Lug25000 Star Trek TNG RPG Core Rules Compress
Lug25000 Star Trek TNG RPG Core Rules Compress
Lug25000 Star Trek TNG RPG Core Rules Compress
PLAYTESTING: Lonnie Barnett, Rachel Barth, Charles Carter, Matthew Colville, Adam Dickstein, Fred Faulkner, Marcelo
Figueroa, Steve Fritz, Elizabeth Glover, Apache Gonzalez, Gregg Harper, Pedro Hernandez, Kat Landis,
Myron Leich, Nelson Marty, Russell McKown, Kevin Millard, Marc Radle, Ree Soesbee, Earl Stoltzfus,
Darryl Veigel, Sandy Veigel and "The Rampaging Mung Beasts" (Andy Cianciolo, Stephen Durham,
David Haire, Steve Klow, Lisa McGlashan, Corey Perez, Mike Webb and Destric Williams)
SPECIAL THANKS: C h i p Carter (because he truly is the Undersea Despot), Barry and Carol Moore (for seeing it through
to the end...), Alessandra Isaacs (for years of patient waiting), Anthony and Paul (for hitting a
collective grand slarn in the bottom of the ninth), Danny Landers (for going above and beyond, again
and again... and again), Greg Orman (for being patient and remaining a good friend in the process),
Bernie C a h i l l (for making it all happen), Autumn House (once more into the breach...),
Guy McLimore and Greg Pohlein (for paving the way and remaining patient during the schizophrenic
move to L.A.), Paula Block, Pam Newton and the Aquatic Overlord. Finally, thanks to J i l l Lucas,
Luke Peterschmidt, Ryan Dancey, Mike Hurdle, Dave Seay and John Zinser, who had faith.
lose who didn't believe, and said it couldn't be done... Here it is, folks.
DISCLAIMER: W h i l e Last Unicorn Games has researched extensively to make this the most authentic
STAR TREK: THE NEXT GENERATION roleplaying game possible, the depth of information necessary for
a fully-realized roleplaying game is not always revealed d u r i n g a weekly television show. W h i l e we have
tried to extrapolate logically within the flavor of ST: TNG, some liberties have been taken and players
should remember that only the events, characters and places that appear on the show or in films are
canon.
OPERATIONS
United Federation of Planets 1
Starfleet 36
Character Creation 54
Traits 78
Tactical iflHHHHHHMHHMMBMMBI 1 12
Rules of Engagement 138
COMMAND
To B o l d l y Go... 1 5O
...Where No One Has Gone Before 1 6O
Starships 208
Technology 228
Galaxy 248
liens 264
Creatures 290
Index 304
• enjamin- Miljard sat in the large
auditorium and looked, around with'
••wonder. The Starfleet 'Academy seal
hung-0ver the podium on the 'stage before
him. He coutdn't believe he was finally
here, after years of study and dreaming.
Ben looked^ to his left, at a young Vulcan
woman. To his right sat a Men do ft. The'rest
of the theater was filled with hundreds of
• other"people his own age, from across the1
t
\ Federation. Whereasjhe had been the best
in his class back on'Yodatta colony,* here
he was- among people of equal
accomplishment and dedication. It was a
humbling thought.
They were "all drawn here by the same
t&ihj*
• * . . *-•*
— the, drive to explbre
*
the unknown.
. •
W
elcome to a grand adventure! If you're many ways. In the Star Trek: TNG RPG, each player
reading this introduction, you probably fall creates a character — an alter ego they w i l l play in
into one of two categories — either you're the game. Characters are similar to the main cast
a Star Trek fan who's curious about this whole members of a TV show; they appear in every episode,
"roleplaying" thing, or you're a game fan who's been and their actions and exploits form the basis of the
waiting years for a roleplaying game (RPG) set in the series. In the Star Trek: TNG RPG, your characters are
Star Trek universe. Either way, the book you now the Picards, Rikers and Worfs of your own adventure
hold in your hands is what you've been looking for. series. You'll often come to know favorite characters
If you're a Star Trek fan who's new to roleplaying as well as you know yourself.
games, prepare to experience your favorite universe Roleplaying games differ from TV series because
they are interactive. In a
good RPG adventure,
the story is not linear.
Your characters are
not "locked" into a
specific plot. Rather,
the choices you
make help to shape
the story and
change it. Stories in
the Star Trek: TNG
RPG are organic
and interactive;
their eventual
outcomes depend
almost e x c l u s i v e l y
on the actions of
your characters and
the decisions you
make as a player. A
few s i m p l e rules
help you determine
the consequences of
your actions; does
your phaser blast hit the rampaging
Tarkassian Razor Beast? Do you locate the
missing ship in the Merkora Nebula?
Does the Locrian ambassador agree to
help you? The answers to these questions,
and others like them, come from the
rules.
If you are using this book alone, most
player characters will be Starfleet officers.
Future books and supplements w i l l allow
players to create all manner of characters,
including Klingons, Romulans,
merchants, diplomats, mercenaries and
even pirates.
PLAYERS
GLOSSARY
The f o l l o w i n g game terms appear
throughout the Star Trek: The Next
Generation Role Playing Game. Each of
a the terms is described more completely in
the appropriate section of the book; they
are collected here for ease of reference.
Action: Almost anything a character does can be Difficulty: How easy or hard it is to accomplish a
described by an action. Making an attack, dodging a task. Each task is given a Difficulty (or Difficulty
blow and using a S k i l l are all actions. Actions are Number) indicating how hard it is — the higher the
divided into Immediate Actions, which take no time number, the harder the task. Difficulty Numbers are
in combat (for example, dropping a weapon), and organized into categories (from lowest to highest,
Timed Actions (actions which take time in combat Routine [3-5], Moderate [6-8], Challenging [9-11],
and must be declared; for example, making or Difficult [12-14) and Nearly Impossible [15+]).
dodging an attack). When trying to accomplish a task, a character rolls a
Test (q.v.}; if his Test Result equals or exceeds the
Difficulty, he succeeds.
Advantage: Special abilities, benefits or advantages
that a character possesses. Examples include having
a Contact in Starfleet Command, being especially Disadvantage: Limitations, hindrances or other
adept at Engineering tasks or having a particularly problems which afflict a character. Examples include
acute sense. Advantages cost a number of having a Sworn Enemy, being Physically Impaired
Development Points equal to their vaiue; for (for example, blind) or hiding one's emotions.
example, a +2 Advantage costs 2 Development
Points.
Drama Die: When a player rolls a Test, one of the
dice he rolls is a different color. This die is called the
Attribute: A character's innate capabilities, such as Drama Die. If the Drama Die rolls a 6, it indicates a
his agility or intelligence. There are five attributes: great degree of success; if it rolls a 1, it may indicate
Fitness, Coordination, Intellect, Presence and Psi. a great failure.
Attributes range in value from 1 to 5 (and, rarely,
higher).
Dramatic Failure: A failed Test which is six or more
below the Difficulty Number (for example, a Test
Attribute Test: A Test (q.v.) made using only an Result of 5 when the Difficulty is 12). This indicates a
attribute {no skill is involved). grievous failure w h i c h may have terrible
consequences for the character.
d6: A six-sided die. Six-sided dice are used to make Extended Test: A Test that requires an
all Tests in the Star Trek: The Next Generation RPC. extensive amount of time, or which is
broken up into segments so that the
Narrator can gauge the character's
Development Points: Points which characters use to progress by requiring m u l t i p l e S k i l i
buy Attributes, Edges and Advantages. Characters Tests.
receive a certain number of Development Points at
each stage of their Background History.
Initiative: Determines who goes first in to his skill level. If the total equals or exceeds the
combat or similar situations. Characters Difficulty Number for the task, the character
must make Initiative Tests based on the succeeds.
S k i l l they are about to use, modified by
their Reaction edge.
Specialization: Areas of particular expertise and
ability within a s k i l l . Many skills require a character
Level: A character's level of ability in a skill or to specialize, since they are so broad that few
attribute. For example, a character who buys a s k i l l characters w i l l ever learn all aspects of the s k i l l in-
has a level of 1 in that skill; as his ability improves, depth.
the level increases to 2, 3, 4 and so on.
«
it please the assembly, the Vulcan government i\
it is the historic impetus of the Federation to admit
new members. It is through diversity that the
Federation Kins its strength. Us the criteria
set down in the Charter... "
992-2085
Eugenics Wars rage on Earth
WoddWarlll
Cochrane's Phoenix breaks the light barrier; first contact with the Vulcons
2066 First contact with Alpha Centouri
TIME OF HOPE 2086-2160
2113 Founding of New Earth Republic
2150 Australia becomes finol country to join New Earth Republic
2156-2160 Earth-Romulan War
2160 Terran Conventions held to draft Articles of Federation
II A N E W AGE 2161-2244
2161 Incorporation of the United Federation of Planets
2218 Disastrous first contact with the Klingon Empire
AGE OF DISCOVERY 2245-2269
2245 ^^^^^^^^^^^^^^^
Launch of the t/.S.S. Enterprise
2253 The Axanar Rebellion
1 2264-2269 Enterprise's first five-year mission under Captain Kirk
I 2267 Organion Peace Treaty
A TIME OF CONSOLIDATION 2270-2362
1 2293
1| A T I M E OF C H A L L f N G E S 2335-2370
2335 First contact with Cardassians
2363 Launch of the Go/axy-class Enterprise
2367 Bottle of Wolf 359 with the Borg
2368 Klingon Civil War
•T""1 "'7 •
to house its overwhelming
numbers of homeless and
jobless citizens. O r i g i n a l l y
intended to provide
protected living space and
humanitarian aid to these
needy people, the
Sanctuary Districts
degenerated into
internment camps, where
human rights were all but
forgotten. The horrors of
the Sanctuary Districts
erupted into the violence of
the Bell Riots of 2024.
Although the Bell Riots led
to a renewed commitment
to human rights in the
United States, conditions
throughout the rest of the
world continued to
deteriorate. Many natrons
persecuted their minorities,
stripping them of their
rights and j a i l i n g or
executing them at the
whim of politicians. This prompted the New United nations in South America, Asia and Africa. Historians
Nations to declare that no Earth citizen couid be believe that Green launched the volley of nuclear
made to answer for the crimes of their race or weapons which sparked the war.
forebears. The use of atomic weapons resulted in an
environmental disaster w h i c h k i l t e d m i l l i o n s .
Since much of the historical record has been lost,
the events leading to the outbreak of World War III Nuclear winter lasted almost two decades, w h i l e the
death toll from disease and starvation drastically
remain largely unknown. Certainly national rivalries,
overpopulation and a dying global economy helped surpassed the numbers slain in the fighting. In some
areas, survivors huddled together under the
fuel the conflict. All it took was one spark, and that
catalyst appeared in the guise of an ambitious protection of regional warlords, while a few outposts
American soldier. clung to elements of civilization. World War III
Culonel Green used his influence to stockpile brought humanity to the edge of a second Stone Age.
nuclear and biological weapons illegally at secret Out of the wreckage of this war, Zefram Cochrane's
locations. A proponent of exterminating the world's Phoenix soared into space, making him the first
excess population, he staged a coup after losing a human to break the light barrier. This success alone
presidential election. At his command genocidal could have resurrected humanity's dreams, but when
military operations began against underdeveloped a Vulcan scout ship detected the Phoenix's warp
signature, Earth's history was forever
changed. The news that humans were not
alone in the galaxy brought an end to the few
remaining conflicts and ushered in a
renaissance on Earth.
Although most of Earth did not recover
from postwar anarchy until the mid-2080's,
the rebuilding of civilization was truly
remarkable. After World War I I I , Earth was in
ruin. The air was polluted, the waters fouled,
the soil irradiated. Everyone l i v i n g had
reasons to hate his fellow man. Nonetheless,
inspired by Cochrane's flight, people rebuilt
their cities, the Earth became livable, and
humanity once again set their sights on the
stars. The people of Earth vowed never to
repeat the mistakes of the past.
A Time of Hope
With help from the Vu leans, further
refinements to Cochrane's original design
progressed rapidly. Despite the heavy cost of
reouiiumy eituns n o r m s
governments faced, early
interstellar ships, l i k e the 5.5.
Valiant, ventured out into
space. Soon after first contact
with theVulcans, in 2066 the
Earth starship Cochrane made
first contact with A l p h a
Centauri, where ship sensors
detected radio transmissions
from the fourth planet. When
the crew investigated, they
discovered satellites in orbit
and spaceships flying
between the planet's surface
and a nearby moonbase.
Landing on the planet, the
explorers discovered their
uncanny s i m i l a r i t y to the
Centaurans.
The two races forged a
strong alliance, exchanging
Earth's warp drives for the
Centaurans' terraforming
technology, Centauran
scientists traveled to Earth and directed the Renewal As Earth scientists improved their starship designs,
Project to restore Earth's shattered ecosystem. they developed technology to offer the Vulcans in
TheVulcans established permanent embassies on return. Additionally, Centauran art and
both Alpha Centauri and Earth, promoted trade and environmental science fascinated both Vulcans and
shared technology and information with both races. humans, and their alliance grew stronger.
Humans fully colonized Mars in 2103, while
warp-capable starships discovered many other
nearby worlds that could support colonies. Tensions
began to mount as countries raced to colonize these
worlds. The European Hegemony established a hold
on the moons of Jupiter, w h i l e the United States
focused on interstellar worlds, Vulcan and Centauran
diplomats worked to prevent new hostilities, but a
clash between European and South American
starships near Alpha Centauri in 2107 angered the
Centaurans. The Vulcans met with the Centaurans
and both races agreed that tensions between the
nations of Earth threatened the new interstellar
alliance. They issued a joint statement saying they
would gladly meet with a delegation representing the
entire planet Earth.
Reactions on Earth varied wildly. Some leaders
demanded that Earth teach the Vulcans and
Centaurans a lesson. Others leaders called for a
united world government, but most conferences
broke down into petty politics. A new movement was
born, calling itself One World and centered on the
charismatic figure of Zephram Cochrane, still Earth's
most prominent citizen; their goal -— to work towards
world unity. A few humans migrated to colonies or to
Alpha Centauri rather than remain tied to a specific
country and, in a dramatic move, the Martian
Colonies declared their independence from any
single Earth nation.
When Zefram Cochrane left Earth for Alpha
Centauri rather than bear witness to a new world war,
the world's governments were shocked into action.
The One World Movement seized the opportunity
16 and convened a world-wide conference between the
most powerful countries on Earth. As a result, the
European Hegemony merged with the United States
of America to found a new world government in
V U It-.rll I 111 Kl
A Time of Consolidation
The following years saw great changes in
Federation relations with external
powers. Starfleet b u i l t on the discoveries
made by the Const/ft/f/on-class starships
even as new experiments in improved '"• -^-
.
warp drives, stronger starship h u l l s and '•
more powerful computers made the class ., ;
1
'
•• . '• J,i
A Time of
Challenges
Breakthroughs in medicine,
propulsion, weapons
systems and matter-energy
transference led to the
development of the new
starship. In
many ways, the Ga/axy-class
starbases along the Romulan
Neutral Zone. Starfleet
Command began developing
plans to defeat the Borg,
forecasting the arrival of a Borg
ship in several years.
Federation officials
underestimated Borg
propulsion capabilities. The
Borg arrived in Federation
space in 2367, years ahead of
projections. They destroyed the
New Providence colony at
Jouret IV, and may have
destroyed the starship Lalo as
welt. All a v a i l a b l e Starfleet
vessels gathered at Wolf 359 to
make a stand against this
powerful new threat. The
Enterprise engaged the Borg
ahead of the fleet in hopes of
improvising tactics for the
upcoming battle, only to lose
Captain Picard to the Borg's
project exemplified the ideals of the Federation more dreaded assimilation process.
than the original U.S.S.Enterprise. Starship design Wolf 359 was the greatest single defeat in
emphasized a crew-friendly philosophy, allowing Starfleet history. The Borg destroyed 39 of 40 ships,
families to travel with ship crews. The addition of k i l l i n g thousands of invaluable personnel in the
holodecks and ship counselors highlighted the process. Only the Enterprise's last-ditch assault on
importance that Starfleet placed on their crews' the Borg, during which its crew rescued Captain
quality of life. Picard, saved the UFP. Using information gained
In 2363, Starfleet launched the Ca/axy-class from Picard's cybernetic implants, the crew of the
U.S.S. Enterprise (NCC-1701-D). Like the original Enterprise activated a self-repair command that led to
Enterprise, this ship came to symbolize a new age for the destruction of the Borg ship before it could
the Federation. Where the original Enterprise spent assimilate the citizens of Earth.
most of its time exploring space, the U.S.S.Enterprise- In 2366 and 2367, Klingon council leader
D became best known for its diplomatic encounters Cowron and the powerful Duras family fought a
with alien races and its defense of the UFR Captain vicious c i v i l war. Although Starfleet resisted
Jean-Luc Picard and his crew took part in many involvement in internal Klingon affairs at first, they
major Federation events during this period. could not remain impartial when they uncovered the
For instance, the U.S.S. Enterprise-D shadowy hand of the Romulans in the conflict. The
encountered a powerful group of alien beings known Klingon Civil War only ended after Starfleet forces
as the Q Continuum in 2364. The Q Continuum's prevented the Romulans from using a supply convoy
intentions remain a mystery, though Captain Jean- to intervene on the side of the Duras family.
Luc Picard's reports suggest that the Continuum was Cowron's forces finally achieved victory, further
testing the Federation, and humanity in particular. affirming the close ties between the Federation and
The Enterprise also made first contact with the the Klingon Empire.
Ferengi in the same year. The Ferengi's ruthless The Romulans remained a worry, and the
capitalism, coupled with the firepower of their Enterprise investigated the disappearance of
D'Kora-class Marauder vessels, made them Ambassador Spock in 2368. Spock believed that he
dangerous opponents. had the opportunity to help reunite the Romulans
Additionally, the Enterprise encountered the first and theVulcans. However, members of the Enterprise
Romulan ships seen since the Treaty of Algeron while crew discovered that the Romulans had staged the
investigating the disappearance of two starbases reunification gesture as part of a plan to conquer
along the Romulan Neutral Zone. The Romulans Vulcan. After foiling this scheme, Ambassador Spock
ended their self-imposed isolation, and Federation remained with the Romulan underground on
intelligence reports began linking Romulan agents to Romulus and continued his work to bring Vulcans
clandestine activities throughout the Federation and and Romulans together.
the Klingon Empire. Despite these efforts, dangerous incidents along
In 2365, the entity known as Q transported the the Romulan Neutral Zone continue to occur.
Enterprise 70,000 light years to the Delta Quadrant, Federation forces have had more encounters with the
where its crew made first contact with the Borg. Borg and prepare for future Borg attacks. Although a
Although the starship Enterprise suffered heavy treaty exists with the Cardassians, that border
2O damage, Q returned it to the Alpha Quadrant bulb re remains a "hot" zone; the Maquis, former Federation
the Borg could destroy the ship. Later analysis colonists threatened by Cardassian forces,
showed striking s i m i l a r i t i e s between planets sporadically disrupt the tenuous peace between the
destroyed by the Borg and the remains of destroyed two powers.
The Federation now
faces more challenges
than at any other time in
history. New regions of
the galaxy await
exploration. The
interstellar powers along
Federation borders could
prove to be the greatest
foes the UFP has fated.
However, each one of
those powers also holds
the potential to become a
Federation ally. The future
of the Federation depends
on the men and women of
Starfleet. In the days
ahead, the strength of the
UFP's dedication to
peace, diversity and the
fundamental rights of all
individuals may hold the
key to determining if the
Federation w i l l continue
to prosper, or if it w i l l
begin to decline in the
face of overwhelming challenges,
Federation Membership
Governing the Federation The United Federation of Planets opens membership
The Federation represents the culmination of historic to those worlds w h i c h accept the obligations
trends on many different worlds. All member species contained in the UFP Constitution, specifically to
have contributed to this melange, and the fact that it work for interstellar peace and cooperation, and to
continues to succeed with each new addition shows recognize the fundamental civil rights of its citizens
its strength and f l e x i b i l i t y . No matter what the and all sentient lifeforms. In practical terms, a planet
culture, no matter what differences exist, the must have a stable world government and no caste or
Federation manages to add new members with little slave system. The UFP w i l l not extend membership to
difficulty. a world at war with any current member, nor one
involved in a war of aggression against any sentient
The Constitution lifeform. At the very least, a world must have
developed warp capability before being considered
For more than 200 years, the Federation Constitution for membership; otherwise, it is not yet ready to join
has guaranteed its citizens their rights and liberties, the interstellar f a m i l y of planets. Indeed, such worlds
provided a framework for their governance and are protected from interstellar contact by the Prime
enshrined common goals and values. Framed in Directive.
2161, the Constitution emphasizes the objectives of
mutual benefit and protection for each member P R I V I L E G E S OF M E M B E R S H I P
world. The United Federation of Planets recognizes the
The Articles of Federation describe in detail each sovereign equality of all member worlds and the
member planet's rights and responsibilities w h i l e sovereign authority of each world in its own
setting limits on the authority the Federation has over domestic affairs, subject to the fundamental c i v i l
each planet. Each planet may govern itself as its rights of all life-forms. It protects its member worlds
people desire as long as it adheres to the from outside interference, safeguards their trade
requirements of membership and does not violate the routes and citizens on other planets, and coordinates
fundamental rights of i n d i v i d u a l s . research and technological development. In return
The Constitution outlines the entire organization for the privileges and benefits of membership, all
of the Federation. It establishes the Federation member worlds of the Federation must f u l f i l l the
Council, the office of the Federation President and obligations they assumed by accepting the Articles of
the Federation Supreme Court. It also contains l i m i t s Federation.
on the authority of these offices and limits the term of
i n d i v i d u a l s serving in them. It establishes the Representation on the Federation Council
Federation "credit" as the interstellar u n i t of The Federation Council consists of
exchange and lays out the requirements for representatives from all member worlds. Each world
membership in the UFP. For more details on the gets one vote, u s u a l l y cast by a delegation's senior |
Constitution of the Federation, please see the The member, also referred to as that world's Ambassador.
Price of Freedom: The United Federation of Planets The Federation Council authorizes studies, makes
supplement. policy recommendations to member worlds and
passes interstellar laws, In the event the Council Mutual Support
cannot resolve an issue, the Federation President Every member world is asked to provide
casts the deciding vote. Most issues require only a resources for the mutual benefit of the Federation,
simple majority to pass. This can range from allocating natural resources for
use by Starfleet Command (for the construction of
Resources starships and starbases) to assistance in an
The Federation Council disburses resources for emergency. The Federation Council may ask
disaster relief and economic aid, releasing them for a members to house refugees, assist in a planetary
vdriety of reasons, including plagues, enomy evacuation or lend technological support to
attack or natural disasters. It may also struggling worlds. In this way, everyone
use these resources if a planet needs shares in the benefits of belonging to
them to aid with crucial the Federation.
technological upgrades, such as In addition, all UFP member
the repair of containment worlds agree to recognize UFP
domes for a colony. The exchange rates and the value
Federation sometimes sends of the Federation credit. Some
experts (often from Starfleet) worlds, i n c l u d i n g Alpha
to help a world make the Centauri, Earth andTellar, use
best use of these resources. only the Federation credit for
exchange.
Legal Support
All UFP citizens may Personnel Support
appeal to the Federation When many citizens t h i n k of
Judiciary on legal cases the Federation, they think of
involving their fundamental civil Starfleet, although the bulk of
rights, or a world may appeal for a positions lie in the many offices of the
r u l i n g on interstellar law. Its legal UFP. Citizens from any member world
experts advise and consult on controversial can serve in any capacity; species and gender
domestic laws, referencing case studies from other are no hindrance. Such service carries with it a great
cultures and planets throughout the quadrant. deal of respect, and the Federation has rarely lacked
Federation advisors have even reviewed legal the trained personnel it needs, even with the high
proceedings and governmental operations on non- standards expected by Starfleet. Although a potential
Federation planets. wartime situation, such as the attack of several Borg
ships, might tax the current number of defensive
Diplomatic Support personnel, Starfleet has proven more than capable of
The UFP maintains a large and highly respected coming through in times of trouble. Starfleet
diplomatic corps, which any member world may Command reports directly to the Federation
request to perform negotiations on its behalf. The President, though the Federation Council controls its
Federation also has access to prominent non-UFP budget.
diplomats if the situation calls for their involvement.
The diplomatic agencies usually negotiate treaties or The Federation Council
agreements between member worlds and
nonmember planets in their sectors, but they The Federation Council governs the Federation. Each
sometimes intercede with rebels or dissidents on a member world sends a delegation to the Council,
member world. These diplomats work closely with which elects the Federation President from among its
Starfleet to arrange conferences on distant worlds membership. The Council also passes interstellar
and ensure the safety of all attendees. laws, ratifies all treaties and passes the annual
Federation budget. Finally, it appoints oversight
Defense committees to review different sections of the
Starfleet provides protection for all member Federation bureaucracy, including Starfleet.
worlds. Any attack on a Federation member world is The Federation Council meets year-round in
treated as an attack upon the entire UFP. Indeed, the Earth's San Francisco, though most of the voting
military support and mutual defense provided by the occurs between the spring and fall sessions. The
Federation leads many worlds to seek membership. Federation Council sometimes conducts meetings
Starfleet takes any action necessary, within the limits elsewhere. Its special fact-finding committees often
of its authority and ability, to defend Federation travel to different sectors and enlist the aid of Starfleet
member planets, bases and recognized colonies. experts to deal with unexpected or novel situations
concerning a particular area of space.
FEDERATION RESPONSIBILITIES
The Articles of Federation deal as much with Tne Federation President
responsibilities as with benefits. As a social contract,
it calls on its adherents to support one another in Every six years the Federation Council elects one of
many ways. Any planet that seeks the rewards its members Federation President, to serve as chief
without doing the work quickly discovers the error of administrative officer, chief negotiator and
its ways. commander-in-chief. His office is in Paris, France,
FEDERATION PRESIDENTS
Numerous individuals have served with distinction during the
history of the Federation. The current President, Jafesh-lnyo,
a Giozerite, oily recently began his term of office, but he
follows in a long line of distinguished statesmen. President
Mark Wells of Earth served os the Federation's first president
ond helped hold the UFP together during its earliest years.
