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IDW YEAR FIVE TIE-IN

FRED LOVE
TERMINAL MUH052384-PDF

CREDITS
FAM 1670 5670 8132 386

LEAD DESIGNER PROJECT MANAGER FINANCIAL CONTROLLER


Nathan Dowdell Jim Johnson Luc Woolfenden

WRITER PRODUCTION MANAGER LOGISTICS MANAGER


Fred Love Pete Grochulski Peter Grochulski

EDITOR CHIEF CREATIVE OFFICER VIDEO CONTENT PRODUCER


Jim Johnson Chris Birch Steve Daldry

GRAPHIC DESIGNER CHIEF OPERATIONS OFFICER CUSTOMER SERVICE


Richard L. Gale Rita Birch Lloyd Gyan

LAYOUT MANAGING DIRECTOR OFFICE MANAGER


Michal E. Cross Cameron Dicks Shaun Hocking

ART DIRECTOR HEAD OF PRODUCT WEBSTORE MANAGER


Jim Johnson Sam Webb Kyle Shepard

COVER ARTIST HEAD OF CREATIVE SERVICES DATA ANALYST


Richard L. Gale Jon Webb Benn Graybeaton

INTERIOR ARTWORK ARTISTS BOOKKEEPER


Stephen Thompson, Charlie Kirchoff, Valya Mkrtchyan
Martin Coccolo, Fran Gamboa, Silvia Califano,
Thomas Deer, Sebastian Cheng, Maria Keane, FOR VIACOMCBS
Kieran Mckeown, John-Paul Bove, Marian Cordry
Angel Hernandez, J.k. Woodward,
SPECIAL THANKS TO
Elizbetta D’Amico & CBS Studios
Megan Brown, Jackson Lanzing, Collin Kelly,
PROOFREADER Brandon Easton, Jody Houser, Jim McCann,
Jim Johnson Neil Uyetake, Anni Perheentupa, Chase Marotz
& Denton J. Tipton at IDW Publishing

WITH THANKS TO
Gene Roddenberry, John Van Citters,
Marian Cordry, Dayton Ward Rich Handley &
the many fans who have supported this game

22 1370 101 ND

The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment
® Ltd 2021. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any
unauthorised use of copyrighted material is illegal. Any trademarked names
are used in a fictional manner; no infringement is intended. This is a work of
fiction. Any similarity with actual people and events, past or present, is purely
coincidental and unintentional except for those people and events described in
Published by Modiphius Entertainment Ltd. an historical context. TM & © 2021 CBS Studios Inc. © 2021 Paramount Pictures
2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K. Corp. STAR TREK and related marks and logos are trademarks of CBS Studios
Inc. All Rights Reserved.
INFO@MODIPHIUS.COM
WWW.MODIPHIUS.COM Artwork and graphics © and ™ CBS Studios Inc. All Rights Reserved., except
the Modiphius Logo which is ® Modiphius Entertainment Ltd. and the IDW
logo which is ® Idea and Design Works, LLC. This is a work of fiction. Any
Modiphius Entertainment Product Number: MUH052384-PDF similarity with actual people and events, past or present, is purely coincidental
ISBN: MUH052384-PDF and unintentional except for those people and events described in an
historical context.

SW 845 21 3290

STAR TREK03ADVENTURES
CHAPTER
YEAR FIVE TIE-IN
SUPPLEMENT
22

25

43

01.10 INTRODUCTION 004

01.20 YEAR FIVE FACTIONS 005

01.30 NEW LIFEPATH OPTIONS 008

01.40 NON-PLAYER CHARACTERS 012

01.50 STARSHIPS 021

147

YEAR FIVE TIE-IN SUPPLEMENT 3


01.10
YEAR FIVE TIE-IN SUPPLEMENT

INTRODUCTION
“Its five-year mission: to explore strange new worlds, to seek out new life and new civilizations,
to boldly go where no man has gone before.”
 – CAPTAIN JAMES T. KIRK

With those famous words, the 1960s Star Trek TV show This compilation attempts to capture these elements
established its mission statement. Viewers joined Captain as they’re depicted in the Year Five comic book series.
Kirk and his crew for voyages aboard the Starship Many of these elements, such as the Tholians and
Enterprise as they journeyed through space, the final Harry Mudd, will be familiar to Star Trek fans who have
frontier, on a five-year mission of peaceful exploration – been watching reruns of the classic series for decades.
except those voyages ended prematurely when the show However, Year Five sometimes introduces surprising new
was cancelled after only three seasons. takes on many of these classic characters. Thus, some
of the material contained herein may seem unintuitive to
Fans have wondered ever since what thrilling adventures those who have watched the original show but have not
occurred during the final years of the five-year mission, read Year Five. It’s not required to read Year Five to make
what events propelled the main characters from where we use of this material, but some familiarity with the comic
left them at the end of the series to their new status quo at series might be useful to get a full sense of how these
the start of Star Trek: The Motion Picture. Kirk gives up the elements fit together.
captain’s chair for the admiralty. Spock leaves Starfleet to
purge all remaining emotions through Kolinahr. The Enterprise To illustrate this point, consider Gary Seven, the enigmatic
undergoes a major refit. The series’ abrupt end left the details character introduced in the 1968 episode “Assignment:
of those major developments to the imaginations of the fans. Earth.” Gary Seven, along with his shape-changing partner
That is, until 2019, when IDW launched Star Trek: Year Five, a Isis, teamed up with the Enterprise crew to save the day.
sprawling space epic that wrapped up the Enterprise’s five- The Year Five series reintroduces Gary Seven and Isis but
year odyssey and set the crew on a path toward their new casts them as the central antagonists. The comic series
status quo as depicted on the big screen. explores in great depth Gary Seven’s secret origins, and the
central story arc reveals the machinations of Gary Seven’s
The comic series captures the vibrant action and adventure extra-dimensional employer, Aegis. These developments
of the classic television show while also offering new respect the events established on the television show while
insights into its iconic characters. The series revisits taking the story in surprising new directions.
some familiar settings and supporting characters, adding
new twists to familiar story elements. Year Five also Now, gamemasters and players can do the same thing in
embraces the franchise’s tradition of offering pointed social their Star Trek Adventures games. Introduce Aegis as
commentary relevant to today. And it’s Star Trek, of course, a mysterious new faction pulling the strings of galactic
so all these elements are wrapped up in a larger storyline history. Explore the seismic shifts in Federation politics
about alien interference, time travel, and galactic warfare. that awaited Kirk and his crew as they returned from deep
space. Make contact with the I’Qosa far below the waves
This compilation examines some of Year Five’s most of their home planet.
intriguing factions, characters, alien species, and starships,
making its exciting storyline playable for the Star Trek The Enterprise’s mission may have reached its conclusion,
Adventures roleplaying game. This document provides full but yours is just beginning!
non-player character statistics for classic characters who
appear in the comic series, such as Gary Seven, Isis, Harry
Mudd, and the Vulcan philosopher Surak. It also features
lifepath options for Tholians and Iotians, making those
species fully playable. It also includes lifepath options, NPC
statistics and starships for the water-breathing aliens called
the I’Qosa, a wildly imaginative species that first appeared
in the pages of Year Five.

