare violate our borders are themselves to
tossed over a table. Slight another officer and blame for provoking our mighty Empire. To think
you can expect to be standing toe-to-toe facing that we would allow any vessel to defile our
the sharp end of a d’k tahg. Mention someone’s spaceways and not expect retribution is pure
mother in less-than-respectable terms and foolishness and utter disrespect. If people do
prepare to have your life choked out of your not fear the Klingon Defense Force, then they
writhing body. will try to plunder our planets and subjugate us.
If you are in our sights, then you are our prey.
Some have called us cowards for employing the
cloaking device, sneaking up on our opponents, — General Kargan
treasure trove, a Ferengi Starfleet officer might of a complication (core rulebook page 173 or The
restrain themselves and donate the find to the Klingon Empire core rulebook page 70). You can
Federation Archaeology Council. also eliminate a complication by spending 1 point of
Determination. The Make it So (Execute! for Klingons)
option allows you to create an advantage that applies
Give the Gamemaster Threat to the current scene (core rulebook page 87 or The
As mentioned previously, you did not join Starfleet Klingon Empire core rulebook page 79).
to avoid risk. In the game, risk is represented by
Threat. Your gamemaster can spend Threat to create Trust that your gamemaster wants everyone to
complications, invoke certain conditions (like bad survive the adventure. They may use Threat to
weather or strange spatial conditions), or increase challenge you and your group, but they’re not out to
the complication range of a scene. A group’s clear the board of all characters.
Momentum pool is capped at six. On the other
hand, there is no limit to the amount of Threat the
gamemaster can collect. Avoid Over-Analyzing
If you have ever played a roleplaying game, you
The gamemaster uses Threat to keep the game might be familiar with this situation: The team is
moving forward just like players use Momentum to tackling a task. The task itself will take thirty sec-
create advantages, perform additional tasks, or take onds in game time to complete. Wanting the perfect
special actions that benefit themselves or the crew. solution, your gaming group spends thirty minutes
Though you might be cautioned against giving the discussing how best to complete the task. You ana-
gamemaster Threat on every single roll, you must lyze every angle, build for every contingency, predict
realize that, in game terms, adding Threat represents each possible failure. Finally, after much exhaustive
the risk your character is willing to take to be suc- deliberation, you roll the dice…and fail.
cessful. The more crucial it is for a task to succeed,
the more inclined you might be to add Threat. Some of you might say, “The reason it takes me
so long to decide is because I am a perfectionist.”
Your gamemaster may spend Threat to create compli- If this is you, try embracing your spontaneous,
cations. Do not panic. You can spend two Momentum decisive side. Perfectionists may tend to think that
to eliminate complications. You can also use the something that has taken a long time is better or
Create Advantage option to remove a complication or has a higher quality than something that did not
to create an advantage that counteracts the effects take so much time. There are many cases when this
ENGAGE! 123
Ask Everyone’s Opinion Trek Adventures. The game has a command
structure that falls in line with naval tradition.
You might be able to picture the scene. Captain
Therefore, the officer in command should proac-
Picard sits at the head of the conference table in
tively seek advice from trusted advisors, usually
the Enterprise’s main conference room. His senior
their fellow crew members.
officers discuss the latest problem to confront their
crew. Each officer, in turn, expresses their opinion
True, responsibility for the decisions made by
or idea as Picard dutifully listens. Once each
the crew falls squarely on the shoulders of the
person has said their piece, the captain makes the
commanding officer in the end. They are likely the
best decision he can with the information that is
ones to be called before the Judge Advocate General
at hand. He thanks everyone for their contributions
should things go horribly awry. Even if you are given
and dismisses his officers. The officers file out
temporary authority, treat it will the care and respect
happy to have been heard and go about following
such authority deserves. A team that does not feel
the directives.
heard will stop speaking. Silent team members are
disengaged team members. And disengaged team
You can do much the same if you are put in
members could pose a danger to themselves and
command of a situation. Managing a roundtable
their fellow officers.
discussion can keep the game from spiraling into
a never-ending debate over the right course of
action. The players have signed on to play Star
ENGAGE! 125
Review Command direct order. Your subordinate officer might have
questioned the validity of the order and even invited
Structure others in to support their case. After hearing them
It would be wise to hear everyone’s perspective on out, you decide to restate your original order. The
Starfleet or KDF command structure before launch- subordinate decides to state for the record that they
ing into a new game or after joining an already- do not agree with the decision being made and pro-
formed crew. Is everyone clear on each character’s ceeds to follow the order. They may even go so far
rank and responsibility? Who is the first officer? Who as to file an official complaint with your superiors.
is the second officer? Is there a third officer?
The chain of command carries a lot of authority that
Who is designated to lead each away mission? can be used responsibly or rashly. Tarnishing some-
There are times when a lower ranked officer one’s reputation by charging them with insubordi-
oversees a particular away mission due to a focus, nation should not be taken lightly, especially since
talent, or special connection they have to the mis- it could lead to various forms of discipline (see the
sion. Big problems could occur if those lines are not section on disciplinary actions on page 142 of the
clearly delineated before the shuttle launches. core rulebook or the “Using Shame” section on page
134 of The Klingon Empire core rulebook).
Under what conditions should an officer pull rank?
What is the role of the chief medical officer or the So how can you know when a subordinate has
surgeon? Who can relieve the captain of duty? stepped over the line? Here are questions that can
Undoubtedly, there will come a time when command help make the determination:
structure comes into question. It is much better
that these matters were discussed far in advance § Did the officer refuse to obey an order?
of a problem than in the moment. You could call a
§ Was the officer’s response issued with a
timeout if you feel everyone needs to review the
disrespectful, vulgar, or mocking tone, gesture,
command structure, especially if emotions are high.
or expression?
One of the benefits of being the officer in charge of § Did the officer directly question or mock the
a particular mission is that you can end a heated commanding officer’s decisions in a public
discussion by dismissing people from the conver- setting in such a way that could undermine the
sation or ordering people to cool off in another area CO’s authority?
of the scene. What happens if a character refuses
§ Is the officer taking steps to create dissension
to follow such an order? This should, once again,
among the ranks?
be discussed far in advance of the problem so that
each player is fully aware of what they are getting
Starfleet has protocols in place that allow subordi-
themselves into by breaking protocol. It should
nates to file complaints against superior officers.
be emphasized that Starfleet and Klingon crews
This is not considered insubordination. However,
handle arguments and dissent far differently (see
insubordination could be declared if an officer con-
the “Challenge” sidebar in The Klingon Empire core
tinues to demand their way after a hearing has been
rulebook on page 115).
held. One of the hardest decisions a commanding
officer may have to make is placing an individual in
Understand the Difference the brig, demoting them, or stripping them of rank
and service.
Between Disagreement
and Insubordination You should be very careful when employing such
devices in the game as they can cause lasting hurt
It is crucial that you understand the difference
not only to the character but your fellow players as
between a subordinate disagreeing with you and
well. As this is a collaborative game, such instances
outright insubordination. You may have issued a
ENGAGE! 127
Likewise, milestones can be used to make improve- or responsibility. Discuss as a group what method
ments to the player vessel. you will take to record advancement.
Some groups might choose to deviate from the Share with your gamemaster any ideas you have
published guidelines and establish their own rules for on how to advance your character. By doing so,
advancement. They do not track points or milestones. you help your gamemaster create opportunities
For many, they save advancement for when they to showcase why you have earned advancement.
feel the story calls for it. The completion of a major Conversely, you might decide you want to create a
campaign arc might warrant shifts in reputation or story in which your character is put in a position to
promotion. A transfer to another vessel or station possibly lose rank or take a hit to their reputation.
might grant someone an increase or decrease in rank Weave the story of your complex and individual
character any way you see fit.
ENGAGE! 129
CHARACTER PROMPTS
ANSWER THESE QUESTIONS What are their children/parents/siblings/grand-
ABOUT YOUR CHARACTER TO parents like?
HELP AUGMENT THEIR BACKSTORY
What is their favorite piece of literature?
Who do they admire the most?
What makes them laugh hardest?
If they could retire anywhere in the Galaxy,
where would it be? What was the last art or music event they
attended? How did they feel about it?
If they could choose to do anything for a day,
what would that thing be? If they could go back in time, what era would
they travel to?
What is their favorite game or sport to watch
and play? What are their hobbies?
Have they ever had a nickname? What is it? What is the best gift they have ever received?
Do they like or dislike surprises? Why or why not? What is the worst gift they have ever received?
What would they change about themselves if If they could go back in time to change one
they could? thing, what would it be?
What motivates them to work hard? What’s the most daring thing they’ve ever done?
What is their favorite thing about being in their What is their favorite childhood memory?
current assignment?
Do they collect anything?
What is their least favorite thing about being in
their current assignment? Are they related to anyone famous?
What is the accomplishment they are most What was their first job or assignment?
proud of?
04311
them in a new or different light. It might give your crux of an adventure. Star Trek consistently gives us
gamemaster an interesting way in which to present small insights into people’s backgrounds that stick
the game, as the crew truly does learn that this with us over the years.
beautiful anomaly has a dangerous quality.
EXAMPLE: Captain Archer has a dog, Porthos,
You are encouraged to share your character’s expe- that is often tucked away in quarters or accom-
riences even if their backstory does not become the panying landing parties. Porthos provides depth
ENGAGE! 131
CHAPTER 04.40
SU PP ORT I N G TH E
GAM E M AST E R
“O u r sp e cie s c a n o nly sur vive if we h ave ob stacles to over-
c o m e . W i t h o u t t he m t o st re ngt he n us, we will weaken an d d ie.”
YOUR GAMEMASTER OFTEN PUTS A LOT OF EFFORT soundscapes to create a highly interactive gaming
into planning a game long before you sit down to experience. They might spend hours preparing for a
play. They are careful to study the player charac- scene that may take mere minutes of game time.
ters’ abilities and back stories, memorize the ship’s
capabilities, construct plausible conflicts, and craft Your attitude and actions can go a long way in
the tone and rhythm of the game. Some gamemas- having your gamemaster motivated to create more
ters go even further. They create detailed virtual missions. Let’s dig deeper into how you can support
settings, build models, paint miniatures, and add your gamemaster.
PLAY ALONG
AT SOME POINT ON A MISSION, YOU MAY BE TAKEN innovation can run wild. It opens up possibilities that
aback by something the gamemaster says. Perhaps would not otherwise come out in a “No. But. Can’t”
they describe an event that sounds implausible or environment. You will find “Yes, and...” to be a much
tells a story that conflicts with your understanding of better method than arguing when something strikes
Star Trek lore or mechanics. It is appropriate to ask an ill chord with you.
for clarification; however, refrain from arguing with
your gamemaster. This form of response can provide hours of hilarious
and exciting gameplay as your crew attempts to
In sci-fi and fantasy games, it is oftentimes best to rule out the impossible, sort through the improbable,
adopt the “Yes, and…” frame of mine. This is an and discover the solution. It is much more satisfying
improvisational technique used to envelop actors in than whipping out rule books, yelling about conflicts
a role or situation. If your gamemaster tells you that with canon, or challenging others to a trivia contest.
your crew has grown to the height of 200 meters,
accept it. “Yes, and…” it could be an illusion. “Yes, You might be a long-time Star Trek fan. Others in
and…” something you ingested on the planet your group might be new to the franchise. Keep
caused you to grow to this phenomenal size. “Yes, new players engaged in the game by not making
and…” it appears that you are growing because them feel inadequate for not knowing the difference
everything around you is shrinking. “Yes, and…” between a deflector grid and a force field generator.
fosters an environment where imagination and Likewise, the gamemaster may not have watched
ENGAGE! 133
“YES, AND…” IN ACTION
Diana (Gamemaster): “You board the trans- Yuan: “Yet, we should figure out what the polit-
porter pad and prepare to transport down to ical situation is by watching the news or asking
the surface of Vulcan. You materialize a second people on the streets. Are there people around?”
later. However, you are surprised to find your-
selves transported to San Francisco, California. Diana: “Yes. They are all Xindi.”
A digital calendar on a building indicates the
year to be 2027. Newsfeeds running on a digital Jackie: “What? Why didn’t our scanners sense
ticker indicate that the planet is in the middle of that before we beamed out? We are out of time
a full-scale pandemic, social unrest is plaguing and the Xindi run Earth? How did that happen?”
every city, and the economy is in decline.”
Yuan: “So, we are in some sort of alternate time
Yuan (Captain): “Wait a second. I thought and reality. Great.”
that World War III began in 2026 and lasted for
nearly thirty years according to canon? Is this a Jackie: “Yes, and we need to make sure we
post-apocalyptic setting?” blend in. We can’t know how they will react
to our presence. Then we can figure out more
Diana (Gamemaster): “It is not. If you look at about this transporter accident.”
the news it seems that there was no war.”
Diana: “Okay. Let’s discuss ways to disguise
Jackie (Science Officer): “Ah. So this must yourselves while you get a lay of the land.”
be some sort of alternate past. World War III
hasn’t happened.”
04401
every episode and movie ever produced. Help create EXAMPLE: Ensign Harry Kim finds himself shot
an environment that welcomes old and new fans out of a chute and into a grungy alien prison.
alike. More likely than not, your adventures will not
be called to account by millions of Trek fans. This is Alien men rush him. There is only one face
your group’s story. You can relax. Play along. the flustered ensign recognizes, Lieutenant
Tom Paris.
Be willing to start the mission with a major fail-
ure. This is normal for the genre. Many opening Before he can call out to his friend, Tom
sequences in Star Trek begin with the crew being punches Harry.
shown in a precarious situation in the very first scene.
EXAMPLE: Captain Philippa Georgiou and
EXAMPLE: Captain Archer carries Commander Commander Michael Burnham are exploring a
T’Pol’s body into sickbay. Dr. Phlox rushes over desert planet as a huge sandstorm comes closer
and aids Archer in placing her on the biobed. to their location. The U.S.S. Discovery is unable to
After restraining her, she regains consciousness. get a transporter lock on them due to the storm.
She attacks the captain and acts as if he is Your gamemaster may launch an initial scene
endangering her life. She lets out an excruciat- wherein your characters are in a precarious or
ing scream. compromised position. Instead of arguing why this
could never happen or being upset at starting off
ENGAGE! 135
Another might envision a dark brown or orange unexpected obstacles during a routine driving trip,
stone. Knowing the exact color of the stone might be you can maneuver around complications. There is
essential if the story required a beam of similar- no need to complain about or fear the presence of
ly-colored light to be directed into the idol’s eyes. them. The game has a built-in mechanic, Create
Advantage, that can help you overcome or work
Try your best to ask enough questions to get a around complications.
general understanding of the timeline, locations,
and characters in any given scene. Make a note of Some gamemasters stock up Threat with the goal of
the mission’s objective along with what tasks your using it to make challenges more difficult the deeper
character has been assigned. Have a clear picture of into the game you go. In fact, you might assume
what success would look like and aim to get there. that you are getting close to beating the current
mission when your gamemaster starts adding more
and more complications. When that happens, it is
Overcoming Complications time to get creative. You can create advantages that
Gamemasters spend threat to create complications, counteract or cancel out the complication. You may
which are obstacles to your crew achieving its find an alternative solution that outsmarts your gam-
goals. Also, players might roll a complication that emaster’s carefully crafted machinations. You might
the gamemaster can use to create problems. Some turn the complication into an advantage, disrupting
gamemasters really pile on the complications to your gamemaster’s efforts to befuddle your crew.
express how risky a situation is or to demonstrate
the improbability of success. In any case, view complications as good things,
challenges that allow your character to demonstrate
Keep a positive frame of mind when this hap- what makes them the best of the best.
pens. Just like you might work around dozens of
CHARAC TE R
ROLE S
05.00 CHARACTER ROLES. . . . . . . . . . . . . . . . . . . . . . . 138
CH ARACT E R R O L E S
“So m e t i m e s w e k no w t he ro le w e ’ re mean t to p lay. Som etim es
w e do n’ t . I’ m no t sure w hich is b etter, to b e h on est.”
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• 32589 • 6745976
• 328957 • 523789
• 231975 • 45689 06546-64 06546-79
• 000001 • 4578
• 3285523 • 6841
• 234523 • 01894 29
CO M M ANDI N G
OF FICE R
“ P a rt o f le a de rsh ip is th e ackn owled g em en t
th at on e is su ited to it.”
— CAPT. SAR U
If you are running a Klingon Defense Force cam- A crew member having a different opinion is always
paign, the commander is usually the commanding possible. Most times, many of the decisions you
officer of a Klingon vessel. It is entirely possible make won’t make everyone happy; the important
§ Advisor
§ Follow My Lead
05102
EXECUT I VE
OFF I CE R /
FIRS T OFFIC E R
“ I f y o u c a n ’ t ma k e t he big de c isio ns , Comman d er, I su g g est you
ma k e room for someon e wh o can .”
SECOND IN COMMAND
AS THE CAPTAIN’S NUMBER ONE ADVISOR ON THE In addition to these obligations, the crew will often
ship, you will represent the crew in all matters that bring concerns and issues to you so you can discuss
the captain wishes to discuss. Whether it is discuss- them with the captain. Often these crew members
ing who should go on an away mission or landing are department heads or project leads that need
party, or which engineers acted dishonorably during more assistance or are concerned with procedures
your last operation, your words should honestly reflect and protocols having an impact on their jobs.
the crew’s feelings and perceptions. The captain will
use your trusted insight while making their command Your role as executive officer is meant to groom you
decisions and will do their best to implement your for becoming a captain. For all intents and purposes,
ideas as it relates to having a unified crew. you should consider this role as an extended
interview for a captaincy of your own. As such, you
should always be thinking about how you would act
The Voice of the Crew if you were in command and how your actions now
While your presence on the bridge will provide might reflect on your future position.
powerful tactical and social insight, your jobs off
the bridge are equally important. From meeting with
department heads to keep up to date with work The Bridge is Yours
conditions and projects to overseeing mediations As the second in command of your ship, when the
among crew members in conflict, your very pres- commanding officer is away from the bridge, you
ence gives the crew a sense of ease and respect. are in charge. While sitting in the commanding
officer’s chair, you are in charge of commanding the
In addition, you are responsible for crew evaluation crew and bringing them together if any challenges
in conjunction with the department heads on the arise. These moments can often inform and show
ship. This gives you the opportunity to engage with the way for your future. That transition from the
both player characters and non-player characters commanding officer to you should be seamless and
on board. This process can also lead to numerous almost unnoticeable.
subplots and stories for your character.
§ Supervisor
§ Follow My Lead
05201
SEC OND OF F I C E R
AND T HI RD
OFF I CE R
“ O u r f ut ure is ho no r. O ur p resen t is ser vin g th is sh ip .”
— LT. KLAG
CHAIN OF COMMAND
WHETHER EXPLORING THE GALAXY ON BOARD A keeping your department in order. Depending on
starship or managing the day-to-day operations of how the shifts work on your ship, you may start
a space station, the chain of command is extremely your day on the bridge and end it in engineering
important. With that in mind, both Starfleet and the or start your day at the helm and wrap it up in the
Klingon Defense Force have created command-re- commanding officer’s chair.
lated roles that a crew member could have in addition
to their normal roles. With Starfleet using second As you will probably have an additional role such
officers and the Klingon Defense Force using second as operations manager or science officer, it will be
and third officers, the crews of these ships know who important to build your leadership skills within your
would be in charge in the unfortunate event of losing department so when you oversee the whole ship,
both their commanding and first officers. you can apply similar strategies.