President Thims promoted the famous Khitomer Accords,
which many credit fot the current Klingon-Federation alliance.
T'Povis was the only Vulcan to serve as President of the
Federation. The Axanar Rebellion broke out during her tenure,
but her efficient skills helped the Federation survive.
The office's duties continue to evolve, and the
position has ranged from ceremonial to critical.
During times of crisis, the President retains final say
in military matters, though the Federation Council FEDERATION SCIENCE COUNCIL
may review his actions after the fact to ensure that The Federation Science Council, one of the most
they did not violate the Constitution. respected institutions in the UFP, serves as an
advisory committee to the Federation C o u n c i l on all
THE SECRETARIAT scientific matters. Based in Geneva, Switzerland, it
Traditionally, the Federation C o u n c i l President examines issues such as the nature of sentience or
appoints a Secretary of Commerce, a Chief Science whether long-term use of warp drive affects the
Advisor, a Secretary of Defense, a Chief Diplomat, an space-time continuum. It also m a i n t a i n s the scientific-
Attorney General and other positions as the C o u n c i l records at Memory Alpha.
allows. In the past, the Secretariat has included a Most of the Federation's greatest scientific minds
Klingon Affairs Advisor, a Secretary of Culture and a have served as members of the Science Council at
Secretary of Planetary Affairs. Each member of the some point in their careers. Starfleet consults with the
Secretariat is empowered by the authority of the Science Council and shares all scientific f i n d i n g s
Federation Council President to carry out whatever with the organization. On rare occasions, members
dutios they require and use Federation resources as or associate members of the Federation Science
needed. C o u n c i l may direct a s c i e n t i f i c mission in
conjunction with Starfleet. The Federation Science
LEADING MEMBERS OF THE SECRETARIAT C o u n c i l gives grants and awards for scientific
achievements that have the potential to better the
lives of Federation citizens. The most famous
Kolrak of ft/tor serves as Secretary of Commerce. He has scientific award it presents is the Daystrom Award.
suffered criticism for allowing Ferengi to trade in Federation
space, but believes that any action which expands the FEDERATION SUPREME COURT
economy benefits the UFP As the principal j u d i c i a l authority of the United
Federation of Planets, the Federation Supreme Court
lovak, a Vulcan, holds the position of Chief Science Advisor, in the Netherlands serves as the court of last resort.
All Federation members are bound by the court's
but President Joresh-inyo turns to him for odvice on other decisions, and the court frequently rules on matters
matters os well. of interstellar law. Citizens of nonmember planets
may become party to a case at the request of the
Monha of Andoria serves as the current Secretory of Federation Council. If a party to a case fails to
Defense. She has mode dealing with the Borg threat her top perform the obligations ordered by the Court, the
priority, but some members of the Federation Council believe other party has recourse to the Federation Council,
that she should spend more time worrying about the which may call in Starfleet to enforce the decision or
to find alternative measures to affect the judgment.
Romulans and Cardassians. Most cases make their way through regional courts
and sector appellate courts before going to the
Damn of Betazed serves as Chief Diplomat. The most Federation Supreme Court.
popular member of the Secretariat, her work has won praise The Federation C o u n c i l sometimes requests
from the Federation Council. advisory opinions on legal issues from the n i n e
justices of the Court. In addition, Starfleet and other
lyrar, a Bolian, works os Attorney General. While his Federation agencies often consult the Federation
performance in office has not drawn great praise, most Supreme Court when questions arise regarding the
legal extent of their authority. The Federation
observers consider him reliable and dedicated. Supreme Court has the authority to declare laws,
regulations, general orders or actions illegal or in restauranteurs •— provide their unique services to the
violation of the Constitution. general p u b l i c .
To handle interstellar trade, the Federation
The Federation Economy Charter established the credit as the unit of exchange
w i t h i n the UFP. Although most planets maintained
The economy of the 24th century is vastly different their own, local currency, the question of regulating
from that of the 20th. The Federation meets the basic trade between Federation members q u i c k l y became
needs of the majority of its citizens, and few want for apparent. How many Vulcan rials would equal the
anything. Homelessness and starvation are horrors of Tellarite 6em? What if a trader refused to accept
the past. money — Andorian kossos, for example — in favor
Creed is only a memory, thanks in large part to of a currency he deemed more valuable? These
the invention of the replicator. When you can have questions recalled the days of economic rivalry and
whatever your heart desires, at any time, there is little warfare, and the credit provided a logical solution.
need to grasp after material wealth. Power is the only
[imitation to replicators, which convert energy to THE FEDERATION CREDIT
matter. On starships, this energy comes from the The Federation Credit is not a currency in itself,
warp core; on most planets, fusion reactors produce but rather a way for individual UFP members to
energy cheaply enough so that money no longer relate their own currencies to one another on an
matters. interstellar scale. If a c i v i l i a n travels from Earth to
No longer bound by market forces, most Vulcan, how does he purchase an ancient statuette in
Federation citizens are free to pursue livelihoods of the bazaar of Vulcana Regar? The credit facilitates
their own choosing, rather than working because such transfers, providing a standard method for
they must. Certainly, people still receive payment for interstellar travellers to make such exchanges. Credits
their labor, but this is no longer the primary normally have a value tied to the local currency, set
motivating factor. This atmosphere of freedom has by the Federation Council. Continuing the previous
created an appreciation for the labor of others. example, on Vulcan the credit is worth 100 Vulcan
Although replicators represent the ultimate in mass rials.
production, people s t i l l desire the u n i q u e Although most worlds s t i l l use some form of local
"signatures" of hand-made, luxury items. A replicator or regional currency, some have abandoned coinage
could produce a Vulcan lute, but only a lute made by entirely in favor of the credit. Federation computers
the great master Sten would have the unique, vibrant keep track of credits electronically, making fraud and
tones indicative of his work. In a s i m i l a r vein, you counterfeiting extremely difficult on anything but the
can replicate gumbo on any starship, but w i l l it have most limited basis. Transactions typically require
the subtleties of flavor that you find planetside at t h u m b p r i n t and/or retina authorization (often
Sisko's in New Orleans? Probably not. recorded on PADDs). At any time, local inhabitants
Even in the 24th century, traders ply the trade can convert their credits into the local currency, or
routes, selling wares from across the galaxy. Colonies convert their money into credits. Because currency
produce the raw materials and agricultural goods the speculation does not exist in the Federation, such
Federation needs. Merchants throughout the transactions are simple and generally error-free.
Federation - - from Vulcan shopkeepers to Terran Most starfaring races recognize the credit as the
most stable and
viable form of
exchange in the
quadrant (largely
because it is not
really a "currency").
Klingon currency
compares poorly
against the credit,
p r i m a r i l y due to the
i n s t a b i l i t y of the
Klingon Empire. The
Orions have all but
given up their own
currency in favor of
the Federation credit.
W h i l e the Ferengi
love their own
money, outsiders
view it as too prone
to speculation and
manipulation and
prefer to use credits,
(ntergalactic
merchants can
choose to accept the
local currency or Federation credits; the Federation Federation of Planets. Located in San Francisco on
credit, being more widespread, tends to be more Earth, the campus combines aesthetics w i t h
popular among reputable traders. Pirates and functionality. Many learning centers throughout the
smugglers prefer not to use credits, because of its ties galaxy use Starfleet Academy as their model. The
to the Federation — they can easily be tracked. In this c h a l l e n g i n g four-year curriculum prepares future
case, they prefer to use something with intrinsic Starfleet officers for their careers in space. The
value, such as jewels, latinum or d i l i t h i u m crystals. Academy takes as its motto Ex astris, sciential,
meaning "From the stars, knowledge."
Starfleet Potential applicants from across the Federation
compete for the small number of positions
Starfleet, the UFP's best known branch a v a i l a b l e each year. Non-Federation
embodies the concepts of the citizens can apply if they receive a
Constitution more wholly than any recommendation from a command-
other organization. Starfleet manages level Starfleet officer. All applicants
interstellar science, exploration and face a rigorous entrance exam and a
defense, and its ranks include some battery of academic, physical and
of the Federation's greatest minds. psychological tests. Those denied
Sen/ing in Starfleet ranks as one of admission may reapply in the future.
the highest aspirations for citizens Once accepted, a cadet faces a
throughout the UFP. regimented, grueling c u r r i c u l u m .
Many cadets wash out during their
STARFLEET COMMAND first year. The Academy pushes cadets
Based in San Francisco, Starfleot to their limits, exposing them to the
Command has facilities located on major many dangers they may face in the future.
worlds and starbases throughout Federation By the third year, a cadet must apply to a
space. The Chief of Starfleet Operations oversees a specific division of Starfleet. Third- and fourth-year
staff of admirals, each responsible for either a training provides cadets with the s k i l l s required to
specific region of space or a related set of operations. f u l f i l l their future duties. Some Starfleet divisions,
The vast expanses of space between Starfleet such as Medical, Engineering and Science may
Command and the captain of a starship necessitates require more advanced training. When a cadet
captains be granted broad discretionary powers. graduates from Starfleet Academy, he receives his
assignment and a commission as an ensign.
THE PRIME DIRECTIVE
The Federation Council and Starfleet Command
have established m a n y genera! orders and Federation Space
regulations to ensure Starfleet's smooth operation
and its members' pledge to uphold the ideals of The UFP spans a vast region of space, consisting of
peace, exploration and defense. Of the many general hundreds of sectors, each with many inhabited
orders and hundreds of regulations, a certain few worlds. Spreading throughout the Alpha Quadrant,
have crucial impact on crews. the Federation continually seeks to admit newly
The best known General Order—the Prime discovered worlds into its alliance. Uncountable
Directive—prohibits all Starfleet personnel and systems s t i l l remain unexplored, however, providing
spacecraft from interfering in the normal endless frontiers for the intrepid members of Starfleet.
development of any society, and stresses that the
survival of Starfleet vessels or
crews is secondary to this rule, ^^^^^^^^_
Despite the emphasis Starfleet
Command and the professors at
Starfleet Academy place on this
General Order, the Prime
Directive has proved the most
difficult of all general orders to
administer. Accidental violations
occur, and Starfleet relies on the
good judgment and discretion of
its captains to prevent as much
damage as possible. For further
information on the Prime
Directive and other orders and
regulations, refer to the Starfleet
Chapter.
STARFLEET ACADEMY
The Federation Charter
established Starfleet Academy in
the same year as the United
these services. Most major trade
routes go between the core worlds
and the colonies.
Federation Commerce
W h i l e the promise uf peace and
protection attracts many new
members, the advantages of
Federation trade and commerce
also make strong arguments for
inclusion. Federation citizens trade
freely and openly with each other.
The UFP usually imposes no
internal tariffs or duties, although
some planets restrict the sale of
certain goods. Most commerce
utilizes the Federation credit,
making transactions between
different races an easy matter.
Among the most famous Federation planets are MERCANTILE RELATIONSHIPS
Vulcan, Betazed, Andoria, Tellar and Alpha Centauri. The two major Belarus trade routes go between
The contributions of these worlds, both material and Bolarus IX andTellar and Belarus IX and Earth, as rare
cultural, have vastly improved the lives of billions of minerals found in the Bolarus system travel to the
sentients, and provide examples for all planets - spacedocks at both of those worlds for the
members and prospective members alike — to follow manufacture of Starfleet vessels.
in their own endeavors. Traders also favor the Rigel system with its
multiple worlds. The Rigel-Andoria route guarantees
the livelihood of many merchants. The numbers of
Plying the Spacelanes starships traveling the route also provide a measure
of protection.
Although most children grow up admiring the The newly established Tagra Passage connects
beautiful ships of Starfleet, merchant ships and Qo'noi', the Klingon capital, to the Federation.
freighters make up the bulk of shipping in Federation Although many dangers lie on this route, Klingon
space. Both interstellar companies and free traders goods are a novelty, high in demand across many
ply the spacelanes equally. These ships help hold the Federation sectors.
Federation together, typically providing supplies to The Ferengi began establishing trade routes
outlying regions and frontier colonies. Without between themselves and the Federation shortly after
merchant ships, the Federation would have stopped first contact, They rapidly insinuated themselves in
growing ages ago. Federation space, looking for new markets to
All traders must have a homeworld of record, conquer. While the actions of individual Ferengi
and planets in the Rigel system are a favorite for most caused problems, allowing Ferengi to trade freely in
free traders. Most traders work with a variety of the UFP created peaceful relations with the Ferengi
cargo, from foods to industrial equipment to rare and Alliance.
valuable artifacts. These men and women work The Orions depend on interstellar trade to
exceedingly hard to maintain their ships, keep their support their economies. Although not members of
crews in line and develop good contacts in the the Federation, Orions do considerable business with
sectors they frequent. Due to the dangers of piracy, as its member worlds. Orion c r i m i n a l organizations also
well as the various enemies of the Federation, most of engage in lucrative black market operations
these ships carry light phasers, and all legitimate throughout the Federation. Due to these illegal
traders register with the Federation. activities, Federation citizens should exercise caution
All Starfleet vessels recognize a registered when dealing with Orion traders. Rumors abound of
merchant trader as a Federation starship, and provide new Orion-Ferengi trade alliances, a concern for
any necessary aid or protection. In addition, the many UFP merchants.
Federation keeps track of the flight p l a n s for
registered traders. If a ship fails to reach port in a
reasonable period of time, search patrols look for the
vessel.
Neighboring Powers
The Federation's core worlds depend on raw The Federation is not the only galactic power. Instead
materials shipped in from distant colonies. Likewise, it shares the galaxy with a number of other
26 most colonies depend on core worlds for interstellar groups. Though it strives to maintain
manufactured goods and technology. Starbases need peaceful relations with its neighbors, many remain
supplies from both. Free traders provide the bulk of hostile. The Klingons, for example, only recently
forged an alliance with the Federation, ending a
century of unremitting hostility. Others, such as the In 2370, the Federation-Cardassian Treaty
Romulans andTholians, remain potential threats. established a mutually acceptable border between
the UFP and the Cardassian Union, and several
The Kllngons Federation colonies came under Cardassian rule.
With the end of the evacuation period in 2372, all
The United Federation of Planets has a long history of former Federation citizens s t i l l residing in Cardassian
conflict with the Klingon Empire, starting with their space o f f i c i a l l y became subjects of the Cardassian
very first contact. However, the Khitumer Accords of Union. Some colonists who refused to evacuate their
2293 provided a solid foundation for peace. Both the homes formed the Maquis, a paramilitary resistance
Federation and the Klingon Empire have worked to force, to fight the Cardassians. The Maquis resistance
further relations, and their current a l l i a n c e gives has allies in Starfleet, and remains one of the greatest
testimony to these continuing efforts. barriers to a lasting peace between the Cardassians
Nonetheless, some factions in the Empire still and the Federation.
oppose the Chancellor and would gladly provoke
war with the Federation. The current Klingon The Romulans
government may soon face uprisings or even
rebellion. Domestic pressures could push the An off-shoot of the Vulcan race, the Romulans
Klingons away from the alliance. Also, tensions remain wary adversaries of the Federation, Seen as an
between the Klingons and other powers could strain opportunistic people, the Romulans keep closely
relations with the Federation. S t i l l , the outlook aware of weaknesses in their enemies and stay ready
among the Federation Diplomatic Corps remains to exploit them. Rornulan cloaking technology gives
positive that the Klingons will stay lasting allies of the them a decided edge over their opponents. Romulan
UFR intelligence networks run deep w i t h i n the Federation
and, due to the recent destruction of starbases along
me Cardassians the Romulan Neutral Zone, the Romulan threat w i l l
likely increase.
Unlike the founding races of the UFP, all of whom On the other hand. Federation officials have
survived disaster to become stronger, the Cardassians noted internal dissatisfaction with the current
began as a peaceful, advanced people who suffered Romulan government. This could lead to f u l l
through dark times as their resources dwindled. rebellion, particularly in response to harsh treatment
Cardassia survived by dedicating itself to military of the citizens by the Tal Shiar, the Romulan secret
might and war. This has made the Cardassian outlook police. If these dissatisfied elements should come to
decidedly different from that of Federation member power in the Romulan Star Empire, the way may
worlds. open for negotiations with the Romulans or even an
In 2.147, the Cardassians, fearing a military b u i l d - alliance, much along the same lines as the Klingon
up along their border, attacked the Federation's Setlik alliance.
III colony. This provoked several years of armed
hostilities over disputed colonies. Though they The Ferengi
negotiated a truce in 2366, it lasted only a year.
Incidents continued between the Federation and the The U.5.S. Enterprise-D made first contact with the
Cardassian Union despite a new peace treaty signed Ferengi at Delphi Ardu in 2364. Despite initial
in 2367. difficulties, the Ferengi q u i c k l y integrated themselves
into Federation c u l t u r e and
commerce, but did not seek
membership in the Federation.
Federation captains should
approach Ferengi stars hips,
p a r t i c u l a r l y the D'/cora-class
Marauder, with extreme care.
Their plasma weaponry can
disable even a Ca/axy-class
starship.
Ferengi behavior is governed
by a ruthless sense of
c a p i t a l i s m , and Ferengi can
justify almost any action as long
as it leads to material gain. The
Ferengi grant few rights to their
females, not even a l l o w i n g
them the l u x u r y of clothing.
They do not always understand
or accept Federation laws.
Many Ferengi merchants who
enter Federation space establish
ties to organized crime. In
addition, Ferengi have
smuggled i l l e g a l substances
Tholian territory to coordinate patrols and protect
civilian craft. In 2353, the Tholians attacked Starbase
277, k i l l i n g all aboard except for a civilian advisor,
Kyle Riker. The U.S.S. Lor'vela and the U.S.S. Fearless
clashed regularly with theTholians until 2360, when
Betazoid diplomats negotiated a truce. Since that
time, Federation diplomatic teams have worked to
normalize relations with theTholians. They still know
little more about their behavior than their reputation
for punctuality, and Federation citizens should
exercise caution in encounters with Tholians.
The Borg
This alien collective from the Delta Quadrant
represents the greatest known threat to the United
Federation of Planets. As machine-organic
combinations, the Borg possess an extremely
advanced technology. Exceedingly adaptable, they
can analyze attacks and defenses and adjust their
I
ships accordingly within a matter of seconds. At this
time, negotiation with the Borg appears impossible.
The race has stated its purpose — to assimilate all
l i v i n g beings into the Borg collective. Starfleet insists
that its personnel immediately report any encounter
with the Borg to Starfleet Command.
The Borg's technological capabilities allow its
massive ships to outdistance even the most advanced
Starfleet vessels. Although Starfleet Command had
warning of a Borg ship heading toward the Alpha
Quadrant, Federation strategists and tacticians
underestimated its speed. This resulted in the
disastrous Battle of Wolf 359. Although the ingenuity
of the crew of the Enterprise led to the Borg's defeat,
Federation officials believe that in future encounters
the Borg w i l l have adapted to previous tactics, Tho
Borg acknowledge neither honor nor emotion, but
expand like a cancer, absorbing everything in their
path. Strategists and scientists alike are desperately
onto UFP bases and starships. These creative preparing new ships, new weapons and new tactics
capitalists perform "con" jobs on Federation for future encounters with the Borg.
customers, and several have attempted to bribe
Federation officials.
Key UFP Members
The Tholians Many diverse species enjoy membership in the
The U.S.S. Enterprise, then under the command of Federation. W h i l e each member world contributes
Captain JamesT. Kirk, first encountered theTholians something unique to the UFP, several have played
in 2268 while investigating the disappearance of the key roles throughout its existence. Each race has
U.S.S. Defiant. Prior to that time, the Tholians only overcome its own difficulties, much as the Earth
existed in myths, the "Flying Dutchmen" of space. struggled out of the barbarism of the 20th and 21st
Experts think their homeworld is not a Class M centuries, to forge an a l l i a n c e of peace and
planet, but rather an exceedingly hot world. They prosperity. Additional background material on each
possess high levels of mathematical and of these members appears in the The Price of
transdimensional technology, and are capable of Freedom: The United Federation of Planets
creating a phenomenon known as interphase, which supplement.
frays interdimensional barriers. Extremely territorial,
they quickly destroy trespassers in their space.
Rumors abound that their protective nature comes
Alpha Centaurans
from past encounters with the Klingons. HOMEWORLD: ALPHA CENTAURI IV
After many years without contact, incidents of The Centaurans appear similar to humans in
disappearing starships cropped up near the borders most respects, although their internal structure differs
of Tholian space during a period of increased contact slightly. Some archeologists suspect that Centaurans
28 between the UFP and the Klingon Empire. Despite are an offshoot of the human race (much like the
frequent patrols, Starfleet failed to detect any unusual Romulans are to the Vulcans) settled on Alpha
activity and c i v i l i a n craft continued to disappear. In Centauri IV by an early interstellar civilization such
2352, Starfleet Command moved Starbase 277 near as Sargon's race or the Sky Spirits. They tend less
toward rashness than do their h u m a n counterparts, applications for science, medicine and entertainment
and others sometimes accuse them of complacency remain a source of great pride for Centaurans. Some
and intellectual ism. fellow crew members even complain that when a
Despite this, the Centaurans maintain close Centauran is off duty, there is no chance for anyone
relationships with humans, perhaps owing to their else to use a holodeck.
Similar appearances. Zefram Cochrane, the first Alpha Centauri boasts some of the finest athletic
human to develop a warp drive, retired to Alpha facilities in the galaxy. The Centauri Championships
Centauri, where he explored its culture and sciences. attract competitors from across the Federation, and
Humans encountered the people of Alpha Centauri every five years Alpha Centauri hosts several events
shortly after meeting the Vulcans, and Alpha Centauri as part of the UFP Games. The Centaurans believe
helped found the United Federation of Planets. Their that by promoting fair athletic competition they
knowledge of biosystems and terraforrning helped increase the sense of unity among member worlds.
the Federation establish colonies throughout Alpha
Quadrant, Many consider Alpha Centauri one of the HISTORIC FIGURES
most beautiful planets in the galaxy, and its people Centaurans regard Arinda Skaelas as the greatest
gladly helped the citizens of Earth restore their planet artist in their history. She created vivid and beautiful
after the devastation of World War I I I . The fertile holo-imagc-s, as well as scenes enjoyed by m i l l i o n s
home of the Federation Council stands as a testament today. Many of her ideas continue to stimulate
to the Alpha Centaurans' skills. developments in holotechnology. Her wide range of
The Centaurans remain a steady member of the subjects and moods gives everyone some element of
UFP. They rarely assume leadership roles on the her work they can appreciate.
Federation Council, but always remain heavily Captain Can Laikan remains one of the greatest
involved in the Council's decisions. Centaurans have explorers in Starfleet history. In the 23rd century,
a long-term view of actions and l i k e to weigh Laikan and the crew of the U.S.S. Asimov discovered
thoroughly important matters. This sometimes leads more Class M planets than any other starship,
to accusations of foot-dragging and excessive debate, i n c l u d i n g the U.S.S. Enterprise. After retiring from
particularly in times of crisis. Starfleet, he served on the Federation Council and
became the first Centauran to hold the office of
CENTAURAN CHARACTERS Federation President. F o l l o w i n g his tenure as
Alpha Centaurian culture puts great emphasis on President, he served on the Federation Supreme
artistry, spirituality and the interrelationship of all Court. His biography is required reading among the
living things. Not as aggressive as humans, youth of Alpha Centauri, and many see him as a role
Centaurans believe hurnans lack perspective. This model for civil service.
leads to a love-hate relationship with humanity.
While they enjoy strong ties to Earth and its people, Ancforians
they also disapprove of many of humanity's actions
and beliefs. Centaurans tend toward caution and Homeworld: Andoria
pacifism, and believe humans act without thinking. Andorians, natives of a cold, Class M planet,
Centaurans look down on Klingons, believing them a have beautiful blue skin as a result of high cobalt
primitive people with little foresight. They have close levels in their bloodstream, white hair and a pair of
ties to and great admiration for the Vuleans, and even small antennae on their heads, which give them an
Centauran citizens sometimes feel their politicians
follow the lead of Vulcan instead of a n a l y z i n g the
benefits of a situation for Alpha Centauri.
CINTAURAN ACCOMPLISHMENTS
Alpha Centauri takes great pride in its
terraforrning technology. The Centaurans helped
restore Earth's environment after World War III with
the Renewal Project and enabled the Federation to
colonize dozens of worlds w h i l e also making core
worlds more livable.
The Centauran dedication to individual rights
and peace stems from their experiences during the
Plague Years, Occurring approximately 100 years
prior to manned spaceflight on Earth, disease ran
rampant among the population. Plague carriers were
confined to internment camps, w h i l e individuals
fought over supposed cures. When a cure f i n a l l y
surfaced and the threat of annihilation passed, the
Centauran people pledged to never again allow fear
to overcome higher moral principles.
W h i l e Humans had p r i m i t i v e holographic-
technology for centuries, it was a Centauran scienist
who pioneered true holodeck technology. Though
holodecks have come a long way from the first
holographic projectors used on Alpha Centauri, the
a decision, they stand by it regardless of the
consequences. Many legitimate free traders register
their ships on Andoria because of the efficient
government and the knowledge that Andoria
protects its own.
Andorians maintain an outlook different from
that of most Federation members. Concerned with
rules, whether Starfleet regulations or Andorian
rituals, they w i l l not violate any type of order or law,
though they find creative ways around restrictions,
For example, if a Ferengi trader cheats an Andorian
in a business deal and no legal recourse is available,
the Andorian might follow the Ferengi around,
spreading word of his double-dealing to all the
Ferengi's customers. The Andorian would also
probably watch the Ferengi for any violation of
Federation law and promptly report the Ferengi to
authorities.
When roleplaying an Andorian, players should
focus on the character's passion. Andorians have
intense emotions and especially violent tempers.
U n l i k e Klingons, Andorians will wait to express their
anger. If insulted, they may wait months, or even
years, to avenge their honor. Andorians have a long
memory for insults.
Andorian society focuses on clan structure. Each
Andorian has specific obligations to his clan, ranging
from mentoring younger relatives to serving as a clan
champion in ritual duels. The clans fought violent
wars ages ago, but today they compete primarily in
the political arena.