4 CHAPTER
STAR TREK03ADVENTURES
01.20
YEAR FIVE TIE-IN SUPPLEMENT

YEAR FIVE FACTIONS


“The Originalist movement will spread like a poison through the body of the Federation if we let it.”
– AREEL SHAW

ORIGINALISTS of winning election. Influential political figures on Vulcan,


Many changes awaited the crew of the U.S.S. Enterprise Andor, Tellar, and Earth pledged their support for the
upon the completion of its five-year mission in 2270. Originalist platform, and the movement even made inroads
Starfleet had christened a new flagship, updated its duty among the highest ranks of Starfleet. Admiral Koraxi,
uniforms, and a new political movement was sweeping an avowed Originalist, orchestrated unethical medical
the United Federation of Planets like wildfire. Members experiments carried out aboard the US.S. Asclepius and
of this new movement called themselves Originalists, gave Starfleet bypass codes to a Klingon ship in the hope
and they argued that the Federation had placed too that the Klingons would kill James T. Kirk, whom Koraxi
much emphasis in recent years on expansion and identified as a threat to the Originalist cause.
exploration. The drive for expansion, the Originalists
claimed, had left the Federation’s founding worlds with Areel Shaw, a former officer in Starfleet’s judge advocate
too few resources and diminished influence. New worlds general who rose to the office of attorney general,
joining the Federation diluted the power of the founding recognized the Originalist movement as a cynical,
planets, according to the Originalist viewpoint. Part of caustically nationalistic force that threatened many of
the movement’s platform called for an end to any further the Federation’s core ideals. After the plot on Kirk’s life
five-year exploratory missions like the one just completed failed, Shaw tried to convince Kirk to seek the Federation
by the Enterprise, and the movement’s opponents worried presidency to oppose the Originalist candidate. Kirk
that, if given the opportunity, the Originalists would refused to run for office, but he did agree to a fact-finding
decimate Starfleet and scrap its mission of peaceful mission to meet with the Originalist candidate, who turned
exploration and scientific advancement. out to be none other than notorious con artist Harcourt
Fenton Mudd. Mudd utilized xenophobic rhetoric in his
The Originalist ideology spread rapidly and drew enough appeals to the Originalist base, which won him a devoted
adherents to its banner in just over a year that the party’s following in the movement. But Mudd’s true intentions
candidate for Federation president stood a realistic chance were to use his new position as a political darling to steal

YEAR FIVE TIE-IN SUPPLEMENT 5


classified information from Andorian computer systems. believe Starfleet’s exploratory mission is naïve and wasteful
Kirk and his allies derailed Mudd’s candidacy by exposing at best, and downright dangerous at worst. Originalists
his deception. believe they are waging a war for the very identity of the
Federation, and they are willing to cross virtually any
However, the Originalist movement remained a potent force moral and ethical boundary to gain control of the levers of
in Federation politics even after Mudd’s fall from grace. An government power.
Andorian administrator named Renei vowed to take up the
movement’s mantle. Gary Seven recognized the Originalists’ This, of course, flies in the face of the principles of
potential to disrupt the Federation, which would be a helpful infinite diversity and peaceful exploration that lie at the
outcome for his employer, and made contact with Renei to heart of Star Trek storytelling. That makes it unlikely that
urge her to run for Federation president. player characters in a Starfleet game would be members
of the Originalist movement. However, gamemasters
Following Kirk’s refusal to run for office, Shaw announced might introduce supporting characters or villains who
her own bid for the presidency. The election appeared believe in the Originalist cause. These characters
to put Shaw and Renei on a collision course with the create opportunities for interesting conflicts that allow
soul of the Federation hanging in the balance. As the the player characters to uphold the core tenets of the
presidential race reached a fever pitch, a potential war Federation and Starfleet. The Originalist embrace of
with the Tholians loomed large as a central issue in the the “might makes right” political philosophy creates
campaign. Renei, the Originalist candidate, blamed Kirk a compelling contrast to player characters who might
and Starfleet for igniting the diplomatic crisis at the heart refuse to toss their ethical standards aside when they
of the Federation-Tholian conflict. become politically inconvenient.

USING THE ORIGINALISTS Originalists, however, do not see themselves as villains.


IN YOUR GAME Rather, Originalist characters are much more likely to
Characters who are allied with the Originalist movement view themselves as righteous crusaders who are fighting
are most likely to belong to one of the founding species of for a better future for the Federation. It is precisely this
the United Federation of Planets. They view the Federation unshakable belief in their own righteousness that makes
as under attack from outsiders and at risk of losing its them compelling foils for Starfleet player characters,
identity as it admits more new member worlds. They also particularly those who are committed and believe in the
view Starfleet with a deep sense of skepticism. Originalists value of exploring deep space.

6 CHAPTER
STAR TREK03ADVENTURES
AEGIS scheme culminates in the construction of a massive Tholian
Aegis is an immensely powerful extra-galactic entity that web that surrounds many of the Federation’s core worlds.
has existed for millennia, subtly shaping the course of the Aegis plans to use the web to freeze the Galaxy in a state
Galaxy according to its plan. Aegis’s ultimate goal appears of permanent stasis, thus stopping the future and ushering
to be to guide entire galaxies to achieve perfection, though in an era of unending peace.
Aegis’s definition of perfection differs greatly from that
of most humanoid species. Although possessing vast USING AEGIS IN YOUR GAME
intelligence, the true nature of Aegis is so far removed Aegis might be an organic life-form, or it might be an
from humanoid life that its motivations are largely artificial intelligence. It may be composed of many
incomprehensible to most member species of the United individuals or it might be a single consciousness. Aegis
Federation of Planets. might be some combination of all these possibilities. Many
important questions about Aegis are left unanswered, so
Aegis gathers specimens from numerous intelligent it’s left to the gamemaster to determine Aegis’s true nature
species throughout the Galaxy and relocates them to and origin. Exploring these many possibilities could form
controlled environments where they are raised to peak the basis for multiple sessions or even an entire campaign.
physical and mental capabilities. Some of these specimens
receive the title of “Supervisor” and are sent on missions Aegis has planted supervisors on many different worlds
throughout time and space. Supervisors are given access across the Galaxy, from Earth to Vulcan to Cardassia
to a range of advanced technology to aid them in their Prime. It’s possible player characters could run into various
missions, which can take them to virtually any place or supervisors throughout their travels. These supervisors
time in the blink of an eye. usually possess servos – pen-like pieces of technology
– with multiple capabilities. To get a sense of the special
Gary Seven is one such supervisor, a Human appointed abilities available to Aegis supervisors, see the NPC
by Aegis to guide the development of humanity at various statistics for Gary Seven on page 13.
critical junctures. Humanity’s role as a founding member
of the United Federation of Planets, and the Federation’s Some supervisors partner with handlers assigned by
resulting expansion, placed Gary Seven at the center of Aegis, as Gary Seven was partnered with Isis. These
Aegis’s machinations during the final year of the U.S.S. handlers are nearly as mysterious as Aegis, and
Enterprise’s exploratory mission under the command of gamemasters should feel free to create unique special
James T. Kirk. abilities and rules for handlers in their games. Just as with
Aegis, the true form and nature of these handlers is left to
Although Gary Seven and the Enterprise crew once worked gamemasters to determine.
together, Aegis appears to have determined that the
United Federation of Planets, guided by figures like Kirk, All supervisors carry out the orders of Aegis, but few of
will continue to expand, leading to conflict and war. Aegis them truly understand Aegis’s full plan. In fact, individual
aims to prevent catastrophes such as the Battle of Wolf supervisors may feel conflicted or confused by the
359 and the Burn by allowing the Tholians to overrun the missions they undertake. It’s possible that a supervisor
Federation before those events can occur. The Tholians might act as an ally to the player characters at one point
cannot conceive of disunity, only peace, according to during a campaign before becoming an antagonist later,
Aegis’s estimation. Continued expansion of the Federation, just as Gary Seven does between his appearance in
on the other hand, can lead only to more suffering and the television show and his appearance in the Year Five
destruction. Gary Seven, under orders from Aegis, plans comic series. This can give supervisors a mysterious,
to “cauterize” the bleeding wound of the future by giving unpredictable quality that can make them compelling
advanced technology and weaponry to the Tholians. This recurring characters.