§ Advisor
§ Collaboration
§ Follow My Lead
§ Supervisor
05301
OPE RAT I ON S
OFF I CE R
“ I ne ve r t ho ught I’ d sa y t his , b u t rig h t n ow I’m g lad th e
D o m i n i o n ’s a ro und. Ot he rw ise w e never wou ld ’ve started th ese
u p g ra de s, le t a lo ne ha ve t hem almost fin ish ed b y n ow.”
MANAGING RESOURCES
AS THE OPERATIONS MANAGER, YOUR JOB IS TO work with engineering when power management
keep track of all operations on board the ship and is necessary. Additionally, if any department needs
manage the system loads while operations take power or resources, they will ask you for permission
place. While much of the operations software to divert them to where they are needed.
can divert resources based on its programming,
there are times when a shift or reallocation in the
programming doesn’t account for what might need Alert Conditions
to happen. These situations, like when the ship is While the ship is in cruise mode, the operations
in an alert status, are where your skills are needed software can usually manage all the resources in the
to manage which operations need resources on a system. While this is happening, you are still expected
moment-by-moment basis. to be on the bridge and scanning the ongoing activ-
ities on the ship. Perhaps a group of scientists are
Though your abilities to follow the energy flow and using sensors to scan a nearby star, or the engi-
resources through the ship’s network is impor- neering department is reprogramming their reactor
tant, you are also in charge of managing physi- protocols. If the bridge wishes to scan another target,
cal resources, such as ensuring the away team you would override the current resource allotment
members have phasers and tricorders ready for the and shift some to the forward sensor array.
mission, or science teams have access to appropri-
ate sensor pallets or lab spaces. When the yellow alert condition is activated, in
addition to complete system diagnostics, you will
need to visually assess all operations on the ship
You Are of Two Worlds and cut off resources to any activities that will not
Your role interacts heavily with both the science help if a crisis arises. You alone will determine which
and engineering departments. In fact, on smaller operations leech resources and compromise the
ships, you may carry the role of science officer or system’s readiness to react to danger.
chief of security in addition to operations manager.
Managing the resources to multiple sensor arrays In the rare occasion that the red alert condition
will require direct communication with the science is called, your job is to assure the bridge has the
department members using them. You will also resources to defend and protect the ship. You are
05401
Role Ability
Your knowledge of the ship’s computer systems and
operations is expansive. To represent this, when you
succeed at a task assisted by the ship’s sensors or CHOOSE THIS ROLE IF:
computers, you gain an additional point of Momentum § You enjoy interacting with computers.
that must be used to obtain more information about
§ You enjoy both engineering and science.
what is going on. These situations reveal your
comprehensive understanding of the ship’s digital § You are calm while under duress.
resources and how they are being impacted or used.
§ You enjoy keeping track of what is
going on around you.
ROLE EXAMPLE: While searching for Friendship
1, Ensign Harry Kim conducts a scan of grid § You are good at creating and speaking
295 and finds nothing. Harry suggests moving technobabble.
to grid 350 as he was up all night plotting 05402
CHIE F E NGIN E E R /
EN GI NE E RI N G
OFF I CE R
“ Sc o t t y, yo u’ re my c hie f e ngine e r. You kn ow ever yth in g ab ou t
t h a t sh i p t he re is t o k no w. Mo re t han th e m en wh o d esig n ed it.
I f y o u ca n’ t ge t t ho se w a rp e ngin es workin g , you ’re fired .”
POWER MANAGEMENT
WHETHER IT IS ON A STARFLEET OR KLINGON directly manage non-weapon systems on board
Defense Force vessel, power is the key to keeping the ship yourself.
the ship going. Your job as either a chief engineer on
a Starfleet ship or an engineering officer on a Klingon
ship is to manage and maintain the ship’s power grid. Monitoring the Flow
To make this task possible, you manage a team of Under normal conditions, the power systems regu-
engineers who ensure the reactors continue to create late the flow of energy without too much oversight.
power, even during dire circumstances. Even with this efficiency, you and your crew are
responsible for running maintenance and diagnos-
As a Starfleet chief engineer, you usually lead your tics every shift to ensure peak operational perfor-
team directly from the engineering department. mance. A dip of even one half of a percent in power
Messages from the bridge are transmitted to you generation can have a huge impact throughout ship
and you relay them to your team. Some Starfleet systems during a time of crisis.
vessel have installed auxiliary engineering stations
on the bridge and request that an engineering There will be times when sections of the ship may
department member manage it in times of alert require more power for experimentation or using
status. When this occurs, you are responsible for the sensors or navigational deflector. For the most
determining who will take that position. part, these power expenditures should be pre-
planned and submitted to you for approval. When
If you are playing an engineering officer on a these operations happen, you and your team will
Klingon vessel, you, in typical Klingon fashion, lead redirect power as necessary.
your warriors from the front, on the bridge. You are
responsible for monitoring power distribution and Another part of your job is to always monitor the
coordinating damage control from your station. efficiency of both warp and impulse propulsion
You have complete computer override power to systems. With their displays permanently a part of
Managing Engineering on
a Space Station
The lead engineering job on a space station is a truly
herculean task that requires hundreds of workers
running diagnostics in all areas of the station. These
teams of engineers are under your management,
as is the overall power system of the station.
CH IE F OF
SECU RI T Y /
W EA P ONS O F F I C E R
“ We a re a t w a r. Gowron sh ou ld forb id an y
c ha lle nges u n til we are victoriou s.”
— LT. WORF
§ Bold (Security)
§ Close Protection
§ Interrogation
§ Quick to Action
05601
CHIE F M E D IC A L
OFF I CE R / S U R G E O N
“ In my e xpe rt me dic a l op in ion , I’d say it’s...sick.”
§ Doctor’s Orders
§ Field Medicine
§ First Response
§ Triage
§ Collaboration
05701
SC IE NCE OF F I C E R
“ ‘ F a sc i n a t i n g’ is a w o rd I use f o r t he u n exp ected . In th is case,
I sho uld t hink ‘ in terestin g ’ wou ld su ffice.”
— LT. SPOCK
SEEKING ANSWERS
BOTH STARFLEET AND THE KLINGON DEFENSE FORCE of travelling at warp speed. Whether it is gathering
hold knowledge in high regard. As the science officer, samples of a dark matter nebula or transmitting
you are the key to unravelling the mysteries of the images from the other side of a temporal rift, your
universe. Whether it is finding more powerful weap- probes maximize the range at which you gather your
ons to help you bring honor to your House or using data and allow your ship to stay at a safe distance
spatial anomalies to extend the laws of physics, your from anomalies.
research is extremely valuable.
Perhaps your most versatile tool is your tricorder.
It is common for ships to have scientists of multiple Capable of running multiple, detailed scans at close
disciplines and backgrounds on board to tackle distances, your tricorder will reveal the unseen
research from many angles at once. While you prob- world from the palm of your hand. The tricorder is
ably have experience in several different sciences, essentially an extension of the ship’s computers,
odds are you are specialized in one. Whether it is allowing you to upload and download information as
biology, geology, physics, or something else, your needed while making a scan.
experience and knowledge will provide insight into
both known and undiscovered scientific concepts. It isn’t uncommon for you to spend time at the
science station on the bridge of your ship, especially
during alert situations. This station allows you to
Tools of the Trade manage who is using which sensors and even gives
While investigating the unknown, you have multiple you full autonomy over the sensors for tactical infor-
tools at your disposal. Perhaps the most important mation. Whether it is searching for tachyons that
of these tools is the ship’s sensors. Capable of both suggest a cloaked ship or mapping the geodesic
long- and short-range scans, the ship’s scanners can radiation from spatial folds, your use of sensors
gather vast amounts of data in a short time. While the during tactical situations can help shift events into
data you collect is more detailed the closer you get your ship’s favor.
to the target, having the flexibility of getting a general
picture of where you are going and what you are
looking at from a long distance is helpful. Science Teams
As the science officer on a Starfleet vessel, you
When the distance is too extreme for your sensors, have several teams of scientists who are always
you have a veritable fleet of probes that can be conducting experiments and gathering data on
launched and retrieved to gather information for you objects and phenomena around the ship. Usually,
to mine. In some cases, the probes are even capable each team consists of scientists from a single
discipline of science; however, it isn’t uncommon to you’ve collected along with the scientific principles
have multiple disciplines team up when using the that are related to it. Couple this ability with the
scientific method on a new discovery. Studious talent and every time you spend the extra
Momentum on Obtain Information, you get to use
You oversee all instances of the scientific method Obtain Information a second time for free!
and other experimentation being done on the ship. If
any of the science teams wish to conduct an experi- ROLE EXAMPLE: Upon entering the center
ment, they must first get it approved by you. You are of the Galaxy, Lt. Commander Spock starts a
also responsible for scheduling the use of the ship’s science survey, scanning the area. This is a
sensors when any of the experiments going on may Difficulty 2 Reason + Science task, assisted
need them. by the ship’s Sensors + Science. After buying
an extra d20 by adding 1 point to Threat, Spock
rolls three successes, generating 1 Momentum
Role Ability and 1 bonus Momentum to be used on the
As the science officer, your ability to analyze and Obtain Information Momentum spend. He banks
interpret data is second to none. As such, you the first Momentum and learns that there is
have a role ability that allows you to discover a matter-energy whirlwind. With his Obtain
more information than an untrained crew member. Information Momentum spend, he identifies
Whenever you succeed at a task while using the that the U.S.S. Enterprise is no longer in time or
ship’s computers or sensors, or with a tricorder, you space as they recognize it.
generate 1 bonus Momentum which must be used
on the Obtain Information Momentum spend. This
represents your deeper understanding of the data
§ Intense Scrutiny
§ Studious
§ Technical Expertise
§ Testing a Theory
05802
FLIGHT
CON T ROLLE R /
HEL M OFFIC E R
“ F o r t h e ast e ro id t o e xit a t t he c orrect an g le, I wou ld n eed to
e xe c ut e a su stain ed circu lar d rift.”
— LT. KE Y LA DE T M E R
§ Bold (Conn)
§ Fly-By
§ Precise Evasion
§ Starship Expert
05901
SH IP ' S COU N S E L O R
“ To a dmit t ha t yo u’ re afraid g ives you stren g th .”
HELPING OTHERS
TOWARD THE END OF THE 23RD CENTURY, captain looks to you for insight into social situations
Starfleet began to realize the long-term effects ranging from first contact to encountering old ene-
mental trauma had on their personnel. It was appar- mies. When on the bridge, you can take an analytical
ent that anxiety, depression, and other attacks on the look at behaviors when communicating with others
mental well-being of officers were causing perfor- both with and without video. You can also use your
mance disruptions and undue suffering. As such, in knowledge of social interactions and social struc-
the 24th century, Starfleet ships and stations were tures to provide information on how to interact with
required to have a counselor on board to help crew a group of people both socially and tactically.
members maintain their mental and emotional health
and work through any concerns.
Empaths and Telepaths
Your job is two-fold while on a starship. First, you
must meet and discuss concerns and state of being
as Counselors
If you choose to play an empathic or telepathic
with your crew members. Often these counseling
species as a counselor, that ability can provide more
sessions are voluntary, but it is also common for
insight into a situation. However, the doctor and
you to request that a crew member comes to see
patient confidentiality pledge that your character
you during office hours. In many disciplinary cases,
made when completing training must be followed.
the crew member is required to meet with you a
This could mean that you only read a patient’s
specific number of times a week to work through
thoughts or emotions during a session, or never
their actions and feelings.
at all. The important part is to discuss what would
make your patient the most comfortable when
The second part of your job is to observe your
considering the use of these abilities.
crew’s interactions with each other, as well as their
social behaviors and routines. Your knowledge of the
When stationed on the bridge, these abilities can
effects of trauma on a person’s actions will inform
provide you more information about the people you
you on meeting the mental health needs of the crew
are interacting with. Though many species consider
based on how they interact with others and the ship.
telepathy to be an attack on them, most consider
empathy to be an acceptable way to interpret other
Respected Advisor peoples’ feelings. Keep in mind though, that there
are many species who have both positive and
When you aren’t working office hours and coun-
negative views of these abilities. It shouldn’t be sur-
seling the crew, it is common for the captain to ask
prising for some species to consider them religious
you to be on the bridge with them. Acknowledging
gifts while others think they are magical curses.
your superb ability to read the actions of people, the
§ Doctor’s Orders
§ Insightful Guidance*
§ Positive Reinforcement*
§ Psychoanalyst*
§ Studious
LINGUISTICS SPECIALIST
A MAINSTAY IN STARFLEET BEFORE THE 24TH
century, you have several important jobs on your
Communications Officers
starship. From encrypting messages to Starfleet on Space Stations
headquarters to deciphering an extinct alien While the basics of running communications on
species’ three-dimensional text, your knowledge of a space station are similar to duties you might
language, syntax, and cryptography allow for rapid perform on a ship, the sheer number of commu-
communication with species across the Galaxy. nications occurring on a station requires you and
From your station on the ship’s bridge, you are able a small team to monitor and ensure safety for
to monitor subspace communications and run deci- everyone using the systems. Every day, you and
phering programs for encrypted messages. your teams ensure that thousands of messages can
be delivered, encrypted, and decrypted, for both
While the universal translator software became a Starfleet and non-Starfleet personnel serving aboard
powerful tool once a language was loaded into the the station.
program, your abilities gave the crew an upper hand
with first contact scenarios that used vastly different There are two different communications systems
syntax than the species Starfleet has already met installed on Starfleet space stations. The first allows
and loaded into the universal translator database. both intrastation and extrastation communications
for commercial, non-Starfleet workers doing their
Even though the communications officer role began jobs and visiting the station. The second system is a
to be phased out as the job became shared between secured communications network used by Starfleet
security and operations in the 24th century, the personnel. The commercial communications cannot
newest space stations being built needed commu- connect to the Starfleet channels unless you provide
nication officers, as detailed below. It is entirely a secure channel connection. You can, however,
possible that your post in the 24th century could scan and regulate transmissions within the com-
be on one of these space stations instead of on a mercial network using the Starfleet network and can
ship. There are, however, instances of captains that even execute a complete shutdown of the commer-
request a communications officer for their ship. cial network should subspace transmissions need to
remain silent for any reason.
PROVIDING NOURISHMENT
COMMON ON STARFLEET SHIPS BEFORE THE WIDE butchered when a meal is imminent to ensure the
use of replicators, and a mainstay on all Klingon freshest meat possible. From Ceti eels to targs,
Defense Force ships, your job is straightforward: your storeroom is capable of holding both large and
keep the crew well fed and nourished so they can small animals. In many cases, you will oversee the
perform their jobs to the best of their abilities. You reproduction of these animals to aid in making sure
also provide a welcome gathering place for the crew you have a supply of fresh meat between resupplies.
to relax and de-stress from their long days at work.
Klingons aren’t huge fans of spices, preferring
The role of ship’s cook can be found throughout all to taste the meat for what it is, but they do enjoy
eras of play. You may serve on any Klingon vessel, marinades and sauces derived from the creature’s
and may have even been asked to perform this role blood and bile. This allows for them to have the full
in a far-from-home scenario where the ship is trying flavor experience of the creature they are consum-
to save on resources. This was one of the ways the ing. In addition, Klingons love bloodwine, and, when
U.S.S. Voyager was able to conserve energy for their the commanding officer approves, they drink it to
trip home from the Delta Quadrant. excess as it enhances their sense of taste and their
overall dining experience.
Vutwl’
Roughly translating to “ship’s cook,” the vutwl’ on Role Ability
a Klingon ship raises, butchers, and prepares food As a ship’s cook on a Klingon Defense Force vessel,
for your crew. Through honorable meal prepara- your meals provide the sustenance needed to help
tion, you bring glory to the Empire by ensuring its bring glory to the Empire. When the calories you
warriors are strong and fueled for battle. This role is prepare are consumed, the warriors on board gain
extremely important on a Klingon ship as mealtime the vitamins and nutrients needed to maintain their
is an almost ritualistic gathering of the warriors on powerful stature and combat abilities. Your role ability
board. Here the crew share stories and sing songs represents the effects your food has on both the
while they revel in the food you have prepared. Be morale and power of the crew. As such, once per mis-
it a new flavor of gagh or a plate of racht, your food sion, at the end of a scene, you may prepare a special
provides a foundation to the mealtime ritual. meal for your crew. After partaking in this meal, as
the scene ends, instead of losing 1 Momentum from
In addition to the mess hall, you often have a large the group pool, you may roll 1A and add the total
preparation and storage area where you keep to the group’s Momentum pool. If the meal includes
and breed livestock to serve your crew. Tanks and bloodwine, instead roll 3A and add that total to the
cages filled with creatures you find, take, or trade group’s Momentum pool, as well as 1 to the Threat
for line the walls of your storage area and are only pool to represent your crew’s degree of drunkenness.
ROLE EXAMPLE: K’Larg’s crew just returned D20 Roll Protein Sauce
from a glorious hunt on a newly-discovered
1-2 Gagh blood sauce
jungle planet. They return with several new
quadruped game animals, as well as a giant, ruptured
3-4 Ceti eel
eight-legged lizard. While unloading the catch, mucus sac
the commanding officer receives a report
fireworm Kylerian
of several small, unknown vessels sitting at 5-6
entrails goat milk
extreme sensor range. While the ship engages
the enemy, you prepare the animals brought 7-8 rokeg tail venom glaze
back from the planet for the next meal. After
Aldebaran
claiming victory, the commanding officer orders 9-10 ink sauce
serpent
all warriors to the mess to share in a special
meal while the bloodwine flows. Your food is so vampire
11-12 belly grease
delicious, that before the scene ends, you roll squid sushi
3A and get a result of 4, adding 4 Momentum to
13-14 whole targ gut bile
the group Momentum pool and 1 Threat to the
Threat pool for the next scene. Rhombolian
15-16 taspar eggs
butter
CHARAC TE R
C REAT I ON O PT IO N S
06.10 NEW CHARACTER TYPES. . . . . . . . . . . . . . . . . . . 172
C H A R A C T E R C R E AT I O N O P T I O N S 171
CHAPTER 06.10
NEW CHARA C T E R
TYPE S
“Yo u St a r f l e e t t ype s a re t o o de pe nden t on g ad g ets an d g izmos.
Yo u lo se yo ur na t u ral in stin cts for su r vival.”