ANDORIAN ACCOMPLISHMENTS
A passionate, warlike people, the Andorians
nearly destroyed themselves in a series of clan wars
in a time known as the Age of Lament. It was the
great clan leader, Lor'Vela, who established the
dueling rituals by which Andorians settle their
disputes and channel their aggression to the present
extra sense that most races lack. These antennae, day. This accomplishment allowed the Andorian
which allow them to sense various environmental people to live in peace with one another, and paved
changes and audio vibrations, help make Andorian the way towards an eventual world wide
communication specialists some of the Federation's government.
most respected. Andorians accept their violent and Andorians also share a common interest in music
passionate nature. They always demand satisfaction if and song. Andoria's musicians compose emotional
they feel another Andorian has wronged them, but songs popular across the Alpha Quadrant. Andorian
they do not always hold other races to these same blues music has inspired countless composers of
standards. many different races throughout the UFP.
Experts at organization, Andorian bureaucracies
work with remarkable efficiency. One of the HISTORIC FIGURES
founding species of the United federation of Planets, In the last century, Dr. Sharas Vetra of Andoria
the Andorians gained a reputation for valor at least found a cure to a series of so-called "Orion plagues"
partially through their service in Starfleet. which threatened m i l l i o n s of lives in systems near the
The Andorians currently want one of their own to Orion border. His medical techniques improved all
become Federation President. Active on the pathology and brought about a greater understanding
Federation Council, they now push to strengthen of interstellar viruses.
Starfleet's military might. While they despise both the The greatest of all Andorian heroes is Lor'Vela, a
Cardassians and the Romulans, the Andorians favor scholar-warrior who created the dueling rituals that
improved relations with the Klingons. They hope that preserved Andorian society. She institutionalized the
c i v i l i z i n g influences w i l l make the Klingons governing council of clan leaders which continues to
worthwhile allies, hold power on Andoria. Andorians s t i l l swear oaths
by her name.
ANDORIAN CHARACTERS
30 Andorians regard themselves as the UFP's
preeminent warriors, with battle skills admired and
respected by a l l . Additionally, they have a strong
sense of fairness and right. When Andorians come to
Gift boxes with talking faces are used for exchanging
Betazoids presents. The Betazoids also practice a u n i q u e
martial art style, using the akai, a collapsible stick
HOMEWORID: BETAZED weapon. They rarely practice their martial arts forms
Physically resembling humans, Betazoids have a with other races, since the combat style relies heavily
ten-month gestation period. Betazoids possess a form on anticipating an opponent's thoughts and actions.
of telepathy/empathy, e n a b l i n g them to read the
minds of most life-forms, Ferengi are a notable BETAZOID ACCOMPLISHMENTS
exception, possibly due to their four-lobed brains. When the Betazoids first ventured into space,
Betazoid telepathy distinguishes them from other they made contact with the society of the nearest
Federation members. planet, a people known as the Terabian. At first,
Their psychic abilities help explain why the relations remained friendly, the Terabian welcomed
service records of Betazoids in the UFP Diplomatic their neighbors and the Betazoids quickly established
Corps stand out, with Betazoid negotiators sought ties. As more and more the two cultures came
throughout Federation space. Starfleet created the together, the Terabian came to mistrust Betazoid
position of ship's counselor with Betazoids in mind. telepathic a b i l i t i e s . The Terabian rounded up
By using their gifts s k i l l f u l l y , Betazoids can help Betazoids l i v i n g amongst them, herding them into
others overcome their fears, cope with stress and live internment camps. It was o n l y after a brief war and
happier lives. protracted negotiations that the Terabian and
Betazoids also have strong ethics. During the Betazoids negotiated an armistice. Presently, Terabia
early years of Betazoid space f l i g h t , they and Betazed both sit on the Federation Council in
encountered a nearby species known as theTerabian. peace, a testament to the Federation's ability to bring
Although relations between the two were i n i t i a l l y old enemies together.
friendly, the Terabian came to resent, then fear, Most Betazoids see the improving relations
Betazoid telepathy. The Terabian attacked Betazed, between the Federation and its enemies as a
and herded captured Betazoids into concentration reflection of their diplomatic abilities. Opening
camps. Betazoids have not forgotten the lessons of relations with theTholians continues to provide the
those times, and only use their gifts with extreme greatest challenge to Betazoid diplomats; hope
discretion. Despite other races' fears, a Betazoid remains high for peace between the Tholians and the
would never use telepathy to invade another's private Federation. As relations continue to improve
thoughts. They also demonstrate exceptional honesty between the two powers, the Betazoids see that their
- in a culture where everyone has telepathy, l y i n g work has turned an implacable enemy into a
serves little purpose. potential friend.
Betazed hosts biennial Trade Agreements Betazoid psychologists and counselors have
Conferences, weighing the value of currencies and treated thousands of mental illnesses and v i r t u a l l y
setting up trade agreements between UFP and emptied the mental wards of the galaxy. Their skill
nonmember worlds. The telepathic s k i l l s of the comes from both their telepathy/empathy and from
Betazoids, coupled with their honesty, make them Betazoid experience in dealing with children whose
perfect negotiators. All sides trust their ability to abilities develop too early, driving them toward
come to fair decisions, and the conferences provide insanity. The people of Betazed take pride in the
a forum for Betazoid politicians to make allies and
show off the planet. Although the citizens of Betazed
still face strong prejudice among non-aligned worlds,
they have far more friends than enemies among the
member worlds.
BETAZOID CHARACTERS
Betazoids have a s l i g h t l y different culture than
humans. They have a decided edge in any social
situation, as long as it does not involve lying.
Outgoing and friendly, they find a genuine
satisfaction in helping others. Betazoids often aid
their ship's captain during negotiations or first
contact with alien life-forms. Counselors interact
extensively with the crew of their s h i p and are
generally well liked.
Betazoids have few prejudices. However, they
do not like any race whose minds they cannot
understand. Although they do not abuse their
abilities, Betazoids fee! helpless when confronted by
beings whose minds they cannot read, not knowing
what to say or how to react. They also dislike liars,
due to their strong sense of honesty.
Betazoids have a strong culture with many
established traditions. Their society is matriarchal,
though they do not discriminate based on gender.
Betazoids perform weddings without clothes, since
they feel that procreation is the purpose of marriage.
knowledge that they have improved
lives on thousands of worlds.
HISTORIC FIGURES
Khrysaros, a mythical telepath
% who used his vast abilities for truth
and justice, has inspired
innumerable talcs. When he left his
followers, he gave them a set of
rings. The Holy Rings of Betazed
supposedly have the power to
summon Khrysaros during Betazed's
time of greatest need.
Bolians
HOMEWORLD: BOLARUS IX
Blue-skinned humanoids with a
bilateral ridge running down their
head, the Bolians joined the UFP
relatively recently. They find Vulcan
blood toxic but can receive
transfusions from Andorians, While
Bolians have hair, all males shave
their heads upon reaching
adulthood. Since they associate
baldness with physical prowess and
dedication, many female Bolians also shave their Bolians regard accomplishing their duties as a
heads. matter of honor. They feel great satisfaction from a
Bolians are perhaps the most social members of job well done; however, they do not suffer the level
the UFP, moreso than the Centaurans and the of shame and guilt that some other honor-driven
Betazoids. Their culture is strongly weighted towards races do when they fail. If a Bolian fails at a task, he
group interactions, though tensions between the makes a point of improving himself, so that given
ancient Bolian nation-states continue to simmer. another chance he w i l l succeed.
They make earnest members of the Federation, as
they try to prove their value and commitment to the BOLIAN ACCOMPLISHMENTS
UFP. Bolian scientists, diplomts and Starfleet officers Upon joining the Federation, the Bolians
seem to excel when woking in groups. provided invaluable insights into the invention of
Bolians have since distinguished themselves in anti-gravity technology. Working with Starfleet
Federation service. In Starfleet, Bolian captains engineers, they helped improve upon technology
proved resourceful and reliable. Bolian scientists such as freight lifters and tractor beams. The
developed a new recrystalization process for Federation Science Council recognizes the scholars
dilithium. A strong Bolian economy and vast natural of Bolarus IX as the UFP's greatest experts on the
resources promoted trade and growth in their sector. antigraviton.
The Bolians work to maintain a good relationship Bolian Admiral Taneko directed Federation forces
with the Federation Council, but nationalist groups during the Mizar Incident of 2351 with the Tholians,
on Belarus IX have raised questions about the During the battle, the admiral sacrificed his life by
stability of the Bolian government. Although a single single-handedly flying his fatally damaged ship into
council governs Bolarus IX, prejudices remain the heart of the Tholian forces. When the warp core
between the people of the planet's three continents, of his vessel detonated, it destroyed several Tholian
Bolians also believe in assisted suicide as long as it ships. This sacrifice preserved a Federation victory,
relieves suffering, and this belief has drawn criticismand his heroism inspires all Bolians.
from some worlds concerned with civil rights. The Bolians did not develop a one-world
Acutely conscious of any event that might raise government until the last century, even though the
questions about their membership, the Bolians work three continents of Bolarus IX maintained peaceful
even more diligently to contribute to the UFP. relations. When they learned of the Federation, the
Bolians forged a single world government so they
BOLIAN CHARACTERS could join. Membership eluded the Bolians,
Bolians are gregarious and eager to work well however, as Federation review committees wanted to
with other Federation members. They interact well see the new government in action before extending
with others, and are more efficient working in an invitation. The Federation Council finally
groups. Whenever Bolians work in teams, recognized the Bolian government in 2320, after
participating in a Combined Test (see the Tactical their actions at the nearby star of Uzor. Uzor, a
Chapter), they receive a +2 bonus for their successes, heavily populated non-Federation planet, faced utter
rather than the standard +1, destruction when its star began a sudden and rapid
collapse. The Bolians seized the initiative and, u s i n g Tellarites have a good sense of engineering and
their entire planetary fleet, evacuated 80% of the mechanics, and the universe's workings fascinate
Uzorites to a newiy discovered Class M planet near them. Most Tellarites like to tinker with technology,
the Federation frontier, constantly trying to make devices more efficient.
HISTORIC FIGURES Many Tellarites make a hobby out of b u i l d i n g
Vaxx, the father of Bolian unity, carefully clockwork devices.
negotiated the formation of the world government Expert debaters and merchants, Tellarites know
and made it possible for the Bolians to join the UFP, how to handle money almost as well as Ferengi, and
His notes on the importance of preparation for they love arguments. Some Tellarites spend their lives
diplomacy are required reading in Starfleet perfecting the ability to argue. They are not shy about
diplomatic training. voicing their opinions.
A mathematical genius, Darzana did work on Tellarites do not l i k e the u n e x p l a i n e d . If
multidimensional physics that drew praise from all something does not have a p l a u s i b l e scientific
corners of the Federation. The premier scientist in explanation, a Tellarite's curiosity drives them to find
Bolian history, she founded the B o l i a n Interstellar an answer. Spirituality does not impress them, and
Research Institute, On Botarus IX, she enjoys a type they tend to disdain any tradition which lacks a
of celebrity usually reserved for p o l i t i c i a n s , practical side.
entertainers and military heroes.
TELLARITE ACCOMPLISHMENTS
Tellarites In concert with Vulcan and Human scientists,
Tellarite engineers developed a "cracking" process
HOMEWORLD: T E U A R which enabled the practical m i n i n g of d i l i t h i u m
Tellarites have a unique mechanical crystals. Before this development, d i l i t h i u m was
understanding of the galaxy — an almost clockwork exceedingly rare. Afterward, planets l i k e Coridan
view. They almost instinctively understand how could be safely mined for vast amounts of d i l i t h i u m .
objects work together, fostering the Tellarite The Tellar Space Elevator, the highest free-
reputation for being expert engineers, standing structure in the Federation, stretches to the
mathematicians and merchants. Although seen by l i m i t of Tellar's atmosphere. M u l t i p l e l i f t s and
many other Federation members as gruff and transport tubes make it possible to dock a starship at
argumentative, their sense of caution and w i l l i n g n e s s the top of the elevator and travel from space to the
to take a stand for what they believe earns them ground without a shuttle. Transporter technology
respect. made the space elevator obsolete, but it remains an
One of the founding species of the Federation, important monument to Tellarite engineering. Tourists
they quickly embraced the idea of a union with the from across the UFP visit the Space Elevator every
Andorians, Vulcans and Terrans, seeing the potential year, and several gift shops and restaurants lie on its
benefits at once. No one should underestimate the m u l t i p l e lewis.
value of Tellarite engineers to the Federation. The Just as the other major founding partners of the
Tellarites helped develop the h u l l designs of nearly UFP went through a dark period in their history, the
every Starfleet vessel and took the lead in many Tellarites waged a world war of their own, at
Federation m i n i n g and trade projects. As a result, approximately the same time as Earth fought World
Tetlar profited immensely from its
membership in the UFP.
The Tellarites enjoy the political
processes of Federation government.
They take great satisfaction in
debating issues on the floor of the
Federation Council. Tellarite
bureaucrats create numerous forms
so they can track the process of
government. Although the Telkirites
annoy many other members with
their constant quest to make large
bureaucracies work, no one denies
that they also have improved
government efficiency.
TtUARiTE CHARACTERS
Tellarites' looks do not lend
themselves to h u m a n beauty
contests. They appear short and
furred, and have a porcine-type
snout. However, their gruff attitude
and unwavering determination to
make things work causes most
beings to ignore their looks.
War I. The differences between Tellarite nations
remain convoluted and obscure to outsiders. It was
not u n t i l Cherok, leader of the Ukora Segment,
argued for peace and u n i t y that the war ended. The
Tellarite people remember t h i s time, and are careful
not to allow their argumentative natures to lead to
outright conflict,
HISTORICAL F I G U R E S
Gnarr, a famous Tellarite engineer, working from
early Human spacefrarne designs, developed the
basic ship design for the /-/on'zon-class starships.
these became the basis for most large modern
Starfleet ships. Tellarites still praise his theories of
•sign above all others.
The Tellarites regard Tarnoc as their greatest
politician. He rose to prominence during the Terran
Conventions of 2160, when the Articles of
Federation were drafted. The Tellarites place such
emphasis on Tarnoc's roie in founding the
Federation that they have earned criticism from
other races. Several museums exist on Tellar
dedicated to the life of this figure, who later served
as the UFP's first Secretary of Commerce,
Vulcans
HOMEWORto: VULCAN
The Vulcans, best known for their philosophy of VULCAN CHARACTERS
logic, make excellent judges due to their impartiality. Physically, Vulcans are stronger and more
They make equally excellent scientists because of resilient than humans. They have a different body
their ability to observe phenomena without risking chemistry featuring green, copper-based blood.
either emotional attachment or the trap of assuming Vulcans also have a protective second eyelid. Their
an outcome, giving them a better understanding of distinctive pointed ears are recognized throughout
science than any other Federation members. Vulcans the Federation.
also enjoy a remarkable level of intelligence and Logical and highly analytical, Vulcans excel at
some degree of psychic power. any tasks involving intelligence, such as science.
Vulcan itself is a harsh world with high Vulcans also possess a high degree of prowess in
temperatures and a gravity stronger than Earth's. This personal combat. The Vulcan nerve pinch has a well-
gives the Vulcan people greater strength and earned reputation among members of the UFP.
endurance than humans. Although Vulcans do not Their most potent psychic ability, the Vulcan
flaunt these attributes, some Vulcans find f u l f i l l i n g m i n d meld, causes two people to share their
careers in Security, where their physical capabilities consciousnesses. A deeply personal and intimate
give them a significant advantage. ability, it rarely leaves cither party unscathed. The
The Vulcans provided much of the impetus to Vulcan mind meld works on a variety of life-forms,
form the United Federation of Planets. Their including artificial life.
encounter with the Phoenix stimulated humanity's Vulcan philosophy developed as a means of
recovery from the horrors of World War III and, as controlling their powerful emotions. The only time
humans expanded into the frontiers of space, the they cannot control these emotions is during Pon
Vulcans kept a watchful eye upon their new allies. farr, the time of mating. During this period, which
When humans made contact with other species, the occurs once every seven years, Vulcans return to
Vulcans provided advice and helped to ease their homeworld to mate. Vulcans go through
tensions. They continued to explore on their own and elaborate mating rituals and males may have to fight
formed treaties and alliances with the Tellarites and to prove their right to mate. Vulcans do not like to]
Andorians. After the Earth-Romulan War, the Vulcans discuss this time with outsiders. The struggle felt by
subtly suggested the creation of an interstellar Vulcan characters as they fight to suppress emotions
government. Humans proposed the Constitution of makes for challenging and enjoyable roleplaying.
the Federation and the Vulcans found signing a
logical idea. VULCAN ACCOMPLISHMENTS
Vulcans wield tremendous influence in the The development of Vulcan philosophy ended
Federation C o u n c i l . Their consistently logical centuries of bloody conflict. The Vulcans refer to this
approach to issues makes them strong debaters and period as the Time of Awakening, and credit Surak as
respected politicians. Vulcan makes s i g n i f i c a n t the father of the V u l c a n people. Without the
34 contributions to the Federation, especially in terms of suppression of emotions, most scholars believe the
manpower and scientific inquiry. Vulcans would have destroyed themselves. Vulcans
not only credit their philosophy with saving their
race, but they also believe it has made them more
successful than emotional races.
As part of an early joint venture between Earth
and Vulcan, soon after the Federation's founding,
scientists from both worlds worked to develop
transporter technology. Transporters have not only
made embarking and disembarking from starships
easier, but they have thousands of practical
applications in the lives of Federation citizens.
Transporters help in commerce, construction,
entertainment and other areas.
The dilithium recrystalization process, developed
by Spock, allowed starships to become less reliant on
sparse supplies of natural d i l i t h i u m . This led to the
expansion of the Federation and the strengthening of
Starfleet.
HISTORICAL FIGURES
Surak, the father of Vulcan philosophy,
developed the strict adherence to logic w h i c h
brought peace to Vulcan. Vulcans credit him with
saving their race from self-destrucfion.
The Vulcan priestess T'Rui had a legendary
dedication to her horneworld. The only person to
turn down membership on the Federation Council,
she preferred to remain on Vulcan. Her writings on
logic and on the Vulcan place in the UFP define
modern Vulcan interactions with outsiders.
Somewhat more contemporary examples,
already legendary during their own lifetimes, are
Spock and his father, Ambassador Sarek. As First
Officer under Captain James T. Kirk on the first
starship Enterprise, Spock's exploits are studied by all
Starfleet Academy students; the long-lived Vulcan
currently aids the covert Romulan-Vulcan
reunification movement. Sarek was long one of the
Federation's most revered ambassadors before his
death in 2368,
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COMMAND
Command probably sees a h i g h e r
percentage of people transfer into it than any
other branch, but a fair number of officers
begin and end their careers in its ranks. Most
spaceship and starbase commanders come
from this branch, as do many diplomats and
instructors. Those in the command branch
train to h a n d l e a variety of situations,
including many types of crisis resolution,
Sciences
Starships and bases often host a wide
variety of scientific experiments, and thus
usually berth a number of Starfleet scientists in many representative living on a non-member world. They
fields of study. These fields are more unified in 2370 typically settle disputes between member and non-
than in our present age; Starfleet members generally member worlds, supervise the Federation admissions
have broad knowledge of many endeavors. process and serve as liaisons with allied planets,
Nonetheless, it is still often necessary to specialize, making them the focus of attention throughout the
considering the vast lore each field contains. Listed Federation. This front-line work can often be both
here is a mere sampling of the possible science physically and emotionally demanding. Successful
positions a character can assume. officers in Starfleet's Diplomatic Corps sometimes
Life Sciences: Agronomist, Anatomist, Biologist, become members of the Federation Council.
Botanist, Ecologist, Embryologist, Horticulturist,
Marine Biologist, Microhioiogist, Zoologist JAG Corps
Physical Sciences: Chemist, Climatologist, Circumstances sometimes require Starfleet
Geochemist, Meteorologist, Mineralogist, officials to serve as judges on distant colony worlds
Oceanographer, Organic Chemist, Paleontologist, and their own vessels. Normally, a s h i p captain
Seismologist, Soil Scientist, Volcanologist handles this role along with two other senior officers,
Social Sciences: Anthropologist, Archaeologist, but Starfleet also maintains its own military justice
Geographer, Political Scientist, Sociologist system. Each starbase has a Starfleet court, which can
Space Sciences: Astronomer, Astrophysicist, administer c i v i l i a n or military justice.
Stellar Cartographer, Particle Physicist The Judge Advocate General's Office investigates
alleged crimes and wrong-doings within Starfleet,
OTHER DIVISIONS and represents the accused before a military court.
The offenses may range from mutiny or violation of
Corps of Engineers the Prime Directive to conduct unbecoming an
This specialized division handles all Starfleet officer.
construction projects in Federation space. Federation
shipyards, such as those at San Francisco and Utopia Intelligence
Planitia, fall under its purview. Members of the Corps Starfleet I n t e l l i g e n c e is responsible for
of Engineers spend most of their assignments monitoring various threats to the peace and stability
planetside or on starbases working on important of the Federation, drawing its members from
projects. Starfleet's main branches. Since much of what it does
must remain classified, its operatives do not
Colonization necessarily mix freely with other officers. After a l l ,
Starfleet oversees the colonization of new they have secrets to protect and operations to
h*wlds. Its vessels protect new colonies, watch over manage. Despite the stereotype of spies
merchants and freighters delivering valuable raw rendezvousing on distant planets, most of
materials and help out in emergencies. During the Intelligence's personnel handle standard data
initial period of colonization, before a colony collection and analysis, monitoring communications,
government is established, Starfleet may actually run sensors, satellites and distant probes.
the colony. The colonization division also maintains Intelligence does not have operatives in all the
frontier colonies and regularly patrols these areas. places it wishes it could, so it often calls on other
branches to help it out. For instance, it may petition
Diplomatic Ensign Alessara's commanding officer to assign her to
Starfleet's Diplomatic Corps, one of its most a small shuttlecraft f l y i n g near the Neutral Zone in
prestigious divisions, often makes first contact with order to watch Romulan military exercises.
new races and frequently provides the only UFP
Peacetime Positions ambassador and Starfleet. These aides advise
ambassadors regarding m i l i t a r y and scientific
Starfleet also offers a number of positions that are not capabilities, update them as to recent discoveries
tied to any base or ship. Officers assigned these posts and notify Starfleet in case of trouble. Some serve as
generally also receive a staff, which u s u a l l y includes bodyguards or as an ambassador's liaison to the host
a security officer, operations manager and anyone p o p u l a t i o n , Starfleet does its best to prepare
else Starfleet deems necessary to aid the officer in his ambassadorial aides, but since they u s u a l l y operate
duties. in alien cultures, it cannot a n t i c i p a t e every
circumstance.
PLANETARV GOVERNOR
W h i l e most Federation planets have their own
elected officials, Starfleet is occasionally called upon
to provide leadership on worlds which lack such a
structure. This may include newly founded colonies, Storfleet's fabled screening process does much to weed out those
planets recovering from disasters, planets captured
during hostilities or established Federation planets who would abuse their positions, but some miscreants still slip
that request such a governor. On a newly founded through. Most of its personnel remain dedicated to their jobs and
colony the governor might not even have any staff
except for a single advisor, w h i l e on a recently
their oaths through thick and thin, but exceptions have occurred.
liberated planet he might have a battalion of officers The most insidious of these have been conspiracies aimed ol
and advisors at his command. A character may take nothing less than the overthrow of the UFP itself.
the role of a recently appointed governor or a
member of his staff. Thot Starfleet has survived these intrigues is a testament to ttie
CULTURAL ATTACH^ quality of its officers tmd troops. Most dangerous plots have been
Starfleet often sends representatives to other dealt with quickly, quietly end relatively painlessly, as when alien
cultures for a variety of purposes. Their official duties beings infected numerous Starfleet officers in 2364 and attempted
include exchanging cultural information, studying
cultural mores and advising Starfleet accordingly, to subvert portions of the Federation.
updating Starfleet about important cultural changes
and assisting Federation representatives in the Part of the reason Starfleet takes such extraordinary efforts
completion of their duties. W h i l e a member of the ensure the loyalty and ability of its people is the amount of power
Starfleet Diplomatic Corps would be assigned to
handle delicate negotiations, C u l t u r a l Attaches at their disposal. A rogue sfarship officer has the capability to toy
provide more comprehensive information on a waste to planets and other ships. There have also been instances
particular culture. where ship's captains have grossly affected less highly developed
SCIENCE ATTACH^ cultures, one of the most famous cases being that of the I/.S.S.
In its attempts to remain on the cutting edge of freter, whose captain interfered in the development of Omego IV
science and technology, Starfleet often sends attaches by supplying phasers to a faction known as the Kohms in their war
to promising science labs and outposts. Here they
both learn and advise, offering whatever assistance against the Yongs.
they can and keeping Starfleet up to date on any
developments. The science attache also determines Harrators can add such conspiracies to their game with great effect,
the level of secrecy a scientific operation needs to but should remember that Storfleet keeps a very close eye out for
m a i n t a i n in order to keep dangerous information
from f a l l i n g into the wrong hands. any signs of them. It has devised numerous rules to prevent their
occurrence, and it takes o masterful conspirator to bring such a plan
ACADEMY INSTRUCTOR to fruition. Then again, if the player characters foil to justify some
In addition to the main campus on Earth,
Starfleet Academy maintains facilities throughout the of their odder actions, they might find themselves the targets of nn
Federation to carry out instruction in a wide variety investigation for possible conspiratorial acts.
of areas, i n c l u d i n g engineering, tactical, medicine,
exobiology and more. Starfleet personnel often
attend these institutions to update their s k i l l s — or to
teach new techniques they have developed in the
field. An assignment to Starfleet Academy carries a
Chain of Command
great deal of prestige, but it also requires a great deal W h i l e Starfleet promotes the best commanding
of work. Cadets are the most promising people officers it can, these men and women cannot always
Starfleet can find, requiring the a b i l i t i e s of the finest be in charge. They may be c a l l e d away on
instructors to teach. assignment, be injured or otherwise indisposed, or
be too distracted due to other events. In these events
AMBASSADORIAL AIDE it is necessary to have a qualified substitute take the
W h i l e the Federation assigns its ambassadors to CO's place. This w i l l u s u a l l y be the First Officer, but
other races and planets, Starfleet w i l l often include at if he is unable to do so, then a ship or base will
least one aide to act as an advisor for both the
follow its established chain of command down the the line." Most department heads are line officers.
ranks. It is rare that anyone under the rank of
Command generally follows rank or seniority. commander becomes a commanding officer. It is
Most ships and bases have a single captain who o n l y a little less rare that anyone under the rank of
serves as commanding officer, though in times of f u l l lieutenant becomes a Chief Engineer or Chief
crisis officers with the rank of commander might get Medical Officer.
a commanding officer post. The first officer usually is
a commander, though there have been instances of PROVISIONAL OFFICERS
lieutenant commanders taking that role. If he cannot Starfleet recognizes the fact that not all
take the bridge, then the most senior commander promotions can be well deliberated affairs.
takes over. If no officer of the rank of commander is Sometimes someone must be promoted in order to
available, then it f a l l s to lieutenant commanders. If handle certain duties, especially during times of
no lieutenant commanders are available, it falls to crisis or hostility. In these cases, any flag officer,
full lieutenants. If there are no f u l l lieutenants the captain or commander can make a provisional
helm goes to a junior lieutenant, and then to the promotion, which remains in effect u n t i l Starfleet's
ensigns. Only if no officers are a v a i l a b l e w i l l regular promotion board can review it. At that point
command go to the senior warrant officer. they w i l l either confirm or reverse the promotion,
returning the officer to his previous rank in the event
Ranks of a reversal.