OPERATIONAL PRIORITY ALLOCATIONS

348 2005

299 1255

389 305 665 307 1379

SA 407 15 259 690 4900

YEAR FIVE TIE-IN SUPPLEMENT 7


01.30
YEAR FIVE TIE-IN SUPPLEMENT

NEW LIFEPATH OPTIONS


“On my world, we live our lives at the mercy of the tides. Cooperation is a way of life.”
– AYAL

I’QOSA Not all I’Qosa subscribe to this philosophy, however. Some


All eras of play post-2270 believe fluidity causes disorder and leave the waters to
live permanently on the dry land of I’Qos. These I’Qosa
The I’Qosa are an aquatic species native to the planet gradually lose their ability to change their identities, instead
I’Qos. They are humanoid but also possess some physical becoming “calcified” in a single state of being. These
features reminiscent of Earth’s aquatic species. I’Qos I’Qosa are called Lo’Kari.
is an oxygen-rich M-Class world with high humidity.
The chemical makeup of its atmosphere renders I’Qosa and Lo’Kari leaders have managed to share the
communications and transporter technology ineffective. planet in relative peace, but tensions between the two
The crew of the U.S.S. Enterprise made first contact factions ignited into a crisis shortly after the Enterprise
with the I’Qosa near the end of the Enterprise’s five-year returned Ayal to their home planet. The Enterprise crew
exploratory mission under the command of Captain attempted to mediate negotiations between the two
James T. Kirk. First contact unfolded when a Tholian web parties, but the talks descended into chaos. Open war
ensnared both the Enterprise and an I’Qosa ship, requiring broke out on I’Qos. The Lo’Kari unleashed war machines
the Enterprise crew to work with Ayal, the lone I’Qosa called sea burners in an attempt to dry out the I’Qosa. The
survivor, to escape. I’Qosa retaliated by attacking with the full power of the
Crest. The war raged on as the Enterprise was forced to
I’Qosa live in the seas of their home planet, and they leave orbit.
share a deep, almost spiritual relationship with the waters,
which grant the I’Qosa powerful healing abilities. I’Qosa EXAMPLE VALUE: Fluidity in all things
society centers around the Crest, a living ecosystem at the
bottom of the ocean that can be summoned as a powerful X ATTRIBUTES: +1 Control, +1 Presence, +1 Reason
protector during times of peril. The concept of fluidity forms
the cornerstone of I’Qosa culture. Individuals routinely X TRAIT: I’Qosa. I’Qosa are an aquatic species. They can
change various aspects of their identities, including their spend limited amounts of time in dry environments,
genders and their roles in larger I’Qosa society. The idea though they prefer to do so wearing specialized EV
of remaining a single gender for an entire lifetime puzzles suits containing water.
I’Qosa, and their understanding of freedom revolves around
their ability to change identities, or “flow” from one identity The I’Qosa embrace the concept of fluidity in all
into another. facets of their identities. They can change their name,
gender, and – to some extent – their appearance at
will. This ability depends on recent contact with the
renewing waters of their homeworld. If an I’Qosa
145 432 spends an extended period away from the waters of
their homeworld, they take on the trait Calcified. This
330 411 426 209 425 642 trait locks the character into their current identity and
prevents them from flowing into new ones. The trait
can be removed if a character returns to the waters
220 722 920 110 301
of I’Qos in time, but the trait can become permanent
if the character spends too long outside the water.
168 205 436 224
The Lo’Kari are a faction of I’Qosa who choose to live
permanently calcified on land.
246 111 845 043 57
Gamemaster Note: The length of time it takes for an
436 246 88 I’Qosa to gain the calcified trait, and the length of time
for the trait to become permanent, varies by individual
and is left to gamemasters and players to decide.

8 CHAPTER
STAR TREK03ADVENTURES
I’Qosa and Lo’Kari are the same species. Thus, in game Waters of Renewal
terms, a member of the Lo’Kari faction is an I’Qosa who REQUIREMENT: I’Qosa.
has the calcified trait in perpetuity. Lo’Kari characters The waters of I’Qosa nourish and restore the inhabitants
also gain access to the “Looking for a Fight” talent of the planet. While in the waters of their homeworld, the
described below. character recovers 2 Stress at the start of each round, up
to the character’s normal maximum Stress.
X TALENTS: The character receives access to the
following talents: Zero-G Swimmer
REQUIREMENT: I’Qosa, or gamemaster’s permission.
Looking for a Fight I’Qosa are experts at moving both in underwater and zero-
REQUIREMENT: I’Qosa; must have the Calcified trait. gravity environments due to their natural aquatic habitat.
Many members of the permanently calcified Lo’Kari faction The character receives a bonus d20 on any task related to
will look for any excuse to start a fight with the sea-dwelling swimming or zero-g maneuvering.
I’Qosa. During the first round of any combat against sea
dwellers, the character may ignore the normal cost to NAMES
Retain the Initiative. SAMPLE NAMES: Ayal, Balatera, Bryni, Talaha, Prizah,
Phelina, Urchalar, Vorcani