— M AJOR KIRA NE RY S
BEYOND STARFLEET
GIVEN THAT STAR TREK ADVENTURES AIMS TO non-Starfleet perspectives (though Chakotay was a
emulate the kinds of stories told in Star Trek Starfleet officer, and Torres attended the Academy),
television shows and movies, the core rulebook’s as well as bringing along Neelix and Kes as civilian
focus on Starfleet personnel as characters (and outsiders, and both the Doctor and Seven of Nine
similarly, The Klingon Empire core rulebook’s focus explore ideas of humanity and personhood. Star
on Klingon warriors) did not allow room to discuss Trek: Enterprise predates a multi-species Starfleet,
the breadth and range of other character types we and thus both Sub-Commander T’Pol and Doctor
see on screen. Phlox represent non-Human viewpoints and people
from non-Starfleet backgrounds, as do recurring
Numerous stories throughout the franchise include characters like Ambassador Soval and Commander
guest or recurring characters from outside of Shran. In Star Trek: Discovery, Ash Tyler, Philippa
Starfleet or the KDF, often in the form of civilian Georgiou, Cleveland “Book” Booker, and Adira Tal
advisors, Federation officials, important diplomats, all have backgrounds that set them apart from
and so forth. Sometimes these characters serve everyone else. In Star Trek: Picard, the main cast
as an external agent who creates the reason for a exists outside Starfleet: Jean-Luc Picard, Raffi
mission, a complicating factor, or even an antago- Musiker, and Cristóbal Rios are all former Starfleet,
nist, in which case they are non-player characters Agnes Jurati is a civilian scientist, Elnor is part
for the gamemaster to employ. At other times, they of an obscure Romulan sect, Seven of Nine has
are compelling secondary characters sympathetic grown from her liberated Borg origins but is still an
to, and aligned with, the regular cast of characters. outsider, and Soji Asha’s origins are the focus of the
show’s first season.
Star Trek: The Next Generation gives us our first
main character who isn’t (yet) a part of Starfleet, And that only really scratches the surface. As main
in the form of Wesley Crusher. Star Trek: Deep characters, and as supporting characters, non-Star-
Space Nine provided an abundance of non-Star- fleet characters have an important place in the
fleet characters: Major Kira Nerys, Constable Odo, history of Star Trek, and they can add depth and
Jake Sisko, Quark, Rom, Nog, and plain, simple diversity to the adventures you play out.
Garak, who provided a variety of perspectives and
allowed for a wider range of stories to be told. Star
Trek: Voyager’s part-Maquis crew provided some
C H A R A C T E R C R E AT I O N O P T I O N S 173
Lwaxana Troi is another example of an ambassa- to contain a civilian contingent performing research
dor. An important Federation dignitary, Ambassador and other valuable tasks as part of ongoing missions
Troi is someone whose skills are in high demand of exploration.
and her responsibilities take her from one side of
the Federation to the other. Though her eccentrici- Many leading experts will be present aboard a
ties often create complications for the crews of the ship or station only for a short while – long enough
ships she travels upon (particularly when aboard the to carry out their work – but long-term research
Enterprise, visiting her daughter), she is neverthe- projects are not unknown, particularly on science
less an insightful, persuasive woman and an asset vessels charting unexplored regions of space.
to the cause of peace. Like Sarek, rules for Lwaxana Indeed, there are a variety of reasons that someone
Troi can be found in The Command Division supple- may need or want to work aboard a starship without
mental rulebook. being part of Starfleet, though the ones that make
the best player characters (main characters or sup-
Beyond that, many Starfleet officers are called to porting characters) are ones whose jobs are likely to
take up diplomatic roles later in life, often because get them involved in the story.
of the bonds they have forged with other cultures.
Jonathan Archer would serve as Ambassador to Doctor Phlox is an interesting example. As the
Andoria in the decades after he commanded the ship’s doctor aboard the Enterprise NX-01, he
Enterprise NX-01. Spock would become a diplomat, served a normal role within the ship’s crew, but his
initially helping to spearhead peace between the background was as a civilian doctor, working on
Federation and the Klingons, and later devoting his Earth as part of the Interspecies Medical Exchange
life to the project of reunification between Vulcans program, brought aboard because he understood
and Romulans. Worf served as Federation ambas- Klingon physiology better than any Starfleet phy-
sador to Qo’noS at Chancellor Martok’s request after sician. His breadth of knowledge of other cultures
the Dominion War. and species and his unorthodox medical techniques
became a vital part of the ship’s capabilities, which
Similar can be said of the Klingons, who often place the Enterprise would have lacked if they had been
lauded and respected commanders in diplomatic assigned a Starfleet doctor. In their own ways,
roles where their force of personality and practical Neelix aboard the U.S.S. Voyager and Cleveland
experience of the universe can be put to great “Book” Booker with the U.S.S. Discovery provide
use. The Dahar Masters Kor, Koloth, and Kang all a similar type of character: someone outside of
represented Klingon interests during the Khitomer Starfleet who can guide the rest of the crew through
Accords, decades after they commanded starships unfamiliar territory, serving as a connection between
on the front lines, and Kor served for a while as the the crew and the setting around them.
Klingon Ambassador to Vulcan.
Aboard Deep Space 9, numerous civilians became
integral parts of the station’s community and
Civilian Advisors even aided the Starfleet crew during difficult
and Experts situations. Elim Garak, an exiled Cardassian
tailor with suspected ties to the Obsidian Order,
For all that Starfleet encourages excellence in
often had knowledge, skills, and connections that
science, engineering, medicine, and other endeav-
proved invaluable, while his mysterious past often
ors, there are a great many experts in a great many
presented complications. Quark was a community
fields who prefer independent research. These
leader in his own right, whose trade contacts and
experts may still find value in Starfleet’s work and
illicit dealings resulted in plenty of adventures,
resources, however, often petitioning Starfleet
and his brother Rom would end up being a skilled
Command for support on ambitious undertakings or
engineer who made significant contributions to the
cutting-edge research. By the 24th century, it was
station during the Dominion War. The abundance of
not unusual for larger Starfleet vessels and facilities
C H A R A C T E R C R E AT I O N O P T I O N S 175
provide a wider range of activities for the children of about wanting to be a Starfleet captain when she
crew members. Starfleet personnel wouldn’t have to grows up, that’s still a ways into her future. Instead,
give up on postings or separate from their families, her stories, and those of Icheb and the other Borg
and the psychological strain of long-term explora- children, tend to focus on her connections to other
tory voyages was lessened by a greater sense of a characters, particularly Seven of Nine and Seven’s
ship being “home.” Even so, much of this was left to exploration of individuality and social interaction.
the discretion of individual captains.
A child character is, necessarily, more defined by
The practice naturally fell out of favor after the Borg growth and change than most other characters.
attack at Wolf 359 and was suspended entirely Growing up is their story, and given enough time,
during the Dominion War. As a result of all this, a a child character is likely to grow into a character
regular or recurring child character aboard a star- taking a different role in the group or in the story.
ship isn’t necessarily unusual, and their presence Thus, they get more opportunities to change and
could produce some interesting stories. develop than an adult character.
Wesley Crusher is the first example of a youth Cadets and young officers are a specific case of
aboard a starship in Star Trek. A teenager with a this, as their time studying to become Starfleet
talent for science and technology, his technical officers is their transition from childhood to adult-
aptitude helps the ship and crew frequently, but hood, and many cadets (such as Sylvia Tilly during
he starts out naïve and inexperienced and often the first season of Star Trek: Discovery) were full
gets himself into trouble as a result. Over time, he adults before they joined. Still, they are similar in
seeks to join Starfleet, serving as an acting ensign that their inexperience and their potential for growth
while he prepares to join Starfleet Academy. In are major parts of their role in a story: they are still
some ways, Wesley isn’t that different from a young developing their potential, and that means they need
ensign character, fresh from the Academy, but guidance and opportunities to grow. Similar can be
with more to learn, and that’s what he would have said of Alexander Rozhenko during the Dominion
become, had he not chosen to venture into the wider War: he’s a young Klingon warrior trying to find his
universe with the Traveler. place in the universe, and he can’t do that alone.
NEW CHARA C TE R
ROL E S
“ S e e yo ur pa t h. S t a y o n it. Reach you r d estin ation .
Ca de t to Cap tain . Ju st like th at.”
— MICHAE L BURNHAM
C H A R A C T E R C R E AT I O N O P T I O N S 177
importance. Creating this advantage has spa owners. Each adventure, you may ask the
no cost, and it may be used before attempting gamemaster three questions, as per the Obtain
a task. Information Momentum spend, but without
spending Momentum and without requiring a
§ Ambassador: Civilian only. Ambassadors repre-
successful task first. The answers represent
sent the interests of their nation or other polit-
things you’ve overheard from patrons and pas-
ical entity to other nations. The Federation has
sers-by, as well as other rumors circulating your
numerous ambassadors, as do member worlds
establishment. You do not have to ask all these
within the Federation, and other powers such as
questions at once.
the Cardassian Union, the Ferengi Alliance, the
Klingon Empire, and the Romulan Star Empire. § Bodyguard: You specialize in personal security,
Ambassadors are the highest rank of diplomats, protecting an individual, whether a paying client,
and thus possess all the rights, privileges, and or someone you were assigned to. Militaries
responsibilities afforded to diplomatic person- tend not to employ specific bodyguards in this
nel under international treaties observed by sense, but most will have soldiers or security
all cultures, including immunity from criminal personnel who will be assigned to protect VIPs
prosecution. You possess an additional trait: X – ambassadors, admirals, political figures, and
Ambassador, where X is the name of the world similar – as needed. As a bodyguard, you will
or civilization the character represents. This trait have a single character – another PC, or an
represents the rights and privileges of ambas- NPC – whom you are assigned to protect. When
sadorial status. you are in the same zone as that character, you
may spend 1 Momentum (Immediate) when that
§ Armory Officer: Starfleet (Security) or Military
character is attacked to have the attack target
only. A presence on older Starfleet ships, and
you instead. If you do this, the attack’s Difficulty
common in other militaries, this role is also
is also increased by 1.
known as tactical officer or weapons officer. The
officer is responsible for the upkeep and use of § Chef: In addition to owning restaurants, chefs
the ship’s armaments and is typically an expert and cooks are often found on starships and
in ship-to-ship combat. In modern Starfleet starbases, particularly those which do not purely
vessels, the ship’s chief of security fulfills this rely upon replicators to feed the crew; a ship’s
role, but the United Earth Starfleet had not yet cook was a common fixture on older ships
adopted this tendency. This is identical to the before the introduction of the replicator. Larger
weapons officer role in the The Klingon Empire modern Starfleet vessels, especially ones serving
core rulebook. When you succeed at an attack diplomatic roles, will often have a chef aboard
with the ship’s weapons, they may re-roll a to help prepare banquets for dignitaries, cooking
number of A on the Stress roll equal to the with a mixture of stored foods, fruit and vegeta-
armory officer’s Security score. bles grown in hydroponics bays, and replicated
ingredients to produce spectacular dishes. For
§ Bartender: Civilian only. Found in civilian bars,
the ship’s cooks found aboard Klingon vessels,
casinos, and similar establishments across
there is an appropriate role in the The Klingon
the Galaxy, and even aboard larger Federation
Empire core rulebook. Once per adventure, you
starships in crew lounges. While this might
may prepare a meal for a non-combat scene set
seem like a minor role, bartenders interact
aboard ship; this may be a dinner at the captain’s
closely with people and are in the business of
table, a banquet for dignitaries or other VIPs,
helping people relax and enjoy themselves, and
part of a celebration, or some other meaningful
thus they often excel at getting people to talk
occasion. Player characters may re-roll 1d20 on
about their problems and tend to know what’s
all social conflict tasks they attempt during that
going on with everyone who passes through.
scene. When the scene ends, do not reduce the
This may also represent other public-facing
group’s Momentum pool by 1.
business owners, such as tailors, barbers, and
C H A R A C T E R C R E AT I O N O P T I O N S 179
CATERING ON STARFLEET VESSELS
In Starfleet during and after the 24th century, While food synthesizers improved in fidelity
the role of Chef or Ship’s Cook aboard a starship over the years, a ship’s cook was still common
became a rarity, normally only encountered on some Starfleet vessels, particularly those
on space stations and large vessels such as expected to operate for long periods away from
Galaxy-, Odyssey-, and Curiosity-class ships, home where a professionally cooked meal is
especially those outfitted for diplomatic opera- a valuable morale boost. Constitution- and
tions. For all routine purposes, the use of rep- Excelsior-class ships maintained this tradition
licated food is considered more than sufficient as both representations of the Federation on the
for crew and VIPs, and personnel are permitted frontiers of space, and as large vessels likely to
to carry supplies of real food in stasis as play host to diplomatic missions and VIPs.
individual cargo at their commanding officer’s
discretion, for special occasions or because that This tradition of a ship’s cook had largely fallen
person cooks as a hobby. out of favor by the middle of the 24th century as
replicators became capable of recreating a wider
This was not always the case, however. During range of food and drinks more accurately, though
the 22nd century, many Starfleet vessels con- even then, an occasional need for real food (or
tained a galley operated by a dedicated chef who meals prepared by hand from replicated ingredi-
would prepare a limited selection of meals to be ents) in special circumstances could arise.
served in the crew mess each day, supplemented
by protein resequencers that could provide a In earlier eras of play, a ship’s cook may be
limited menu of synthesized meals. These chefs Starfleet personnel, though typically enlisted
would also prepare food for special occasions rather than an officer. In later eras, they are
such as first contacts and VIP visits, and for more likely to be a civilian expert.
senior staff dinners in the captain’s formal mess.
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§ Expert: You are an expert in a particular field, places and people that don’t want their informa-
working alongside the crew to consult upon a tion gathered, and you achieve this through a
matter related to your expertise. You are highly combination of your own skills and the network
specialized, and extremely capable in your of informants and contacts you have culti-
chosen field, but this may lead you to ignore or vated. Once per adventure, you may create an
overlook things that fall outside your knowledge, advantage without requiring a task or spending
or result in an obsession that causes you to prior- any Momentum, Threat, or Determination. This
itize your work over other concerns. You gain one advantage must reflect information, equipment,
additional value, which must reflect the impor- physical resources, or access to a location (such
tance of your work to you. In addition, select as access codes or identification data) provided
one of your focuses – this is the field you are an to you by a contact or by your agency.
expert in. When you use this focus on a task and
§ Merchant: Civilian only. You’re a merchant or
succeed, you generate one bonus Momentum.
trader, exchanging valuable goods for latinum,
Bonus Momentum may not be saved.
or for other goods. Even in the Federation, a
§ Intelligence Agent: Starfleet Security or civilization which has largely evolved beyond
Military only. You are not a traditional part of scarcity and the personal accumulation of
the fleet. Instead, you are an operative of the wealth, merchants are necessary for ensuring
intelligence services of your civilization. You that resources can easily move from place to
are charged with gathering information from place, and the Federation and its members
C H A R A C T E R C R E AT I O N O P T I O N S 181
CHAPTER 06.30
ALTE RNAT I V E
LIFE P AT HS
“I g r e w u p o n a J -c la ss, a lit t le s m aller b u t th e same b asic
d e si g n . A n d o ne t hing I c a n t e ll you is th at at warp on e p oin t
e i g h t , y o u’ ve go t a lo t o f t ime o n you r h an d s b etween p orts.
Tha t ’s ho w my paren ts wou n d u p with m e.”
C H A R A C T E R C R E AT I O N O P T I O N S 183
VALUE: At this step, the character gains a single independent worlds, and interstellar conflicts rang-
value. This value should reflect the environment ing from border skirmishes to sector-spanning wars
and culture the character was raised within. This are something which all civilizations must prepare
is a good opportunity to consider how the charac- to face. Worlds ravaged by war, or even occupied
ter views society, and the beliefs instilled in them by a hostile nation, are difficult places to live, often
during their upbringing. forcing people to adapt to horrific conditions and
life-or-death decisions.
Example Value: If we do not understand our-
selves, how can we understand others? VALUE: At this step, the character gains a single
value. This value should reflect the environment
ATTRIBUTE: Choose one of the following attributes and culture the character was raised within. This
and increase it by 1: Control, Insight, Reason. is a good opportunity to consider how the charac-
ter views society, and the beliefs instilled in them
DISCIPLINE: Choose one of Science, Engineering, during their upbringing.
Medicine; increase that discipline by 1.
Example Value: Taking a life changes you, no
5. Struggle and Hardship matter what your reasons were.
For one reason or another, your world was one with
few available resources. Worlds on the frontier, as
well as isolated outposts, are often places of hard-
ship where continued survival is difficult, while other
worlds struggle in the wake of natural or ecological
disasters, the aftermath of war, or societal collapse
that leaves basic infrastructure in ruins. Some seek
out worlds such as this, where “honest toil” is held
as a virtue, while others find themselves in lives of
daily struggle through no choice of their own and
seek to either better their world or escape it.
6. Occupation or War
Though the Federation’s members no longer war
amongst themselves, warfare is still a part of the
Galaxy. Local or planetary conflicts afflict many
A character’s aspiration provides them with three DISCIPLINES AND FOCUS: Your efforts to emulate
points spread across two attributes. Which attributes your heroes and pursue your goals increase either
can be increased, and by how much, is determined Command or Science by 1.
not only by the aspiration chosen, but also by whether
the character pursued their goal, or abandoned it. Your focus should relate to your dreams, covering
skills learned because they were the kinds of
Each aspiration also gives the character a single things that explorers needed to know. Examples
point to add to one of their disciplines, with each include: Astronavigation, Composure, Diplomacy,
upbringing having a choice of which disciplines can Linguistics, Starship Recognition, Team Dynamics,
be increased. Finally, the character receives a single Wilderness Survival.
focus, which should relate in some way to the aspi-
ration chosen (a few examples are provided in each TALENT: You also gain a single talent.
case). Finally, each upbringing gives the character a
single talent. 2. To Fly
You saw shuttles and transports soar overhead, and
A player may choose their character’s aspiration, wanted to be up there with them, in the skies and
or randomly determine it from the table below by among the stars. You took pilot’s lessons as soon as
rolling a d20. you were able and may have gotten in trouble a few
times as a child for pushing your craft a little too far.
C H A R A C T E R C R E AT I O N O P T I O N S 185
ATTRIBUTES: If you pursued this aspiration, your 4. To Discover
passion for flight increases your Control by 2 and You want to know what’s out there. “Out there”
your Daring by 1. might be the furthest reaches of unexplored space,
or it might be the tiniest subatomic realms, or the
If you eventually gave up on this aspiration, your depths of the mind, or the myriad complexities of
honed awareness and long hours studying craft the body, or some other field. Your drive is to find
increases your Insight by 2 and your Reason by 1. that which is unknown and to make it known.
DISCIPLINES AND FOCUS: Your efforts to reach ATTRIBUTES: If you pursued this aspiration, your
the skies and the stars increases either Conn or enthusiastic curiosity increases your Reason by 2
Engineering by 1. and your Presence by 1.
Your focus should relate to your dreams, cov- If you eventually gave up on this aspiration, your
ering skills learned because they would help long hours of study and hard work increase your
you fly. Examples include: Astronavigation, Helm Fitness by 2 and your Insight by 1.
Operations, Small Craft, Starship Recognition,
Propulsion Systems. DISCIPLINES AND FOCUS: Your pursuit of knowl-
edge and discovery increases either your Science or
TALENT: You also gain a single talent. your Medicine by 1.
C H A R A C T E R C R E AT I O N O P T I O N S 187
You will probably have received a broad, if basic, Upon concluding your training – typically years
level of training in a variety of fields, with most of of study in some manner of military academy or
your time directed to one or two disciplines. You are officer school – you receive a junior officer rank,
enlisted personnel, rather than an officer, starting equivalent to a Starfleet ensign or Klingon lagh.
with a rate equivalent to a Starfleet crewman or From there, you are expected to develop and
Klingon bekk, and likely becoming an NCO, equiva- expand your skills further as you rise in rank and
lent to a Starfleet petty officer or a Klingon bu’. gain more responsibilities.