Provisional officers generally come from the
FLAG OFFICERS cadets and other personnel assigned to a ship or
The highest-ran king officers in Starfleet are the base. An officer w i l l make such an assignment when
flag officers, a designation which comes from the the officers in charge of key areas have been left
Earth navy tradition of allowing such officers to fly unable to carry out their duties. At these times it must
their own flags on their ships. These ranks include be made very clear who is in charge of important
fleet admirals, admirals (also known as f u l l admirals), areas l i k e engineering or tactical. Thus a captain may
and rear admirals. promote a warrant officer to lieutenant so that he can
Admirals rarely command bases or ships, instead oversee repairs without anyone questioning his
taking control of a variety of functions and facilities. authority.
For instance, most Federation sectors designate a flag
officer as commander-in-chief of its starships (and As a recent Academy graduate, Ensign
flag officers might command ships in m u l t i p l e Alessara knows it will take some time to
sectors), w h i l e other flag officers command such earn a promotion to Lieutenant (1C), Still,
areas as intelligence functions, scientific missions of an exploration vessel offers many
a related nature, medical facilities, Starfleet justice or opportunities for a new ensign to prove
other broad areas. Their actual rank generally has herself (for more information, see the
little to do with their assignments. Starfleet is as Rewards Chapter/
happy to have a rear a d m i r a l command its
intelligence operations as it is to have a f u l l admiral
handle those duties. It all depends on the flag
officer's skills and experience.
It is rarely a good idea to let a player take the role
HANDLING CHAIN OF COMMAND
of ,i flag officer, as his responsibilities w i l l preclude
him from taking part in i n d i v i d u a l missions. There Some players do not react well to finding their characters
have been very rare instances of admirals accepting subordinate to one another. Players and narrators should keep this
demotions in order to get into the field again. in mind when determining what they (and their ship or base) need
LINE OFFICERS ID do. Most major game decisions should come after all the players
These are the Starfleet men and women who discuss what to do, either in-game, with their characters meeting in
carry out most of the missions and actually serve "on o ready room, or out-of-game, with the players getting a chonce to
provide input which reflects what a commanding officer should
RANKS already know.
Captain Players should take care to treat one another with respect in these
Commander situations. Starfleet frowns on officers who abuse their rank, ignore
their juniors or send Starfleet personnel to their doom. Narrators
Lieutenant Commander might wont to avoid this by starting all the characters off at the
Full Lieutenant same rank and taking the role of commanding officer for
themselves, Both players and narrators should make sure that
Lieutenant (Junior Grade) everyone is having fun. If a character's actions or commands work
Ensign against that, then Storfleet might need to reassign him.
Civilian Personnel Uniforms
Starbases and starships on extended missions often
include non-Starfleet passengers, be they needed Starfleet uses a wide variety of uniforms to help
specialists or the families of crew members. They identify people by duty and rank. The common
provide the comfort of family and home for crew officer's uniform is a comfortable two-piece outfit
members, as well as needed skills. As a result, most u t i l i z i n g seamless clothes fasteners instead of zippers
ships have detailed evacuation plans in case of or buttons. Starfleet personnel also have dress
trouble. These plans ensure that civilians have first uniforms that add a touch of elegance to official
claim to lifeboats and other escape equipment. Once functions, meetings with dignitaries and celebrations.
they are taken care of, then the crew can abandon Additionally, Starfleet often allows officers some
ship. Starfleet has no regulation requiring captains to leeway in their uniforms. After all, the ship or base is
go down with their ships, and in fact actively their home. As long as the uniform clearly denotes an
discourages the practice, but it has been known to officer's status and responsibilities, is in good taste,
happen. and does not reflect poorly on his position, superior
officers can approve whatever personal touches their
subordinates desire. For instance, some ship
Integrating New Species counselors prefer a more informal uniform designed
to relax those who come to them for help, and Lt.
Starfleet has no official policy of either integrating or Worf wears a sash adorned with symbols of his
separating the many species who serve in its fleet, Klingon heritage over his uniform.
though it is dedicated to making such integration as
harmonious as possible. In fact, species is rarely a
consideration in its assignments. If a person has the Money in Starfleet
necessary skills for a job, then she can do that job
regardless of her ancestry. The only exceptions to this Starfleet personnel do what they do not for financial
policy are those races with special features that gain, but for the thrill of discovery. Captain Picard,
interfere with their ability to deal with other species, Lieutenant Commander Worf and Deanna Troi do not
like Deltans who have not taken the Oath of serve in Starfleet for the money. The quest to know
Celibacy. the unknown, to answer all questions, is its own
However, Starfleet does recognize that some
people still feel uncomfortable around members of
races they have not dealt with before. As a result, it
keeps track of reports on how its personnel get along
with others, and makes assignments accordingly.
Thus, if Lieutenant Sark gets into a fight with an
Andorian c i v i l i a n , Starfleet w i l l recommend
counseling and, if the counselor determines that he
has trouble dealing with that race, will limit his
encounters with other Andorians until he deals with
this problem. Since so many races i n h a b i t Starfleet, a
character with such problems w i l l find it hard to get
the assignments he wants and may even be forced to
leave the service.
Exploration
In the past 300 years, Starfleet has only charted a
small percentage of the galaxy. Even charted areas
still house surprises. Continued exploration is
essential tu discover both unknown threats and
opportunities. For instance, the U.S.5. Enterprise-D ,
exploring the galaxy, first encountered and began
gathering information on the Borg. Without its
advance knowledge of the threat, it could have gone
much worse for the Federation when the Collective
finally arrived in the Alpha Quadrant.
DEEP SPACE
Exploring starships utilize a wide variety of
sensors to map space, chart new solar systems, mark
navigational hazards and chart the vast void between
systems. Generally, Starfleet Command assigns ships
to specific areas to which they travel at warp speed
and then begin exploring at impulse speed. W h i l e THREAT ALERT
sensors and the main deflector array provide much Starfleet's many Starbases monitor their sectors
information, they require constant monitoring for for any sign of trouble and alert nearby ships if they
new phenomena, such as astronomical anomalies, uncover any. Examples of threat alerts include
derelict ships or more immediate dangers. increased Romulan activity around the Neutral Zone,
m u l t i p l e reports of unknown ships, Cardassian
PtANETARY hostility, ship disappearance or the rare destruction
While some people feel deep space exploration of a starbase or colony. Ships responding to these
is the least rewarding assignment, almost no one has alerts need to take a great deal of care to ready
that opinion of planetary exploration. Every planet is themselves for trouble but not to overreact to
different, and even uninhabited chunks of rock offer unfortunate misunderstandings or diversions,
the opportunity to encounter new minerals,
anomalies and signs of past life. More importantly, TACTICAL
they also offer the- chance to meet new lifeforms - The Federation faces continuing hostilities with
especially the sentient life forms which our galaxy the Romulan Empire. Hostilities with the Klingons
seems to have in such abundance. lasted a century. On at least two different occasions
in the late 23rd century, h i g h l y advanced probes
Defense heading directly for Earth destroyed a number of
starbases and killed scores of people, only to be
The Federation has found itself faced with a variety of turned back at the last minute. The Cardassians
serious m i l i t a r y threats over the past decade, battled the Federation for a long time in the 24th
including the Borg, Tholians, Cardassians and pirate century. In 2367 the Borg invaded deep into
marauders. Some people have begun c a l l i n g for Federation space, destroying many vessels along the
Starfleet to make defense its primary duty. Starfleet way.
Command has resisted this kind of specialization, Starships have to remain ready for the very real
noting that if it does not f u l f i l l its other missions, its threat of battle. When Starfleet calls on them for
abilities to handle surprise threats will drop off tactical operations, their crews must react at once.
severely. Few relish the need to fight, k i l l and perhaps be
killed, but they prepare themselves all the same, for
PATROt they are the Federation's main l i n e of defense.
Most armed starships find themselves assigned to Narrators and players should get many episodes out
basic patrol duties at one point or another. These can of any hostilities that might arise, but should always
include keeping an eye out for pirates, monitoring keep their eye on the Federation's overriding goal -
the edge of the Neutral Zone, investigating a sector of ending the hostilities and preventing more.
space where unknown forces were sighted or just
ensuring that nothing untoward happens. In the event CONVOY AND ESCORT
of trouble, crews need to assess the danger levels Generally considered the least active of
both of dealing with that trouble and of avoiding it. defensive missions, these are s t i l l of great
Starfleet does not want its commanders risking importance. Starfleet assigns its starships to convoys
themselves or their crews unnecessarily, but its most during hostilities, when a sector has reported an
legendary members often dealt with extremely increased number of attacks on shipping, when the
dangerous situations they discovered on patrol, cargoes are especially valuable or when they are
facing overwhelming odds because of the dangers traveling near dangerous areas like the Romulan
these threats posed. Neutral Zone. Escort duties generally have a more
Crews often find themselves in the role of
observers, assessing whether a species has
space-flight capacity or not and evaluating its
potential as friend or foe. Away Teams often
find themselves sent to such planets to
recover needed items or gather more
information. Ship crews might also find
themselves surprised when a previously
planet-bound race suddenly acquires
advanced technology. These operations give
Narrators the chance to spring all sorts of
surprises on the players, for there is no l i m i t
to the diversity of life in the galaxy.
ENVOV
W h i l e the Federation can handle many
diplomatic missions via long-range
communications or established
representatives, starships must often take the
role of envoys, traveling at warp speed to
deal with many issues that arise without
warning. Starfleet goes to great lengths to
diplomatic function but s t i l l must defend ihe ensure that its envoys have all the information they
starship's charges. The primary duty of starships on need to handle such an assignment, but this is not
these missions is to avoid danger and get their always possible. Thus envoy duties often show
cargoes through, fighting only if it is unavoidable. Starfleet at its most unwavering in regard to rules and
regulations. Envoys must not make promises that
Diplomatic would require the Federation to violate its policies,
and should look to these for guidance. Starfleet
Since starships project diplomatic as well as military stresses the need for its envoys to engage in nonlinear
power, their crews need to know how to handle t h i n k i n g , looking for new ways to avoid bad
encounters with non-Federation species. Starfleet situations. Whenever possible, envoys should find
sends starships as its representatives to important solutions and compromises that help both sides. They
functions {inauguration of new leaders, the signing of should never be afraid to give a little in order to get
a treaty) or to escort diplomats. Starfleet fears little a little.
more than one of its people inadvertently stirring up
trouble where no trouble was before, so it drills its LAW ENFORCEMENT
people on the intricacies of diplomacy. Starships and starbases are often called upon to
enforce Starfleet's rules and regulations. Indeed, they
F I R S T CONTACT are often the only mechanisms to carry out
As the Federation's leading explorers, Starfleet Federation policy and need to represent themselves
officers conduct most of the Federation's i n i t i a l accordingly. If someone has violated the Prime
encounters with new races. While the Federation can Directive, it is up to the next Starfleet personnel who
later send out more capable envoys, a race's first come along to try to isolate and minimize the
impression w i l l always be marked by this first damage done. If other laws are broken, Starfleet has
contact. W h i l e Starfleet officials have labored long to enforce them. Starfleet does not want its personnel
and hard over the Starfleet Life Contact Policy turned into glorified policemen, but it understands
Directive, they know that they can never anticipate the need for its people to carry out such missions.
all the difficulties that can occur when meeting
undocumented sentient beings. As a result, they ARBITRATION
continue to stress the fundamentals to t h e i r S i m i l a r to envoy missions, arbitration is often
representatives - - always act to prevent danger, more spur-of-the-moment and less dictated by
prepare to back out if hostilities arise, and never risk Starfleet regulation. In these cases, Starfleet
contamination of nonstarfaring cultures. They prefer representatives hear complaints and difficulties
that trained exobiologists and cultural sociologists arising between non-Starfleet parties and try to
carry out these contacts, but that is not always resolve them to best effect. Any hints of the
possible. arbitrators succumbing to prejudice or outside
Indeed, Starfleet prefers to delay contact with pressure are investigated and punished if found to be
new races u n t i l they have achieved significant accurate. Characters often find themselves between
spaceflight capabilities. U n t i l that time, it assigns competing factions, serving as the only possible
trained observers to watch a culture, prevent outside mediators.
influence and notify Starfleet when the time has Again, Starfleet urges its people always to seek
come to make a first contact. Starfleet would also out win-win solutions. Starfleet has often found that
prefer to observe starfaring races before making the main complaints of the parties seeking arbitration
contact, but this is rarely possible. are often not their real problems. If two races claim
the same territory, it may be because one needs a
new place to live w h i l e another needs its resources.
Finding a way for both parties to get what they want
Scientific
is the best result. Starfleet often views its scientific missions in the
same way it sees its exploration missions — a chance
Emergencies and Natural Disasters to do or see something no one else has before. It
encourages all its personnel to engage in scientific
When dangerous situations arise rapidly and require research and speculation whenever possible, and
prompt action, the Federation tails on Starfleet. If a starships feature cutting-edge research equipment.
planet begins suffering cataclysmic seismic Even those crew members whose regular duties
upheavals, a ship receives a distress signal, a star prevent them from conducting experiments during
begins turning unstable or an epidemic sweeps a their shifts have access to Starfleet equipment for pet
world, Starfleet needs to react quickly and effectively. projects w h i l e off duty.
RESCUE EXPERIMENTATION AND INVESTIGATION
Rescue can take several forms. If a starbase or Most Starfleet personnel, be they on starships,
ship in space encounters trouble beyond its starbases or ground posts, have access to some of the
capabilities, it w i l l send out an immediate distress best laboratory facilities in the Federation, They can
signal. Almost every ship which picks up a distress study warp propulsion, deflector technology,
signal w i l l respond (since it might have to send one chemistry, exobiology or anything else they please,
out itself one clay), but Starfleet's ships are often best- though the Operations Manager w i l l prioritize
equipped to deal with this kind of emergency. projects if two or more require the same resources.
Starfleet policy requires its starships to render aid in Since starships often encounter never-before-seen
such situations, even if it appears that rescuing compounds and beings, they have strict regulations
someone might put a ship at risk. to ensure that if anything goes wrong with an
experiment, it can be contained. Still, Starfleet
AID AND R E L I E F cannot predict every eventuality, and even with
Planets, colonies or outposts whose continued shields around new substances, things can go
operation and occupation is threatened often petition horribly awry.
Starfleet for aid. When Starfleet receives a planetary
distress signal, it immediately seeks out the nearest CATALOGING/CHARTING
spaceship with the personnel and equipment it Starfleet makes extremely accurate maps and
believes necessary to handle the problem. charts of space, and its personnel must be exact in
Unfortunately, if an entire planet did not have the ensuring that what the sensors see and record is
resources to handle such a situation, the starship really what's out there. Starfleet prefers using sensors
might not be able to do any better, Starfleet expects and unmanned probes to handle as much of this as
its people to do the best they can to render aid, but possible, but nothing can take the place of trained
when worst comes to worst, they need to prepare for crews to resolve discrepancies and investigate new
evacuations. phenomena.
EVACUATION COMMUNICATIONS
All of Starfleet's more sizable starships can carry The Federation's many communications systems,
far more people than their normal crew, if only for a including Starfleet's own Comnet, regularly carry the
limited time. They also have contingency
plans for taking c i v i l i a n s on board as fast as
they possibly can and getting them situated
as comfortably as possible. The largest
spaceships can take on thousands of people
when the need arises.
QUARANTINE/INTERDICT
While Starfleet prefers quarantines and
interdictions be used only as a last resort,
they do occur. Even the noteworthy
interdiction of Talos IV is done o n l y
grudgingly and because Starfleet has found
no other way to deal with the subtle threat
the planet poses. Commanding officers of
starbases and starships have the authority to
declare quarantines and interdictions as
needed, but Starfleet w i l l review such actions
as soon as possible and reprimand those who
did not exhaust every other possibility first.
Once a quarantine or interdiction is in place,
Starfleet enforces it to the best of its ability.
details of countless scientific investigations.
Characters can regularly check for needed Operating Modes and
information, and Narrators can use these systems to
drop important clues. For instance, Data once
Procedures
monitored Comnet to determine that a conspiracy
against Starfleet was underway. Though most Starfleet facilities carry out their duties
without difficulty, Starfleet regulations detail a variety
Training of operating modes for dealing with special
situations, as well as the procedures to follow in
No matter the length of someone's distant assignment each.
or involvement in critical events, Starfleet insists that
he maintain and advance his skills. Training is a Alert modes
regular part of Starfleet life, and one all commanders
insist upon for themselves and their subordinates. CRUISE MODE
Most training involves study sessions with more Approximately 95 percent of any voyage is spent
talented colleagues or exercises in pregenerated in Cruise Mode, and crew members think of this as
holodeck programs. This does not just cover physical the standard operating procedure. The crew works in
training. Starfleet personnel also receive training in three shifts, but only a m i n i m a l number of the crew
languages, sciences, alien cultures and various have to be at operating stations at any one Time. On
liberal arts. Players can use these training regimens to a Ga/axy-class ship, only a Commanding Officer,
justify experience increases in new areas, though Flight Control Officer, Operations Manager and one
Narrators should insist that enough time has passed other officer have to man the bridge during this time,
for them to learn what their players say they have and other crew members generally carry out research
learned. projects, t r a i n i n g or recreation. A Starbase's
equivalent of Cruise Mode is often just called
Since Ensign Alessara's player specified Operational Mode. Smaller ships might have even
early on that she regularly studies Romulan fewer crew members on the bridge while operating
languages and customs, the Narrator does in Cruise Mode.
not object when she advances in these
skills. Ensign Alessara, as a trained pilot and
navigator, usually takes one shift as Flight
DIAGNOSTIC MODES Control Officer, and is therefore one of
only four crew members on the bridge of
the U.S.S. Discovery when the ship
A ship or hose's computers are capable of running preprogrammed encounters a damaged Ferengi shuttle.
software diagnostics. Along with procedures performed by crew
members, these diagnostics inform the crew on the exact status of A number of procedures are automatic in cruise
mode, and characters can generally assume that
a ship's systems. There are various degrees used depending on the these are in effect. The navigational deflector shields
circumstance. remain up at all times. Forty percent of the phaser
banks and one photon torpedo launcher (if a ship has
Level /: The most comprehensive systems check, a Level 1 these weapons) stay at cold standby status, ready for
involves manual verification by crew members, in case the system's power-up in two minutes. One shuttle can launch
within five minutes. A Level 4 automatic diagnostic
computer diagnostics are untrustworthy. This can take many hours series must be run on all primary and tactical systems
and may even require a system or two to go off-line during the at the start of each shift. One major power system
diagnostic check. must be at operational status while another is at
standby. If the ship is flying at warp, then long-range
Level 2: A swifter procedure than Level 1, this level still involves navigational sensors need to operate.
crew members manually verifying certain systems, although not YELLOW ALERT MODE
necessarily oil aspects of them. Commanding Officers can implement a Yellow
Alert when they suspect that their ship w i l l soon
Level 3: A short procedure (ten minutes or less) with manual encounter a crisis situation such as combat, ship
check of only key systems. malfunction or dangerous navigational hazards.
Starfleet strongly recommends that ships go to
Level 4: An automated procedure whereby the computer checks Yellow Alert before hitting Red Alert (see below), but
understands that this is not always possible. During a
for malfunctions or other anomalies in a system's performance or Yellow Alert, the Operations Manager checks all ship
operation. activities and operations, curtailing any that might
hinder the ship's ability to deal with the situation,
Level 5: A routine automated procedure taking less than three and all active bridge stations go to F u l l Enable.
seconds. Used when time is of the essence or when the computer Warp power and main impulse systems become
f u l l y operational. All phaser banks and photon
is too busy with more important, timely functions. torpedo launchers energize to partial standby; one
photon torpedo arms, though Tactical or Operations
can cancel this. Deflector shields go to standby.
Sensors check all shipboard activity and notify
security of anything out of the ordinary. The ship's
computer runs Level 4 diagnostics on all primary and
tactical systems and Level 5 diagnostics on survival
systems and lifeboats. Long-range and tactical
sensors become operational.
An Honorable Burden
Despite what may seem numerous restrictions and
limitations placed upon Starfleet crew members, they
have the power to influence galactic affairs greatly.
That power must be exercised w i t h wisdom,
tempered by time and courage. Regardless of the
endless reports one must f i l e and the occasional
"dressing down" of a superior officer, Starfleet offers
its members endless opportunities for growth and
adventure. After a hectic Away Team mission on a
world in chaos or an emergency warp core
containment action, all the rules and regs can come
to seem like safe havens in a storm. Any crew
member with enough experience knows the vital
necessity — and honor — that comes with enforcing
Starfleet procedures.
neci his friends at their table in the
cafeteria. Conversation, as usual, invol
(he same subject they'd been discuss'-
the past three weeks. After two years o,
education, it was time to declare their ,
preferences.
",,, at Operations, probably flight control."
Raxa said as Millard sat down.
"I wish I could make up my mind." Erika Joiorn
interjected. "There are so many options,
Engineering... Scien
sentiment resonated w
hard to make a decision,
"/ don't think you have to worry about
command. Not after the K'tara test." Tom Bridges
said, smiling. Everyone at the table laughed. The
K'lara test had wreaked havoc with the entire class.
" <n of the old Kobayashi Maru scenario,^'
to test the cadets' reaction lo surprises.
<s assisted a Variitian freighter - the
as part ot a routine simulation of bridge
ations, a Romulan warbird suddenly appeared
he screen. Erika had been in command at the
? and it hadn't been pretty. It was good they
Id laugh about it, especially Erika.
"What about you, Ben? Any ideas?" Tom asked.
When Ben originally applied to the Academy,
he thought h(.> would go into science. He'd always
hern good a I the subject in school, li.it I even /)rr/7
accepted to the Daystrom Institute before receiving
his acceptance to the Academy. But now, having
seen all the options available, he wasn't so sure.
During the K'tara test, the bridge in flames, Erika
and Tom "dvi\d," Ben took the center seat and
managed to get the ship out of danger.
"Command," he replied. "What else?"
detailed description of his main characters — their
Creating A Character likes and dislikes, past histories, concerns and
motivations. He does not typically describe his
In the Star Trek: The Next Generation Roleplaying characters as Fitness 2 and Tricorder 3. These ratings,
Came, players take on the role of Starfieet officers, in however, are a sort of shorthand which quantifies a
much the same way as an actor portrays a role in a character's skills and abilities - - a way for the
television episode. Rather than speaking lines or character to interact with the rules system.
performing actions written by a scriptwriter, the
player makes up his character's dialog and Developing The Initial Concept
determines his character's actions. The player
character, over the course of play, becomes an alter Creating a character begins with an i n i t i a l
ego, with his own desires and personality. Before you conception. This doesn't have to be specific; you only
can begin to play the Star Trek: The Next Generation need a general idea of who your character w i l l be.
Roleplaying Game, you must create a character. Think about what you want to play. Will you be a
Creating a character takes a certain amount of capable Vulcan science officer or a brash engineer
effort. Your characters should be f u l l y realized from Earth? Typically, a player will have only a vague
individuals, with detailed backgrounds, motivations idea for his character based on the character's race —
and behavior. This chapter provides players with all Vulcan, human, Andorian — and what he does -
the guidelines they need to create a beginning ambassador, engineer, merchant. Consider the
character. The ST:TNG RPG is designed to allow characters you see in Star Trek: The Next Generation.
players to create a character and begin playing in Each can be described by his species and position.
only a few minutes. First you start with an initial )ean-Luc Picard is a human captain. Ceordi La Forge
concept. Then, using the steps explained here, you is a human engineer. DcannaTroi is a Betazoid ship's
translate your rough idea into a character with innate counselor.
capabilities, skills, talents and abilities. These Notice, however, how this basic idea doesn't
abilities are expressed in game terms with numbers even begin to describe the complexity and subtle
and rules. nuances of those characters. Where is Deanna's love
Initially, these statistics may seem dry. When an of chocolate, or Captain Picard's interest in
author begins to think about a novel, he creates a archaeology? At this stage, the characters are reduced
WHAT Do I PLAY?
Part of the fun of roleplaying games lies in creating an original character of your own design. While it may he fun to play Captain Picard or Commander
Riker, they've hod their adventures (and continue to have them in the Star M motion picutres); their fates lie in the hands of the scriptwriters. Now it
is time for you to tell your own stories, perhops as spectacular and momentous as those of the ii.S.S. fnte/prise-0, and for your characters to enter the
annals of Starfleet history.
Before sitting down to play a game of S/nr Jrek: the Next Genewtion, the Narrator should sit down with her players to discuss what they want to piny.
One ployer might like to play the Chief Medical Officer, while another might like to portray a geologist down in his lab. The gool is to find out how the
members of the Crew fit together, and the kinds of stories everyone wonts to tell. The thing to remember is the player charcters are the focus of the story.