YEAR FIVE TIE-IN SUPPLEMENT 9


IOTIANS officers’ role in introducing these political concepts to Iotian
All eras of play post-2270 society. Upon returning to Sigma Iotia II near the end of the
Enterprise’s five-year mission, Spock decided to run for
Iotians are a humanoid species native to the planet Sigma Iotia the Iotian presidency to defuse a sudden political crisis on
II. Their physical features resemble those of Humans in most the planet. Upon winning the election, Spock immediately
respects. The starship Horizon made first contact with the Iotians abdicated the office after suggesting several reforms to
in 2168. At that time, the Iotians were a pre-warp society, but they stabilize the Iotian government.
demonstrated great intelligence and a talent for imitation. The
Horizon’s crew left behind a number of books, including a volume EXAMPLE VALUE: Representational democracy
on the history of organized crime in Chicago. This book became a
formative document for Iotian society. The Iotian people modeled X ATTRIBUTES: +1 Control, +1 Insight, +1 Reason
their entire way of life on Chicago’s mobster underworld, and
endless gang wars erupted across the planet. X TRAIT: Iotian. Sigma Iotians largely resemble Humans in
appearance. They possess keen intellects and a natural
The U.S.S. Enterprise visited Sigma Iotia II in 2268, and several proclivity for imitation.
members of the Enterprise crew became entangled in gangland
plots and power plays. Dr. Leonard McCoy mistakenly left his X TALENTS: The character receives access to the following
communicator on the planet when the Enterprise departed talents:
the system, unleashing an entirely new wave of cultural
contamination among the planet’s populace. Campaign Fatigue
REQUIREMENT: Iotian.
This time, the Iotians accessed data files contained in the The constant churn of the election cycle on Sigma Iotia II has
communicator to learn about Federation and Earth history, made most Iotians experts at sniffing our liars and frauds.
and they reverse engineered the communicator’s transtator Whenever the character attempts a task to resist being
technology. These experiments allowed the Iotians to make deceived, they add a bonus d20 to their dice pool.
enormous technological leaps. They began experiments with
warp technology, though they achieved only limited success. Imitative
The Iotians also remade their society yet again, this time using REQUIREMENT: Iotian.
Earth’s representational democracies as their guide. Just as the Iotians study and quickly adopt the technology of alien species.
Iotians did with mobster culture, they exaggerated certain key When the character attempts a task using Reason to discern the
elements of Earth’s representational democracies. For instance, purpose of or to reverse-engineer a piece of alien technology,
the Iotians held presidential elections every six weeks, leading to reduce the Difficulty by 1, to a minimum of 0.
discontinuity and dysfunction in the planet’s governance.
NAMES
The Iotians thought of the Enterprise crew as founding fathers SAMPLE NAMES: Grak, Jamek, Krako, Marcon, Mose, Okmyx,
of their democratic movement as a result of the Starfleet Pocks, Tocsty, Vapel

10 CHAPTER
STAR TREK03ADVENTURES
THOLIANS
All eras of play

Tholians are a nonhumanoid, crystalline-based species with


six thin legs and a dome-like head atop the torso. Tholians
evolved in a high-temperature, methane-rich atmosphere
and their life-support requirements differ widely from
those of most humanoid species. Accordingly, Tholian
characters must wear protective EV suits if they intend to
spend lengthy periods of time on a Federation starship or
space station. Exposure to cooler environments causes
their exoskeletons to crack and eventually shatter. Their
language, composed of high-frequency chirps and squeals,
can render the Universal Translator unreliable. Tholians
possess a high level of technology, and their use of Tholian
webs, or high-energy nets that can entrap vessels, are
formidable weapons.

The Tholians played a central role in Aegis’s plot to plunge


the Galaxy into permanent stasis in order to prevent further
expansion of the United Federation of Planets. The crew
of the U.S.S. Enterprise rescued a Tholian child from the
rubble of an abandoned outpost on the planet Lloyd Zeta-
9, setting off a volatile diplomatic crisis.

EXAMPLE VALUE: Protect our borders

X ATTRIBUTES: +1 Control, +1 Daring, +1 Fitness

X TRAIT: Tholian. Tholians possess crystalline


exoskeletons that grant them 2 resistance and allow
them to withstand vacuum for extended, though
not unlimited, periods of time. Tholian exoskeletons
also transmit radiation that can be modulated, or
sensed, by other Tholians. This can act as a form of
communication, similar to telepathy, though the full
extent of this ability varies by individual.

X TALENTS: The character receives access to the


following talents:

Crystalline Telepathy
REQUIREMENT: Tholian, or gamemaster’s permission.
Tholian exoskeletons can emit and detect specific forms
of radiation capable of transmitting messages over short
distances. This ability acts as a form of physical telepathy
among the Tholian species, allowing them to communicate
over limited distances.

Immune to Vacuum Radiation Burst


REQUIREMENT: Tholian. REQUIREMENT: Tholian.
Some Tholians can spend extended periods of time Some Tholians can channel radiation into intense bursts
exposed to vacuum without suffering any ill effects, that act as a ranged weapon in combat (3A, Vicious 1
allowing them, for instance, to scale the strands of Tholian damage effect).
webs without the protection of EV suits. This immunity
usually only lasts a single scene before vacuum starts NAMES
causing complications or injuries. Tholian names are usually unpronounceable by non-Tholians.

YEAR FIVE TIE-IN SUPPLEMENT 11


01.20
YEAR FIVE TIE-IN SUPPLEMENT

NON-PLAYER CHARACTERS
“Because from humanity comes the Federation. An alliance of worlds. Endless movement.
Endless change. Endless war.”
– ISIS

VALUES:
ISIS
MAJOR NPC X Tired of babysitting adolescent species
X You can’t defend against the future
Isis was selected by Aegis to be Gary Seven’s handler, X Sometimes a shadow helps you strive for the light
and the pair have undertaken numerous missions X End the march of history in the Milky Way
together. Isis is a mysterious character who possesses
the ability to shape shift. She sometimes takes on the ATTRIBUTES
appearance of a humanoid woman, and other times she
appears as a black cat. As part of Aegis’s plan to force the CONTROL 10 FITNESS 09 PRESENCE 10
Galaxy into stasis, Isis even took on the form of a Tholian
at various junctures. DARING 12 INSIGHT 07 REASON 11

TRAIT: Aegis Handler


DISCIPLINES
COMMAND 04 SECURITY 05 SCIENCE 03

CONN 01 ENGINEERING 02 MEDICINE 01

FOCUSES: Charm, Deception, Politics, Psychology,


Stealth, Temporal Mechanics

STRESS: 14 RESISTANCE: 0

ATTACKS:
X Unarmed Strike (Melee, 6A, Knockdown, Size 1H,
Non-lethal)
X Radiation Blast – must be in Tholian War Leader form
(Ranged, 8A, Vicious 1, Size 1H)

SPECIAL RULES:
X Social Camouflage: While in humanoid form, Isis can
change her attire to something appropriate for whatever
setting or era she’s in. This change in clothing occurs
instantaneously and does not require a task.
X Fast Recovery 2: Isis recovers from Stress and injury
quickly. At the start of each of her turns, she regains 2
Stress, up to her normal maximum. If Isis is injured, at
the start of her turn, she can instead spend 2 Threat in
order to remove the injury.
X Shape Shifter: Isis can spend 1 Threat as a minor
action once per turn to assume a different form, gaining
an additional trait to reflect whatever form she has
chosen. These forms often include the appearance
of a cat or a Tholian War Leader. However, at the
gamemaster’s discretion, it’s likely Isis has the ability to
take on many other forms.