This choice can represent the basic soldiers of This choice represents the officers and command
United Earth MACO forces, Vulcan Security Forces, personnel of United Earth MACO forces, Vulcan
and Andorian Imperial Guard in the mid-22nd cen- Security Forces, and Andorian Imperial Guard in the
tury, as well as the rank-and-file military personnel mid-22nd century, as well as military personnel of
of the Romulan Star Empire, the Cardassian Union, the Romulan Star Empire, the Cardassian Union, and
and similar militaries in later eras. similar militaries in later eras.
VALUE: You gain a single value, which should VALUE: You gain a single value, which should reflect
reflect the character’s beliefs as they developed the character’s beliefs as they developed during
during basic training, or which relate to why they their academy years, or which relate to why they
enlisted to begin with. became an officer to begin with.
ATTRIBUTES: You gain three points, which may be ATTRIBUTES: You gain three points, which may be
divided amongst two or three attributes freely (either divided amongst two or three attributes freely (either
one gets +2 and the other gets +1, or all three get one gets +2 and the other gets +1, or all three get
+1). One of the attributes you increase must be +1). These may be chosen freely.
Fitness, due to intense physical training.
DISCIPLINES: You increase both Command and
DISCIPLINES: You increase your Security by 2, and Security: increase one by 2, and the other by 1.
two other Disciplines by 1. Then, choose one of Conn, Engineering, Science, or
Medicine, and increase that by 1 as well.
FOCUSES: You select three focuses. Examples
include: Composure, Extra-Vehicular Activity, Small FOCUSES: You select three focuses. Examples
Craft, Military Protocol, Hand Phasers, Disruptors, include: Diplomacy, Inspiration, Strategy & Tactics,
Hand-to-Hand Combat, Infiltration, Survival, Military Protocol, History, Politics, Hand Phasers,
Demolitions. Disruptors, Hand-to-Hand Combat, Shipboard
Tactical Systems.
TALENT: You select a single talent.
TALENT: You select a single talent.
OFFICER TRAINING
You spent years of study to become an officer in INTELLIGENCE TRAINING
your nation’s military. This encompassed both train- You applied to join your nation’s military or some
ing in leadership and command, but also combat other civil service, and they found that your talents
skills, technical and scientific studies, and a variety could be put to good use in intelligence. While you
of other disciplines. Most military officers in the might have an official posting as ordinary personnel
Alpha and Beta Quadrants have a breadth and depth aboard a ship or a starbase, or an office in some
of training akin to that of a Starfleet officer, though government bureau, your true duties are both loftier
generally with more focus on military applications and more clandestine.
rather than exploration.
C H A R A C T E R C R E AT I O N O P T I O N S 189
INTELLIGENCE SERVICES AND SECRET POLICE
Star Trek has often treated intelligence agencies encountered that world of spies and secrets
in a somewhat vague manner, blurring the line at some point. A Starfleet officer may have
between conventional intelligence agencies gone on a mission prompted by a report from
like Starfleet Intelligence and covert operations Starfleet Intelligence, or find themselves entan-
groups like the Tal Shiar, the Obsidian Order, and gled within a plot started by agents of the Tal
Section 31. Shiar. Experienced personnel may know friends
or former colleagues who went into Intelligence,
For the sake of storytelling, these groups, who can be contacted for a favor (and the favor
though perhaps somewhat different in purpose, owed in return is a plot hook any gamemaster
all fit a general sense of “clandestine opera- will be happy to employ).
tions,” and have similar storytelling potential as
sources of secrets, spies, and conspiracies. These possibilities can help add to a character’s
place in the wider Galaxy, and they’re worth
While most characters are unlikely to work considering during character creation, so long
directly for intelligence agencies, more expe- as you discuss the idea with your gamemaster
rienced player characters are likely to have so they can weave it into the campaign.
06301
In some cases, these improvised armies can grow or TALENT: You select a single talent.
evolve into full professional militaries. Local defense
militias can grow into a standing security force if a
community grows large enough to support one. The Ambassadors / Diplomats
Bajoran Militia initially consisted entirely of former Ambassadorial characters are often found accom-
resistance fighters who were given uniforms, ranks, panying Starfleet vessels, and in other groups and
and a proper chain of command to serve as Bajor’s situations conducive to telling exciting stories, as
security force. already discussed in this chapter. These characters
don’t necessarily have Starfleet training, but by
VALUE: You gain a single value, which should necessity they are well-trained and well-informed,
reflect the reason the character chooses to fight. and quite capable of taking part in dangerous mis-
sions when necessary.
ATTRIBUTES: You gain three points, which may be
divided amongst two or three attributes freely (either When creating an ambassador character, select
one gets +2 and the other gets +1, or all three get one of the following options instead of the Starfleet
+1). You must select either Daring or Fitness as one Academy options for Step Four of the lifepath (or
of the attributes increased; you don’t get far without any other replacements for Step Four found in the
being bold or tough. The Operations Division or The Sciences Division
supplemental rulebooks).
DISCIPLINES: You increase Security by 2, and two
others by 1 each. This step grants the following benefits:
FOCUSES: You select three focuses. VALUE: You gain a single value, which should reflect
Examples include: Composure, Inspiration, the character’s beliefs as they developed during
Psychological Warfare, Hand Phasers, Disruptors, their training.
Hand-to-Hand Combat, Infiltration, Disguise,
Interrogation, Demolition. ATTRIBUTES: You gain three points, which may be
divided amongst two or three attributes freely (either
ANDORIAN VULCAN
IMPERIAL HIGH
MACO KLINGON ROMULAN GUARD COMMAND
(22ND DEFENSE STAR CARDASSIAN (22ND (22ND
STARFLEET CENTURY) FORCE EMPIRE UNION CENTURY) CENTURY)
Admiral General General General Grand Gul General Administrator
Lieutenant
Vice-Admiral Brigadier Admiral Legate
General
Major Colonel (Tal Fleet
Rear Admiral Colonel Jagul
General Shiar only) Commander
Commodore Brigadier Captain Captain
Captain Colonel Commander Commander Gul Commander Captain
Commander
Lieutenant Sub-
Commander Commander / Major (Tal Dal / Dalin
Colonel commander
Shiar only)
Lieutenant Sub-
Major Lieutenant Glinn / Gil Major
Commander commander
Lieutenant Captain Lieutenant Lieutenant Glinn / Gil Lieutenant Lieutenant
Lieutenant First Sub-
Lieutenant Glinn / Gil
(junior grade) Lieutenant Lieutenant
Second Sub-
Ensign Ensign Centurion Gil
Lieutenant Lieutenant
Master Chief Master
Centurion Gil
Petty Officer Sergeant
Senior Chief
Staff Sergeant Centurion Gil
Petty Officer
Chief Petty
Sergeant Sergeant Centurion Gil
Officer
(addressed
Warrior
Crewman Private Uhlan Garresh / Gorr Trooper by role,
(bekk)
not rank)
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C H A R A C T E R C R E AT I O N O P T I O N S 191
FORMAL DIPLOMACY
Within the Federation and its neighbors, there what makes the Federation distinct from the
are two main forms of diplomatic mission: empires that surround it.
Bilateral diplomacy covers all situations where Other polities in the Alpha and Beta Quadrants
one world or political entity sends represent- don’t tend to use the same approach: all worlds
atives directly to another world. For example, in the Romulan Star Empire are ruled from
Ambassador Soval was the Vulcan Ambassador Romulus, all worlds in the Klingon Empire
to Earth during the 2150s, representing the are ruled from Qo’noS, and all worlds in the
interests of the Confederacy of Vulcan (the Cardassian Union are ruled from Cardassia
planet Vulcan and its associated territories) Prime. The Ferengi Alliance has no formal
to the United Earth government. While Soval diplomatic corps, with individual businesses
served in this capacity during the years before expected to carry out their own dealings, but
the United Federation of Planets was founded, individual Ferengi business-owners often bid to
the practice of individual Federation member become (or are selected to be) representatives
states maintaining their own independent diplo- of the Grand Nagus in larger enterprises.
matic missions remains strong centuries later.
AMBASSADORS-AT-LARGE
Multilateral diplomacy covers situations where Senior diplomats, particularly those who are
representatives are sent to or from a wider highly respected, are often appointed as ambas-
political entity such as the Federation itself. sadors-at-large. Whereas most ambassadors
Sarek served as a representative of Vulcan to (called ambassadors-in-residence) operate
the Federation Council, but has also served as a from a single embassy, an ambassador-at-large
Federation Ambassador-at-large, representing represents their people across a wider territory
the interests of the Federation as a whole in a – perhaps several worlds or even several neigh-
variety of matters. boring sectors. These ambassadors-at-large
tend to be the ones who arrange international
These two distinct forms of diplomatic mission treaties, such as the subspace weapons ban
create a complex web of interests and foreign during the second Khitomer Accords.
policies, in which different individuals may
speak for a single world depending on context. Naturally, as they tend to roam about and
This may produce complexities, but it allows become involved in a variety of different
individual worlds to exercise their freedom activities, ambassadors-at-large make for
to self-govern even while they are part of the fine player characters alongside a Starfleet or
wider Federation, and that freedom is part of Klingon crew.
06303
one gets +2 and the other gets +1, or all three get FOCUSES: You select three focuses. These can be
+1). Some options may give you specific choices as chosen freely, but each option will provide a selec-
to which attributes you may increase, while others tion of common examples.
may allow you to pick freely.
TALENT: You select a single talent.
DISCIPLINES: You increase a single discipline
by 2, and two others by 1. Which disciplines are Additionally, a Diplomat character cannot select
increased, and by how much, is determined by the the Young Officer or Young Warrior options during
option picked. Step Five of the lifepath: neither of the options
presented below are suited to characters so young
C H A R A C T E R C R E AT I O N O P T I O N S 193
VALUE: You gain a single value, which should your other disciplines by 1 and add that point to any
reflect the character’s beliefs as they developed discipline not already increased. This may reduce
during the character’s education and early career. a discipline to 0, representing a complete lack of
training in that field.
ATTRIBUTES: You gain three points, which may be
divided amongst two or three attributes freely (either FOCUSES: You select three focuses. These can be
one gets +2 and the other gets +1, or all three get chosen freely, but each option will provide a selec-
+1). Some options may give you specific choices as tion of common examples.
to which attributes you may increase, while others
may allow you to pick freely. TALENT: You select a single talent.
DISCIPLINES: You increase a single discipline In play, civilian characters hold no Starfleet rank
by 2, and two others by 1. Which disciplines are or other military rank. They can gain Reputation,
increased, and by how much, is determined by the though they cannot be promoted or demoted –
option picked. In addition, you may reduce one of their Reputation reflects how they are perceived
in their community and how well-known they are
beyond that.
PHYSICIAN
POLITICIAN OR BUREAUCRAT
You’ve devoted your life to healing others. You may
You are a civil servant, operating within the struc-
be trained as a doctor, a paramedic, a counselor,
ture of a civilization to ensure that if continues to
or you may be a medical researcher rather than a
function smoothly and to the benefit of its people.
practicing physician, but either way, the goal is to
Your role may be narrowly focused upon a specific
help people who are hurt in some way. Your skills
area of government, or you may be responsible for
are in demand across explored space, and even
overseeing large departments or ministries, your
civilian-trained physicians can find themselves
decisions impacting millions or even billions of lives.
aboard Starfleet and military ships.
Either way, your role is important, and you take pride
in the necessary work you carry out.
VALUE: You gain a single value, which should
reflect the character’s beliefs developed during their
VALUE: You gain a single value, which should
studies, or which led them to enter medicine in the
reflect the character’s beliefs developed during their
first place.
C H A R A C T E R C R E AT I O N O P T I O N S 195
studies, or which led them to enter public service in disciplines by 1 and add that point to any discipline
the first place. not already increased.
ATTRIBUTES: You gain three points, which may be FOCUSES: You select three focuses. Examples
divided amongst two or three attributes freely (either include: Astrophysics, Botany, Cybernetics, Exo-
one gets +2 and the other gets +1, or all three get Tectonics, Genetics, Quantum Mechanics, Subspace
+1). At least one of the attributes you increase must Mechanics, Temporal Mechanics, Transporters and
be Insight or Presence, as good instincts and a Replicators, Warp Field Dynamics.
strong personality are valuable for getting into office.
TALENT: You select a single talent. This is chosen
DISCIPLINES: You increase your Command by 2, freely as normal.
and two other disciplines by 1 each. In addition, you
may reduce one of your other disciplines by 1 and TRADER OR MERCHANT
add that point to any discipline not already increased. You exchange money for goods or services. Within
the Federation, the actual transactions are a trivial
FOCUSES: You select three focuses. Examples matter, but other civilizations still make more overt
include: Bureaucracy, Diplomacy, Politics, use of money, with gold-pressed latinum serving as a
Linguistics, History, Philosophy, or something related common economic standard, easily exchanged for the
to your role in public service. Cardassian lek, Bajoran lita, or Klingon darsek. You’re
a part of the galactic economy, providing a service
TALENT: You select a single talent. or trading in valuable goods (or both) in exchange for
latinum, currency, or other goods or services.
SCIENTIFIC OR TECHNICAL EXPERT
You pursue scientific truth or technological progress, VALUE: You gain a single value, which should
seeking to become your generation’s Zefram reflect the character’s beliefs developed during
Cochrane, Emory Erickson, Leah Brahms, or Richard their career, or which led them to become a mer-
Daystrom. You probably specialize in a single field chant in the first place.
of scientific study or technical expertise, or a small
number of related fields. You may end up working ATTRIBUTES: You gain three points, which may be
with Starfleet or a military, but this is more because divided amongst two or three attributes freely (either
they are interested in your work, rather than you one gets +2 and the other gets +1, or all three get
serving their goals. +1). One of the attributes you increase must be
Insight or Presence, as a successful trader is often a
VALUE: You gain a single value, which should “people person.”
reflect the character’s beliefs developed during their
studies, or which led them to pursue science or DISCIPLINES: You increase your Command by 2,
engineering in the first place. and two other disciplines by 1 each. In addition, you
may reduce one of your other disciplines by 1 and
ATTRIBUTES: You gain three points, which may be add that point to any discipline not already increased.
divided amongst two or three attributes freely (either
one gets +2 and the other gets +1, or all three FOCUSES: You select three focuses. Examples
get +1). At least one of the attributes you increase include: Art, Cooking, Psychology, Economics,
must be Reason, as nobody gets far in science or Logistics, Persuasion, Tailoring, Disruptors.
engineering without a keen intellect.
TALENT: You select a single talent. This is chosen
DISCIPLINES: You increase your Science or freely as normal.
Engineering by 2, and two other disciplines by 1
each. In addition, you may reduce one of your other
C H A R A C T E R C R E AT I O N O P T I O N S 197
ADVANCEMENT VARIATIONS
The core rulebook contains one set of advance- adjustment to exchange their Childhood Insights
ment rules. The Klingon Empire core rulebook talent for the Untapped Potential talent.
and the rules digest in the Tricorder Collector’s
Edition Boxed Set contain a different set of rules REVISED ADVANCEMENT RULES
for character advancement. The differences When a cadet or child character is mentored,
between these mean that we should discuss this is marked in their log as having used a
how the cadet and child advancement rules value positively (for simplicity, mark it as M, for
interact with these different rulesets. Mentored, if your log entries use the shorthand
recommended in the advancement rules).
ORIGINAL ADVANCEMENT RULES
When a character is mentored, they receive a In addition, whenever a cadet or child character
normal milestone at the end of that adventure. is mentored in this way, then they also gain a
If they would already gain a normal milestone cadet child advancement. When the character is
during that adventure, then they may also mentored in subsequent adventures, they may
select a single cadet or child advancement (as call back to previous instances of being men-
applicable). tored to gain a milestone, regardless of which
other character was the mentor.
In either case, once a cadet character has taken
all available cadet advancements, they gain an Furthermore, when a cadet character gains
additional value the next time they gain a spot- a milestone after selecting all available cadet
light milestone (in addition to that milestone’s advancements, they gain an additional value
normal effects). (in addition to the milestone’s normal effects).
When an adolescent child character has taken all
An adolescent child character who has taken available child advances, they may use their next
all available child advancements may, upon adjustment to exchange their Childhood Insights
their next normal milestone, use their next talent for the Untapped Potential talent.
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Senior Cadets: A cadet character in their third or § Cadet, second class: Third-year cadets.
fourth year, or even in their fifth or sixth year if they
§ Cadet, first class: Fourth-year cadets.
are undergoing extra training, receives one Career
Event. This is likely to have occurred during field
CADET ADVANCEMENT
studies, or the cadet cruise which normally occurs
Cadet characters do not follow the normal rules
during a cadet’s second year. This means that the
for character advancement – at least, not at first.
character will have one fewer point in their attrib-
Cadets are in the process of learning and developing
utes, one fewer point in their disciplines, and one
into the officers they will become, and that requires
fewer focus than a character created normally.
a lot of growth in a short period of time. As a result,
a cadet character follows an altered set of advance-
CADET FINISHING TOUCHES
ment rules until they graduate or receive a field
During this step, a cadet character does not receive
commission. Once they have graduated or received
a fourth value. In addition, the character’s rank is
a commission, they receive the rank of ensign and
chosen from one of the following:
use the normal character advancement rules from
that point onwards.
§ Cadet, fourth class: First-year cadets.
§ Cadet, third class: Second-year cadets.
C H A R A C T E R C R E AT I O N O P T I O N S 199
ADOLESCENT
TALENT: You’re reaching the point at which you are devel-
oping into an adult, equivalent to a Human child
CHILDHOOD INSIGHTS between the ages of 13 and 17. You’re trying to
REQUIREMENT: Child (only available exert your independence and your uniqueness, and
during character creation) often struggling against the guiding hand of your
parents and teachers as you gain a stronger sense
The character is young, but often spots of who you are.
details or reaches conclusions that adults
might overlook. The character may not ATTRIBUTES: Reduce one of your attributes by 1.
have or increase any attribute above Then, spread three points amongst two or three of
10, or any discipline above 3 while they your attributes (either +2 in one and +1 in another,
have this talent (and may have to adjust or +1 to three).
attributes and disciplines accordingly at
the end of character creation). Select a DISCIPLINES: Reduce one of your disciplines by 1.
single discipline, which must be rated at Then, increase one discipline of your choice by 2,
least 2. Whenever you attempt a task using and two other disciplines by 1 each.
that discipline and buy one or more dice
either by spending Momentum or adding to FOCUSES: You select two focuses. These should
Threat, roll one A for each die you bought. reflect your areas of interest, your hobbies or the
You generate bonus Momentum equal to school subjects you excel at.
the total rolled on the A (bonus Momentum
may not be saved). You add 1 to Threat for STEP FIVE: CAREER
each effect rolled. Naturally, a child character doesn’t have much in the
way of a career. Instead, they receive the following
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benefits:
Choose one of the following options for a child VALUE: The character receives a value, which must
character. These options do not provide the same reflect their inexperience and naïveté in some way.
benefits, as they represent different stages of devel-
opment for a child character. TALENT: The character receives a single talent,
Childhood Insights, described in the sidebar.
PRE-ADOLESCENT
You’re young, equivalent to a Human child between STEP SIX: EVENTS
the ages of 8 and 12. You’re still learning your way Child characters do not receive career events. Skip
in the world. this step for a child character.