They are the heroes. No matter where they ore or what they're doing, adventure seems to find them. Of course, it may be difficult for the Narrator to
concoct reasons for the transporter operator, sensor technician and shuttkraft pilot to beam down into donger week offer week. The ployer characters
should be mid-level or senior officers, so they have some say in the decisions made on board their ship, or they should be of the same rank (all ensigns
fresh out of Starfleet Academy, for instance).
Some players will want to be the ship's Department Heads — Chief Engineer, Chief Medical Officer, Chief of Security, Chief of Operations, Chief Science
Officer and so on. They ore in charge of their deportments, responsible for the officers under them, and have a major soy in the fote of the ship. This also
includes being the chief of lesser-known departments, such os Stellar Cartography and Environmental Systems. In order to hold the positions of Chief
Medical Officer, Chief Engineer and the like, players must purchase the Department r/eod advantage. Narrators should not normally allow players to hold
the post of Captain or First Officer, at least ot the start.
Of course, this begs the question "what kind of organization allows the Captain, First Officer, Chief Medical Officer, Chief Engineer and Chief of Security
to venture into danger week in and week out?" A character does not have to be a Deportment Head to hold a position on the bridge. It is not necessary
to be the Chief Flight Control officer to staff the flight control station, for exomple. Storfleet captains routinely choose qualified individuals to perform
important missions, irrespective of their ronk and position. Typically, player character groups will portray a mixture of positions — some Department Heads,
some regular officers.
Finally, assignments in Starfleet are flexible. As new situations pop up, officers are expected to serve a variety of duties. Job distinctions ore not rigid. One
week, your doctor might beam down to help explore a new planet. The next, she could be assigned to find a vaccine to a deadly disease. It is Starfleet's
current operating procedure to establish Mission Teams, whose job it is to achieve a particular objective. Even though a character might not hold a position
of influence, she is still important, for example, upon discovering a new black hole, the ship's captain would assign a team to head up the investigation
— the ployer characters. You would need scientists to analyze the scientific data, Operations personnel to operate and maintain the equipment and
Command staff to supervise or serve os administrative support. Each week, the Crew stumbles upon a new adventure, and each week the player characters
are the people chosen for the job.
to their most basic components. They are s i m p l y nature — like Tasha Yar — are one of the themes of
cardboard cut-outs, not f u l l y fleshed-out i n d i v i d u a l s . Star Trek: The Next Generation. Perhaps the c r i m i n a l
The player should next corne up with a personality was wrongly accused, or the con man could be
for his character. This can involve how the character toned down to a rakish Casanova.
looks — slightly overweight and earnest — or the Players should create characters that fit in w e l l
attitude or demeanor the character conveys to others with the rest of the Crew (the group of player
— straight-laced, gruff and so on. Think about how characters). Things can become a bit difficult if the
people might perceive your character and determine Crew has two science officers or three security
if he meets these expectations. This is generally a first officers. Talk with the other players to figure out how
impression; a gruff, detail-minded engineer might your character fits in with theirs. If two players want
actually be kind-hearted once you get to know h i m . to play officers holding the same position on a ship
As you create your character, try to get more and (both want to play F l i g h t Control officers, for
more specific, fleshing out your i n i t i a l concept. The example), one might work different shifts or have
word "why" is a player's best friend. No matter where different duties. One Conn could sit at the station on
you begin or how far you go, asking "Why?" adds the bridge, w h i l e the other stands ready as his relief.
additional depth to the character. For example, Or one character might man the bridge station w h i l e
suppose a player wants to play a character that chafes the other works down in Stellar Cartography.
at rules and regulations. Why is the character like Finally, characters should generally get along
this? Perhaps he grew up in a strict environment and with each other. It's all right if characters engage in
rebels against authority, or maybe he was raised with friendly rivalry, good-natured kidding around or m i l d
few rules and is u n f a m i l i a r with responsibility. The friction, but a character that constantly argues with
way you answer leads to completely different the rest of his Crew ruins the fun for everyone.
conceptions of the character. Why, then, did he j o i n
Starfleet, an organization with a iot of rules and Example: During character creation, Bill
regulations? Maybe a parent pushed him into it, the thinks it would be interesting if his human
character is seeking something he feels is missing Flight Control Officer were intolerant of
from his life or he only wanted to explore the galaxy Vulcans. He envisions a strong dislike for
and didn't t h i n k about the particulars. Asking yourself their cold logic and dedicated manner. In
why you chose the character you did is always a talking with the Narrator, Bill describes a
good place to start. character that avoids Vulcans as much as
In some cases, the Narrator might have possible, and chafes visibly in their
suggestions for characters, based on the type of series presence. The Narrator thinks this is too
he has in mind. strong -- after all, their characters must
work together and Starfleet doesn't
Example: Danny wants to create a tolerate bigotry — and suggests Bill tone it
Vulcan security officer for an upcoming down a bit.
game. That is his starting point. Then he
thinks about this officer. Why is he a
security officer? Danny sees his character
Character Archetypes
as a Sherlock Holmes, using logic to solve Players who want to start playing immediately can
crimes and maintain order. Why, Danny choose one of the pregenerated characters detailed
wonders, is his character concerned with on the following pages. These are referred to as
crime and security matters? The answer
comes easily - • Vulcans are a peaceful
people, but other forces work to bring
disorder and conflict, so only through
strength can there be peace. His character
joined Starfleet because there were few
opportunities for him on Vulcan. Putting
this all together, Danny conceives of his
Vulcan security officer as more of a
detective, concerned with the Federation's
peace and well-being.
While thinking about his character
conception, Danny decides his Vulcan
security officer is a no-nonsense person,
getting to the heart of matters and not
putting up with a lot of beating around the
bush.
Courage 3 Advantages/Disadvantage!
Renown I Curious +1
Discipline 1 Mathematical Ability +3
Promotion (Lieutenant) +3
CodeofHonor(Vukon)-2
Hides Emotions -2
Pacifism (Cannot Kill) •
Courage 3
Renown I
Skill 1
r, BETAZOID MEDICAL OFFICER
Fitness 2
Coordination 2
Dexterity +1
TELLARITE ENGINEER
Intellects .
Perception +1 Fitness 3
Presence 3 Coordination 3
Empathy +2 Dexterity +1
Reaction+1
Focus +1 Intellect 3
Logic +1
Presence 2
Athletics (Jumping) 1 (2) Empathy
Charm (Influence) 2 (3) PsiO
Computer (Research) 1 (2)
Culfure{Betoid)2(3)
Dodge 1 Athletics (Lifting) 1 (2) ••••'•y/m
Energy Weapon (Phaser) 1(2) Computer (Computer Simulation/Modeling) 2 (3)
First Aid (Combat/Trauma) 4 (5) Culture (Tellarite) 2 (3)
(Vulcan) (5) Dodge!
History (Betazoid} 1 (2) Energy Weapon (Phaser) 1 (2)
(Federation) (2) History (federation) 1 (2)
(Tellorite) (2)
Betazoid 2 Language
Federation Standard Federation Standard 1
Low (Storfleet Regulations) 1 (2) Tellarite 2
Life Science (Exobiology) 1 (2) Law (Starfleet Regulations) 1 (2)
(Genetics) {2} Material Engineering (Structural/Spacefrome) 2 (3)
Medical Science (General Medicine) 3 (4) Personal Equipment (Tricorder) 1 (2)
(Surgical (Cardiology)) (4) Persuasion (Denote) 2 (3}
Personal Equipment (Medico! Tricorder) 2 (3) Physical Science (Physics) 1 (2)
Planetside Survival (Forest) 1 (2) Planetside Survival (Mountains) 1 (2)
Projective Telepathy 1 Propulsion Engineering (Warp Drive) 3 (4)
Receptive Telepathy 2 (Impulse) (4)
Shipboard Systems (Medical Systems) 2 (3) Shipboord Systems (Engineering) 2 (3)
Vehicle Operations (Shuttkroft) 1 (2) (Transporter) (3)
World Knowledge (Betazed) 1 (2) Systems Engineering (Computer Systems) 2 (4)
(Transporter/Replicator) (4)
nt ages/Disadvantages Vehicle Operations (Ground Craft) 1 (2)
Promotion (Lieutenant) +3 (Shutrlecroft) (2)
Pacifism (Self-defense)-3
•s/
CourageS Engineering Aptitude +3
Renown 1 Infrared Vision +2
Promotion (Lieutenant) +3
Sense of Direction +1
Sense of Time+1
Zero^ Trained +2
Argumentative -1
Code of Honor (Honesty)
Impulsive
Intolerant (Klingons) -1
Courage 4
Renown 1
Initiative
60
HUMAN COMMAND OFFICER
;
Fitness 2
Coofdination 2
Intellects
Presence 3
PsiO
Willpower+1
BOLIAN CONN/OPERATIONS MANAGER OFFICER
•.•.vv.//-:-'.1.-1-'-'-'.'. •,./.
BQLIAH CENTALS
Native to the planet Belarus IX, Bolians are distinguished by The natives of Alpha Centouri appear vltually identical to
their light blue skin and a bifurcated ridge running down the center Humans, though the placement of their internal organs differs
of their face. They tend to be dedicated to duty, working bard to significantly. A highly spiritual people, they subscribe to a holistic
prove tbeir commitment to the Federation and Storfleet. Their approach, making them excellent scientists and artists. Quite
affinity for organization and group dynamics makes them well- often, people mistake Centaurans for Humons.
suited to almost any position in Storfleet.
Q
Attributes Fitness 2 [5]
Fitness 2 [5] Coordination 2 [5]
Strength -1 Intellect 2 [5]
Coordination 2 [5] Logic +1
Dexterity +1 Presence 2 [5]
Intellect 2 [5] Empathy +1
Presence 2 [5] Psi 0 [5]
PsiO[5]
'•: ' •' •'••. •/. •.
Skills
Skills Any Science (choose Specialization) 2 (3}
Administration (choose Specialization) 2 (3) Artistic Expression (choose Specialization) 2 (3}
Culture (Bolian) 2 (3) Culture (Centouran) 2 (3)
History (Bolton) 1 (2) History (Centauran} 1 (2)
Language Language
Bolion 2 Centauran Prime 2
Social Science (choose Specialization} 2 (3) World Knowledge (Alpha Cenfauri) 1 (2)
World Knowledge (Bolarus IX) 1 (2)
Q Advantages/Disadvantages
Typkal Advantages/Disadvantages Sexy +2
Synergy +3, Ally +2
mm TELLARITE
Humons come from Earth or one of the many colony worlds in Stocky end vaguely porcine, Tellarites ore known for their
Federation space. Transcending their warlike natures, they grew to engineering skill and argumentative natures. A Tellarite will debate
venture out into space to explore the unknown, and helped to simply for the enjoyment if gives him (though they do not, as a
found the United Federation of Planets. rule, question the orders of their commanding officers). They can
typically be found serving throughout Starfleet, most often as
Attributes engineers and scientists.
Fitness 2 [5]
Coordination 2 [5] Attributes
Intellect 2 [5] Fitness 3 [6]
Presence 2 [5] Coordination 2 [5]
Willpower +1 Reaction +1
PsiO[5] Intellect 2 [5]
Presence 2 [5]
Empathy -1
Any Science (choose Specialization) 1 (2) Psi 0 [S]
Athletics (choose Specialization) 2 (3)
Cube (Human) 2 (3)
History (Human) 1 (2) Any Engineering (choose two Specializations) 2 (3)
Language Culture (Tellorite) 2 (3)
Federation Standard 2 History (Tellorite} 1 (2)
World Knowledge (Earth or other homeworld) 1 (2) Language
Tellarite 2
Typical Advantages/Disadvantages Persuasion (Debate) 2 (3)
1 extra Courage Points World Knowledge (Teller) 1 (2}
Typical AJvuntages/DMwtagts
Argumentative -1, Infrared Vision +2
Fnmous for their logic and lack of emotion, Vulcans form one
of ttie pillors of the Federation. Like the Betozoids, most Vulcans
exhibit some form of telepathic ability, though they ore better
known for their curious natures and scientific achievements.
Vukans can be found serving in a variety of postings in Starfleet
- from science to security.
Attributes
Fitness 2 [6]
Strength
Coordination 2 [5]
Intellect 2 [6]
Logic+1
Presence 2 [5]
Empathy •
Psi 1 [6]
Range 0
Skills
Any Science (choose Specialization) 2 (3)
Culture (Vulcan) 2 (3)
History (Vulcon) 1 (2)
Vulcan 2
Mind Meld 2
Unarmed Combat (Nerve Pinch) 2 (3)
World Knowledge (Vulcon) 1 (2)
Jypial Advantages/Disadvantages
Hides Emotions -2, Code of Honor (Vulcon) -3, Curious +1
—i (Flight Control, Operations Manager,
^ Transporter, etc.)
Members of the Command Branch can be found serving as administrative The lorgest branch in Starfleet, Operations personnel see to the doy-to-day
personnel detailed to various departments throughout Starfleet. They operations of Starfleet facilities. They work in numerous positions, from
ensure compliance with oil Storfleet regulations, assist operations and Flight Control and Operations Management to transporter operation. Players
science personnel and report to the commanding officer. Command should choose which aspect of Operations their character performs.
personnel train in a variety of conflict resolution techniques.
A First Officer or Captoin requires the purchase of both the Department Administration (choose Specialization) 2 (3)
Head and Rank Advantages, as well os knowledge of other shipboard duties Science (choose related Specialization) 1 (2)
(such os Flight Control and Tactical), Shipboard Systems (choose Specialization) 2 (3)
Systems Engineering (choose Specialization) 1 (2)
Administration (Starship Administration) 2 (3) Vehicle Operation (Shuttlecraft) 2 (3)
Command (Starship Command) 2 (3)
Law (Starfleet Regulations) 2 (3) Athletics (choose Specialization) 1 (2)
Planetary or Starship lactics (choose Specialization) 2 (3) Computer (choose Specialization) 1 (2)
Shipboard Systems (choose Specialization) 1 (2) Dodge 1
Energy Weapon (Phaser) 1 (2)
Athletics (choose Specialization) 1 (2) History (Federation) 1 (2)
Computer (choose Specialization) 1 (2) Language
Dodge 1 Federation Standard 1
Energy Weapon (Phaser) 1 (2) Law (Stalest Regulations) 1 (2)
History (Federation) 1 (2) Personal Equipment (choose Specialization) 1 (2)
Language Plonetside Survival (choose Specialization) 1 (2)
Federation Standard 1 Unarmed Combat (Starfleet Martial Arts) 1 (2)
Personal Equipment (choose Specialization) 1 (2)
Plonetside Survival (choose Specialization) 1 (!)
Vehicle Operations (Shutriecroft) 1 (2)
SECURITY
- ;' • • • . " . - . ,-
4GINEER w/mffff///ffff/i;
Engineers keep Starfleet equipment running at peak efficiency. Although Typically these Operations personnel serve on board o storship or starbase
engineers specialize in a particular type of engineering — worp field as a combination security guard and police officer. In addition to patrolling
dynamics, matter/energy conversion or materials engineering, Chief sensitive areas and beaming into potentially hazardous situations, they
Engineers are expected to be proficient in a variety of specializations. learn to operate large-scale defensive weapons such os shipboard phasers
and tractor beams.
Computer (Modeling) 2 (3)
Engineering, Any (choose two Specializations) 2 (3) Energy Weapon (Phaser) 2 (3)
Engineering, Any Other (choose Specialization) 1 (2) Security (Security Systems) 2 (3)
Physical Science (choose Specialization) 1 (2) Shipboard Systems (Tactical) 2 (3)
Shipboard Systems (choose two Specializations) 2 (3) Systems Engineering (Security) 1 (2)
Unarmed Combat (Starfleet Martial Arts) 2 (3)
Athletics (choose Specialization) \ (2)
Dodge 1 Athletics (choose Specialization) 1 (2)
Energy Weapon (Phaser) 1 (2) Computer (choose Specialization) 1 (2)
Language Dodge 1
Federation Standard 1 History (Federation) 1 (2)
History (Federation) 1 (2) Language
Law (Starfleet Regulations) 1 (2) Federation Standard 1
Personal Equipment (choose Specialization) 1 (2) Law (Starfleet Regulations) 1 (2)
Planetside Survival (choose Specialization) 1 (2) Personal Equipment (choose Specialization) 1 (2)
Vehicle Operations (Shutriecraft and one other vehicle) Planetside Survival (choose Specialization) 1 (2)
Vehicle Operations (Shuttleaaft) 1 (2)
such as ambassador, miner or merchant. See Playing with a different specialization, but at the
Non-Starfleet Characters for more information; later same level ("i.e., Unarmed Combat
products w i l l provide Overlays for these professions. (Starfleet Martial Arts) 2 (3)). He notes
The Overlay provides players with a list of s k i l l s down the new, second Specialization
necessary for the character to complete his duties; (Starfleet Martial Arts) (3).
every doctor knows how to perform surgery; every Suvok also learns about the history of
officer at Conn knows how to pilot a starship. the Federation. Suvok already has the
Characters also learn certain basic skills common to History skill, with a Specialization in
all graduates of Starfleet Academy. The first group of Vulcan history. Like Unarmed Combat,
skills listed on the Overlay are the primary skills for Danny writes down the new Specialization
that profession; those are the skills required to fill the under History as (Federation) (2), Suvok
position on a starship. Record the skills and skill also took up running, joining the Academy
levels listed on the Overlay on your character sheet. track team (and Danny notes this down on
Later on, you will be able to choose additional skills Suvok's character sheet as a running
or increase existing s k i l l levels. Overlays are free; Specialization), Finally, Suvok learns to
they do not cost Development Points. speak Federation Standard. Because each
To be the head of any department on a starship Language is treated as a separate skill,
requires the Department Head advantage, and often Danny simply writes down his new skill.
the Rank advantage as well. Before buying these
advantages, characters may need to possess certain
s k i l l s or accomplish certain requirements. You
Step Three: Background
Narrator w i l l have more information. After putting together a Template and Overlay, youj
should have a solid basis for a good character. You i
know how strong or smart he is, and what he can do.
EVELOPMENT POINT COSTS Yet not all Vulcan science officers are the same; one
might be stronger than another, or faster than
Attributes: 2 points another. One may have specialized in exobiology,
while another is an expert on nuclear physics. Players
Edges: 1 point can personalize their characters through the|
Background History process.
Skill: 3 points At this stage, you get to go back and addj
additional traits to your character, determining what
Specialization 1 point she learned as a c h i l d or at the Academy, Every
character has a past. When your character was a]
Advantages: Variable child, did he learn to play a musical instrument?
While at the Academy, did he take particle physics as
Disadvantages Variable an elective course? Did he pick up any new abilities
during his early years in Starfleet? The Background
History allows you to customize your characters,
For further information about each of the while at the same time building a past for them. Traits
professions described on pages 66-67, please refer to chosen at a specific stage in a character's past
the chapters on Starfleet and Technology, pages 39- represent events and developments that occurred at
40, 238-239, respectively. that particular time. If your character learned to play
the piano as a child, you would purchase the Artistic
Example: Next, Danny chooses an Expression (Piano) s k i l l during the Early Youth stage
Overlay for his character. He wants his in her Background History.
Vulcan to be a security officer, and writes You should explain how your character's various
down the skills from that Overlay on his background elements fit together. They should form 3
character sheet. While at Starfleet
Academy, he learned how to operate the
Tactical station on board a starship (firing a
ship's phasers, establishing a target lock,
allocating power to shields, monitoring
internal security and so on.) He also
learned how to operate various security
systems (like alarms and electronic locks)
as well as repair them. As his Computer
Specialization, Danny decides his
character learns how to break into
computers — more to learn what to look
out for than hack into other computers.
From his Overlay, Suvok receives a skill
he already has -- Unarmed Combat. In
68 this case, it's for a specialization in Starfleet
Martial Arts. But Suvok already has
Unarmed Combat 2 (Nerve Pinch 3). The
Security Overlay gives him the same skill
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story of the character's life up to the point of entering growth from early age to a Starfleet career. At each
play. For example, you might choose the Sworn stage, you receive a number of Development Points
Enemy and Vengeful disadvantages for your with which to purchase better attributes and edges,
character. You and the Narrator might put these traits new skills, additional s k i l l levels and other character
together by saying that the character's home planet creation elements.
was attacked by an enemy who k i l l e d thousands of Included in each of the Background Histories are
inhabitants, but who was driven off thanks to a number of "packages." This is a quick and easy
Starfleet. The character has sworn revenge on the group of s k i l l s that a character can select to represent
enemy leader, who in turn has vowed to k i l l the a particular type of training or background he
character. experienced during that stage of his life. If you want
If you want to select a character element not your character to be the child of two renowned
listed for a particular stage, you should work with the Federation scientists, for instance, you would choose
Narrator to come up with a credible explanation. A the Famous Parents Early Life Package.
character who learned particle physics w h i l e still a Alternately, you can choose to spend a number
child might be a prodigy (like Wesley Crusher), w h i l e of Development Points on the attributes, edges, skills,
someone who learned Starfleet protocol could have advantages and disadvantages listed, either in that
been obsessed with Starfleet, On the other hand, section or in the Universal Background List (page 70).
some s k i l l s , advantages and disadvantages are The number of points you have to spend, and what
inappropriate for Starfleet officers. Examples include you can spend them on, depends on particular stages
many Dark Secrets {such as having a c r i m i n a l past) or in the character's past. All Development Points must
Sleight Of Hand (Pick Pocket). They are included in be spent on the traits listed for each stage of the
this hook for the sake of completeness, and are Background History process; they cannot be "saved"
marked with an icon (*) for easy reference. If you or "carried over" for later stages.
want to select an element for your character that Throughout this process, additional ideas and
doesn't fit the Starfleet ideal, you should work with refinements may occur to you. This is natural, and
the Narrator to come up with a credible explanation. you should follow these instincts; you might end up
A Starfleet officer with a c r i m i n a l past may have with a more interesting character. Whereas before
served his time in prison and joined Starfleet in an you had the bare bones of a character, at this stage
attempt to redeem himself, or maybe the character you make decisions that make you care about your
was falsely accused. character more, and make the character better fit
The Background History is designed to help you your i n i t i a l conception.
explore these aspects of your character by tracing his
Sometimes, you will get the same skill from two different sources during the Character Creation process, for example, an Overlay might
provide o character with a skill he already received from his Template, or a Background History Package might provide a character with a skill
he already received from his Overlay, or from earlier in his Background.
• If both sources provide the some skill with different Specializations at the same level, the character simply knows two Specializations. For
instance, Tellarites possess the skill History (Tellar) 1 (2). Starfleet officers learn History (federation) 1 (2). On the character sheet, this
becomes History (Tellar) 1 (2) and (Federation) (2).
• If both sources provide the same skill with different Specializations at different levels, the character takes the higher level skill, and knows
two Specializations. For instance, a Vulcan possesses any one Science skill and a chosen Specialization at 2 (3); the player chooses Space
Science (Astronomy) at 2 (3). Later, he chooses the Deep Space Exploration Mission, which grants Space Science (Stellar Cartography) ot
1 (2). On the character sheet, this becomes Space Science (Astronomy) 2 (3) and (Stellar Cartography) (3).
• If botti sources provide the same skill with the some Specialization ot the same level, the character adds one point either to his skill or to
trie Specialization. For example, the Storfleet "Brat" Early Life Package grants Vehicle Operation (Shuttleaaft) at 1 (2), as does the Science
Officer Overlay. On the character sheet, this con either become Vehicle Operation (Shuttlecraft) 2 (2) or Vehicle Operation (Shutrtecrafr) 1 (3).
• If both sources provide the same skill with the same Specialization ot different levels, the character takes the higher skill level, and can
then add one point to either his skill or to the Specialization. For example, an Andorion character begins with any Science at 1 (2); the
player chooses Medical Science (Surgery) 1 (2). Upon taking the Medical Overlay, he gets a Medical Science with any Specialization at 2
(3). On the character sheet (if the player selects Surgery as the Overlay Specialization here), that con either become Medical Science
(Surgery) 3 (3) or Medical Science (Surgery) 2 (4).
^^^^^^^^^0pMjfg^^m*H^mftfaM^^nw^^^U^^^^^^^^^^^^^M^^U^^^t^^^^^MiU^^^^^^&&^t^^^^^^^^^UtUUHiH^t^USSMEUiHBM •
• Skills without specializations (such as Dodge) simply odd. A human character with Language, Federation sand
Language, Federation Standard 1 from his Overlay simply gets Language, Federation Standard 3.
I
UNIVERSAL BACKGROUND Li<
These Advantages, Disadvantages and Skills ccn be token at any stage of your charocter's Background History.
ADVANTAGES
Ally (+2 to +5} Acrobatics
Athletic Ability (+2)
Bold (+1) Any Sciences ••'•'/a,
• •
Contacts (+1 to +3} Area Knowledges
Curious (+1) Artistic Expression
Famous Incident (varies) Athletics
Favors Owed (-(-1) Bargain
Medicol Remedy (varies)
Patron (+2 to +4)
Charm
Computer \
Quick-Draw (+2) Culture
Resolute (+3) Demolitions
Sexy (+2)
Shrewd (+1)
omocy
i
Strong Will (+2) Dodge
Engineering
DISADVANTAGES Fost Talk
f
///$f//h First Aid
Argumentative (• Gaming
Chronic Pain (-2) History
Code of Honor (-2 to -5) Intimidation
Dark Secret (-1 to -3} Languages
Dependant (-2) Law
Fanatic (-2 to -3) Merchant
Greedy (-1) Personal Equipment
Hides Emotions (-2) Persuasion
Hypochondria (-1) Planetary Tactics
Impulsive (-1) Planetside Survival
Intolerant (-1 to -3) Primitive Weaponry
Medical Problem (-1 to -3) Search
Obligation (-1 to -3) Sideaim
Obsessive Tendencies (-3) Sleight of Hand
Pacifism (-1 to -5) Stealth
Phobia (-2 to-5) Unarmed Combat
Physically Impaired (-1 to-3) Vehicle Operation
Poor Chemoreception (if later in life, due to disease or chemical exposure) (-1)
Poor Hearing (if later in life, due to trauma or increasing deafness) (-1)
Poor Sight (if later in life, due to injury, rodiation, or increasing blindness) (-2)
Rival (-1 to -3)
Sworn Enemy (-1 to -3)
**«*.*>
•• : .:":-V : v,:;.' : ": : •••:.:; . '. ;•'; •'"' '. . . • • • . : . '••:.• .- ' • : • •'. • - . ' • . ' . • • ••'
Wffl,
Advantages
Alertness (+2) Alien Upbringing (+1) Ambidexterity (+2) Double-jointed (+2)
Eidetic Memory (+3) Engineering Aptitude (+3) Excellent Balance (+1) Excellent Metabolism (-t-1)
Excellent Hearing (+2) Excellent Chemoreception (+1) Excellent Sight (+2) High Pain Threshold (+2)
Innovative (+1) Language Ability (+2) Mathematical Ability (+3) Mixed Species Heritage (+3)
Night Vision (+2) Peripheral Vision (+1) Rapid Healing (+1) Sense of Direction (+1)
Sense of Time (+2) Tactical Genius (+3) Telepathic Resistance (+4) Toughness (+2)
Disadvantages
Bloodlust (-2) Low Pain Threshold (-2) Slow Healing (-2) Weak Will (-2)
Weakness (-2) Zero-G Intolerance (-2)
•IVALSKIUS OTHffiSKUlS..