12 CHAPTER
STAR TREK03ADVENTURES
X Manipulative: If Isis purchases one or more d20s with SPECIAL RULES:
Threat when attempting a task to deceive or intimidate X Social Camouflage: While in possession of his
another, she can reroll her dice pool. servo, Gary Seven can change his attire to something
appropriate for whatever setting or era he’s in. This
Gamemaster Note: It’s unclear exactly what species change in clothing occurs instantaneously and does not
Isis is or just how extensive her shape shifting abilities require a task.
are. Gamemasters should feel free to make these X Invisibility: While in possession of his servo, Gary
determinations as well as give Isis new abilities according to Seven can spend 1 Momentum to become invisible
the needs of their games. both to the naked eye and to most sensor scans. It
requires a Difficulty 5 task to detect him while invisible.
This effect lasts as long as he likes, though he cannot
attempt tasks while invisible.
GARY SEVEN
MAJOR NPC X Stun suggestion: If Gary Seven successfully stuns a
target with his servo, he can choose to leave the target
The man originally named Caleb Howell became Gary in a trance-like state that leaves them susceptible to
Seven when he was chosen by Aegis to become a suggestion. In these cases, Gary Seven can give short
supervisor, a special agent assigned to influence the and simple suggestions to his target, and the target
development of an entire civilization. Although biologically must try to comply. Example suggestions could be to
human, Gary Seven grew up on a world chosen by Aegis, drop a weapon or divulge sensitive information, but the
and he is the product of thousands of years of evolution suggestions cannot result in direct physical harm to the
orchestrated by Aegis. Alongside his partner Isis, Gary target. This trance-like state ends at the conclusion of
Seven has guided humanity’s development at various the scene.
critical junctures throughout history. He once teamed up X Beta 5 Computer Access: While in possession of his
with James T. Kirk in Earth’s past, but Gary has since servo, Gary Seven can access the voluminous data
learned that Aegis’s plan now calls for Kirk’s death. banks of the Beta 5 Computer. Any time Gary Seven
attempts a task using Reason to ascertain information
TRAITS: Human, Aegis Supervisor related to the workings of the universe, and he has
possession of his servo, he gains one automatic success.
VALUES: X Personal transport: While in possession of his servo,
X Trust the plan Gary Seven can spend 2 Momentum to instantaneously
X Time is a maze, and I’m the minotaur transport anywhere he chooses.
X Together with Isis
X We have a Galaxy to save Gamemaster Note: The servo provided to Gary Seven by
Aegis grants him remarkable abilities as detailed above.
ATTRIBUTES Gary Seven cannot activate these abilities if he does not
have possession of his servo. Characters that do not have
CONTROL 10 FITNESS 09 PRESENCE 12 the Aegis Supervisor trait cannot operate the servo.

DARING 08 INSIGHT 09 REASON 11

NET WARP FIELD STABILITY


DISCIPLINES
COMMAND 04 SECURITY 05 SCIENCE 03 800

700
CONN 01 ENGINEERING 02 MEDICINE 01 600

500
FOCUSES: Charm, Disguise, Galactic History, Genetics,
400
Psychology, Temporal Mechanics
300
STRESS: 14 RESISTANCE: 0 200

100
ATTACKS:
X Unarmed Strike (Melee, 6A, Knockdown, Size 1H, 00 10 20 30 40 50 60 70 80 90 100 110 120
Non-lethal)
X Servo (Ranged, 8A, Charge, Hidden 1, Size 1H) MILLICOCHRANES NANOSECONDS

YEAR FIVE TIE-IN SUPPLEMENT 13


HARCOURT FENTON MUDD ATTRIBUTES
MAJOR NPC CONTROL 08 FITNESS 09 PRESENCE 12
Harcourt Fenton Mudd, often referred to as Harry Mudd,
is a notorious and incorrigible con artist with a long DARING 11 INSIGHT 09 REASON 10
criminal record. Mudd had multiple run-ins with the U.S.S.
Enterprise NCC-1701, as well as the U.S.S. Discovery.
Mudd briefly ran for the presidency of the United DISCIPLINES
Federation of Planets as part of the Originalist political
COMMAND 03 SECURITY 03 SCIENCE 03
movement, but Captain James T. Kirk and his crew
spoiled Mudd’s candidacy by exposing his plot to steal
classified data. CONN 03 ENGINEERING 02 MEDICINE 02

TRAIT: Human FOCUSES: Androids, Charm, Criminal Networks,


Commerce, Deception, Politics
VALUES:
X Entrepreneur, not thief. STRESS: 12 RESISTANCE: 0
X Men will always be men, no matter where they are.
X Aim for the job you want. ATTACKS:
X No one plays Harry Mudd for a patsy. X Unarmed Strike (Melee, 4A, Knockdown, Size 1H,
Non-lethal)
X Phaser type-1 (Ranged, 5A, Charge, Hidden 1, Size 1H)

SPECIAL RULES:
X Recidivist: Mudd has extensive experience with
various law enforcement agencies throughout
the Galaxy. Whenever Mudd is detained by law
enforcement, he can spend 2 Threat to call in a favor
with a contact who arranges for his release.
X Android Proficiency: When attempting a task related
to the mechanical working of androids using Reason,
Mudd can add one bonus d20 to his dice pool.
X Threatening 1: Wherever Harry Mudd goes, chaos is
sure to follow. Mudd begins each scene with 1 Threat,
which can be used only to benefit himself, and which
is not drawn from the general Threat pool.
X Grifter: If Mudd purchases one or more d20s with
Threat when attempting a task to deceive another
or to get himself out of trouble, he can reroll his
dice pool.

389 204 203

2I3 646 941

463 200 534 817

389 205 203 832

396 522 402 751

204 817

14 CHAPTER
STAR TREK03ADVENTURES
RESERVE UTILITIES DISTRIBUTION NETWORK

X-120

CONTINGENCY DISTRIBUTION NETWORK

X-100

0 1 2 3 4 5 6 7 8 9 10

DN 305 82 367

CELIA
NOTABLE NPC

Celia is an android in the employ of Harry Mudd. Though


loyal to Mudd during his ascent in Originalist politics, Celia
also recognizes Mudd’s shortcomings.

VALUE: Protect Harry Mudd, even from himself

TRAIT: Android

ATTRIBUTES
CONTROL 09 FITNESS 09 PRESENCE 08

DARING 07 INSIGHT 08 REASON 10

DISCIPLINES
COMMAND 01 SECURITY 02 SCIENCE 03

CONN 02 ENGINEERING 01 MEDICINE –


ADMIRAL KORAXI
NOTABLE NPC
FOCUSES: Accounting, Political Science
Koraxi was a Starfleet admiral whose influence reached
STRESS: 11 RESISTANCE: 2 (Machine) its peak as the U.S.S. Enterprise returned from its five-
year mission in 2270. Admiral Koraxi, who was actually a
ATTACKS: member of the Originalist political movement, welcomed
X Unarmed Strike (Melee, 3A, Knockdown, Size 1H, the Enterprise home to Starbase 212 shortly before Kirk
Non-lethal) came under Klingon attack. In reality, Koraxi had conspired
with the Klingons in the hope that Kirk would be killed,
SPECIAL RULES: thus eliminating a potential threat to the Originalist’s rise
X Machine 2: As an android, Celia’s synthetic machine to power. Koraxi also oversaw secret medical experiments
construction makes her highly resistant to environmental on Starfleet personnel aboard the U.S.S. Asclepius. He
conditions, reducing the Difficulty of tasks to resist insisted the experiments aimed to find cures to a wide
extremes of heat and cold by 2. Celia is also immune to range of maladies, but the experiments required invasive
the effects of suffocation, starvation, and thirst. and illegal procedures on living test subjects.
X Guidance (Harry Mudd): Whenever Celia assists Harry
Mudd with tasks during scenes in which Celia believes VALUE: Study the sick by watching them die.
Mudd is being threatened in any way, Celia can reroll
the d20. TRAIT: Centauran

YEAR FIVE TIE-IN SUPPLEMENT 15


ATTRIBUTES THOLIAN WAR LEADER
CONTROL 10 FITNESS 08 PRESENCE 09 MINOR NPC

Tholian War Leaders carry out defensive and military


DARING 09 INSIGHT 10 REASON 11 functions in Tholian society. The Tholian Assembly is highly
isolationist. However, the Assembly will mobilize its war
leaders if provoked or if their borders have been violated.
DISCIPLINES War leaders use their crystalline appendages as sharp
melee weapons in close-quarters combat. They’re also
COMMAND 03 SECURITY 01 SCIENCE 01
capable of channeling intense bolts of radiation through
their extremities. This ability allows them to make ranged
CONN – ENGINEERING 02 MEDICINE 02 energy attacks without the aid of a phaser or disruptor.