C H A R A C T E R C R E AT I O N O P T I O N S 201
may gain more of these options than a normal § FOCUSES: A pre-adolescent child supporting
character, as they have lower scores overall: character may gain only one additional focus.
An adolescent child supporting character may
§ VALUES: A child supporting character may gain gain one additional focus.
up to four values as normal.
§ TALENTS: A pre-adolescent child supporting
§ ATTRIBUTES: A pre-adolescent child sup- character may gain only one talent. An adoles-
porting character may increase their attributes cent child supporting character may gain up to
a total of 7 times, but no attribute may be two talents.
increased a second time until all six have been
increased once. An adolescent child supporting Child supporting characters of any kind have the
character may increase their attributes a total of Child role (page 179), even though supporting char-
5 times, but no more than once per attribute. acters do not typically have roles.
§ DISCIPLINES: A pre-adolescent child support-
A pre-adolescent supporting character, once they
ing character may increase their disciplines
have taken all the upgrades available to them, may
a total of twice, but no discipline may be
(at the gamemaster’s discretion) become an adoles-
increased more than once. An adolescent child
cent supporting character. An adolescent support-
supporting character may increase their disci-
ing character, once they have taken all the upgrades
plines a total of four times, but no more than
available to them, may become a normal supporting
once per discipline.
character, and is counted as an adult.
ADVANC E D
OP E RAT I O N S
07.10 ATTRIBUTES AND DISCIPLINES. . . . . . . . . . . . . . 205
A D VA N C E D O P E R AT I O N S 203
OFFERING A DEEPER UNDERSTANDING
The Star Trek Adventures core rulebooks This chapter is intended to provide that
provide guidance for using the rules in-game additional advice to you on most of the
and for teaching the rules to your players as you most critical elements of the game system,
create and navigate game experiences. In the including attributes, disciplines, Momentum,
years since the core rulebook was developed and Threat, Determination, combat, and more. The
released, the design team designed and released amount of information in this chapter may look
additional versions of the 2d20 System for other daunting, but fear not! You’re not required to
licensed properties, and fielded rules questions read every section or memorize every additional
from thousands of gamers. The end result of this piece of information. Read the sections you
additional development time and Q&A cycles is most want more insight on, and add or enhance
that there is now a wealth of additional advice these components in your game gradually,
that can be provided to you and your group so building upon your experiences together with
that you can more effectively play the game and your gamemaster and fellow players.
create exciting Star Trek moments together.
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ATTRI BUT E S A N D
DIS CI P LI NE S
“Ly i n g i s a sk ill lik e a ny o t he r, a n d if you wan t to main tain a
l e ve l o f e xc e lle nc e , yo u h ave to p ractice con stan tly.”
— E LIM GARAK
A D VA N C E D O P E R AT I O N S 205
Daring Fitness
Daring defines characters who are decisive and Fitness defines characters by their physical prow-
fearless. When the adrenaline (or equivalent) ess, athleticism, and endurance. While no attribute
starts pumping, a Daring character can act swiftly is purely physical or purely mental, Fitness is the
and confidently. closest to being a physical attribute. Beyond its use
in tasks, Fitness is also the basis of a character’s
When faced with violence, a character may use maximum Stress, so a character with high Fitness is
Daring to strike in hand-to-hand combat, or to also more able to weather attacks and hazards.
provide urgent first aid to an injured comrade.
When faced with violence, a character may use
When faced with a physical problem, a character Fitness to restrain a foe, resist a hazard, or to move
may use Daring to respond to an urgent danger, or quickly around the battlefield.
to act quickly before the situation deteriorates.
When faced with a physical problem, a character
When faced with an intellectual or emotional may use Fitness to apply a solution relying on raw
problem, a character may use Daring to find the physical strength or repetitive actions requiring
quickest solution, rather than waiting around to find considerable stamina.
a perfect solution, or to overcome any doubts or
hesitation that they might be feeling. When faced with an intellectual or emotional
problem, a character may use Fitness to resist
When faced with a social problem, a character physical hardship when attempting to focus on the
may use Daring to lead by example, or to break problem at hand.
tension by speaking first without hesitation.
A D VA N C E D O P E R AT I O N S 207
CONTROL
RATING MEANING
You are uncoordinated or lack self-discipline. You might be clumsy or careless, easily
7 or less
distracted, or inclined to panic.
8 Your control over yourself and your actions is ordinary and unremarkable.
You pay attention to details, and you can maintain your concentration under difficult
9–10 circumstances. You’re precise and careful, with good hand-eye coordination and
steady hands.
You always maintain perfect control over yourself. You are not one to lose focus or get
distracted, you are keenly aware of pertinent details, and you are incredibly precise
11–12
and efficient in everything you do. You might also be very serious and dedicated, rarely
allowing yourself to relax, as that might mean giving up some of your self-control.
DARING
RATING MEANING
You are overly cautious, or you find yourself frozen and unable to act when faced with a
7 or less difficult or dangerous situation. You might find yourself becoming uneasy in non-threat-
ening situations.
8 You are not overly hesitant, but you are not especially courageous either.
You are confident and decisive, able to act quickly and effectively when placed
9–10
under pressure.
You are fearless, and often the first to confront a difficult or dangerous challenge. You
11–12 don’t hesitate when the action starts, and you don’t doubt the decisions you make in the
heat of the moment. Some might consider you reckless or hasty for rushing into danger.
FITNESS
RATING MEANING
You are disinclined to rely on strength to solve your problems and may be somewhat
7 or less unfit. You probably lack stamina and struggle to resist the effects of physical hardships
such as extremes of temperature.
You are a prime example of physical conditioning, with plenty of practical understanding
for how to employ your strength, speed, and endurance to best effect. You may seem
11–12 tireless, though you understand the value of rest better than most. Others may pre-judge
you based on your physical presence, perhaps dismissing your intellectual abilities, or
seeing your stature as imposing.
Your judgement is not particularly poor, but neither do you rely overmuch on
8
your instincts.
You have good instincts about other people and about situations and have a reasonable
9–10
sense of when to rely on your gut, though you do not do so all the time.
You are deeply empathetic and can often pick up things about a person’s state of mind
that even they didn’t realize. You have great instincts and rely on them even in the face
11–12
of hard evidence to the contrary. More logical colleagues might consider you overly
emotional and your judgements irrational.
PRESENCE
RATING MEANING
You are somewhat shy and reserved, unable or unwilling to command attention. Your
7 or less manner of speech may be awkward, you might be wary of raising your voice, or you
may trip over your words.
While you are not particularly shy or awkward, neither is your charisma
8
particularly noteworthy.
You have a strong sense of self, and your confidence comes out in your body
9–10 language and the way you speak. You can hold the attention of a room and get your
point across effectively.
You seem almost larger-than-life at times. You are the center of attention, and your voice
11–12 cuts through the clamor of a crisis, so others reflexively look to you when danger is near.
You may sometimes be viewed as overbearing.
REASON
RATING MEANING
You do not have much patience for logic and meticulous analysis, or you frequently find
7 or less your biases and your instinctive responses overwhelm your attempts to approach a
problem dispassionately.
You can sit down and research a problem or devise a theory well enough, but you don’t
8
excel at those things.
You have a clear mind, and you can set aside snap judgements to pursue the truth with
9–10
a rational, logical mindset.
You are adept at approaching problems, perils, and the unknown with a dispassionate
11–12 mind that studies them from all angles before reaching a conclusion. Others might regard
you as cold, unfeeling, or even machine-like. You don’t allow their opinions to bother you.
A D VA N C E D O P E R AT I O N S 209
AWARENESS
You might notice that several of the attributes are naturally more likely to pick up on changes
described in Star Trek Adventures could to something familiar, or small details on things
reasonably be used to describe how observant that they already know.
or aware a character is.
§ Looking for details in the way someone
This is entirely deliberate. Our senses are key to behaves, or within a group of people, will
how we interact with the world, and there’s no typically rely on Command.
one way to properly encapsulate the different
§ Observation of starships, to determine type,
ways that a person might relate to what they
capability, the effects of damage, and other
see, hear, smell, feel, and taste, and how a
details, will use Conn.
person processes and makes sense of that
information. As a result, several different attrib- § Looking for problems with a machine or
utes apply to a character’s senses, and could be structure will typically use Engineering.
used on tasks where revealing information or
§ Detecting ambushes and hidden enemies,
detecting peril are relevant.
identifying weapons (or the effects of
weapons), and displaying awareness during
§ If you’re trying to pick out fine details,
combat will normally use Security.
Control might be the most appropriate
option. § Detailed study of a subject, especially in
controlled conditions, is likely to be Science,
§ If you’re simply reacting to danger, Daring
as is study of unknown phenomena not
might be the fitting choice.
covered by other disciplines.
§ If you’re observing other people to judge
§ Study of physiology and biology as well as
their mood, Insight is the relevant choice.
diagnosing injuries and medical conditions
§ If you’re searching or scanning an area will use Medicine.
methodically or examining something
closely, Reason is a good fit. These concepts apply as much to using a ship’s
sensors or a tricorder as it does to using your
§ If you can’t really decide which one to use,
own innate senses; a tricorder expands what
Insight is probably the best choice for being
you can detect and monitor, but you still need
broadly observant.
to be able to interpret the data just like you
interpret your perceptions.
Similarly, the discipline used will vary based on
what you’re looking at or for, because people
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A D VA N C E D O P E R AT I O N S 211
THE MATTER OF TELEPATHY
One matter which often causes questions at the Picking out an individual surface thought is rela-
table is “What do I roll for telepathy?” tively easy, so long as a person isn’t attempting
to guard their thoughts (everyone is capable of
By design, Star Trek Adventures does not have this to some extent, by choosing what to think
a single universal combination of attribute and about, and people can be trained to resist telep-
discipline for all telepathic activity. Rather, the athy). It gets more difficult if a person is making
intent is that telepathy – and empathy, which a conscious effort to resist. It also gets more dif-
is similar in most ways – is treated more like ficult if there are multiple people nearby, much
a sense that a character possesses, rather as hearing a single voice in a crowded room is
than as a specific game ability that works in a more difficult than a one-on-one conversation in
singular defined way. a quiet room.
A telepath is aware of and can hear the surface Delving deeper into a mind requires greater
thoughts of other living creatures (barring those concentration and effort, and it can be a
whose brain structure is immune to telepathy, particularly draining or even painful experience,
such as Ferengi) nearby at pretty much all for both telepath and the mind they’re reaching
times, but this is essentially just ”background out to. Reaching into a person’s memories can
noise.” These surface thoughts are the thoughts cause them to recall those events, which can be
and impulses at the forefront of a person’s unpleasant or even dangerous, and memories
mind, and most of the time are often trivial are inherently subjective and might not be an
matters, or things which they immediately act accurate reflection of events. Similarly, reaching
upon, and most telepaths learn to ignore this out to listen to a mind at a greater distance
noise most of the time: it would quickly become can take more effort and concentration, though
distracting otherwise. particularly powerful minds, or the aggregate
impression of numerous minds (i.e., discerning
regular reading of new theories and breakthroughs A character with a high Command and a high Control
in Engineering, Science, and Medicine, to leading is likely to be exacting and circumspect in their
and delegating with Command. leadership. They prefer to have a plan, and preferably
several, and these plans often demand nothing but
This section provides some additional guidance the highest performance from the crew, as the crew
on what each of the attributes may mean to your are vital parts of those plans. Their orders are precise
character, and suggests some ways that particular and clear, with little room for misinterpretation.
combinations of attributes and disciplines might
be roleplayed. A character with a high Command and a high Daring
is probably bold and their adventures exciting. They
do not necessarily plan things in advance, but rather
Command prefer to make the decisions they need to make as
Command covers leadership, negotiation, coordinat- and when they happen. They’re active leaders, lead-
ing and motivating others, as well as personal disci- ing from the front and getting personally involved in
pline and resisting coercion. More broadly, it covers whatever problems they need to be, and they never
a variety of other social skills as well; characters give an order that they wouldn’t be willing to follow.
who excel at these social skills tend to be effective
at managing and leading others as a result.
As things get more difficult, which attribute is § Command is helpful for maintaining a
used for a task can vary based on what you’re sense of self and interacting with another
intending to do with your telepathy: mind in a controlled, deliberate manner.
§ Conn is perhaps the discipline least useful
§ Control is most useful when you are
for telepaths, though one could use Conn
attempting to sift through thoughts in an
to attempt to discern the movements of an
orderly manner.
enemy ship by reading the mind of the pilot.
§ Daring is most useful when attempting
§ Security is helpful if trying to determine
to delve into a mind quickly, often without
whether someone is a threat.
regard for any disruption caused.
§ Engineering is useful mainly for trying to
§ Fitness is useful for withstanding the strain
find or comprehend technical information
of using telepathy for a prolonged period or
from another mind.
versus a powerful mind.
§ Science is useful for trying to gain and
§ Insight is useful when delving deep into
interpret knowledge from another mind.
thoughts or memories and trying to under-
stand what they mean. § Medicine is useful for therapeutic uses of
telepathy and empathy, when attempting to
§ Presence is useful for maintaining your sense
calm or heal a mind that has been injured
of self while submerged in another mind.
or is otherwise in distress.
§ Reason is useful when trying to piece
together facts or patterns from numerous
thoughts or memories.
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A character with a high Command and a high confidence that is justified by their deeds and which
Fitness is enduring and resilient, unlikely to give seems to spread throughout the crew.
up or back down unless there is no other choice.
They are likely to be highly active and athletic, and A character with a high Command and a high
they seem tireless. They’re not afraid to roll up their Reason is deeply knowledgeable and probably
sleeves and get their hands dirty on the job. seems to be wise and well-read. They dislike the
unknown, venturing into the unexplored because
A character with a high Command and a high Insight they dislike not knowing. They will seek to be
is likely to seem friendly and approachable, always well-equipped with the facts as they enter new
willing to listen to the opinions and the problems situations, and they encourage their subordinates to
of those around them and willing to change their be similarly well-informed.
minds if proven wrong.
A D VA N C E D O P E R AT I O N S 213
field, but it is far from just “the pilot skill.” Beyond
its uses navigating and negotiating terrain, both on
Engineering
Engineering is about technology. While much of
the ground and in space, and operating vehicles,
what an Engineer does aboard a starship will relate
Conn covers a familiarity with starships as machines
to advanced sciences, the Engineer is concerned
and as places where people live and work, including
with the practicalities of making the technology
an understanding of spacefaring traditions and
work, keeping it working, and ensuring that the
protocols, familiarity moving around in micro- or
results that come from technology are the desired
zero-gravity environments, knowledge of how
ones. Designing, building, maintaining, understand-
spacecraft move and operate as well as how spatial
ing, and operating technology are all covered by the
phenomena impact space travel.
Engineering discipline.
A D VA N C E D O P E R AT I O N S 215
simulations and meticulously recording their find- piecing together the facts and evidence carefully to
ings. They’re also likely to be effective at learning reach a conclusion. They consider every available
new techniques and procedures, and at laying out variable, every likely possibility (and the unlikely
instructions or directing another person through the ones too, if the likely ones don’t fit), and can
steps of a complex task. produce mathematical proofs and solid hypotheses
with the kind of speed and accuracy one might
A character with a high Science and a high Daring expect from an advanced computer.
accepts that risk is often a necessary part of science,
and that not all discoveries can be made inside a
laboratory or simulation. They remain observant and Medicine
clear-headed even when in mortal peril, often gaining Medicine, while a subset of science, is important
valuable insights in life-or-death situations. They enough to stand on its own as a distinct discipline
hypothesize quickly and reach conclusions just as and field of study, much as there is overlap between
fast, but the moment they’re proven wrong, they’re Science and Engineering. Medicine, at its heart, is
ready to form a new hypothesis and try again. less about knowledge and more about the result:
healing those who are injured or sick.
A character with a high Science and a high Fitness
is prepared for the worst. They have a knack for A character with a high Medicine and a high Control
applying their knowledge to provide practical is likely to excel as a surgeon, where steady hands,
solutions to immediate problems such as exposure finesse, and precision are necessary to do the most
to environmental hazards. When they are personally good. Alternatively, they may study genetics or phar-
afflicted by fatigue, poison, disease, or other hin- macology, where tiny chemical variations can have
drance, they find it in themselves to keep pushing major effects, and finding the balance that is most
on to find a solution, even when others may have likely to help a patient is delicate work.
already succumbed.
A character with a high Medicine and a high Daring
A character with a high Science and a high Insight is a life-saver, well-suited to providing care in
are good at making intuitive leaps, extrapolating life-or-death situations. They are effective combat
ideas from incomplete information, and making medics and emergency first responders, and can
educated guesses when the facts aren’t all excel as trauma specialists, racing against the clock
available. While not necessarily the best practice in to save a life. They need to remain calm and col-
pure scientific work, this is valuable for the science lected and make the right decisions under intense
officers employed by Starfleet and in militaries, who pressure.
can present their commanders with options when
facing the unknown. A character with a high Medicine and a high Fitness
is prepared for the worst. They are well-suited to
A character with a high Science and a high taking precautions and preventative measures to
Presence are effective science communicators, protect themselves and resist environmental haz-
skilled at explaining complex subjects in an effective ards such as poisons, diseases, and radiation. The
and engaging manner to people who may not have character is also highly adept at the more physical
the same depth of understanding. This is especially sides of medicine: moving a sick or injured patient
valuable in Starfleet and military environments, safely, restraining a patient who is struggling, and
where unknown threats may need to be studied and guiding a patient through physical therapy.
explained quickly so that the proper action can be
taken to defend against or avoid them. A character with a high Medicine and a high Insight
are good at interacting with patients, figuring out
A character with a high Science and a high Reason problems by interpreting patient complaints and
is perhaps the archetypal scientist. Rational and testimonies, or providing counseling and psychi-
logical, the character seeks to understand things by atric care. They also have a good intuitive grasp of
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A D VA N C E D O P E R AT I O N S 217
CHAPTER 07.20
SY ST E M S A N D
DEPART M E N TS
“W h a t ’s t he mo st c rit ic a l c o mpo nen t on th is sh ip ? T h e m ain
c o mput e r? The w a rp re a c t or? Hu h ...?! It’s th e crew.”
This is the reason why the ship has a character Communications systems can handle text and data
sheet in Star Trek Adventures, and why the way a transmissions, images, audio, video, and holography,
ship works in the game is designed to be like the though the utility of some of these is limited based
way characters work. on how much information can be sent or received,
and the speed of the signal. The further you are
A ship’s systems and departments will most often from the source of the transmission (or a relay), the
be used when the ship is assisting a character in an simpler the communication needs to be.
activity. This section will have some explanation of
what each System or Department represents, and the Communications technology also covers the univer-
kinds of tasks in which they’re likely to be useful. sal translator, permitting instantaneous translation
of countless different known languages, and rapid
machine learning to translate unknown languages.