Animal Handling
FirsfAid Psionic Skill (if applicable)
Planetary Survival Streetwise
Primitive Weaponry
Unarmed Combat
Stealth
Sidearm
ACADEMY LIFE HISTORY
Jhe character receives 8 Bevelopment Points to spend during Academy Life.
ACADEMY SPECIALIZED TRAINING PACKAGES (EACH COSTS 8 DEVELOPMENT POINTS)
I
Exploration Training: Space Science (two Specializations) at 1 (2) each, Shipboard Systems (Sensors) 1 (2), +1 to Perception Edge
EVA Training: Zero-G Trained -t-2, Personal Equipment (Environmental Suit) 1 (2), Vehicle Operation (Work Bee) 1 (2)
First Contact Training: Diplomacy (Federation Frontier) 1 (2), -t-1 to Perception Edge, Social Science (two Specializations) ot 1 (2) each
Intelligence Training: Espionage (Traffic Analysis) 1 (2), Language (Romulan or Cardassian) 1, Behavior Modification (Resistance) 1 (2),
Obligation -1 (to Storfleet Intelligence)
Advanced Research Engineering: Propulsion Engineering (Warp Drive) 1 (2), Material Engineering (Structural/Spaceframe or Starship Design) 1
(2),+l to Intellect
Intensive Theoretical Science Program: +1 to Logic Edge, any Physical Science 1 (2) OR Space Science (Astronomy) 1 (2), Curious +2, +1 to Intellect
Stnrfleet Medical Academy: Life Science (one Specialization) 1 (2), First Aid (specializing in a different race than yours) 1 (2), Medical Science
(one Specialization) 1 (2), Physical Sciences (Chemistry) 1 (2); Code of Honor -2 (Hippocratic Oath)
Advanced Tactical School: Administration (Logistics) 1 (2), Starship Tactics (Planetary Support Tactics), Storship Tactics (Caidassian or Romulan) 1
(2), Bold +1
Colonization School: Material Engineering (Civil Engineering) 1 (2), Planetary Survival (choose Specialization) 1 (2), +1 to Fitness
Advantages
Alertness (+2) Engineering Aptitude (+3) High Pain Threshold (+2) Innovative (+1)
Language Ability (-(-2) Mathematical Ability (+3) Tactical Genius (+3)
Disadvantages
Zero-G Intolerance (-2)
skins
Behavior Modification (Resistance) Command Espionage Heavy Weapons
Psionic Skills (if applicable) Security Shipboard Systems Starship Tactics
Strategic Operations
I
Cmcms m s« / POM on M SKILLS, AomwLS OK QsvNHMB urn snow:
Attributes and Edges
Perception Willpower
Advantages
Commendation (+1) Promotion (almost always tied to a Famous Incident) (+1)
Skills
Command Heavy Weapons Security
Shipboard Systems Starship Tactics Strategic Operations
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Advantages
Alertness (+2) Commendation (+1 to+3) Department Head (+1 to+4)
Innovative (+1) Pramotion (+0 to +6)
Disadvantages
Eloodlust (almost always tied to Vengeful) (-2) Chronic Pain (-2) Low Pain Threshold (-2)
Medical Problem (-1 to -3) Ph/S'dly Impaired (-1 to -2) Poor Chemoteception (-1) Poor hearing (-1)
Foot Sight (-2) Slow healing (-2) Weakness (-2)
Skills
Command Espionage Heavy Weapons Psioit Skills (if applicable)
Security Shipboard Systems Starship Tactics Strategic Operations
TOURS OF DUTY ASSIGNMENTS
STARSHIP: Assigned to a starship, the character engaged in a
variety of missions. Determine the nature of the ship's
assignment, such as patroling the Romulan Neutral Zone,
surveying a new solar system or investigating stellar
phenomenoa.
STARBASE: Starfleet assigned the character to one of its many
starbases, where he performed administrative duties.
ACADEMY INSTRUCTOR: Storfleet personnel assigned the
character to teach at the Academy.
STARHEET COMMAND: The character is assigned to Starfleet
Command, working in one of the many departments (such as
Fleet Operations). character development. (Characters can change their
edges as much as they want after game play begins,
COLONIZATION: The character was assigned to Starfleet provided the players get the Narrator's permission for
all changes.) If as a result of choosing a Template,
Colonization, where he helped establish a new colony. He may Overlay or Background package you make more than
have buiit shelters or assisted in terraforming. four changes to your edges, s i m p l y take the
additional point and put it someplace else.
TERRAFORMING: Starfleet Command assigned the character to Furthermore, characters who have Psi 0 are not
a terraforming mission, where he assisted in the development of allowed to lower their Range and Focus edges to gain
extra Development Points.
a new planet. Each s k i l l point costs 3 Development Points. The
first Specialization in any skill is free; additional
DIPLOMATIC MISSION: As part of the Starfleet Diplomatic Specializations w i t h i n s k i l l s cost 1 Development
Corps, the character aided in delicate negotiations with various Point apiece. Improving an existing skill's level costs
alien species. 3 Development Points per level; for example,
improving from Dodge 2 to Dodge 3 costs 3
Development Points. A character may not start the
FIRST CONTACT: The character was assigned to a first-contact game with a s k i l l higher than 4 (5), except with the
mission, where he helped establish relations with o new Narrator's permission.
Advantages cost a - v a r i a b l e number of points,
depending on the strength of the benefit, while
disadvantages give a character more points to
allocate, based on the severity of the flaw. These costs
are listed in the Traits Chapter. Characters may only
The Background History take a certain number of disadvantages at the start of
the game. Typically, a character can have no more
When spending Development Points, attributes cost than eight points worth of disadvantages; it is
2 Development Poinrs per attribute point; lowering u n l i k e l y that anyone with more than eight points
your attribute from the starting value gives you 2 worth of disadvantages can pass the rigorous physical
extra Development Points to spend per attribute and mental screening procedures for Starfleet.
point lowered. Beginning Narrators may also want to restrict the
Positive edges cost 1 Development Point for each number or degree of advantages that characters can
point raised; negative edges give you 1 extra start with, if only to keep the game balanced and fun
Development Point to spend per point lowered (to for all players.
spend either on other edges or on attributes). (These
costs include paying for the 0 level; for example, EARLY LIFE
taking an edge from -1 to +1 costs 2 Development Where did your character grow up? What was his
Points—one point to go from -1 to 0, and another home life like? Where did he go to school? This stage
point to go from 0 to +1.) of character development details your character's
Characters cannot make more than four changes childhood, giving you an idea of how his parents
to their edges during character development (not raised him and what he learned along the way. It
including changes from the character's Template). covers the period of your character's life prior to the
Each increase or decrease in an edge by a point character's entry into Starfleet Academy.
counts as a "change." Thus, for example, raising a Choose an Early Life package listed on page 71,
character's Dexterity and Vitality each by 1 counts as or spend five Development Points on the listed
two changes, and decreasing that same character's attributes, s k i l l s , advantages and disadvantages
Strength to -1 counts as a third change. That character (either in the Early Life History List or in the Universal
can only make one more change to his edges during Background List on page 70). Skills purchased during
ihK -.lage represent your character's education and Overlay, Danny decides Suvok studied
interests during childhood, w h i l e advantages and advanced tactics. He writes down the
disadvantages detail the events that happened to her skills, Specializations, advantages and
then, disadvantages for that package. Suvok
receives the skill Starship Tactics (Planetary
Example: Danny now has the basis of a Support) 7 (2), and gets a second
good character. At this stage, he gets to Specialization, in either Cardassian or
flesh out his character, creating a past for Romulan starship tactics, at the same level.
Suvok while at the- same timo personalizing Danny figures Suvok is more concerned
Suvok a bit. While the Template and about the Romulans, spent a lot of time
Overlay give Danny a good idea of what studying Romulan ship tactics and chooses
bis character can do, Background History that Specialization. He writes down the
gives him a chance to go back, and second Specialization at the same level as
establish what happened to Suvok as a (Planetary Support).
child, at the Academy and early in his For Suvok's cadet cruise, Danny elects to
Star fleet career. spend one point on his Security
First, he goes to Early Life. Looking over his Specialization, taking his Security Systems
options, Danny decides Suvok's parents to 3. He decides that Suvok was posted to
are famous on Vulcan and chooses the a Starbase, working as a Security officer,
Famous Parents package. He figures and spent a lot of time working with the
Suvok's mother and father are famous station's security system.
scientists at the Vulcan Science Institute.
Danny chooses one Intellect skill from the Additional Education
skill list in Traits Chapter— Computers. Some characters show a talent for academic
Suvok already has the Computer (Data training or related subjects. As part of their Academy
Alteration/Hacking) / (2). He figures training, these characters may take additional courses
Suvok didn't learn to this Specialization in of study, or even attend one of the Federation's
childhood, and so selects a new specialist schools, such as the Diplomatic College,
Specialization, Research. Since this is the Advanced Tactical School orVulcan Science Institute.
same skill, but with a different A d d i t i o n a l education docs not increase the
Specialization at the same level, he takes Development Points a character can spend during
this Specialization at (2). this stage of his Background, but does offer a good
Danny adds an additional Renown point, explanation for b u y i n g many new and unusual s k i l l s .
and notes down the advantage Patron Later products from Last Unicorn Games w i l l provide
(Suvok's parents) and the disadvantage players w i t h a d d i t i o n a l packages for various
Obligation. At two points, the Patron specialist schools.
advantage makes his parents influential
figures in the Federation, and Danny The Cadet Cruise
decides they are foremost scientists in the Upon graduation from the Academy, all cadets
field of subspace field dynamics. He embark on a one-year-long cadet cruise to obtain
further decides his one point Obligation is practical training. Where did the character serve? Did
also to his parents, but doesn't know what he pick up any additional s k i l l s , or further develop an
it is at this point. existing s k i l l ? Did he serve with distinction and earn
an early promotion?
ACADEMY L I F E A cadet's cruise could include just about any
After growing up on his home planet, your typo of assignment from the Tours of Duty examples,
character applied to, and was accepted in, Starfleet below, except for Starfleet Command or Academy
Academy. He spent four years in grueling education Instructor.
and training. Why did he join Starfleet? What did he Characters receive 1 Development Point to
study at the Academy? Did a n y t h i n g s i g n i f i c a n t spend on any attribute, edge, advantage or a
happen during this stage in his life? Specialization of any s k i l l listed under Cadet Cruise
Choose an Academy Package, listed on page 72. or in the Universal Background List; you may take a
If none of these suit your tastes, then spend eight disadvantage (subject to any l i m i t s on disadvantages
Development Points on s k i l l s , advantages and imposed by the Narrator) and apply those
disadvantages included under Academy Life, or on Development Points to any trait listed in this section
anything listed in the Universal Background List or in the Universal Background List (page 70). For
(page 70). Any s k i l l s purchased during this stage some ideas for sample Cadet Cruises, look at the Tour
represent courses your character took w h i l e Of Duty Packages.
attending Starfleet Academy, in addition to those
listed on the Overlay, Advantages and disadvantages TOURS OF DUTY
detail the events that happened to h i m . Having graduated from Starfleet Academy and
successfully completed his cadet cruise, your
Example: Moving on to Academy Life, character automatically received the rank of Ensign
Danny gets to determine what Suvok did and began his career in Sfarfleet. This stage gives you
during his days at Starfleet Academy. In an idea of what your character did prior to entering
addition to the skills he received from his game play, prior to his current assignment. (If the
Narrator wants the characters to enter play at the
beginning of their Starfleet careers, skip this phase of RENOWN ASPECTS
Background development.)
Characters typically begin play with one Tour of Initiative: Initiative covers risk-taking, experimentalism, boldness;
Duty. Players should choose where they were posted
(a starship, starbase, Starfleet Command) and what
and willingness to disobey orders. Charocters with high Initiative
they did. A Tour of Duty can last from two to seven Renown are seen os mavericks or daredevils. Dr. Noonien Soortg
years in length. For your first tour of duty, either had a high Initiative Renown; his research into androids defied
select one of the packages listed under First Tour, or
spend 10 Development Points to create your own conventioftol scientific wisdom. Captain Picard recruited Riker oral
mission. For additional tours, choose a package from La Forge specifically because of their reputations for Initiotive,
those listed under Additional Tours, or spend 5 Characters with negative initiative Renown are seen as predictable,
Development Points. You can only spend these points
on the edges, advantages, disadvantages, or skills hidebound, and cautious (or, more favorably, as dependable),
listed in Tours of Duty (page 73), or on the traits given
in the Universal Background List. %re«fon; Aggression covers the willingness to resort to violence
or the threat of violence to solve a problem. Characters with high
Example: Finally, Danny goes to the Tours of
Duty stage to decide what happened to Suvok
Aggression Renown are seen as hotheads or warmongers. Negative
during his early Starfleet career. He elects to give Aggression Renown conveys a sense of pacifism (which cultures
Suvok two tours of duty. For the first one, Danny such os the Klingons see as weakness}.
decides Suvok was posted to Starfleet
,, „ _,.„
Command, He gets Administration (Starfleet) 1 SWtf: Skill covers personali skill, i .it L'-tM.
ability, V
competence,
(2), learning how to navigate the Starfleet
bureaucracy. Since he already has the resourcefulness and similar traits. "Hands-on" engineers lib to
Administration ski!! (from the Advanced Tactical Forge, or brilliant tacticians like Picard, possess a High Skill
Academy package), he writes down the new Renown. It is not necessary actually to be particularly skilled to
Specialization (Starfleet) (2). From the Starfleet
Command package, he also receives a skill he possess Renown for personal Skill; a consistently lucky character or
already has, with the same Specialization at the a fraud like the propulsion specialist Lt. Cmdr. Kosinski (from ING
same level — Law (Starfleet Regulations) 1 (2).
Danny could either add one point to his Law skill
"Mere No One Has Gone Before") might gain a high Skill
or his Starfleet Regulations Specialization; he
decides to add one point to his Specialization.
He also receives a one point Contact, and Danny Discipline covers the character's conformity to ond
decides it will be a fellow officer at Starfleet consideration for theJarget group, and for its rules andrestrictions.
Command.
For his second tour, Danny decides Suvok Repeatedly violating orders for selfish personal gain is usually
receives a posting to a starship — the U.S.5. perceived as negative Discipline, although if such violation results
Discovery, Danny doesn't tike any of the in a success for otiiers or for the group, negative Discipline can be
packages, and decides to spend the points freely.
Second tour packages are worth five tied to positive Initiotive.
Development Points, so Danny can spend five
points as he sees fit. He wants Suvok to be a full Openness: Openness is the willingness to consider and adapt to tie
Lieutenant, and allocates one point to become a views of others, to invite external input, and to be influenced by
Lieutenant (JC) and another two points to
become a Lieutenant - - total cost of three foreign influence. Negative Openness Renown connotes
points. Danny still has two points to spend, xenophobia, chauvinism, or cultural conservatism (such as that of
Danny wants Suvok to be a little more fit, and
spends two points to raise his Fitness from 2 to 3;
the Vulcan Isolationist Movement).
he justifies this by saying Suvok spent a lot of free
time on the Discovery's holodeck, running COURAGE POINTS
through Starfteet catesthenics programs. Each character receives 3 Courage Points,
Courage can be spent to increase a character's
Step Four: Finishing Touches chance to succeed at actions during -dramatic
situations, thus a l l o w i n g characters to perform heroic
By this point, you should have a well developed feats in times of stress. For rules regarding the use and
character, complete with attributes, skills, recovery of Courage Points, see page 118. Record
advantages, disadvantages and a f a i r l y detailed your Courage Points on your character sheet,
background. In this f i n a l step, you calculate the few
finishing touches needed prior to entering play, such RENOWN
as your character's starting Courage, Renown and Renown is a measure of your character's fame or
promotions and rank. reputation. The higher your character's Renown, the
more people have heard of him or his exploits. For
example, a character with a low Renown might only
be known to crewmen in the same deck of his
Starship, while one with a high Renown has made a LT. SUVOK
Suvok is almost ready to begin play. All Danny has left
name for himself throughout the Federation.
In addition to representing general fame or to do is calculate Courage Points, Renown and Wound
notoriety, Renown is divided into five Aspects: Levels.
Initiative, Aggression, s k i l l , Discipline and Openness. Suvok receives 3 Courage Points. He receives one point
Characters gain Renown in those i n d i v i d u a l Aspects; of Renown in any aspect. Danny puts a point into
the total of these Aspects is the character's overall Discipline; Suvok begins to get a reputation for
Renown. following orders and staying at his post in dangerous
Starting characters begin play with 1 Renown, in situations. He also received one Renown point during
any Aspect of your choosing. his Early Life stage of Background Development (from
Aspect Renown can be positive or negative. A the Famous Parents package). Danny puts that point
character with a -5 S k i l l Renown is known for his into the Initiative aspect.
incompetence; a character with a +5 S k i l l Renown is Finally, Danny calculates Suvok's Resistance and
just as widely known for her ability. When Wound Levels. With Fitness 3, Suvok has a Resistance
calculating a character's total Renown for any reason of 3, and 3 wound points per Wound Level.
(such as Renown Tests; see the Tactical Chapter, only Presented below is Danny's finished character.
the degree of Renown is considered, not whether it is Attributes:
positive or negative. Fitness: 3
Strength +1
RANK Coordination: 2
Unless a player chooses the Promotion Intellect: 2
advantage during character creation, all characters Logic +1
start the game at the rank of Ensign. Presence: 2
Empathy -1
WOUND LEVELS Psi: 1
Every character can resist a number of points of Range -1
damage equal to (heir Fitness + Vitality. This is called Skills;
the character's Resistance. Additionally, every Administration (Logistics) 1 (2)
character has seven Wound Levels to describe the (Starfleet) (2)
effects of damage (usually as a result of combat). At Athletics (Running) 1 (2)
each level, a character can take damage equal to Computer (Data Alteration/Hacking) 1 (2)
their resistance. Calculate your Wound Levels and (Research) (2)
write them on your character sheet in the space Culture (Vulcan) 2 (3)
provided. For more information on suffering damage, Dodge 1
wound levels and wound points, see the Combat Energy Weapon (Phaser) 2 (3)
section of the Tactical Chapter. History (Federation) 1 (2)
(Vulcan) (2)
Language
Federation Standard 1
Vulcan 2
Law (Starfleet Regulations) 1 (3)
Mind Meld 2
Personal Equipment (Tricorder) 1 (2)
Planetside Survival (Forest) 1 (2)
Security (Security Systems) 1 (3)
Shipboard Systems (Tactical) 2 (3)
Hie [barter creation rules presented above ore sufficient to Space Science (Subspace Field Dynamics) 2 (3)
Starship Tactics (Planetary Support) 1 (2)
Creole virtually any type of SJJN6 RPG character, When you (Romulan) (2)
become more comfortable with the rules, or if you are on Strategic Operations (Starfleet) 1 (2)
Systems Engineering (Security Systems) 1 (2)
experienced role-player, going through oil the character creation Unarmed Combat (Nerve Pinch) 2 (3)
steps described above may not be necessary. Instead, you con (Starfleet Martial Arts) (3)
simply take a certain amount of Development Points (the number Vehicle Operations (Shutt lee raft) 1 (2)
World Knowledge (Vulcan) 1 (2)
depends upon how effective and capable you want starting Advantages/Disadvantages:
characters to be) and spend them. Sold
Contact (1 pt.) (Fellow officer at Starfleet Command)
For starting characters similar to characters built with the Bosic Hides Emotions
[boracter Creation Process, allocate 125 points among the Code of Honor (Vulcan)
Patron (2 pts.) (Parents)
Attributes, Edges, Skills, advantages and disadvantages you desire Obligation (1 pt.)
for your character. This will be a character with one tour of duty. Courage: 3
Renown: 2 Aggression: 0 Discipline: 1
Just moke sure you figure out when the various advancements or Initiative: 1 Openness: 0 Skill: 0
dionges in the character's life took place. Resistance: 3
n the Star Trek: The Next Generation Roleplaying
Game, a character is measured bv his traits. Thev
describe what the character can
heavy cargo container, run faster than a
.urging sehldt, plot a course to Farth. They help you
,o quantify your character's strengths and
weaknesses. Traits also allow a character to "plug
into" the rules; to determine whether an action
succeeds requires a skill value and an attribute, for
example.
Generally, Trai
Overlay you choose during character creation. But
this is only the beginning for your character. The real
"creation" corner during ^ante play, ,i.s yon breathe
life into your character through your
characterization.
There are four kinds of Traits in the Star Trek: The
Next Generation RPG: Attributes, Skills, Advantages
am
FITNESS EDGES
Attributes and Edges • Strength Strength modifies a character's ability to
lift heavy objects and exert physical force. The
Attributes form the basis of your character. They tell Strength score indicates that the character receives
you how strong, agile and smart your character is. fewer or extra dice when making Strength-based
Attribute scores normally range from 1 to 5, though Fitness Tests.
some species can have higher scores. Your character's • Vitality Vitality modifies the general energy level
base attributes come from the Template, which and health of the character. Vitality modifies the
represents your character's species. There are five character's a b i l i t y to withstand the effects of
attributes: fatigue, poisons, illness and injury.
c Administration (Intellect)
Bureaucratic Manipulation, Logistics, Specific Planetary Government, Starship Administration
Bettor Modification (Intellect)
Brainwashing, Hypnotism
Command (Presence)
Combat Leadership, Military Training, Starship Command
Diplomacy (Presence)
) Espionage (Intellect)
Counterintelligence, Covert Communicotions, Cryptography, Forgery, Intelligence Techniques, Traffic Analysis
Persuasion (Presence)
flHHHMHH
I Life Sciences (Intellect)
Agronomy, Bioengineering, Biology, Bionics, Biotechnology, Botany, Ecology, Exobiology, Genetics, Microbiology,
Paleontology, Zoology
ft Medical Sciences (Intellect)
Exoonatomy, Forensics, General Medicine, Pathology, Psychology, Specific Species Medii
Specializations, Toxicology
ft Physical Sciences (intellect)
Chemistry, Computer Science,
ft Planetary Sciences (Intellect)
Climatology, Geology, Hydrology, Mineralogy,
ft Social Sciences (Intellect)
Anthropology, Archaeology, Economics, Geography, Paleoanthropology, Polif'"1 c':"" c ul
-' —•
ft Space Sciences (Intellect)
Astrogatton, Astronomy, Astrophysics, Stellar Cartography, Thermodynamics
World Knowledge (Intellect)
Specific Planet
OTHER
^•••••^•••••••B
.
Acrobatics (Coordination)
Balance Walking, Floor Exercises, Parallel Bars
Animal Handling (Presence)
Specific Animal
ft Artistic E/pression (Intellect)
" Cooking, Dance, Drawing, Klingon Opera, Painting, Poetry
Athletics (Fitness)
Climbing, Jumping, Lifting, Specific Sport/Game, Running
Bargain (Presence)
Artwork, Bribery, Dilthium Crystals, Marketplace Haggling
Charm (Presence)
Influence, Seduction
Culture (Intellect)
Specific Culture
Disguise (Presence)
Specific Race
Dodge (Coordination)
Fast Talk (Intellect)
Gaming (Intellect)
ifi
History (Intellect)
mmm
GAMING (INTELLECT)
Gaming represents the a b i l i t y to play games such
as dom-jot, chess or poker well. To play a game, all
competing characters make Gaming Tests, and the
highest Test Result wins. This s k i l l includes gambling
and playing games of chance, but not athletic games
such as parrises squares or baseball (these use
Athletics).
A character can also use this s k i l l to cheat {or to
determine tf other players play dishonestly). To cheat,
DODGE (COORDINATION)
Characters use Dodge to avoid attacks — from
hand-to-hand assaults to energy weapons fire. When
[ a character wishes to dodge an attack, he makes a
Dodge Test; his Test Result becomes the Difficulty
Number for the attack against him (although if this
•Suit is lower than the normal Difficulty of the
attacker's weapon, the weapon Difficulty is used). For
example, Ensign Letralla has Coordination 3, Dodge
4. She decides to dodge a phaser shot at Medium
Range. The highest roll on her three Coordination
dice is a 4, so the Difficulty to hit her is 8 (4+4). If she
had only rolled a 2, her Test Result of 6 would be less
than the attacker's normal Difficulty of 7 at Medium
Rangy. In this case, the attacker would make his
attack at a Difficulty 7,
Specializations: None
M, ••
the character and the other characters involved in the
game each make an Opposed Gaming Test {to see
which of them spots the cheat). If all the other
characters fail to beat his Test Result, the character
has successfully cheated. The other game-players can
roll to detect the cheat once per round while the
character is cheating. This should be a roleplaying
exercise; the character cheating should describe how
he is cheating, and the Skill Test determines how well
he succeeds.