FOCUSES: Medical Research, Starfleet Protocol, TRAIT: Tholian


Starship Tactics
ATTRIBUTES
STRESS: 9 RESISTANCE: 0
CONTROL 09 FITNESS 09 PRESENCE 07
ATTACKS:
X Unarmed Strike (Melee, 2A, Knockdown, Size 1H, DARING 08 INSIGHT 07 REASON 08
Non-lethal)
X Phaser type-2 (Ranged, 4A, Charge, Size 1H)
DISCIPLINES
SPECIAL RULES:
COMMAND – SECURITY 02 SCIENCE 01
X Secretive: When performing a task to keep sensitive
information secret using Command, Koraxi gains one
bonus d20. CONN 02 ENGINEERING 01 MEDICINE –
X Experimental Medicine: Koraxi has access to
vast quantities of data generated by illegal medical STRESS: 11 RESISTANCE: 2 (Crystalline exoskeleton)
experiments. When attempting a task using Medicine
related to exotic diseases or severe injury, reduce the ATTACKS:
Difficulty of the Task by 1, to a minimum of 0. X Unarmed Strike (Melee, 3A, Piercing 1, Size 1H)
X Radiation Blast (Ranged, 5A, Vicious 1, Size 1H)

16 CHAPTER
STAR TREK03ADVENTURES
SPECIAL RULES:
BRIGHT EYES
X Immune to Vacuum: Tholian war leaders can spend MAJOR NPC
extended periods of time exposed to vacuum without
suffering any ill effects, allowing them to scale the strands Bright Eyes is a young Tholian recovered by the crew of
of Tholian webs without the protection of EV suits. the Enterprise among the ruins of the planet Lloyd Zeta-9.
Thought dead by their people, Bright Eyes found a place
Gamemaster Note: Although some Tholians are immune among the crew and formed a particularly strong bond with
to vacuum, exposure to cold temperatures for extended Lt. Uhura. Bright Eyes took part in several key missions
periods of time will eventually cause their exoskeletons to during the final year of the Enterprise’s five-year exploratory
crack and shatter. Consider imposing Difficulty penalties or mission under the command of James T. Kirk.
injuries to Tholians who spend more than a single scene in
extreme cold. TRAIT: Tholian

VALUES:

THOLIAN ELDER X They, not it.


NOTABLE NPC X Protect my shard.
X I help.
Tholian elders grow to immense sizes far surpassing those X Teaching is the same as programming.
of most members of their species. Elders form councils that
govern Tholian society.

VALUE: Ours is the only perspective

TRAIT: Tholian

ATTRIBUTES
CONTROL 08 FITNESS 09 PRESENCE 09

DARING 09 INSIGHT 09 REASON 10

DISCIPLINES
COMMAND 03 SECURITY 01 SCIENCE 02

CONN – ENGINEERING 02 MEDICINE 01

FOCUSES: Tholian History, Tholian Politics

STRESS: 10 RESISTANCE: 2 (Crystalline exoskeleton)

ATTACKS:
X Unarmed Strike (Melee, 2A, Piercing 1, Size 1H)
X Radiation Blast (Ranged, 4A, Vicious 1, Size 1H)

SPECIAL RULES:
X Immune to Vacuum: Some Tholians can spend
extended periods of time exposed to vacuum without
suffering any ill effects, allowing them, for instance,
to scale the strands of Tholian webs without the
protection of EV suits.
X Crystalline Telepathy: Tholian exoskeletons can emit and
detect specific forms of radiation capable of transmitting
messages over short distances. This ability acts as a
form of physical telepathy among the Tholian species,
allowing them to communicate over limited distances.

YEAR FIVE TIE-IN SUPPLEMENT 17


ATTRIBUTES X Crystalline Telepathy: Tholian exoskeletons can
emit and detect specific forms of radiation capable
CONTROL 09 FITNESS 10 PRESENCE 08 of transmitting messages over short distances. This
ability acts as a form of physical telepathy among the
DARING 10 INSIGHT 10 REASON 12 Tholian species, allowing them to communicate over
limited distances.
X Vibrational Frequency Proficiency: Bright Eyes
DISCIPLINES can use their crystalline form to detect vibrational
frequencies that may be too faint for even ship’s
COMMAND 01 SECURITY 03 SCIENCE 05
sensors to notice. Whenever Bright Eyes attempts a
task to identify a signal or hear a sound or vibrational
CONN 03 ENGINEERING 03 MEDICINE 01 frequency, add one additional d20 to the roll. Bright
Eyes does not require the use of tricorders or any
FOCUSES: Acoustics, Mathematics, Physics technological equipment to use this ability.
X Advanced Mathematics Familiarity: Bright Eyes has
STRESS: 13 RESISTANCE: 2 (Crystalline exoskeleton) an innate understanding of mathematical concepts.
Whenever they attempt a task using the Reason
ATTACKS: attribute that involves advanced mathematics, reduce
X Unarmed Strike (Melee, 4A, Piercing 1, Size 1H) the Difficulty of the task by 1, to a minimum of 0.
X Radiation Blast (Ranged, 6A, Vicious 1, Size 1H)

SPECIAL RULES:
BRYNI
X Immune to Vacuum: Bright Eyes can spend extended NOTABLE NPC
periods of time exposed to vacuum without suffering
any ill effects. Bryni was the Speaker of the Crest, the heart of the
current, and the guide to all sea-dwelling I’Qosa. Bryni
had hoped to reach a peaceful understanding with
the Lo’Kari before a secret meeting with the Lo’Kari
chancellor turned out disastrously.

TRAIT: I’Qosa

VALUE: Peacemaker

ATTRIBUTES
CONTROL 08 FITNESS 08 PRESENCE 11

DARING 08 INSIGHT 09 REASON 10

DISCIPLINES
COMMAND 03 SECURITY 02 SCIENCE 01

CONN – ENGINEERING 01 MEDICINE 02

FOCUSES: Marine Biology, Negotiation

STRESS: 10 RESISTANCE: 0

ATTACK:
X Unarmed Strike (Melee, 3A, Knockdown, Non-lethal,
Size 1H)

18 CHAPTER
STAR TREK03ADVENTURES
SPECIAL RULES:
X Waters of Renewal: The waters of I’Qosa nourish
and restore the inhabitants of the planet. While in
the waters of their homeworld, Bryni gains 2 Stress
at the start of each round, up to their normal
Stress maximum.
X Zero-G Swimmer: I’Qosa are experts at moving
both in underwater and zero-gravity environments
due to their natural aquatic habitat. Bryni receives
a bonus d20 on any task related to swimming and
zero-g maneuvering.

AYAL
MAJOR NPC

Ayal was an I’Qosa who explored the stars prior to meeting


the crew of the U.S.S. Enterprise. Ayal fell in love with Hikaru
Sulu shortly before returning to I’Qosa and becoming the
Speaker of the Crest when war broke out with the Lo’Kari.