Ship Systems
A ship’s systems define the ship in the same way COMPUTERS
that attributes define a character. Systems do, how- Starships contain large, powerful computer cores,
ever, represent something more concrete and practi- which serve as the heart of all computing systems
cal, because they are the physical infrastructure and across the entire ship, from bridge control stations
intrinsic technology that makes up the ship. and similar panels, personal data storage networked
to PADDs and personal terminals, library and archive
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A D VA N C E D O P E R AT I O N S 219
SENSORS travelling through a star system, longer-ranged ones
The eyes and ears of a starship are an assortment of for interstellar space – in a manner akin to a human
sensor arrays. These fall into four broad categories: eye focusing on objects at different distances. They
long-range sensors, navigational sensors, an adapt- are extremely specialized, serving to monitor for
able suite of high-resolution short-ranged sensors, obstacles, spatial distortions, subspace variations,
and internal sensor systems. and any other factors that would interfere with flight,
so that the ship’s course can be corrected, either by
Characters will interact with the ship’s Sensors the ship’s computers or by a Conn operator.
when they need to gain information about distant
objects or require extreme precision with some The short-ranged sensors are many and varied, and
other aspect of the ship’s function, such as when they are modular in design, with individual sensor
operating the transporters. pallets often switched out for specific missions.
They have a maximum effective range of a few
Long-range sensors scan through subspace, allowing thousand kilometers at most, but they can provide
them to detect objects several light years away, extremely detailed readings within that distance.
though as distance increases, the level of detail that Still, as with long-ranged sensors, there are limits:
can be detected drops significantly. Sensors could detailed scans may take time, or require closer
determine the class or type of an approaching vessel proximity (such as entering low orbit of a planet) to
from five light years away, but it may only be detected gain accurate readings, and more precise sensors
as “a ship” at two or three times that distance. are often extremely sensitive to interference.
Navigational sensors are a mixture of long- and Internal sensors are mainly passive safety devices
short-range devices, with the ship automatically intended to detect hazards such as fires, weapon
selecting which individual sensors are used based discharges, and similar irregularities, or to locate
on flight conditions – short-range sensors when personnel aboard. Detailed scans within the ship are
A D VA N C E D O P E R AT I O N S 221
WEAPONS activities. Talks are held in crew conference rooms
Weapons, naturally, covers the ship’s armaments and or crew mess halls. Strategic operations are coordi-
offensive systems. This will include directed energy nated from the ship’s bridge.
weapons – phasers on Starfleet vessels, disruptors on
Klingon ships – as well as missiles or torpedoes. A ship with a high Command department likely
has numerous VIP suites to house dignitaries and
A character will be assisted by a ship’s Weapons in guests, as well as dedicated spaces for holding talks
situations where they are using the ship’s weapon and hosting functions, and probably has personnel
systems. This should go without saying. However, trained to support these functions. They may also
one factor worth considering is that, especially on have a dedicated strategic operations center where
Starfleet vessels, weapon systems are not purely an admiral, commodore, or fleet captain can oversee
about offensive power. Phaser emitters can operate the operations of several ships and teams without
on numerous frequencies and wavelengths, and displacing or interfering with activities on the bridge.
direct a variety of forms of particle stream, making
them extremely versatile. Combined with precise CONN
targeting, this allows them to be used as cutting A vessel’s Conn department deals with the
tools or to project specific forms of energy at a navigation and flight of the ship, and of the ship’s
target in order to produce unusual effects, making complement of support craft. All ships necessarily
them an ideal tool for facing a variety of challenges have at least a basic form of these systems and the
and hazards while exploring the unknown. associated personnel, as a ship is unlikely to be a
functioning vessel without them.
Similarly, a standard photon or quantum torpedo
casing is similar in construction to most forms of A ship with a low Conn department will have only
sensor probes, and is designed to carry a variable the most basic astronavigation, stellar cartogra-
payload, allowing a torpedo to be easily refitted to phy, and flight control systems, and only a limited
carry an unusual payload for use against a target capacity to operate and maintain support craft such
unaffected by conventional weapons. as shuttles, shuttlepods, and utility vehicles like the
work bee.
Ship Departments A ship with a high Conn department has the most
A ship’s departments are linked to the six disciplines advanced and up-to-date astronavigation data and
possessed by characters in Star Trek Adventures, subroutines available, state-of-the-art astrometrics
and each represents the personnel and facilities and stellar cartography facilities, and highly effective
that support activities related to that department flight control systems that allow the ship to under-
on board the ship. A vessel well-equipped for dip- take voyages that might be difficult or dangerous
lomatic missions will have a high Command score, for other ships. It also has highly efficient support
for example. craft facilities, well-equipped to maintain, repair, and
operate advanced support craft.
COMMAND
A vessel’s Command department is focused on ENGINEERING
command, control, and cooperation. It relates to A vessel’s Engineering department handles both
diplomatic matters, such as hosting talks, meetings, the operation of the ship’s major systems and
and festivities for visiting dignitaries and VIP guests, infrastructure (reactors, propulsion systems, power
but it also relates to strategic operations, coordinat- management), but also maintenance and repairs
ing the efforts of numerous ships to handle a single of the entire ship, and technical support for all
large task. other departments.
A ship with a low Command department has A ship with a low Engineering department will have
few facilities and crew to support these kinds of a small team of engineers responsible for ongoing
A D VA N C E D O P E R AT I O N S 223
A ship with a low Medicine department likely and capacity to a planetside medical clinic, operated
operates a small sickbay staffed by one doctor by a staff of several doctors, nurses, and orderlies.
and a nurse, as well as personnel cross-trained This can be expanded further by converting cargo
as medics to provide support in emergencies. In bays and shuttlebays into emergency medical
extreme cases, there may only be a medic and a facilities, and by ensuring that a sizeable portion of
triage bay where patients can be assessed and the crew are cross trained as emergency medics.
stabilized before being transferred to a medical ship Each sickbay will have dedicated surgical bays,
or starbase, but any long-ranged mission will have quarantine and intensive care wards, and extensive
a full-time doctor as a bare minimum. In the 2370s medical laboratories where new diseases can be
and beyond, Starfleet ships of this sort are often studied, and new cures formulated. In extreme
candidates for Emergency Medical Holograms as a cases, these will be dedicated hospital ships, with
supplement to a small medical staff in an emergency. a significant amount of the habitable space aboard
converted into medical wards.
A ship with a high Medicine department will have
one or two sizeable sickbays, comparable in size
T RA I T S
“Ti l l y, y o u are inc a nde sc e nt . Yo u’ re g oin g to b ecom e a m ag n ifi-
c ent c a pt a in, be c a use yo u d o ever yth in g ou t of love.”
WHAT DEFINES US
TRAITS CAN HAVE A SIGNIFICANT IMPACT UPON HOW attempted, it may make the task easier, more diffi-
a character pursues or achieves their goals, but they cult, or may make it so you can attempt a task that
can often be an overlooked piece of what makes a wouldn’t be possible or prevent you from attempting
character distinct. All characters possess at least a task that you might otherwise attempt.`
one trait – representing their species – and thus it is
useful to understand how traits of characters can help Character traits can take a variety of forms, both
represent who a character is and what they can do. persistent and temporary. The most common of
these, and examples of traits of these kinds, are
Character traits function exactly as all other kinds presented here.
of traits do: if a trait is relevant to a task being
FICTIONAL POSITION
In the theory of game design, traits influence don’t have hard rules; they’re part of the story
something called “fictional position,” which is being told in the game, but they might be used
game designer jargon meaning “where a char- to suggest situations that can be resolved by
acter is in the fictional world of the game, and the rules.
what they are able to do from that position.”
It doesn’t necessarily refer to position in the Traits serve as prompts for fictional positioning.
sense of a character’s location in a room, but They serve as a reminder that something is
rather the things they know, the things they’re true within the current situation, so that we can
carrying, and similar context that exists only in describe the situation clearly.
the shared fiction of the game.
EXAMPLE: Lt. Commander Data has been
That is, if you have a character in a locked sent to prepare the colonists on Tau Cygna
room, the fiction says that they can’t get out V to evacuate. The world is bathed in deadly
unless they find a way to open the door or hyperonic radiation, which would threaten
bypass it entirely. If the character has the right any character sent there, but because Data
tools, they might be able to unlock the door is an android, he is immune to this radia-
manually. If the character has a communicator, tion. His Soong-type Android trait serves as
they might be able to call for help. These things a reminder that this is the case.
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A D VA N C E D O P E R AT I O N S 225
Species: All characters have at least one trait which A trait representing an injury or implant may be
marks them as a member of their species, and something added during character creation, perhaps
some characters may have several species traits if from a career event, or it may happen during play.
their parents or grandparents were from different
species. Commander Spock has the species traits Accolades, status, and reputation: A character
Vulcan and Human, to reflect his mixed ancestry. may have gained status or reputation from prior
The species trait represents both a character’s accomplishments, or from positions they have been
species and biology, but also the prominent culture placed in. This can be positive or negative, but either
of that species. The dominant culture (the one which way these kinds of traits represent how others
the character most associates with) is listed first perceive the character. Benjamin Sisko being the
and takes priority where the two would conflict. Emissary of the Prophets is an extreme example
(and does also come with some stranger, more
Just as species traits represent culture, they can metaphysical aspects, as it relates to the activities
also reflect how different cultures and different of beings who exist outside of linear time). Worf’s
species regard one another. Many cultures have discommendation and the shame of the House of
historic interactions that resulted in generations Mogh is another example of this, even if it only
of resentment, but even beyond that there are lasted a short time: this would have negatively
stereotypes and presumptions that people may have affected all his interactions with Klingons.
about cultures they’re unfamiliar with. A character
may regard Klingons as violent brutes, and that A trait representing status or reputation may be
generalization will shape their interactions. added to a character during character creation,
but they can also come about in play. Indeed, the
Injuries and implants: Serious injury may have renown and reputation rules create opportunities to
a lasting result on a character, especially if that add both positive and negative traits relating to a
injury rendered a character disabled or led to them character’s status.
having some manner of cybernetic or biomechanical
replacement. Jean-Luc Picard’s synthetic heart, Moods, beliefs, and feelings: Character traits do
the cybernetics used by Kayla Detmer, and Nog’s not need to be long-lasting, fundamental aspects
replacement leg are all examples of this. Such of a character’s nature. Traits are often temporary,
devices may provide functions that the original vanishing when they are no longer true, and this
organs did not, or they may have vulnerabilities that goes as much for the traits applied to characters as
the original lacked, but either way they serve as a to ones applied to scenes. Particularly strong emo-
persistent reminder of something that happened, tions and other states of mind can be reflected by
and may significantly alter the way the character traits, especially when resulting from complications,
interacts with the world. tasks, or social conflict. A character who has fallen
MIXED-SPECIES CHARACTERS
While characters with parents of different have ancestors of several species, traced back
species have been a staple of Star Trek over the over numerous generations, as demonstrated
years, most of these combinations are straight- by the Temporal Agent known as Daniels, who
forward: one parent is of one species, the other described himself as “more or less Human.”
of a different species.
With such characters, it’s typically easier to list
But as the centuries pass, mixed-species fam- only the predominant species of the charac-
ilies become more commonplace, and by the ter, and at most one or two others if they are
31st century, it is conceivable that a person may particularly apparent.
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A D VA N C E D O P E R AT I O N S 227
CHAPTER 07.40
VALUE S
“ A t t i m e s , o ne must de ny o ne ’s natu re, sacrifice on e’s own
pe rso na l b eliefs, to p rotect an oth er.”
SOMETHING TO BELIEVE IN
A CHARACTER’S VALUES ARE THE CORE OF THEIR understand or remember what you intended it
self-identity, the beliefs that are central to who they to mean. Both you and the gamemaster need to
are and how they act. Needless to say, they are be able to read the value and quickly determine
quite important. whether it applies to the current situation, and if you
can’t do that, then that value is just taking up space
They are also left largely to the discretion of you, on your character sheet.
the player, to determine, and this can be quite
a daunting proposition. Defining four distinct, Keep the statement simple. A single word might
interesting, evocative phrases that can be used work, but that might not be specific enough, so a
in play to guide roleplaying and interact with the short phrase often works well, perhaps in the form
mechanics is tricky, especially for players with less of a motto or quote you think reflects your intent,
experience with the system. or perhaps a line taken from an oath (such as a
doctor with “First, do no harm” as a value). Star Trek
This section provides more guidance on how to episodes are full of statements like this, and each
create values, what kinds of values are useful or chapter of every Star Trek Adventures book begins
interesting for a character to have, and how values with a quote from a character that could be useful.
can be used in play to make a game more interest-
ing and more dramatic. TROUBLESOME
One of the two purposes of values is to cause prob-
lems. A character’s values might keep them from
Creating Values taking actions that they do not believe in, or it might
“The tyranny of the blank page” often afflicts players force them to act when it might be better not to.
trying to create values for their characters: infinite Values might hinder a character at a vital moment,
possibilities, and no easy way to narrow down those when what must be done conflicts with what a
choices into something useful. If you have a clear idea character believes.
of who you want your character to be, it becomes
easier, but even then, getting the wording right and And this might seem like something to avoid: who
defining the value clearly can be tough. wants a character who won’t do as they’re told at a
pivotal moment?
Here are a few ideas to bear in mind when figuring
out your character’s values. But this troublesome function is also a part of the
game. A character earns additional Determination
UNDERSTANDABLE (detailed further, below) when they are forced to
The actual text of a value is no good if you can’t choose between their values and what needs to
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A D VA N C E D O P E R AT I O N S 229
CLASHING of entanglements when she deals with Klingons,
It doesn’t matter if a character’s values might seem particularly the ones she knew when Dax was
to contradict one another. People can hold conflict- Curzon, and with Worf.
ing beliefs, and finding a situation where a character
§ B’Elanna Torres’ “I’ve always hated being
is torn between two of their beliefs and must choose
Klingon” or Seven of Nine’s “I was Borg – Now I
which one means more to them – that will make for
am More” values reflect how both women seek
added drama in play.
to distinguish themselves from the groups they
are connected to. Torres’ disdain for her Klingon
Connecting Values half produces a number of complications and
challenges for her over the years. Seven’s
Sometimes a value might be a philosophical or
attempts to establish her individuality and
abstract thing, such as a desire for exploration, or a
rediscover her humanity are often made difficult
prohibition against hurting others.
by encounters with the Borg and with those who
have suffered at the hands of the Borg.
Sometimes, values can be connected to something
else, providing a powerful bond that defines the § Thy’lek Shran’s value of “Mistrustful of Vulcans”
character’s life and actions. This section will explore reflects the long-standing animosity between
a few of those connections and how they can shape Vulcans and Andorians, and it becomes a prob-
a character’s values. None of these are manda- lem whenever he crosses paths with Vulcans,
tory – it is entirely possible to have no values that even as an alliance between Vulcan, Earth, and
directly connect to a species, group, person, cause, Andoria grows more likely.
or anything else.
Naturally, the gamemaster is likely to assume
SPECIES AND CULTURE that a value which relates to a culture or species
Having a value that relates to a specific species means that you want that culture or species to be a
or culture can massively shape how the char- part of an ongoing game. If you don’t want to face
acter interacts with that species or that culture, Cardassians, you may not want to use “Never trust a
potentially bringing the value into play, positively Cardassian” as a value.
or negatively, every time that species or culture
appears in an adventure. When you take a value like this, it is a big statement
about the character’s worldview: by referencing an
Note that there is no reason that the value must entire other species and culture (and their beliefs),
relate to the character’s own species or culture, nor you introduce context to a value that becomes
that it must be a positive connection. significant whenever you’re dealing with another
member of that species.
§ Worf’s “Proud and Honorable Klingon Warrior”
value shows his regard for Klingon culture and INSTITUTION
his perceived place in it. He is proud to be a A connection to a specific organization or group
Klingon, he idealizes and romanticizes Klingon can be as potent and definitive as one connecting a
culture, and he is honorable to a fault. This gets character to a species or culture.
him into trouble when dealing with enemies of
the Klingons, and with Klingons who are less For Starfleet personnel, this institution is likely to be
than honorable, but it is a source of strength the Federation or Starfleet itself, with several charac-
too, especially when he is faced with adversity. ters speaking eloquently about what they believe the
Federation or Starfleet stands for (or should stand for).
§ Jadzia Dax’s value of “Nothing Beats a Night
It doesn’t have to be, but this is commonplace.
of Opera and Bat’leths” demonstrates her
fondness and appreciation for Klingon culture,
§ Christopher Pike’s value of “Starfleet... is a
which becomes a source of both strength and
promise. I give my life for you; you give your
A D VA N C E D O P E R AT I O N S 231
could just as easily reflect a negative relationship for McCoy is very much the heart of the original series
characters who are estranged from their families. – but discuss with the rest of the group and with the
gamemaster as to whether you want to have such
One possible permutation of this can be a devotion bonds within your group and how much you want
to a specific crew, or to a specific ship. This can them to shape the game.
often be an easy value to call upon when the ship
and her crew are endangered, but it can also poten-
tially cause complications when you need to choose Values in Play
between completing the mission and protecting ship All this discussing how to write a value, and what to
and crew. write values about, doesn’t help with the practical
matter of using values when you’re playing the game.
§ William Riker and Deanna Troi both have That guidance is covered in the core rulebooks, but
values relating to one another, demonstrating a this section will examine those rules in detail to point
bond that has characterized most of their adult out some nuances and interactions that may help you
lives. Even when they are not romantically make use of your values more often.
involved, they are close friends and confi-
dantes who care deeply about each other’s USING A VALUE NEGATIVELY
happiness and well-being. Values being used to hinder a character is the main
way that a character earns Determination during
§ Worf spends many years dealing with the
a game session. It’s also the part of the mechanic
legacy of his family, the House of Mogh, which
that tends to be applied less often than using a
is reflected in one of his values. This often
value positively: when you start with a point of
causes conflicts with his idealistic views of
Determination, it’s easy to think of Determination
Klingon culture, for the House of Mogh was
as a once-per-adventure special bonus and never
once powerful and has numerous political
bother with the other side of things, but that misses
entanglements. Eventually Worf changes,
out on a lot of potential.
gaining values stating his dedication to both
to Jadzia Dax and to General Martok, who
At any point during play, you or the gamemas-
accepts Worf into his own House.
ter may suggest that a value is impacting your
§ Many members of the Voyager crew have character negatively. The specific value should be
values which reflect the close bonds that are stated, along with a short explanation as to how it
forged between them during their journey is affecting the situation, if necessary (if you need a
through the Delta Quadrant. In some cases, long explanation for how it fits, then it’s probably not
these are abstract, referring to the crew as a a good fit for the situation).
whole – Janeway, Chakotay, the Doctor, and
Neelix all do this – while others approach this If you suggested the value, the gamemaster must
in a more specific sense, as is the case with agree to it (and probably will). If the gamemaster
Tuvok’s loyalty to Janeway, or Paris’s love for suggested the value, you must agree to it. Either
B’Elanna. The notion that the crew are a family way, the value doesn’t get used unless both you
of sorts is a strong theme within Star Trek: and the gamemaster agree. If there’s no agreement,
Voyager, as they cannot as easily rely on those then go back to playing the game as normal.
outside the ship when they are so far from
home and constantly need to be on the move. If there is agreement, then you have a choice.