Routine: Playing go-fish or checkers
Moderate: Playing poker
Challenging; Playing chess or dom-jot
Difficult: Playing tongo
Nearly Impossible: Playing strategema against a
Zakdorn grandmaster
Specializations: Specific Came (Chess, Dom-|ot,
Poker, Tongo)
HISTORY (INTELLECT)
This skill covers historical knowledge, and can Intimidation skill, use the target's Presence (or,
come in quite handy during time-travel episodes or rare occasions, Intellect) instead.
holodeck re-creations. Although most historical data
can be found in the computer, records from some Routine: Trying to get information out of an]
time periods (Earth's 21st century, Vulcan's Age of average human
Antiquity) are spotty at best. Specializations Moderate: Trying to get information out of
generally cover individual planets or cultures, stubborn human
Challenging: Trying to get information out
Routine: Recalling a major fact {Earth fought most Klingons orVulcans
three World Wars) Difficult: Trying to get information out of mo
Moderate: Recalling a more specific fact (the Romulans
Second Earth World War pitted Germany Nearly Impossible: Trying to get information <
against America, England and Russia; of a Federation, Klingon or Romulan ca
Germany lost; the German leader was Hitler) Specializations: Bluster, Torture
Challenging: Recalling a fairly obscure fact
(Germany used the first strategic rocket LANGUAGE (INTELLECT)
weapons during the Second Earth World The character possesses the ability to speak and
War; they were invented by Wernher von understand another language without the use of i
Braun) Universal Translator. This includes reading
Difficult: Recalling a linked set of obscure facts writing the language. All characters catfl
(recognizing the design of a V-2; knowing the automatically speak their native tongue.
details of its production and deployment
history; discussing its strategic effect on the Routine: Asking simple directions
war) Moderate: Holding a simple conversation
Nearly Impossible: Near-total mastery of the Challenging: Holding a complex conversation
topic (constructing a day-by-day chronology Difficult: Conveying complex ideas or subtle]
of the German rockot program, including all nuances (discussing science with a Vulcan)
relevant scientific, technical and military Nearly Impossible: Writing great and meaningful j
personnel and their roles) poetry or prose
Specializations: Specific Organization (the Specializations: Every language is its own skill;!
Federation, Starfleet), Specific Planet the ability to speak Klingon does not convey]
(Dessica II, Earth), Specific Race (Rornulan, any skill with Romulan, for instance.!
Vulcan) However, characters can specialize in]
dialects such as English (20th-century slangl]
INTIMIDATION (PRESENCE) or Klingon (Archaic).
Intimidation represents a character's ability to
create fear in another person. By capitalizing on this LAW (INTELLECT)
fear,'the character coerces the target into following This skill covers knowledge of the laws,
his orders or revealing information he otherwise customs and regulations of a specific organized]
would suppress, or can manipulate him into society.
performing tasks that he ordinarily would not
undertake. Intimidation attempts require an Opposed Routine: Recalling the details of a simple law Of]
Test against a target's Intimidation skill (modified by regulation
Willpower). If the target does not have the
Moderate: Recalling the details of a complex law SEARCH (INTELLECT)
or regulation Characters use Search to locate or detect hidden
Challenging: Recalling the details of a very objects (concealed weapons on someone's person) or
complex law or regulation people (camouflaged soldiers or people trying to
Difficult: Discerning and exploiting loopholes in sneak past using Stealth). If an object or target is
legal systems; discovering the relationships hidden, the character attempting the search makes an
of two complex laws Opposed Test against the target's Stealth (or
Nearly Impossible: Discerning and exploiting Coordination, if the target doesn't possess the Stealth
loopholes in Ferengi economic laws s k i l l ) , or against the Stealth Test Result of the person
Specializations: Federation Law, Specific who hid the object. If an object hasn't been hidden,
Planetary/Government Laws (Earth, Edoan, the character simply makes a roll against a base
Klingon, Romulan, Vulcan), Starfleet Difficulty.
Regulations
Routine: Target is h i d i n g in p l a i n sight
MERCHANT (INTELLECT) Moderate: Finding a disrupter hidden under a
Merchant covers all aspects of selling goods and jacket
operating a sales business (other than those governed Challenging: Finding the right isolinear chip in a
by Bargaining). This includes running a business for p i l e of them; locating a concealed door or
maximum profit, knowing what goods are in demand access panel
and where, knowing the best trade routes and so Difficult: F i n d i n g one person in a crowd;
forth, locating a very well-concealed door or
access panel
Routine: R u n n i n g a small, single-product sales Nearly Impossible: The proverbial needle in a
business; a stand in the Bazaar of Vulcana haystack
Regar Specializations: None
Moderate: Running a large, single-product sales
business; Sisko's Creole Kitchen or a similar SLEIGHT OF HAND (COORDINATION)
restaurant The character can palm small objects, making
Challenging: R u n n i n g a small, multiproduct them seem to disappear. This includes the a b i l i t y to
sales business; a swank haberdashery in the pick pockets without alerting the target and the
bustling starport on Rigel ability to conceal small items on one's person. The
Difficult: Running a large, multiproduct sales object is considered hidden, requiring a searching
business; a c h a i n of orbital bars throughout character to make an Opposed Search Test (or
the entire Arcturus Sector Intellect Test) against the character's Sleight of Hand.
Nearly Impossible: R u n n i n g an interstellar
trading conglomerate; a speculation Routine: P a l m i n g a quarter; h i d i n g a k n i f e
consortium based on Ferenginar whi.ch underneath a jacket
services the entire quadrant Moderate: H i d i n g a disrupter underneath a
Specializations: Specific Business Type, Specific jacket
Market (for example, D t l i t h i u m Market, Challenging: H i d i n g a disruptor underneath a
Flowering Plants Trade Routes, R i g e l l i a n tight shirt
Cold Market), Specific Product Difficult: H i d i n g a Type III Phaser R i f l e
underneath a jacket
P R I M I T I V E WEAPONRY (COORDINATION) Nearly Impossible: Hiding a Type III Phaser Rifle
This represents the character's a b i l i t y to use up your sleeve
[primitive hand weapons (such as clubs, swords and Specializations: Conceal Weapon, Magic Tricks,
knives) and ranged weapons (such as bows and Pick Pocket
crossbows) for the purpose of attack or defense.
STEALTH (COORDINATION)
Routine: Hitting an opponent whose Dodge roll Stealth measures a character's a b i l i t y to conceal
was 3-5; firing at a target at Point Blank or objects from view, hide and move quietly. To hide
Short range weapons on one's person or conceal s m a l l goods,
Moderate: Hitting an opponent whose Dodge use the Sleight of Hand s k i l l ; h i d i n g larger items or
roll was 6-8; firing at a target at Medium items somewhere other than on one's person requires
range; repairing a weapon out of combat Stealth. To hide successfully requires sufficient cover;
Challenging: Hitting an opponent whose Dodge it is impossible to hide something in the open. To
roll was 9-1 1; firing at a target at Long range locate a hidden object, a character makes an
Difficult: Hitting an opponent whose Dodge roll Opposed Search Test against the h i d i n g character's
was 12-14; repairing a weapon in combat Stealth.
Nearly Impossible: Hitting an opponent whose
Dodge roll was 1 5+ Routine: Hiding around a corner
Specializations: bat'leth, Chaka, d'k tagh, Lirpa, Moderate: Sneaking across gravel
Longbow, mek'leth, Rapier, Sword Challenging: H i d i n g behind a plant
Difficult: Sneaking across a well lit area
r Nearly Impossible: Hiding in plain sight
Specializations: Hide, Stealthy Movement
STREETWISE (INTELLECT)
using a Psionic skill at range. Characters may not use
their Focus edge when using Psionic s k i l l s at range.
There are many other factors which can mate a
Psionic s k i l l easier or harder to use at range. The
Streetwise represents a character's familiarity Psionic Skills Modifiers Table lists some of these
with underworld organizations and how they factors; Narrators should use these as guidelines for
operate. This s k i l l can be used to locate i n d i v i d u a l creating modifiers for factors not listed here.
criminals, make contact with larger underworld
organizations, acquire contraband goods or i l l i c i t MIND CONTROL (Psi)
services, or find someone willing to commit a crime. This is the ability to alter a target's perceptions
This also reflects a character's knowledge of specific and actions, including making the target perform
criminal bosses, intelligence agents, corrupt law actions he wouldn't otherwise undertake or see
enforcement officers, smugglers, underworld slang something that isn't there. This power can affect a
and the like. target's thought patterns, forcing him to reach
conclusions that are erroneous or against his nature.
Routine: Finding an item or service common This a b i l i t y can only be used against one target at a
under most circumstances time.
Moderate:The item or service is easy to find, but A character using Mind Control must explain the
requires some discretion (finding a Ferengi overall effect of a particular use of the s k i l l . The more
arms dealer) complex the mind control attempt, the higher the
Challenging: Tho item or service involves risk or Difficulty.
is well-regulated (Romulan Ale)
Difficult: F i n d i n g an item or service rare in
Federation space (Varon-T disrupter)
Nearly Impossible: Finding an illegal item or PSIONIC SKILLS MODIFIERS
service on a Federation starship
Specializations: Locate Contraband, Orion CIRCUMSTANCE DIFFICULTY Moro
Syndicate, Underworld of Specific Planet or Environmental interference
Race (Ferengi, Klingon, Vulcan)
Strange energy fields that warp psionics +1 to +3
Psionic Using Psionic Skill through large amounts
Psionic s k i l l s represent the mental powers and of rock (or like substance) +1 to +2
abilities possessed by certain species (such as
Vulcans and Betazoids) and characters. The Psi Large number of minds thinking or feeling
attribute governs all Psionic skills, The Range edge
reflects a character's ability to use Psionic s k i l l s at the same thing (Receptive Skills only)
better than average range (it adds to all Psionic Skill
Tests made at range); the Focus edge represents the 2 minds -1
degree of precision with which the character can 3-4 mind -2
employ his Psionic s k i l l s (it adds to most Psionic Skill
Tests other than those made at range). 5-8 minds -3
The basic Difficulties of sample tasks are
described under each skill below. If a target resists a 9-16 minds -4
psionic power, an Opposed Test is required. ThisTest 17-32 minds -5
pits the attacking character's Psionic s k i l l (modified
by Focus) versus the resisting character's Mind Shield 33-64 minds -6
(also modified by Focus); the resisting character may
substitute Presence for Psi in this case if he wishes. 65-128 minds -7
This Opposed Test may be made once per round
during each round that the Psionic skill affects the 129-256 minds -8
target; it is considered an Immediate Action. 257-512 minds -9
Psionic powers work best on targets of the
character's own species; using them on other races 513-1,024 minds -10
usually increases the Difficulty (see individual s k i l l
descriptions). „. ond so on
Psionic abilities can be used at range, but Character or target is injured See Wound Level Table
generally are easier to use when the character is
touching his subject. Employing them at range Character is in combat +1
increases the Difficulty of accomplishing any task
(see the Psionic Skills Range Table). Extremely strange, bizarre, or unusual minds +1 to +3
98 A character with the Range edge adds or
subtracts a number of dice equal to the edge when Character cannot see target directly +1
Routine: Something the target would attempt form of communication, though in some instances it
anyway may serve as a way to distract or confuse another
Moderate: Something that w i l l inconvenience character.
the target
Challenging: Something that w i l l get the target Routine: Target of one's own race receptive to the
into trouble (a reprimand) telepathy
Difficult: Something that violates the target's Moderate: Target of one's own race unreceptive to
principles or would get him into serious the telepathy
trouble (a review board) Challenging: Target of another race receptive to the
Nearly Impossible: Forcing the target to commit telepathy
suicide Difficult: Target of another race unreceptive to the
Specializations: None telepathy; erasing or altering a character's
memories
M l N O M E l D (PS1) Nearly impossible: Target is a completely alien
This a b i l i t y is closely associated with Vulcans, being
although the s k i l l includes various methods of Specializations: None
memory exchange. The character can read the
mrmories of a target or share his own memories with RECEPTIVE EMPATHY (Psi)
the target. Roth p a r t i c i p a n t s remember the The character can sense the emotional states of
experience afterwards, though they both know the those around him. This usually comes across as a
memories belong to someone else. general sense of the character's broad feelings — anger,
Mind Meld is very difficult to use at range; add hostility, peace, happiness and so on.
+2 to . i l l Difficulty Numbers if the character is not
tnudiing the target. Routine: Target of one's own race receptive to the
empathy
Routine: Sharing memories with a w i l l i n g target Moderate: Target of one's own race unreceptive to
of one's own race the empathy
Moderate: Sharing memories with an u n w i l l i n g Challenging:Target of another race receptive to the
target of one's own race empathy
Challenging: Sharing memories with a w i l l i n g Difficult: Target of another race unreceptive to the
target of another race empathy
Difficult: Sharing memories with an u n w i l l i n g Nearly Impossible: Target is a completely alien
target of another race being
Nearly Impossible: Sharing memories with a Specializations: None
completely alien being
Specializations: None RECEPTIVE TELEPATHY (Psi)
The character has the a b i l i t y to read the surface
MIND SHIELD (Psi) thoughts of a target. The character can also elect to
The character has the a b i l i t y to withstand psionic probe the target's thoughts more deeply, but any such
,mat:k or influence. Characters use Mind Shield to attempt is at least one Difficulty category higher.
make Opposed Tests when resisting Psionic s k i l l s Receptive Telepathy cannot read a target's memories;
such as Protective Empathy or Receptive Telepathy. that requires Mind Meld.
Specializations: None
Routine: Target of one's own race receptive to the
PROJECTIVE EMPATHY (Psi) telepathy
The character has the ability to project his feelings Moderate: Target of one's own race unreceptive to
onto a recipient. This a b i l i t y can make another person the telepathy
feel whatever the character experiences - - fear, Challenging: Target of another race receptive to the
happiness or trust, for example. With sufficient training telepathy
(skill level 4), the character can make the target feel Difficult: Target of another race unreceptive to the
emotions he (the sender) is not experiencing. telepathy; erasing or altering a character's
memories
Routine: Target of one's own race receptive to the Nearly Impossible: Target is a completely alien
empathy being
Moderate: Target of one's own race unreceptive to Specializations: None
the empathy
Challenging:Target of another race receptive to the
empathy
Difficult: Target of another race unreceptive to the
PSIONIC SKILLS RANGE
empathy RANGE DIFFICULTY MODIFIER
Nearly Impossible: Target is a completely alien Touch -1
being. Point Blank (5m OF less} +0
Specializations: None Short (5.1-20m) +1
Medium (20.l-50m) +2
PROJECTIVE TELEPATHY (Psi)
The character can send his thoughts directly into Long(50.1-100m) +3
the mind of a larget. Typically this is used purely as a Extreme (over 100m) +4
Advantages And MASTER ADVANTAGES/DISADVANTAGES LIST
Disadvantages ADVANTAGES DISADVANTAGES
Alertness (+2) Argumentative (-1)
Advantages and disadvantages can be used to
customize a character d u r i n g the character creation
Alien Upbringing (+1) Arrogant (-1)
process. They describe interesting physical, mental, Ally (+2 to +5) Bloodlust (-2)
psychological and social traits or developments not Ambidexterity (+2) Chronic Pain (-2)
quantified by attributes and s k i l l s . Advantages and Athletic Ability (+2) Code of Honor (-2 to-5)
disadvantages often increase or decrease Test dice,
thus improving or reducing a character's chances of Bold(+l) Dork Secret (-1 to-3)
successfully performing specific actions d u r i n g Commendation (+1 to +3) Dependent (-2)
play. Contoct (+1 to +3) Fanatic (-2 to -3)
Advantages provide a Star Trek: The Next Curious (+1) Greedy (-1)
Generation RFC character with some kind of
special a b i l i t y or asset that aids him d u r i n g play. Department Head (+1 to +4) Hides Emotions (-2)
They cost Development Points (the cost is indicated Double-jointed (+2) Hypochondria (-1)
in parentheses after the name of the advantage). Eidetic Memory (+3) Impulsive (-1)
Most advantages, particularly those which provide Enhanced Vision (+2) Intolerant (-1 to-3)
bonus dice or s i m i l a r bonuses, can be purchased
only once. A few, such as Ally or Contact, can be Engineering Aptitude (+3) Low Pain Threshold (-2)
purchased m u l t i p l e times. Excellent Balance (+1) Medical Problem (-1 or-3)|
Disadvantages are hindrances or limitations the Excellent Metabolism (+1) Obligation (-1 to -3)
character suffers — poor eyesight, illness, physical Excellent Hearing {+2} Obsessive Tendencies (-3)
d i s a b i l i t y and so on. They cost "negative"
Development Points (i.e., the character g a i n s Excellent Chemoreception (+1) Pacifism (-1 to -5)
Development Points to spend on other things; the Excellent Sight (+2) Phobia {-2 to -5)
additional points are indicated in parentheses after Famous Incident (varies) Physically Impaired (-1 to-l
the name of the disadvantage).
Characters are either born with advantages and
Favor Owed (+1) Poor Chemoreception (-1)
disadvantages, or they develop them during the High Pain Threshold (+2) Poor Hearing (-1)
Background History, Advantages and disadvantages Innovative (+1) Poor Sight (-2)
should be used to flesh out a character's history. The Language Ability (+2) Rival (-1 to-3)
advantage Alien Upbringing means the character
grew up on a planet a l i e n to his own culture — a
Mathematical Ability (+3) Slow Healing (-2)
Vulcan raised on Earth, for example. Purchasing the Medical Remedy (varies) Species Enemy (-3 to-5)
disadvantage Rival during the character's Academy Mixed Species Heritage (+6) Sworn Enemy (-1 to-3)
stage, however, establishes that the character Multitasking (+2) Vengeful (-1 to -2)
developed a rivalry while attending Starfleet
Academy. Chouse those elements that best fit the Night Vision (+2) Weak Will (-2)
character's i n i t i a l concept. They relate to the Patron (+2 to +4) Weakness (-2)
character's personal development, family Peripheral Vision (+1) Zero-G Intolerance (-2)
relationships and personality. Promotion (+0 to +6)
QuickDraw (+2)
Advantages Rapid Healing (+1)
ALERTNESS (+2) Resolute (+3)
The character has an innate "danger sense." He Sense of Direction (+1)
receives an additional die when making Tests in
potentially dangerous situations. The Narrator rolls a Sexy (+2)
Search Test secretly and alerts the player when it is Shrewd (+1)
successful. This is not a psychic power; rather, it Sense of Time (+1)
reflects the character's subconscious powers of
observation. Typically, the information imparted by
Species Friend (+2 to +5)
this advantage is vague — "You feel like someone is Strong Will (+2)
watching you," or "Something doesn't feel right." Synergy (+3)
Tactical Genius (+3)
ALIEN UPBRINGING (+1) Telepathic Resistance (+4)
The character was raised from early childhood
on an alien planet by members of another species. Toughness (+2)
For example, Worf was raised by the Rozhenkos on Weapon Master (+2 or +4)
Gault. The player must determine the reason why his Zero-G Training (+2)
character was raised by members of another species,
and what effect this had on h i m . Choose the s k i l l s not come from Starfieet or the Federation, but can be
listed on the Template for the species that raised the an award from a planetary or imperial government,
character. If the character wishes to learn the skills such as the Vulcan Council or Klingon High Council.
listed on his native species' Template, they must be This may also involve the award of Renown Points.
purchased using Development Points. A human The precise nature of the award depends on the
raised on Qo'noS, for instance, would possess the number of points spent on t h i s advantage (see chart).
skills listed on the Klingon Template, since he learned
to use the bat'leth and speak Klingon w i t h the other
children, but he retains the attributes listed for COMMENDATIONS
humans. Human s k i l l s can still be learned, but must
be purchased using Development Points, COST COMMENDATION
AILY (+2 TO +5)
1 Commendation (Prantares Ribbon of
The character has a close relation — either a Commendation)
(fiend or relative — with someone in a position of
power.That person w i l l go out of his way to help the Minor Award (service award, Palm Leaf of Axanar
character. The cost of this Advantage depends on the Peace Mission)
Ally's position; see accompanying table for
guidelines. The player and Narrator should flesh out Major Award (UFP Medol of Valor, Medal of Honor
this character.
(with Clusters, Silver Polm with Cluster, Star Cross)
ALLY TABLE
Cosi EXAMPLE ALLY CONTACT (+1 TO +3)
The character has connections w i t h an influential
2 Fellow officer, locol constable, or midlevel person (whose identity and position must be
determined prior to the start of play; the player and
bureaucrat. Narrator should flesh out this character as needed).
This Contact w i l l perform a small favor for the
3 Starbase commander, starship captain, judge, character (if it is in his power to do so and if it does
high-level executive of a corporation, fairly not expose him to any kind of physical danger or
jeopardize his position). The amount of points spent
notofious organized crime figure. on this advantage determines this person's position
and usefulness (see chart).
5 A Starfleet Admiral, a Federation Diplomat, the
Vulcan Ambassador. CONTACTS
AMBIDEXTERITY (+2) Cosi EXAMPLE CONTACT
The character ran use either hand to perform 1 Fellow officer, local constable or middle-level
actions (firing a weapon, operating machinery and so
on) without suffering the standard +1 Difficulty bureaucrat.
penalty for using the "off hand." M u l t i p l e Action
Penalties (see page 125) still apply. 2 Starbase commander, starship coptain, judge,
ATHIETIC ABILITY (+2) high-level executive of a corporation, fairly
The character possesses an innate athletic talent, notorious organized crime figure.
excelling at physical activities such as running,
jumping and throwing. Whenever the character 3 A Storfleet Admiral, a Federation Diplomat, the
engages in p h y s i c a l activity (such as Athletics,
Acrobatics, Unarmed Combat or Primitive Vulcan Ambassador.
Weaponry), he receives an additional die.
C U R I O U S (+1)
BotD (+1) When you see a locked box, you want to know
You are bold, forging ahead where others fear to what's inside. Confronted with a scientific mystery,
tread. You receive a free Courage Point to spend in you need to know the answer. In situations where
situations where you take the initiative. The Narrator your character is confronted with the unknown, you
should require the player to roleplay this advantage receive a free Courage Point to spend.
to receive its benefits.
DEPARTMENT HEAD (+1 TO +4)
COMMENDATION (+1 TO +3) The character oversees a department on his
For actions above and beyond the call of duty, starship, such as Security, Tactical, Operations
the character receives a commendation. This need Management, Science, Medical or Engineering. The
cost of this advantage depends on the class of ship EXCELLENT METABOLISM (+1)
(see table}. In order to serve as a department head, a The character is very fit, and receives an I
character must possess the rank of f u l l lieutenant additional die when rolling to resist the effects of
although a Lieutenant (j.g.) might possibly serve as disease, age or poison,
department head on an Oberth- or $abcr-c\ass ship.
EXCELLENT H E A R I N G (+2)
DEPARTMENT HEADS The character has an exceptional sense ofj
hearing, and can distinguish between similar sound*
COST CLASS OF SHIP determine the direction and source of those sounds,
and detect whispers from a distance. He receives am
1 QterfMoss or Sotettlcss ship additional die when making Tests involving sound of
hearing (i.e. when he uses his Search s k i l l ) .
2 AtodKloss or /n/wp/rfcloss ship
3 Mub-dass, tofewdoss, or timeless ship EXCELLENT CHEMORECEPTION (+1)
The character has a well developed sense ofj
4 smell, and can distinguish between s i m i l a r smells,
determine the direction and source of the smell and
smell things the average person might miss. ThJ
DOUBLE-JOINTED (+2) character receives a +1 die bonus to all scent- fl
The character's body is unusually flexible. When taste-based Tests (such as Search Tests).
making a Test to escape from restraints or being
grabbed, to fit into tight places (like a Jefferies tube), EXCELLENT SIGHT (+2)
or to reach into cramped spaces (like an ODN The character has an acute sense of sight and is ]
panel), you receive an additional die. able to notice things other people might miss, such as
a disrupter hidden under someone's jacket. The
EIDETIC MEMORY (+3) character receives an additional die when making]
The character remembers everything he sees or sight-based S k i l l Tests.
hears. The character must have directly experienced
the information (though recalling something read FAMOUS INCIDENT (VARIES)
from a PADD counts). Use common sense when The character participated in an event of far-]
using this ability; this advantage should not apply to reaching importance, such as the negotiation of al
general s k i l l use. Just because you've seen someone treaty or first contact with a new alien species. ThJ
perform mok'bara does not mean you can do it, too. player and Narrator should determine the nature <•
At best, relying on this ability to use a s k i l l your the incident. The character receives 2 Renown Points
character lacks might count as untrained skill use for every Development Point spent. This can be
(even though the s k i l l can't normally be used combined with the Promotion advantage, meaning
untrained) at the Narrator's discretion. Lieutenant the character received a promotion because of his j
Commander Data possesses this advantage thanks to actions.
his positronic brain.
FAVOR OWED (+t)
ENHANCED VISION (+2) The character can c a l l in a favor from a highly!
The character can see in wavelengths not placed associate: a Starfleet officer, a high-ranking
normally visible to humans; Geordi La Forge's VISOR government official or the like. This associate maw
grants him this advantage. Tellarites also possess this place himself in physical danger to assist the!
advantage because of their racial ability to see deep character. Once used, the relationship is terminated,]
into the infrared. Note that in many cases, this
advantage gives the equivalent of Night Vision. HIGH PAIN THRESHOLD (+2)
The character can tolerate more pain than the I
E N G I N E E R I N G APTITUDE (+3) average person. Any modifier to Skill Tests caused by
The character possesses an innate sense of injuries is reduced by 1 (for example, a character
mechanics and engineering principles. He is adept at who is Injured would only have a +1 Difficulty tJ
understanding, operating or repairing machinery, Skill Tests, not the standard +2). Add this to the total
such as warp drives, tricorders and transporters. The penalty as a result of wounds (a character whoB
character receives an additional die when making Stunned and then Injured would suffer a
any Engineering S k i l l Test. Difficulty, not 0) (see Effects of Injuries, page 132)1
High Pain Threshold also adds a die to Skill Tests]
EXCELLENT BALANCE (+1) which involve resisting physical torture or pain,
The character has an acute sense of balance and
rarely falls. Add an additional die when making INNOVATIVE (+1)
Athletic or Acrobatic skill rolls, or in situations where The character approaches problems from a]
balance is essential. different perspective, devising innovative solutions
102 for problems as diverse as settling a shipboard
dispute to tinkering with the warp field coils. In al
situation c a l l i n g for original thinking, he receivesf
free Courage Point to spend.