TRAIT: I’Qosa

VALUES:
X Why be caged when one can be free?
X I am as I should be.
X From the seas we came, and to the seas we shall return.
X Hikaru Sulu will always have my soul.

ATTRIBUTES
CONTROL 09 FITNESS 09 PRESENCE 09

DARING 11 INSIGHT 11 REASON 10

DISCIPLINES
COMMAND 03 SECURITY 03 SCIENCE 02 X Waters of Renewal: The waters of I’Qosa nourish and
restore the inhabitants of the planet. While in the waters
of their homeworld, Ayal gains 2 Stress at the start of
CONN 04 ENGINEERING 01 MEDICINE 03 each round, up to their normal maximum.
X Zero-G Swimmer: I’Qosa are experts at moving both
FOCUSES: Astrometics, Flight Control, Marine Biology, in underwater and zero-gravity environments due to
Physics, Xenobiology, Zero-Gravity Maneuvering their natural aquatic habitat. Ayal receives a bonus
d20 on any task related to swimming and zero-g
STRESS: 12 RESISTANCE: 0 maneuvering.
ATTACKS:
X Unarmed Strike (Melee, 4A, Knockdown, Non-lethal,
Size 1H)
LO’KARI CHANCELLOR
MINOR NPC
SPECIAL RULES:
X Cooperation is a Way of Life: Whenever Ayal assists The Lo’Kari are I’Qosa who have chosen to become
another character on a task using Fitness, Ayal can permanently calcified and live on dry land. The Lo’Kari
re-roll their d20. believes the the I’Qosa philosophy of fluidity in all things
X Fluidity: Once per scene, Ayal can spend 2 Momentum creates confusion and disorder.
to switch any two of their discipline scores. This effect
lasts until the conclusion of the current scene. TRAITS: I’Qosa, Calcified

YEAR FIVE TIE-IN SUPPLEMENT 19


TRAIT: Vulcan

VALUES:
X The authors of sedition will reveal themselves.
X Tempestuous emotions impair the mind.
X Logic dictates harsh measures to burn away the
festering residue of emotional attachment.
X Honor is not logical.

ATTRIBUTES
CONTROL 09 FITNESS 09 PRESENCE 11

ATTRIBUTES DARING 08 INSIGHT 10 REASON 12


CONTROL 08 FITNESS 08 PRESENCE 09
DISCIPLINES
DARING 09 INSIGHT 07 REASON 07 COMMAND 05 SECURITY 02 SCIENCE 04

DISCIPLINES CONN 01 ENGINEERING 03 MEDICINE 01

COMMAND 02 SECURITY 02 SCIENCE –


FOCUSES: Archaeology, History, Logic, Philosophy,
Telepathy
CONN 01 ENGINEERING 01 MEDICINE –
STRESS: 11 RESISTANCE: 0
STRESS: 10 RESISTANCE: 0
ATTACKS:
ATTACKS: X Unarmed Strike (Melee, 3A, Non-lethal, Size 1H)
X Unarmed Strike (Melee, 3A, Knockdown, Non-lethal,
Size 1H) SPECIAL RULES:
X Disruptor Pistol (Ranged, 5A, Vicious 1, Size 1H) X Mind-Meld: Surak has the ability to telepathically
X Escalation Disruptor Rifle (Ranged, 6A, Vicious 1, merge his mind with others. This requires a task with
Accurate, Size 2H) a Difficulty of at least 1. The mind-meld task can be
opposed by an unwilling participant. If successful,
SPECIAL RULES: Surak links minds with the participant, sharing
X Menacing: The Lo’Kari will not back down from any thoughts and memories. Threat may be spent to
perceived act of aggression from the I’Qosa. When gain more information, or perform deeper telepathic
the Lo’Kari chancellor enters a scene, immediately exchanges. This link goes both ways, and it is a tiring
add 1 Threat. and potentially hazardous process for all participants.
Complications can result in pain, disorientation, or
lingering emotional or behavioral difficulties.
X Disciplined Mind: Surak has honed his mental abilities
SURAK to their absolute peak. He gains a bonus d20 on any
MAJOR NPC
task related to social conflict.
Surak was an immensely influential figure in the X Influential: Most Vulcans believe in Surak’s teachings,
development of Vulcan philosophy who lived around the and his influence saturates all aspects of Vulcan
year 370 CE, according to Earth’s calendar. He taught society. Whenever he spends Threat on a task using
his followers to embrace logic and suppress emotion. Command to persuade other Vulcans to do his bidding,
However, his leadership led to the persecution of he can reroll a single d20.
members of a dissident group of Vulcans who resisted X Artifact Hunter: Surak utilizes powerful artifacts from
his philosophy, particularly his rejection of emotion. Vulcan’s history, such as the Stone of Gol, to advance
A mind-meld with a time-displaced Spock convinced his agenda. Whenever he attempts a task to locate or
Surak that the most logical way to deal with the take possession of an artifact he believes will help his
dissidents would be to allow them to leave Vulcan for a cause, he gains a bonus d20.
new planet.

20 CHAPTER
STAR TREK03ADVENTURES
01.50
YEAR FIVE TIE-IN SUPPLEMENT

STARSHIPS
“This is Admiral Koraxi aboard the Federation flagship Theseus. To the intrepid crew of the Starfleet vessel
NCC-1701, the U.S.S. Enterprise. And of course, to its captain, James T. Kirk. Let me be the very first to
say to you… welcome home.”
– ADMIRAL KORAXI

U.S.S. THESEUS, NX-1987


The U.S.S. Theseus greeted the returning crew of the
Enterprise at Starbase 212 as the new flagship of the
Federation. Captain Olanolan was the commanding officer
of the Theseus, but Admiral Koraxi used the gleaming new
vessel as his base of operations to lead the fleet stationed
at Starbase 212.

TRAITS: Federation Starship, Experimental Flagship

SYSTEMS
COMMS 08 ENGINES 09 STRUCTURE 09

COMPUTERS 08 SENSORS 08 WEAPONS 09

DEPARTMENTS
COMMAND 02 SECURITY 03 SCIENCE 03

CONN 02 ENGINEERING 03 MEDICINE 02


I’QOSA SEA SHIP
POWER: 14 SCALE: 04 The I’Qosa refer to their exploratory vessels as seas.
SHIELDS: 17 RESISTANCE: 04 I’Qosa seas always have six crewmembers, and each
crewmember plays an essential role in the ship’s
ATTACKS: operations. If a single crewmember dies or becomes
X Phaser Banks (Energy, Medium, 8A, Versatile 2) incapacitated, the vessel no longer functions.
X Photon Torpedoes (Torpedo, Long, 6A, High Yield)
X Tractor Beam (Strength 3) TRAITS: I’Qosa, Aquatic Life Support

SPECIAL RULES: SYSTEMS


X Rugged Design: Reduce the Difficulty of all tasks to
repair the ship by 1, to a minimum of 1. COMMS 06 ENGINES 05 STRUCTURE 08
X Advanced Shields: The ship’s maximum Shields are
increased by 5 (this talent is already factored in above). COMPUTERS 06 SENSORS 06 WEAPONS 08
X Secondary Reactors: Increase the ship’s normal Power
capacity by 5 (this talent is already factored in above)
X Fast Targeting Systems: The ship’s targeting DEPARTMENTS
systems can lock weapons on target faster and more
COMMAND 02 SECURITY 01 SCIENCE 04
accurately than other ships of its class, giving it an
edge in battle. The Theseus does not suffer the normal
Difficulty increase for targeting a specific system on an CONN 02 ENGINEERING 04 MEDICINE 02
enemy ship.