If a relationship-based value is connected to another § Comply with the value. You decide that the
player character, then there are more opportunities value takes precedence in this situation, and
for it to see use, but this does run the risk of becom- you and the gamemaster create a complication
ing too potent a story element. Sometimes this is which applies to your character immediately.
desirable – the friendship between Kirk, Spock, and This complication should make the action you’re
undertaking more difficult, or prevent you taking EXAMPLE: Worf and Dax are on a mission seek-
a particular course of action entirely or compel ing to extract a Cardassian spy from Soukara,
you to take a specific course of action you might a world in Dominion territory. They have made
not have taken otherwise. their way to the planet’s surface and avoided
the sensor grid, but while trekking through the
§ Challenge the value. You decide that the value
jungle to the rendezvous point, they clash with
is less important than the situation at hand, and
a Jem’Hadar patrol. Dax is seriously injured in
you cross out that value. You may act normally
the fighting, and though they push ahead to
as a result, but the crossed-out value can no
complete the mission, it becomes clear that she
longer be used in any way. You will have an
will die without proper medical attention. Worf
opportunity to rewrite the crossed-out value
is torn: the mission’s Directive is to retrieve the
later (at the end of the adventure), to reflect how
Cardassian operative, but his value, “Jadzia is
that belief has changed or been replaced. You
my Second Heart,” would make him prioritize
may challenge a value only once per adventure.
her life. He chooses to go back and save her,
allowing the mission to fail; this can be thought
In either case, you receive 1 point of
of as Worf challenging the Directive (gaining
Determination immediately.
a point of Determination) and prioritizing his
value, spending that point of Determination
In addition, if you are challenging a value, then you
immediately to ensure he can get back to
can also use a different value positively and spend
Jadzia and get her to the runabout safely.
that newly gained point of Determination immedi-
ately. This can often happen when characters have
USING A VALUE POSITIVELY
values that conflict with one another. Directives
When a value supports the action you’re about to
can be challenged too, but when you challenge a
undertake, you can spend Determination to help you
Directive, you don’t cross it out; rather, you suffer
succeed, or improve the outcome of your action.
some other consequence for disobeying orders.
As you always start an adventure with one point of
This is framed slightly differently than the text of the
Determination, this is always an option at least once
core rulebooks, but the core idea remains the same:
during play, but ensuring that you have moments
if a value would hinder you, you can gain a point
where your values hinder you will provide you with
of Determination in exchange for doing something
more opportunities to spend Determination and reap
counter to that value.
those potent benefits. The advantages of crew roles
can amplify this further – both Commanding Officers
and Executive Officers have abilities that relate to
A D VA N C E D O P E R AT I O N S 233
using Determination – and there are several talents § Re-roll: If the action you’re attempting involves
which can provide additional options or have other a task, then you can use this after rolling to
effects related to Determination, such as Veteran, re-roll any number of d20s in your dice pool.
Spirit of Discovery, or Follow My Lead. This might not seem as useful as buying addi-
tional successes (above), but it becomes more
At any point during play, you may suggest that a useful the more dice you roll, and it can be done
value would help your character in that situation. The after the roll, so it can help avoid disaster.
specific value should be stated, along with a short
§ Special Technique: You select a single talent,
explanation as to how it is affecting the situation, if
which you must meet the prerequisites for. You
necessary (if you need a long explanation for how it
count as having that talent for the duration of the
fits, then it’s probably not a good fit for the situation).
scene. This represents some incidental knowl-
edge the character possesses, or the benefits of
If the gamemaster agrees to your suggestion, then
unusual equipment or strange circumstances, but
you may spend one point of Determination imme-
the gamemaster may veto some choices of talent
diately to gain one of the following effects (or an
which don’t make sense for you to gain suddenly.
alternate effect granted by a talent):
This option first appeared in the The Klingon
Empire core rulebook, but there is no reason it
§ Additional Task: In an action scene or similar
could not apply to any game.
situation, you can immediately perform another
task as soon as the first one has been resolved.
EXAMPLE: Captain Picard, Lt. Commander Data,
Unlike spending Momentum to attempt an extra
and Ambassador Spock are on Romulus, cap-
task, this doesn’t increase the Difficulty of the
tured by Sela. They have incapacitated Sela’s
second task. This can be invaluable for achiev-
guards and have sent a message to warn of
ing victory against difficult odds, by simply
Romulan treachery, and now seek to make their
allowing you to do more.
escape. Data, having seen Spock perform a
§ Automatic Successes: If the action you’re nerve pinch upon one of Sela’s guards moments
attempting involves a task, then you can use before, uses his “Vast Repository of Information”
this before you roll, to add an additional d20 value, reasoning that he can use his knowledge
which has already rolled a 1 to your dice to mimic Spock’s technique, and gains the use
pool – the die immediately generates two of the Nerve Pinch talent for the scene. He then
successes. The normal limit on the number of uses it to incapacitate Sela, preventing her from
extra dice still applies, and this die counts as warning anyone of their escape.
the first d20 purchased (so the next die will cost
2 Momentum / add 2 to Threat). This can be
invaluable for ensuring that you can succeed at
extremely difficult tasks.
§ Make It So: You immediately create an advan-
tage. This could represent some detail about the
scene that others may not have noticed, or which
you’ve capitalized upon with your drive and
resourcefulness. It could instead be introduced as
some precaution or plan you set in motion earlier,
or the benefit of a relationship or connection
you’ve cultivated. This is listed as “Execute!” in
The Klingon Empire core rulebook.
FO CUSE S
“ W i t h a l l d u e re spe c t , sir. . . This is a level of q u an tu m en g in eer-
ing t ha t ’s be yon d an yth in g I ever learn ed .”
A D VA N C E D O P E R AT I O N S 235
SWITCHING A FOCUS DURING AN ADVENTURE
The core rulebook explains that there is an promoter intent on adding Seven to his
option to save a milestone. Alternatively, a array of alien warriors. In order to survive
gamemaster could allow players to switch one the violent cage matches, Seven comes
of their character’s focuses in the middle of an under the tutelage of a captured Hirogen.
adventure. This can be narrated as the charac- Coupled with knowledge gained from the
ter revealing a previously unknown skill to their Book of Tsunkatse, a manual procured by
crew members, completing a course of study as her ally Tuvok, Seven takes to learning the
part of the story, or being forced to learn a new martial art needed to triumph in battle.
specialty to survive a particular encounter.
In game terms, it could be argued that Seven
EXAMPLE: While enjoying some much- now has the Tsunkatse focus. She can apply
needed shore leave on Norcadia Prime, the the knowledge of this distinct fighting form
crew of U.S.S. Voyager learns that Seven of in other confrontations for as long as she
Nine has been abducted by a greedy fight possesses the focus.
07501
a specialty in Xeno-archaeology. Participation There are plenty of episodes that show characters
in previous clandestine Starfleet missions also developing over the course of their career. In game
grants him Infiltration as a focus. Still later, his terms, it is logical that they utilized new and differ-
experiences aboard the Enterprise gave him the ent focuses as time went on.
ability to play the Ressikan flute, a musical focus.
On multiple occasions, Picard has displayed the EXAMPLE: Geordi La Forge initially begins as a
ability to operate Starfleet systems, manipulate helmsman when we first see him on The Next
alien technology, and enjoy a variety of other Generation, using focuses like Helm Control
hobbies, interests, and pastimes. He is a well- and Astronavigation. Over time, he is promoted
rounded citizen of the Federation. to chief engineer, where he displays focuses
in Warp Theory, Transporters, and Android
Detailed focuses give your character depth. Systems. Still later, we catch a glimpse of his
Carefully crafted focuses add a history and alternate future as a captain of his own Galaxy-
perspective to the character, allowing them to be class vessel wherein he has probably developed
unlike anyone else. This is what makes Star Trek more Command-related focuses.
Adventures unique from other roleplaying games.
Each character has an entirely different combi- EXAMPLE: Ensign Sylvia Tilly of the U.S.S.
nation of focuses that makes them truly unique. Discovery is a brilliant theoretical engineer. She
Make them a character to remember. likely has a focus in Warp Field Dynamics. In a
short time serving aboard her vessel, however,
she works hard to develop command-related
Focuses Are Not Forever skills, so much so that she develops Composure
There is no need to panic when it comes to as a focus during some tense moments against
selecting your character’s focuses. They are not Osyraa, the leader of the Emerald Chain.
set in stone and can be changed later during the
course of play. The gamemaster may grant you a
milestone at the end of an adventure, which can be
used to replace one focus for another (see the cure
rulebook, page 293, or The Klingon Empire core
rulebook, page 127).
You can enhance your gameplay by searching the Be Ready to Assist Others
internet for details about your character’s area of It is important that you understand that your group
focus. The fact is you might not be totally versed may consist of three or more players. This means
in microbiology in real life. So, running a search on that the gamemaster may rotate adventures to high-
“what is microbiology” will give you a general idea light just one or two characters during an adventure.
of practical applications of that branch of science. Be patient. You should not expect your character to
That fundamental knowledge can be a great step- be spotlighted in every session, though they will still
ping stone to your character coming up with science play an important role in the game. You can still be a
fiction solutions to many problems. great team player. Constantly look for opportunities
to assist your fellow crew members by applying
EXAMPLE: You play a first officer who has a love your focuses in creative ways.
for opera house design and music. This passion
is reflected in the focus of Acoustics. If you were For instance, suppose you serve as the operations
to research the science of acoustics you might manager. If the security team is engaged in a
stumble across a term called sonoluminescence, firefight against insurgents on the ship, can your
which is when sound is used to excite liquid character use their focus in Life Support Systems
molecules, thereby creating light. Being aware to shut off access to parts of the ship? Maybe they
of this fact during a gaming session could prove can flood a section of the vessel with anesthizine
advantageous. Perhaps the away team is left gas to knock out their opponents? You may not be
weaponless after falling into a river and being experiencing the excitement of a shootout or be the
swept out to sea. They manage to climb aboard focal point of the scene, but you can still help your
some debris floating in the water but soon find team achieve success.
themselves on the menu for a whale-sized
A D VA N C E D O P E R AT I O N S 237
Soong, Worf, and Vice Admiral Nechayev have dis- likely use Astronavigation nearly every mission. After
tinct focuses not shared with any other characters. picking some areas of expertise, you may want to
Feel free to adapt those focuses for your character. allot your character one or two distinct focuses. Here
are some ways to select markedly different focuses.
Likewise, The Klingon Empire core rulebook and The
Command Division, The Operations Division, and WATCH STAR TREK
The Sciences Division supplemental rulebooks intro- Watch television episodes or movies. When a char-
duce focuses that may be useful to your character. acter exhibits an impressive skill, try to imagine what
the focus might be that they are displaying. Many Star
Trek stories are standalone episodes, perhaps leaving
How to Create some loose ends. Could your character have gone
Focuses That Make Your back to a planet after first contact and become a spe-
cialist on that world’s people, culture, or technology?
Character Unique Was there a particular artifact, art form, or technology
You should have some focuses that can be used that you enjoyed seeing on the show? That could
almost every session. A captain will likely have become your character’s area of study.
Starfleet Protocol or Team Dynamics. A helmsman will
A D VA N C E D O P E R AT I O N S 239
JUMPSTARTING YOUR CREATIVITY
YOU MAY STILL WANT AN ASSIST IN COMING UP WITH
some fun, intriguing, and truly distinct focuses for
Conn
Boat Pilot / Submersibles: This character has
your character. The following additional focus options
experience in the design and operation of aquatic
are divided into categories corresponding with the six
vehicles. They know how to navigate through bodies
disciplines in Star Trek Adventures. Remember, many
of water and manage the hazards of a high-pressure
specific focuses can fit into more than one discipline.
or turbulent environment. They have a good feel for
ocean currents and other underwater anomalies.
Command Climbing: This character enjoys the hobby of
Courting Rituals: This character has sex appeal
mountain climbing but also can train away teams on
and knows how and when to employ it. This is not to
safety measures related to the skill. This focus can
be confused with pheromones, which is a natural or
aid them in scaling buildings and cliffs, spelunking,
synthetic means of altering or manipulating some-
and the knowledge of rappelling equipment.
one’s emotions. This focus could include flirtation,
courting rituals, and a general awareness of how to
Stellar Cartography: Simply put, this is mapping
titillate people and attract attention.
space. Your character is adept at reading and pro-
ducing maps of stars, galaxies, and other celestial
Intimidation: A character with this focus knows
objects. They are readily found in astrometrics or the
how to inspire fear in an opponent by either using
stellar cartography lab. They are especially helpful
threats, displays of brute strength, or flaunting supe-
when mapping long-range missions or navigating
rior weapons or technology. Some species make
through unknown space as they tend to have a
intimidating one’s opponents an art form integral to
knack for tracking and predicting the movement of
any social conflict.
astronomical objects.
Chemical and Biological Weapons: As horrible as Weapons Engineering: This character has knowl-
these weapons are, someone must be an expert on edge of how to build, use, and modify phasers,
them. This character has an expansive knowledge of torpedoes, and artillery. They have experience
chemical and biological weapons and will normally testing and modifying weapons and can design
use that knowledge to defuse or mitigate damage computer-controlled weapon systems. They can
from use of those weapons. However, the skill set take apart and construct new types of handheld
also might come in handy since a character with energy or projectile weapons.
this focus could easily use common materials to
create small explosives or concoctions. This person
does not need a phaser rifle to make a big impact Science
in a battle. A cabinet full of chemicals or a hive of Animal Behavior: This character is fascinated with
poisonous insects might serve just as well. the ways in which animals interact with each other
and the environment. It is possible that they manage
Pickpocketing: The art of stealthily stealing money, a small habitat aboard the vessel, or they enjoy the
wallets, or other small items from the pockets of company of a well-trained domestic pet. On away
people or slyly swiping objects from a table or missions, they are quick to observe the behaviors
room. A character with this focus might be skilled at of wild animals and use that knowledge to form a
sleight of hand, which can be used to entertain an picture of the habits of alien creatures. They might
audience. It is also possible for this person to disarm even find a way to tame a hostile alien beast.
opponents in melee combat with the victim being
unaware that they lost an object or weapon. Catastrophism: The character has a deep interest
in belief systems centered around major end of the
world or end of the universe events, and has extrap-
Engineering olated it out into a doomsday theory. They spend
Artificial Intelligence Systems: The study and hours studying oral or written prophecies of doom
research of thinking systems made by biological from their homeworld or that of other species. They
beings. This character studies leading-edge computer may even believe that a future cataclysmic event is
technology that is borderline sentient or fully sentient. sure to happen, perhaps obsessing over finding a
They may have studied the works of great inventors way to avoid it.
like Dr. Soong, the creator of Data and Lore, along
with possessing a working knowledge of androids, Ecology: The interrelationship of living organisms
positronic brains, and hologram memory engrams. with their environment is of special interest to
this character. They are often the first to pull up
Locksmith: This character can make, repair, or comparative samples of soil, animal feces, plant
access locks. This does not include getting through matter, and genetic material to diagnose problems
computerized lockouts. This focuses on standard or to get a better picture of what makes a planet or
mechanical and electronic locking systems. ecosystem tick.
Structural Engineering: This allows the character Marine Biology: Whether it is studying a small pond
to design, build, and modify buildings, bases, tun- or large ocean, this character focuses on where
nels, mines, colony outposts, and other such struc- life began. They are well-versed in the life cycle of
tural complexes. This does not include space sta- microscopic plankton all the way up to the largest
tions but could include colonies and outposts built sea creatures. Helpful on underwater away missions,
on asteroids, small moons, and planets. In the event their skills can be equally useful when interacting
of a structural collapse, this character is a welcome with aquatic species. They have a fundamental
A D VA N C E D O P E R AT I O N S 241
understanding of the physiology of undersea life and diagnosing diseases and the effects of nanotechnol-
could assist with medical diagnoses. ogy on biological systems.
T ALE NT S
“ I a m ple a sa nt ly surprise d a t you r cap acity for d ed u ctive
r e a so n i n g, Ca pt a in. W he n yo u a re n ot b ein g b ellicose, th ere
a p p e a r s t o be no e nd t o yo ur a rs en al of form id ab le talen ts.”
— CM DR. SPOCK
ADVANCED TECHNIQUES
A CHARACTER’S TALENTS ARE USEFUL TOOLS IN
helping a character feel distinct and dynamic in play.
General Talents
The talents in this section are not tied to any
The scores and numbers a character possesses are
specific discipline, and they are likely to be useful
a solid foundation for distinguishing between two
for characters from a variety of different fields
characters, but the actions a character takes are the
and departments. Some talents here require that
most memorable things about them. A character’s
you select a specific discipline when the talent is
focuses and values will help shape which actions a
selected, granting a benefit only when used with
character takes – focuses showing where the char-
that discipline.
acter excels, and values showing what the character
believes in – but talents provide a final way to alter
BACK-UP PLANS
and influence a character’s actions in play.
REQUIREMENT: Control 9+
Each talent, broadly, comes in two parts: a condition
You have plans and contingencies which are set into
that must be fulfilled to use the talent, and a benefit
motion whenever something goes awry. Whenever
which applies when that condition is fulfilled. This
you or an ally fails a task, you may add 1 point to
benefit normally serves as an exception to the reg-
the group’s Momentum pool.
ular rules in some way, marking out a way in which
the character is exceptional.
CALM AND LOGICAL
REQUIREMENT: Reason 11+
In this way, each talent applies to different situations
and circumstances, and you might choose to spread
You are a highly rational individual, with a disci-
out your choice of talents to apply to a wide range of
plined mind that can set aside your feelings to view
situations, or to have them all converge to work on
things as objectively as possible. You may still have
the same narrow range of circumstances, stacking
to deal with those feelings later, however. When you
their effects upon one another. In essence, you have
would gain a trait or complication which represents
a choice between versatility and specialization.
a mood or emotional state, you may immediately
remove that trait by adding 1 to Threat.
This section provides a selection of additional
talents for characters to use.
A D VA N C E D O P E R AT I O N S 243
TALENTS GRANTING BONUS D20S
Several talents in Star Trek Adventures grant a After that, any dice purchased by spending
bonus d20 on specific roles. It’s useful to clarify Momentum or adding to Threat are added.
exactly how this works in play. If other dice were applied first, then this
will increase the cost of dice bought with
§ When you attempt a task and purchase Momentum or Threat. That is, if you were to
one or more d20s for that task by spend- gain a bonus die from a talent like Defuse the
ing Momentum or adding to Threat, the Tension, and then purchase an extra die by
cost of these dice increases with each spending Determination, then a third (and final)
die purchased. extra d20 could be purchased by spending
Momentum, but it would cost 3 Momentum, as
§ Dice granted for free by talents are
it would be the third die purchased.
applied first.
§ Dice purchased by spending Determination
are applied next.
07601
A D VA N C E D O P E R AT I O N S 245
EMPATHY AND TELEPATHY IN OTHER SPECIES
Typically, telepathic ability is found as an ability Unshielded exposure to certain rare forms of
common to an entire species, as is the case cosmic radiation – such as the barrier at the
with Vulcans and Betazoids. However, there are Galaxy’s edge – can cause some beings to
numerous instances of telepathic ability mani- spontaneously develop psychic abilities, as can
festing in other species. This may happen as a ingestion of certain rare substances.
quirk of genetics or of neurological development
during childhood, with the potential for psychic In game terms, this can mean that the Telepathy
ability developing in rare individuals amongst and Empathy talents, and the Esoteric Talents
Humans, Remans, and a few other species. in this section, may be available to characters
of any species, at the gamemaster’s discretion.