YEAR FIVE TIE-IN SUPPLEMENT 21


I’QOSA WAR SHIP
Although referred to as “war ships,” these vessels were
not designed for combat. Rather, these small personnel
transports were built to evacuate vulnerable I’Qosa in
the event of a war. When conflict erupted between the
I’Qosa and the Lo’Kari, the war ships transported some
of the I’Qosa population to a nearby moon to wait out
the fighting. “Younglings and sages” were given priority
on these transports, which also carried significant water
supplies to sustain the I’Qosa for a lengthy time away
from their home planet.

TRAITS: I’Qosa, Aquatic Life Support

SYSTEMS
COMMS 08 ENGINES 07 STRUCTURE 08

COMPUTERS 08 SENSORS 07 WEAPONS 07

DEPARTMENTS
COMMAND – SECURITY 02 SCIENCE –
POWER: 05 SCALE: 02
SHIELDS: 09 RESISTANCE: 05
CONN 01 ENGINEERING 01 MEDICINE –
ATTACKS:
X Phaser Banks (Energy, Medium, 4A, Versatile 2) POWER: 07 SCALE: 02
X Photon Torpedoes (Torpedo, Long, 4A, High Yield) SHIELDS: 10 RESISTANCE: 01

SPECIAL RULES: ATTACKS:


X Rugged Design: Reduce the Difficulty of all tasks to X Phaser Banks (Energy, Medium, 4A, Versatile 2)
repair the ship by 1, to a minimum of 1.
X I’Qosa Seawater: Much of the interior of the ship SPECIAL RULES:
is filled with water from I’Qosa. The regenerative X Passenger Transport: Most of the ship’s interior is
properties of the water make the ship tougher than configured for carrying passengers and a cargo of
would normally be the case for a vessel of its size. Its water. The war ship carries up to 40 I’Qosa and enough
Resistance is increased by 3 (increase included above). water to sustain its passengers for several weeks.

22 CHAPTER
STAR TREK03ADVENTURES
THOLIAN DREADNAUGHT POWER: 11 SCALE: 05
SHIELDS: 14 RESISTANCE: 7
The Enterprise first encountered a Tholian dreadnaught in
orbit above Lloyd Zeta-9 after rescuing the Tholian child the ATTACKS:
crew would later call Bright Eyes. The dreadnaught’s stasis X Stasis Beam (Energy, Close range, 10A, Dampening,
beam caused heavy casualties in the ensuing engagement High-Yield)
and wreaked havoc on the Enterprise’s systems. The X Tractor Beam (Strength 4)
Enterprise survived the encounter only by clever use of an
Einstein-Rosen Ouroboros, an endlessly looped artificial SPECIAL RULES:
wormhole that absorbs stellar radiation. X Stasis Beam: The dreadnaught is equipped with
stasis weapons supplied by Aegis. These weapons
TRAITS: Tholian, Equipped with Stasis Weapons deal heavy damage while also reducing their target’s
temperatures to absolute zero. This grants the weapon
SYSTEMS the Dampening damage effect and High-Yield quality.
Stasis beams also destroy all organic matter with which
COMMS 06 ENGINES 06 STRUCTURE 11 they come into direct contact.
X Crystalline Armor: The dreadnaught’s hull is
COMPUTERS 08 SENSORS 09 WEAPONS 10 composed of a durable crystalline structure, increasing
its Resistance by 2 (increase included above).
X Secondary Reactors: The dreadnaught has
DEPARTMENTS additional impulse and fusion reactors that allow the
ship to generate far greater quantities of energy. The
COMMAND 02 SECURITY 03 SCIENCE 02
ship’s power capacity is increased by 5 (increase
included above).
CONN 01 ENGINEERING 03 MEDICINE 02

YEAR FIVE TIE-IN SUPPLEMENT 23


THOLIAN SHARDSHIP SYSTEMS

The Tholian assault on the Federation core worlds was COMMS 10 ENGINES 12 STRUCTURE 15
launched from a massive shardship that housed many of
the Tholian elders. The shardship resembled a vast city of COMPUTERS 11 SENSORS 10 WEAPONS 12
red crystal more than a starship, and it made Federation
ships look like toys by comparison. The shardship was
equipped with advanced weapons as part of Aegis’s plot to DEPARTMENTS
plunge the Galaxy into stasis.
COMMAND 02 SECURITY 04 SCIENCE 02

TRAITS: Tholian, Crystalline Construction, Equipped with


Stasis Weapons CONN 03 ENGINEERING 04 MEDICINE 02

POWER: 12 SCALE: 13
SHIELDS: 19 RESISTANCE: 13

ATTACKS:
X Stasis Beam (Energy, Close range, 19A, Dampening,
High-Yield)
X Tractor Beam (Strength 5)

SPECIAL RULES:
X Colossal: The shardship is huge, and inflicting
meaningful damage against it is difficult. No system
on a shardship can be destroyed without first
locating a vulnerability (normally represented by
creating an advantage, though this advantage should
be especially costly, difficult, or dangerous to create).
X Stasis Beam: The shardship is equipped with stasis
weapons supplied by Aegis. These weapons deal
heavy damage while also reducing their target’s
temperatures to absolute zero. This grants the
weapon the Dampening damage effect and High-
Yield quality. Stasis beams also destroy all organic
matter with which they come into direct contact.
X Communications Vulnerability: The shardship’s
communications systems is vulnerable to tampering
and hacking from external sources, such as an
enemy starship. A Difficulty 2 Task from an enemy
that scrambles the shardship’s communications
system creates confusion and increases most Tasks
attempted by Tholians aboard the shardship by
one step in Difficulty. This effect ends at the end of
the scene, or if the gamemaster spends 2 Threat to
overcome the trait.

RESERVE

SECONDARY

PRIMARY

24 CHAPTER
STAR TREK03ADVENTURES
YEAR FIVE TIE-IN SUPPLEMENT 25
A FULL RANGE OF BOOKS & ACCESSORIES
Starfleet Edition core rulebook These Are The Voyages: Missions Vol.1
The Klingon Empire core rulebook Strange New Worlds: Missions Vol. 2
Starter Set Shackleton Expanse Campaign Guide
Tricorder Collector's Edition Box Set Starfleet Edition Gamemaster Screen
Command Division Supplement The Klingon Empire Gamemaster Toolkit
Operations Division Supplement Command, Operations & Sciences Dice Sets
Sciences Division Supplement The Klingon Empire Dice Set
Alpha Quadrant Sourcebook Range of Miniatures Sets
Beta Quadrant Sourcebook Starfleet Geomorphic Deck Tiles
Gamma Quadrant Sourcebook Klingon Geomorphic Deck Tiles
Delta Quadrant Sourcebook ... and more to come!

AVAILABLE FROM MODIPHIUS.COM/STAR-TREK


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INDEX 311

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