In some cases, psychic abilities may manifest This availability may be temporary, gained
in a distinct population within a species, such due to unusual circumstances (as happened
as with the Aenar, a subspecies of Andorians occasionally in the original series), or they might
who were thought to be a myth for much of be part of an ongoing development of untapped
Andorian history. In other cases, psychic ability psychic potential in a character, as was the case
can come about through environmental factors. with Kes in Star Trek: Voyager.
07602
Command Talents
Command talents are those which relate mostly to Conn Talents
characters with a high Command discipline, and Conn talents typically relate to characters with a
mostly involve leadership, diplomacy, and teamwork. high Conn discipline, and normally involve piloting,
extra-vehicular activity, and knowledge of starships.
ADVANCED TEAM DYNAMICS
REQUIREMENTS: Command 4+, Main Character THREAD THE NEEDLE
only, Commanding Officer or Executive Officer only REQUIREMENT: Conn 4+
The people working for you are the best, and you You’re used to operating small, nimble ships, where
expect the best from them. The first time each their agility and small profile make them a much
adventure that you introduce a supporting character, harder target, if you know how to fly them. When
that supporting character may take one additional you perform an Impulse, Warp, or Evasive Action
option to improve the supporting character (from the task when piloting a starship, enemy attacks from
list on page 134 of the core rulebook, or page 126 ships with a greater Scale than yours increase in
of The Klingon Empire core rulebook). Difficulty by 1. If attacked by a ship with a Scale that
is double or more the Scale of your ship, then you
BOLSTER increase the Difficulty by 2 instead.
REQUIREMENT: Command 3+
ZERO-G COMBAT
You are skilled in keeping your allies up and active REQUIREMENTS: Conn 3+, Security 3+
even under the most difficult circumstances. When
you succeed at any task using your Command You have received special training to fight effectively
discipline during an action scene, you may spend in micro-gravity and zero-gravity environments,
Momentum to recover Stress suffered by your allies: a process that famously involves a significant
each Momentum spent (Repeatable) recovers Stress amount of nausea as participants acclimatize to the
equal to your Command rating from a single ally. conditions. In combat, when you make an attack
This cannot help an injured character. while in a zero-gravity or micro-gravity environment,
you may use the higher of your Conn or Security
A D VA N C E D O P E R AT I O N S 247
disciplines for the task, and you ignore any Difficulty space; as a child, you dreamed of the stars you’d
increases caused by the lack of gravity. In addition, visit and the stellar phenomena you’d see up close,
enemies who lack similar training increase the and you memorized every fact you could about
Difficulty of attacks against you by 1. them. You gain an additional focus, and one of your
focuses (either the one gained from this talent, or an
HANDS-ON PILOT existing one) must relate to Astronavigation, Stellar
REQUIREMENTS: Conn 3+, Engineering 3+ Cartography, or a similar field of space science.
Further, when you succeed at a navigation-related
Your piloting style delves deeply into the technical task, you gain 1 bonus Momentum due to your
aspects of a ship’s propulsion systems, and you knowledge and familiarity. Bonus Momentum cannot
spend much of your time in Engineering, fine-tuning be saved.
power flows, subspace field geometries, and inertial
stabilizers to ensure that the ship flies exactly the
way you want it to. When you perform one of the Engineering Talents
Impulse, Warp, Evasive Action, or Attack Pattern Engineering talents typically relate to characters with
tasks, the ship may treat its assistance die as if it a high Engineering discipline, and normally involve
had rolled a 1. However, when anyone else pilots the working with, repairing, or creating technology.
ship, they increase their complication range by 1, as
your adjustments don’t suit everyone. SABOTEUR
REQUIREMENT: Engineering 3+
VISIT EVERY STAR
REQUIREMENTS: Conn 3+, Science 2+ You’re skilled in taking things apart – violently if
necessary. When you make an attack against a
Your expertise in navigation and stellar cartography structure, machine, or stationary vehicle while in
come from a deep and enduring fascination with personal combat (i.e., you aren’t using a ship’s
A D VA N C E D O P E R AT I O N S 249
make an attack with a starship’s energy weapons, You are quick to devise a working theory about an
you may spend 1 Momentum (Immediate) to target unknown phenomenon’s nature, origin, or effect.
shields. If you do so, then increase the Stress rating Once per scene, when you ask two or more ques-
of the energy weapon used by 2A. This attack tions using Obtain Information, you may immediately
cannot inflict any breaches to the target. If used on create an advantage that represents your theoretical
a ship with 0 shields, then it adds 1 Difficulty to the understanding of the subject of those questions.
next Regenerate Shields task the target attempts.
Medicine Talents
Science Talents Medicine talents typically relate to characters with
Science talents typically relate to characters with a high Medicine discipline, and normally involve
a high Science discipline, and normally involve healing others.
knowledge and study.
CUTTING-EDGE MEDICINE
APPLIED RESEARCH REQUIREMENT: Medicine 4+
REQUIREMENT: Science 3+
You keep up to date with the latest medical publica-
You’re a practical scientist, always looking to see tions and the latest advances in medical science, to
how your knowledge can be put into practice. Once ensure that there are no diseases you’re unprepared
per scene, when you attempt a task which relates to face, and no treatments or medicines you’re unfa-
to information you received earlier that scene from miliar with. Whenever you make a Medicine task
an Obtain Information question, you may roll an with a Difficulty of 3 or higher, you may spend up to
additional d20. 3 Momentum (Immediate) to reduce the Difficulty
by the number of Momentum spent, to a minimum
DID THE READING Difficulty of 1. However, as these latest advances
REQUIREMENT: Science 4+ are often experimental, the complication range of
the task increases by 1 for each Momentum spent.
You absorb information quickly and know how to put
it to good use. When you attempt a task, you may DIAGNOSTIC EXPERTISE
spend 1 Momentum (Immediate) to use Science REQUIREMENT: Medicine 4+
on that task instead of the discipline you would
normally use. In addition, you count as having an You focus on diagnosing the nature of an illness,
applicable focus for that task. Each time after the injury, psychological problem, or other condition,
first in a single scene that you use this ability, the because once the cause has been determined, find-
Momentum cost increases by 1: this is cumulative. ing the solution gets easier. When you succeed at a
Medicine task to identify and diagnose the nature
LEARN FROM FAILURE of a medical problem, you gain 1 bonus Momentum
REQUIREMENT: Science 4+ for every additional d20 you bought by spending
Momentum, which may only be used to Obtain
A true scientist learns as much from failure as from Information or Create Advantage.
success. When you fail at a Science task, you may
add 3 to Threat to create an advantage that repre- DON’T YOU DIE ON ME!
sents knowledge or insights gained from the failure. REQUIREMENT: Medicine 5
The cost of this is reduced by 1 for each success
you scored on the failed task. The line between life and death is a thin one, and
you’re good enough to keep a patient alive when
RAPID HYPOTHESIS lesser doctors would have pronounced them
REQUIREMENT: Science 5 dead. When a character is killed, you may spend
1 Determination to make one attempt to revive
A D VA N C E D O P E R AT I O N S 251
CHAPTER 07.70
M OME NT UM
“ I f w e su c c e e d, t he re w ill be ma ny son g s su n g in ou r h on or.”
If you’ve just succeeded at a task, you can spend It would be possible to impose a “Keeping their head
the group Momentum alongside any you’ve just down” complication on an enemy after shooting at
generated. But you can also use saved Momentum them. Or to create a “Defensible position” advantage
outside of that context, on a specific subset of after moving to a new location. Or to call out orders
Momentum spends which are noted as Immediate. and create an “Attack Pattern Janeway Alpha-
These options can be used essentially whenever Three” advantage to bolster your bridge crew during
(though they normally have a specific time when ship-to-ship combat. These are all abstract advan-
they’re useful, such as just before you attempt tages, representing circumstances and situational
a task), and when you pay for them, they come benefits that make things easier for you, or harder
straight out of the group pool. for your adversaries.
Immediate Momentum spends can also be paid for by If you’re the ship’s doctor, maybe you call over a
adding to Threat, essentially giving the gamemaster nurse to help with a patient. The nurse doesn’t need
something rather than spending a limited supply of to be created as a supporting character or NPC;
Momentum (or even Momentum you don’t have). they can literally just be an advantage, representing
We’ll discuss this idea more later in this section. the benefit of having an extra pair of hands to help,
and then they’re gone. A squad of MACOs might
not make attacks directly, but their presence could
Specific Uses be used to hinder enemies with suppressive fire or
The most common uses for Momentum are dis- block off an escape route. Incidental characters as
cussed in more detail here, providing suggestions advantages are a potent tool that can help evoke
for situations where they might be useful or effects the feeling of commanding a crew rather than just a
that they might represent. small team.
A D VA N C E D O P E R AT I O N S 253
In story terms, these dice represent things like put- A note on timing: when you attempt a task, any
ting greater effort into a task or having an opportu- Difficulty increases from this option (from the gam-
nity to focus because an ally is handling a different emaster on your tasks, or from you on NPC tasks)
problem, or because a previous activity provided are done when the Difficulty is declared for the task.
setup for the current one, or any little intangible After this is done, the person attempting the task
factors that might mean the difference between may choose if they want to buy extra d20s and how
success and failure. many. You can’t see how many dice someone is
rolling and then boost the Difficulty.
As an Immediate Momentum spend, Create
Opportunity can also be paid for by adding to Threat. OBTAIN INFORMATION
In those cases, it may also represent calculated An invaluable option, Obtain Information is often
risks, moments of boldness and recklessness that used on Reason + Sciences tasks with the ship’s
pay off in the short-term, or taking shortcuts that sensors or a tricorder scan. It’s an easy way to
may have consequences later. frame information gathering, and having a task
like that early in an adventure or near the start of
In either case, you don’t really need to think what a scene to get the adventure moving is a useful
each die specifically represents each time you gamemaster strategy and a good way to generate a
attempt a new task. Rather, Momentum and Threat bit of Momentum.
help abstract all these factors so that you don’t have
to worry about them individually. That doesn’t mean But there are two extra things worth knowing about
you can’t come up with an explanation as to why the Obtain Information option.
you’ve got extra dice – a good thematic reason can
help the story be that much more engaging – but First, using it helps the gamemaster as much as it
you’re never required to. provides you with information. In many games, infor-
mation is given out as exposition to the players, but in
CREATE PROBLEM Star Trek Adventures, the players ask the questions,
Create Problem is the inverse of Create Opportunity, and the questions that you ask can be instructive
though not as commonly used. It tends to be some- to the gamemaster as to what things interest you,
what overlooked, but it can be a valuable option in and what ideas you have, and it gets you involved in
dangerous situations. The simple ability to make an the information gathering more directly. Remember,
enemy less likely to succeed (or to require the gam- the person spending the Momentum gets to ask the
emaster to spend more Threat to make that action questions, so while your fellow players can suggest
succeed) can help characters survive in combat or questions for you to ask (and vice versa), you’re the
prevent situations from escalating further. one who gets the final say.
As with Create Opportunity, it functions as an Second, you can Obtain Information on any suc-
abstraction for all the potential problems and diffi- cessful task where you have Momentum to spare.
culties that crop up intermittently during an adven- Scanning for life-signs is an obvious time to use
ture, but the most likely situation is that a player it, but maybe think about using a spare point of
character did something distracting that has thrown Momentum here and there in unusual situations
off an opponent’s concentration at a vital moment. too: maybe ask for details about the enemy after a
successful attack or ask for information about the
It’s also an Immediate Momentum spend, so you can cause of a problem after stopping some catastrophe
pay for it by adding to Threat rather than spending in engineering. These can potentially reveal unusual
Momentum. This is more to allow the timing of the ways to approach the situation and gives the
option (you don’t have to declare you’re using it until gamemaster a prompt to provide extra useful details
the enemy attempts a task), as adding to Threat to about a scene.
make a task harder is of limited use.
A D VA N C E D O P E R AT I O N S 255
CHAPTER 07.80
EQ UI P M E NT
“I a ssu m e yo u’ ve bro ught a lo ng o n e of th ose famed Starfleet
e ngine e rs w ho c a n t u rn rocks in to rep licators.”
• 2937856 • 0987654
• 239856 • 346 06546-65 28 06546-78
• 32589 • 6745976
• 328957 • 523789
• 231975 • 45689 06546-64 06546-79
• 000001 • 4578
• 3285523 • 6841
• 234523 • 01894 29
A D VA N C E D O P E R AT I O N S 257
§ If the item significantly increases the combat The key ideas here are as follows:
effectiveness of the character – such as a rifle,
explosives, or personal force field projectors – § Would I need special equipment to do what
then the escalation cost is 2. The characters are I want to do, or would it be helpful but not
equipped as if expecting heavy fighting. essential?
§ What form would this equipment take?
Creativity § How likely is it that some tool or device which
Starfleet personnel regularly engage in risky or does that job already exists aboard the ship?
unusual activities, and they need the tools to sup-
§ How difficult would it be to produce something
port those actions. As a result, the potential variety
like that, given my character’s access to Star
of tools created during a Star Trek Adventures
Trek levels of technology?
campaign is huge. Don’t be dissuaded by lack of
precedent in the shows, or lack of in-depth knowl- § Would it have the potential to cause other
edge about what has or has not been tried before. problems or challenges?
Suggest things and build from there.
Figuring reasonable answers to those questions
If you need to get from one ship to another in a should help you – individually, and as part of the
hurry but the transporter isn’t viable right now and group playing the game – figure out unusual forms
a shuttle would be too noticeable, then maybe an of equipment for any adventure.
environment suit with a thruster pack will get you
there if you’re willing to take the risk. Spock tried
this to approach V’Ger in Star Trek: The Motion
Picture, and Michael Burnham did likewise to study
the Sarcophagus ship in the first episode of Star
Trek: Discovery.
INDEX 259
Playing on a Starbase, Blockbuster and Photon Torpedoes: Shield-Breaker................................ 249
Space Station, or Outpost.................. 105 Cinematic-Style Campaigns........... 68 Stimulant Shot................................. 251
Playing the Game.................................. 107 Campaigns Based on Season-Long Teacher........................................... 247
Politician or Bureaucrat......................... 195 Story Arcs...................................... 70 Telepathic Projection........................ 247
Propulsion.............................................. 30 Close to Home: Political Campaigns Thread the Needle........................... 247
Putting Focuses in Focus...................... 235 and Core Worlds............................. 73 Transporter Chief............................. 249
Rank and File........................................ 187 Deep Space Exploration Games......... 75 Visit Every Star................................ 248
Rank Comparisons................................ 191 Far From Home Games...................... 81 Voice of Authority............................. 245
Real Life Trauma................................... 165 Spice of Life Games........................... 85 Well-Informed.................................. 245
Religion and Spirituality.......................... 22 Station-Based Games........................ 89 Zero-G Combat................................ 247
Replicators............................................. 41 Unsanctioned Missions...................... 93 Talents Granting Bonus d20s................ 244
Review Command Structure................. 126 Supplement Structure............................... 2 Technology............................................. 26
Roleplaying Career Events.................... 103 Supporting Characters.......................... 201 Ten Aspects of Star Trek Adventures..... 13
Roundtable Discussions........................ 125 Supporting the Gamemaster................. 132 Ten Facts About Star Trek.......................... 8
Safety and Consent................................. 98 Switching a Focus The Building Blocks of a Character....... 205
Saving Momentum................................ 252 During an Adventure.......................... 236 The Fine Art of Technobabble.................. 41
Science Officer..................................... 158 Systems and Departments.................... 218 The Matter of Telepathy........................ 212
Scientific or Technical Expert................ 196 tactical response teams.......................... 46 The Premise of Starfleet......................... 43
Second Officer and Third Officer........... 145 Talent: Childhood Insights..................... 200 The Prime Directive................................ 47
Selecting an Era of Play.......................... 54 Talents.................................................. 243 The Star Trek Universe in Play................. 19
Selecting a Style of Play.......................... 65 Advanced Team Dynamics............... 247 Time Travel............................................. 35
Sensors.................................................. 33 Ambush Tactics............................... 249 Tone..................................................... 100
Service Protocols.................................... 43 Applied Force.................................. 249 Tools of the Trade.................................. 256
Session 0................................................ 98 Applied Research............................. 250 Torpedoes............................................... 39
Session 0 Checklist................................. 99 Back-Up Plans................................. 243 Tough Little Ships?................................. 90
Share the Spotlight............................... 118 Bolster............................................. 247 Tractor Beams........................................ 34
Shields................................................... 35 Calm and Logical............................. 243 Trader or Merchant............................... 196
Ship Departments................................. 222 Close-Knit Crew............................... 244 Traits.................................................... 225
Ship’s Cook........................................... 169 Constant Presence........................... 244 Transporter and Replicator Era Notes...... 40
Ship’s Counselor................................... 164 Cutting-Edge Medicine.................... 250 Transporter Systems............................... 39
Ship Systems........................................ 218 Defensive Training........................... 249 Understand How Scenes Work.............. 108
short-range sensors................................ 34 Diagnostic Expertise........................ 250 Understand the Difference Between
Shuttlecraft............................................. 34 Did the Reading............................... 250 Disagreement and Insubordination.... 126
site-to-site transport............................... 39 Don’t You Die on Me!....................... 250 Use Supporting Characters................... 111
Skills and Expertise............................... 210 Extra Effort...................................... 244 Using This Guide....................................... 3
Society................................................... 21 Extra-Sensory Perception................. 246 Values.................................................. 228
Spending Momentum........................... 252 Gut Feeling...................................... 244 Values in Play....................................... 232
Standard Operating Procedures.............. 43 Hands-on Pilot................................. 248 Vigilantes.............................................. 195
Docked / External Support Mode........ 43 I’m Giving It All She’s Got!................ 249 Warp Drive.............................................. 32
Emergency Evacuation / Indefatigable.................................... 244 Warp Into a Universe of Fun.................. 115
Medical Emergency........................ 46 Learn from Failure........................... 250 Weapons................................................ 37
Red Alert / Danger............................. 45 Methodical Planning........................ 245 “What are You Doing?” Versus “How are
Security Alert..................................... 46 No Hesitation................................... 245 You Doing This?”............................... 211
Standard Operations.......................... 44 No Pain, No Gain.............................. 245 What Discipline Do I User for This?....... 217
Yellow Alert / Caution......................... 45 Percussive Maintenance.................. 249 What is Star Trek?..................................... 8
Stardates................................................ 25 Precautions..................................... 247 What is Star Trek Adventures?.............. 13
Starfleet’s Naval Tradition....................... 49 Precision Salvo................................ 249 What’s On the Menu?............................ 170
Starship Spaceframes Psychokinesis.................................. 246 What Your Role Means.......................... 139
and Mission Profiles.......................... 105 Quick Survey................................... 245 Where To Start?........................................ 4
Starship Weapons................................... 38 Rapid Hypothesis............................. 250 Why Doesn’t an Enemy Just Fire a Torpedo
Star Trek Defined...................................... 7 Reassuring...................................... 245 into Someone’s Sun?........................... 38
Star Trek Eras and Play Styles................. 53 Saboteur.......................................... 248 “Yes, and...” in Action........................... 134
Styles of Play.......................................... 65 Second Wind................................... 245 Your Crew Is Your Family....................... 128
Admiralty Campaigns......................... 65 Self-Reliant...................................... 245 Your Place in a Crew............................. 138
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