LANGUAGE A B I L I T Y (+2) EORDIS VISOR
The character has an i n s t i n c t i v e grasp of
languages and how they are constructed. All This remarkable piece of equipment allows Geordi La Forge to
language Skill Tests arc rolled with one additional
die. The character must have at least one S k i l l level in
see, despite the fact that he was born blind. It not only allows
1
a language to rcct'ivi this bonus. him to see visible light (providing him with sight), but also
grants him the ability to perceive across the electromagnetic
MATHEMATICAL ABILITY (+3)
The character has an intuitive grasp of spectrum (equivalent to a +2 Enhanced Vision Advantage).
mathematics. All computer, science (life, physical The cost of such a device would be 2 Development Points, in
and space) and mathematical S k i l l Tests are rolled addition to the base cost of the Medical Remedy.
with one additional die. The character must have at
. least one s k i l l level in the s k i l l to receive this bonus.
| (Knowing math does not teach a character how to MIXED SPECIES HERITAGE (+6)
• program a computer, for example, but aids in the task The character is of mixed parentage—
| ifhealready knows how to program.) Romulan/Vulcan, Vulcan/Human, Klingon/Human or
other. Choose which two species the character
MEDICAL REMEDY (VARIES) comes from, and determine which is dominant. Pick
The character suffers from a physical condition three attributes from the primary Template, and two
: expressed as a Medical Problem or Physically from the secondary. Use the s k i l l s from the primary
' Impaired Disadvantage, such as blindness, paralysis Template. During Background History development,
or muteness, hut possesses some remedy. This can be keep in mind the character's mixed parentage, and
anything from genetic replacements to bionic choose appropriate skills. Work with the Narrator to
fctcsthetics. For example, a b l i n d character might develop the type of character you want to create.
E receive new eyes or a VISOR.
The cost of t h i s advantage varies. If the Example: Mr. Spock has a Vulcan father
replacement part or remedy merely provides a and Human mother. Physically, he is
substitute for the character's normal faculties (for Vulcan, but he does possess certain
[example, his cybernetic eyes duplicate normal Human characteristics (emotions), as well.
[eyesight), the cost of the Medical Remedy is equal to A player creating a Spock-like character
rlhe cost of the corresponding disadvantage (for would choose three attributes from the
[example, if Lt. B'nareth takes the disadvantage Vulcan Template, and two from the
[physically Impaired: B l i n d (-3) , he would spend 3 Human Template. During Background
Development Points to buy his Medical Kennedy). History development, the Narrator might
However, points gained from taking the Medical allow a player creating a Spock-like
Problem or Physically Impaired disadvantage do not character to "buy off" the Hides Emotions
[ttiunt towards the total number of points the disadvantage by spending two
[character can gain from taking disadvantages (for Development Points. The player might also
example, if the Narrator rules that characters cannot allocate points to the skill History
have more than 8 points of disadvantages, Lt. (Human) or World Knowledge (Earth) to
B'nareth could have 8 points in addition to the 3 simulate his character's knowledge of his
points received for his Medical Problem. parent's homeworld.
If the Medical Remedy also augments the
i character's faculties (e.g., the cybernetic eyes provide MULTITASKING (+2)
the equivalent of Enhanced Vision, Excellent Sight or The character can perform an a d d i t i o n a l
Night Vision), the cost for that part of the advantage Intellect-based action each round without suffering a
[is the same as that of the advantage the Remedy M u l t i p l e Action Penalty (see page 125). Further
duplicates. actions in a round w i l l result in standard M u l t i p l e
Action Penalties (e.,g., + 1 to all Difficulty Numbers
Example: Jen wants to give her for three actions, +2 for four and so on). Off hand
character, Lt. Velora, 3 paralyzed arm-the penalties still apply.
result of an accident suffered as a child.
She chooses the Medical Remedy Example: Captain Rixx attempts to make
advantage. She decides Lt. Velora wears an a Computer (Research) Skill Test while
embrace which transmits signals from her firing the ship's phasers (using Shipboard
brain to her arm, allowing it to move Systems (Tactical)). Both are Intellect skills,
normally. If the exobrace simply allows Lt. so he does not incur the Multiple Action
Velora to exercise her normal Fitness and Penalty. Later on, Rixx's player wants to
Strength, its cost will balance against the shoot a hand phaser white unlocking a
cost of her corresponding Physically security-encoded door. Security is an
Impaired disadvantage. However, /en Intellect skill, while shooting a phaser is a
decides the exobrace makes Lt. Velora Coordination skill, so Rixx doesn't suffer a
stronger. This costs -t- 1 point for each point Multiple Action Penalty (because he's
of additional Strength edge she desires. allowed an additional Intellect skill).
Finally, Rixx finds himself attacked by two Engineering, Flight Control, Security or Science. I
Ferengi, and he wants to punch both. beginning character may start with a rank higher thj
Because both actions are Coordination Lieutenant Commander. See the Rewards Chapte
skills, he suffers a multiple action penalty. further information on promotion and advanceme
RESOLUTE (+3)
The character does not know the meaning of the Obscure or unimportant race (nanites of Kavis Alpha,
word "surrender." When the captain is taken hostage, Pakleds)
the character won't abandon h i m . Once a course of
action has been determined, the character stands his 3 Lesser or distant race {Breen, Tholions)
ground. He receives one extra die to roll on all S k i l l
Tests when following his goals. 4 Major or locally important race (Andorians,
It is up to the Narrator to decide whether a
pjrtkular S k i l l Test relates to "following a goal." CarrJassians, Tellarites)
fwrr.iturs should be wary of players who
continuously abuse this advantage to get bonuses on 5 Widespread race (Humons, Klingons, Romulans,
every roll, such as "1 resolutely phaser the Klingon," Vulcans)
lor "My goal is to fix the replicators."
(Note: This is the positive side of the Obsessive
Tendencies disadvantage. W h i l e an obsessed person STRONG WILL (+2)
suffers a penalty when distracted, a Resolute person The character possesses more willpower than the
: can choose to "break off" at any time.) average person, and adds an additional die to S k i l l
Tests when resisting attempts to influence him (such
SENSE OF DIRECTION (+1) as Fast Talk, Intimidation or Behavior Modification).
Once the character has visited an area, he always Strong W i l l offers protection against Telepathy.
remembers how to return to it — he cannot get lost (While Telepathic Resistance prevents a person's
in a place he has visited before. This is automatic and mind from being read, Strong W i l l allows the
requires no die roll. character to shield certain thoughts or memories).
Iota! Nonviolence: The character will not lift a hand PHYSICALLY IMPAIRED (-1 TO -3)
against another creature — even animals. He musf The character suffers from a severe physical
impairment — blindness, partial paralysis, a missing
settle all disputes nonviolenrly and will attempt to limb or some other such handicap. The player
persuade others to forsake violence. Surak of Vulcan should, at the time of character creation, determine
believed in total nonviolence. the exact nature of the disability. The value of the
disadvantage depends on the extent of the
Self-defense; The character will only fight to defend impairment (see table).
Note that with transplants, n e u r o m u s c u l a r
himself or those under his personal core, using only regeneration or bionics — which the Federation
enough force to end the confrontation. The character makes available freely — many impairments can be
cannot moke pre-emptive attacks. Many Starfleet fixed in the 24th century, Ceordi La Forge, for
example, has his VISOR. The player should select the
doctors possess fhis form of pacifism. advantage Medical Remedy, thus compensating for
the handicap (essentially, the player must choose the
Cannot Kill; The character con fight, but cannot kill, impairment before he chooses the remedy). See
nor obondon someone to die (even an enemy). If Medical Remedy for further information.
the character kills, he becomes wracked with guilt, If a character's impairment cannot be fixed, he
continues to suffer from the condition, though it can
making all Intellect and Presence skill and Attribute be bought off at any time with Experience Points (for
Tests at -I die until the Ship's Counselor or another example, the b l i n d character finally obtains a VISOR,
trained professional can make a Challenging (9) cybernetic eyes or genetic replacements). Generally,
this option should be reserved for non-Federation
Medical Science (Psychology) Skill Test while characters, or special cases (like Mediator Riva from
counseling the character. Ramatis III).
WEAKNESS (-2)
The character is extremely frail and has a difficult
time resisting injury. For purposes of withstanding
Jamage, he is considered to have -1 Fitness (see
Ritcts of Injuries, pages 132, for more information
on taking damage). A character who suffers from
Weakness cannot have a positive V i t a l i t y edge.
ZEUO-C i N T O t E R A N C E (-2)
The character cannot tolerate a lack of gravity.
I Whenever he is in a zero-gravity environment, he
must make a Coordination Test against a Moderate
(7) Difficulty or immediately becomes dizzy (giving
lfcima-2 clio p e n a l l y to all a c t i o n s undertaken w h i l e
[in zero gravity). This penalty takes effect even if the
Htfacter wears magnetic boots.
wtenant Sevek sat at her suit ion.
Level .'i diagnostic on the flight control stati
- There wasn't much else to r1o whit
Tests
If the flesh of a Star Trek: The Next Generation Rpd
game is the story, its lifeblood is action. Almost
everything your character does—firing a phased
f i x i n g the warp core, or charming that Betazoid
ensign on deck twelve—can be described in termsol
an Action. Whenever precise t i m i n g becomes a
consideration during an episode, the Narrator will
normally ask players to declare specific actions fa
their characters, for more information on actions and
how they are used, see Actions, pages 124-125. 1
When facing a situation where the outcome of an
action is uncertain, a player must roll a Test td
determine whether his character succeeds. Tests car^
be based on attributes alone, but more frequently
they involve a s k i l l (a S k i l l Test). Whenever possible,
the Narrator should use S k i l l Tests to resolve actions.
Typically, a Test requires the character to roll I
number of dice equal to a particular attribute, and!
add the highest die to his s k i l l level. The played
compares that total - - the Test Result - - to a
Difficulty Number set by the Narrator. If the Ted
Result equals or exceeds the Difficulty, the Tea
succeeds. If the Test Result is less than the Difficulty,
the attempt fails. See Making a Test, below, for moq
details.
I Difficulty
Certain tasks are inherently more difficult than
others, and in the Star Trek: The Next Generation
RFC this is reflected by a task's Difficulty. The
accompanying chart shows the various Difficulty
Numbers.
Remember that a one point difference in
Difficulty can make a big difference in a tense
situation. Because the actual Difficulty numbers are
stightly flexible within each category, the Narrator
should know the skill and attribute levels of his
players, and assign Difficulty accordingly.
Use the following guidelines when assigning
Difficulty:
The possible Difficulty Numbers are org^ni^ed Routine These arc easy tasks. Even
Into categories, such as Routine or Challenging, inexperienced characters w i l l perform these
which offer a general description the Narrator can successfully most of the time. Examples include
use when explaining the difficulty of an action to the making a standard sensor scan or creating a simple
players. The Difficulty Numbers in each category are computer program.
a range, so the Narrator has some options when Moderate - These tasks require some skill to
determining the Difficulty Number of a task that f a l l s complete successfully. An average character has a
into each category. For example, a C h a l l e n g i n g task decent chance of failure. Examples include creating
coulc) have a Difficulty Number of 9, TO or 11. The a complicated computer program, making a sensor
typical Difficulty Number for each category is scan for something difficult to find, or making routine
[indicated in boldface. repairs/adjustments to the warp engines.
Challenging - These are complicated tasks that
above the Difficulty Number, In game terms, this means that :$dn the Difficulty Number-for example, rolling a 5 or less
the attempted action hos succeeded beyond the player's tVthe Difficulty Number is 11. The following are possible
expectations. ionales for foiled rolls. Consult this list for ideas on how to
lie a Dramatic Failure result, or use them os examples for
tolling to hit a target in combat, a Dramatic Success ting new ones. As a general guideline, a Dramatic Failure
iiiunlly indicates that the character has done extra damage (of can increase or decrease related Difficulty Numbers by up to 3
achieved some other important effect). As a guideline, the
Nmtoi should consider adding one to two dice to the damage
lolled, or creating other useful results. For example: Ensign Dirksen bus an attack of sneezing or coughing that
renders his attempt to charm the lovely Nurse Jamison
• Lieutenant's Venak's shot destroys utterly unsuccessful, despite the clever joke he just told.
officet's hand.
In a highly-ambitious attempt to speak on unfamiliar
• Lieutenant Commander Corbin's attack mok language, U. Commander T'bol inadvertently soys
space pirate he's fighting drop his mek'feih. something insulting or humiliating.
•The Captain's punch is a -lucky shot, rendering the Bolion A deafening explosion causes temporary hearing loss, thus
attacking him completely unconscious. increasing the Difficulty of any Search or Intellect rolls based
•Lieutenant Ridgeway dodges far enough past his Romulon onJvsflijflgby +3 until the Crew corrects the problem.
opponent that he gets a cfear attack at the Randan's back; •',- Lieutenant Venok's phaser
The following are sample out-af-combot Dramatic Successes:; • several minutes or hours to repair.
fa con be used "as is" or serve as guidelines for Narrators Chief Engineer Thompson suddenly hos "a mental block"
who wish to develop their own. As a good rule of thumb, a and cannot remember something critically important for the
Dramatic Success can increase or decrease the Difficulty next several minutes.
Number of related Tests by 3.
Ensign Jellek spills a drink on
•Doctor Henrison's tricorder determines the exact number, nbarrassment during a Fast Talk or Charm attempt,
position, and armaments of the Cardassians who
planning to ambush him. itenanf Commander B'rek mistakes the sound of
approaching harmless animal for an enemy.
• Lieutenant Commander T'bal places her spacecraft in a prii
position to avoid sensor detection (there is Some kind of local interference — primitive radio signols,
any attempt to locate her with sensors). metal walls or the like —blocks Dr. Henrison's tricorder until
Dirksen flirts with Nurse Jamison in the hopes c ^ •'••••:£••••
WBSSSU6SSS6K
her out on . a date; tells a joke.'•: tfioi: she.""
• i Lt. Ridgeway's pr
ruining any chances at a stealthy approach.
b
'01
•Chief Engineer Thompson deduces infi .... :-.>:flie catwalk Lt. Commander Corbin climbs gives
dramatically improve the current situation. sending him falling to the ground.
• Lieutenant Commander B'rek's hobby just happens-to. • Ensign Tanac's foot is entrapped by roots, requiring a difficui
to the obscure subject at hand, providing a possible solutic •:;: ^<:af^;ttdtisy:*r extraction.
• Local food hos caused Lt. Sh'arain to suffer some
• Ensign Jellek suddenly has strong s feeing otteinj allergic reaction — nousea, blurred vision and other
watcned. detrimental (but not life-threatening) ill effects, causing her
to suffer a +3 Difficulty on all Skill Tests she mokes until she
• A character manages to perform a physicot feqt wfh
particular grace, styte or flamboyance (reducing the Difficu ,
if any related Charm Tests against anyone who witnessed
^fwtby-3),
•octer locates a due,
il in the long ter
^
I rerrffffff
Example: Those Ferengi gunrunners personal loss in order to protect or help his comrades or to further the
have somehow managed to evade Lt. group'; overall mission, he should receive a substantial reword. In sucli a
Flynn in an asteroid field. If she loses them case, the character could recover anywhere from 4-6 Courage Paints,
118 completely, her mission will be over. She depending on the severity of the character's sacrifice, and may even be
makes a Shipboard Systems (Sensors) Test awarded extra Courage Points as experience (see Pewo/rfs).
to locate them; the Narrator rules that the
Difficulty is Challenging (JO). Her Intellect
Spec/a/ Types of Tests
ATTRIBUTE TESTS
The Star Trek: The Next Generation RFC is a
[game where skill is paramount, but occasionally a
I character will be called on to make a Test based on
this natural ability alone. In such cases (called
Attribute Tests), simply roll the attribute dice
' normally to obtain the Test Result. The highest die still
gives you the Test Result, and Drama Die rules still
1
apply. However, since you're not using a skill, you
don't get to acid a skill level to the roll. If the Narrator
rules that an edge affects the Test, add or subtract the
appropriate number of dice as well.
Although there may be occasional situations
; where Attribute Tests are appropriate, most actions
lire covered by a ski 11. The Narrator should encourage
\ players to use Skill Tests to resolve actions whenever
possible.
OPPOSED TESTS
When one character acts in direct opposition to
another character, both characters make appropriate
Skill (or Attribute) Tests. This is referred to as an
Opposed Test. In an Opposed Test, characters do not
roll against a predetermined Difficulty Number.
Instead, they simply roll normally to obtain a Test
Result. The character who gets the higher Test Result
is the victor. If the two results tie, the character who
rolled higher on his Drama Die is the victor, if the
Drama Die rolls are also tied, the character who
initiated the Test wins.
The difference between two characters' Test
Results during an Opposed Test determines how
much better the victor performed. If the Dramatic
Success rules are being used, a character whose Test
Result exceeds his opponent's by six or more
achieves a Dramatic Success. Note that the Dramatic
OPTIONAL RULE: AUTOMATIC SUCCESS Failure rules don't u s u a l l y apply during an Opposed
Test. If one character achieves a Dramatic Success
(by exceeding his opponent's Test Result by 8), his
opponent doesn't also get a Dramatic Failure.
While it is often fun to roll a lot of dice, sometimes too much Opposed Tests, while common, are not always
dice rolling can get in the way of the story. In order to appropriate. Whether to allow one is up to the
minimize needless Tests, the Icon System uses an optional Narrator. Examples of Opposed Tests include:
tactic Success rule. Automatic successes are simple: If o
tatter's Skill level (plus an applicable edge) equals or • While on shore leave, Ensign Dirksen is enjoying a
exceeds the Difficulty of the action being attempted (after oil few carefree moments at the card table in a local
casino. Luck wasn't on his side during his last visit,
modifiers are applied), the character automatically succeeds, so he decides to use his Gaming skill to improve
foi example, a Flight Ops officer with Shipboard Systems his chances of winning. Unfortunately the dealer
(Flight Control) 2 (3) would automatically succeed at all doesn't want him to do this, so he uses his own
Shipboard Systems Tests with o Difficulty of 2, and all Gaming skill to oppose the good Ensign.
Sriipbood Systems (Flight Control) Tests with o Difficulty of 3, • Lt. Venak needs to sneak into a warehouse to find
out if Rigellian smugglers are hiding supplies
Itie Narrator should normally limit Automatic Successes to non- inside. He attempts to do so using his Stealth skill,
aiticrjl situations. If the action occurs in the middle of a tense but will be opposed by the guards with their Search
or aromatic situation—aliens attack the players, your vessel is skills.
in jeopardy, the captain's life is in danger—the player should • A Ferengi attempts to convince Lt. Ridgeway to let
hlnn into the Engineering Room. He pits his Fast
probably moke o Test. A healthy fear of failure can go a long Talk skill against Ridgeway's Intellect,
way toward maintaining drama in such instances. Use gooa
judgment when using the Automatic Success rule; if your Sometimes a particular situation or environment
players simply enjoy rolling dice, by all means let them do so. w i l l affect an Opposed Test. If one character is in an
advantageous (or disadvantageous) situation, the fo
Narrator can give the player additional (or fewer) ccr
P
dice to roll while making his Test. Note that these
modifiers do not reflect superior s k i l l ; rather, they
OPPOSED TEST MODIFIERS at
represent outside factors or unusual circumstances. Te
SITUATION MODIFIER O
EXTENDED TESTS nc
Most normal actions resolve themselves quickly,
in a matter of seconds. You obtain your Test Result Small Advantage +1 to Test Result
and either succeed or fail. Does your phascr shot hit (sun in opponent's eyes)
the Rornulan spy? Do you spot the hidden entrance ac
to the underground colony? One Test attempt and it's N
over. In
Extended Tests cover actions that consist of
Moderate Advantage +2 to TR T(
several distinct parts, or actions of extended duration. (opponent has very bod footing) Ri
They often last for several rounds, and sometimes su
they w i l l last several scenes or longer. Extended Tests Si
are composed of Turns; before a character begins an Significant Advantage +3 to TR h<
Extended Test, the Narrator sets a Turn length F;
(opponent has suffered a
(anything from a minute to a day or more, depending
on the action being attempted). The player rolls once significant relevant injury) st
each Turn, adding his Test Results together until he
has accumulated a total, cumulative Test Result set by
the Narrator. Once the player equals or exceeds this Dominating Advantage +4 to TR
cumulative number, his character succeeds at the (opponent is blinded
task. Normal or Dramatic Failures may set the
character back a Turn or force him to begin the task and bodly injured)
again (at the Narrator's discretion).
Extended Tests can serve another purpose, as
well. The Narrator may wish to break difficult, Small Disadvantage 1 toTR
involved tasks down into more manageable pieces, A (a loud noise momentarily
character must successfully complete each "piece" of
the larger task in order to succeed at the whole, distracts you)
Example: Chief Engineer Thompson
needs to repair the extensive damage Moderate Disadvantage -2 to TR
caused lo Engineering by a Borg attack, (you are in poor position to
and fast. Five subsystems have been
damaged, and each needs to be repaired fate your opponent; significantly
before Thompson can bring main power below him, on
back on tine. The Narrator decides that this fluctuating terrain, etc.)
will be an Extended Test, and that each
Turn will represent three minutes. The
Narrator sets the Difficulty Number at 9, Significant Disadvantage -3 to TR
and Thompson must achieve a total of 40
on his cumulative rolls to get the repairs (you are caught completely off
done properly — before the next attack. guard; your opponent is cheating,
Thompson's first three rolls are successes
- 9, 11, and 9. However, his fourth roll, a possesses important information
5, indicates failure and a brief setback. which you do not, etc.)
Unfortunately, ho has run out of time. The
Narrator rules that because of this failure,
Thompson cannot succeed at his task Dominating Disadvantage -4 to TR
before the Borg attack again, but may
resume work after their next attack, (you have suffered major
keeping the 29 points already rolled to damage or injury)
indicate his progress. If the Borg cause
further damage to Engineering, the
Narrator may increase the total that
Thompson must achieve to effect repairs. becomes a Challenging (9) Test.
Alternately, the Narrator could decide Thompson will have to make each Test
that each subsystem represents a "piece" separately and in succession, with each
of the larger whole, and break up the attempt taking one Turn.
120 Extended Test that way. While trying to
quickly fix all the systems at once might be Remember that Extended Tests do not normally
a Nearly Impossible task, the Narrator give you a concrete time requirement (although
rules that taken individually each repair your character may be working against the clock—
• for exam pie, the Narrator might tell you the warp
•ore will detonate in 10 minutes unless you can
| prevent it}. Your Turn length t e l l s you how long an
[ attempt takes; I he faster you reach your cumulative
Test Result, the quicker you complete the task.
: Obviously, a Dramatic Success or two can
accelerate an Extended Test considerably.
COMBINED TESTS
When several characters work together to
laccomplish a task (such as an Extended Test), the
I Narrator may allow them to make a Combined Test.
Hi a Combined Test, each participant must make a
[lest with the same s k i l l or attribute. The best Test
^Result is used as a base, and each additional
[successful Test adds 1 to that result {Dramatic
I Successes add 2). Failures do not add to the total;
however, if one of the characters gets a Dramatic
•Failure, either a setback occurs (possibly resulting in
fa subtraction from the total roll) or the group must anticipated, so the warp engines are back
fitartagain from the beginning. on-line in record time.
If the last Crew member's roll had
Example: Five Crew members try to resulted in a 3 (a Dramatic Failure), the
repair a damaged warp drive, a task which Narrator might have ruled, for example,
the Narrator rules will take four hours, that he accidentally caused a minor
Each Crew member uses his Propulsion catastrophe, so finishing the job would
Engineering (Warp Drive) skill. The now require six hours instead of four.
Narrator rules that making the repairs is a
Challenging (10) task. The Crew members UNTRAINED SKILL USE
roll, getting results of 14, 12, 12, 9, and 8. Some s k i l l s can be used, albeit poorly, without
This gives them a Combined Test total of formal training. Those s k i l l s in the Traits Chapter
16 (14+1 + }; the two failures do not marked with an icon (I) cannot be used untrained. In
subtract from this total). Since this is 6 other words, if you don't have at least 1 level in the
more than the Difficulty, they have s k i l l , you cannot attempt to use it.
achieved a Dramatic Success! The All other s k i l l s can be used by characters without
Narrator rules that this Dramatic Success formal training. When a character attempts to use a
means the work only takes 75% as long as skill untrained, he makes an Attribute Test based on
the attribute that governs the skill. For example, if
you want to use Fast Talk untrained, you would make
a Intellect Test. If you needed to fire a disrupter, and
OPTIONAL RULE: USING DIFFERENT ATTRIBUTES you never learned the Energy Weapons s k i l l , you
could still fire the weapon untrained by making a
WITH THE SAME SKILL Coordination Test. Drama Die rules still apply to
untrained S k i l l Tests.
TEST MODIFIERS
•••:.. .
Kick
. Action, but may only be attempted once per round. At
discretion, a character who has been grabbed con use his
(instead of Fitness+Strength) to worm free.
Punch
Roundhouse Punch
Snap Punch/Kick
Uppercut
.
STARFLEET MARTIAL Am (TIMED ACTIONS) [USABLE BY CHAIA WHO KNOW UN INFLECT MARTIAL Am))
VULCAN NERVE PINCH • Stun damage only; Strength does not add to the domogs;si
Stun Damage, page 133.
"Action" is the action the character wishes to take OF combat maneuvet he wishes to use.
"Diflimlty" is the base Difficulty Number for ottoclilBfl ofiotrisr chrjracrei with tha maneuver.
126
"Damage" is the domoge done by the maneuver. All damage rolls art modified by a character's Stisngth Edge [odd 01 subtract o number o! Hii m ,|t p
Stiength); rlis Dramo Die rub does not apply. The total on the dice is the amount of damage dotie to rhe rorjsr. At the GM's option, <"
(he damage a manemt does by using i m p i o m p t u weapons sach as chair legs, bioken bottles and the like.
For added realism, Narrators may elect to use this rule, which
determines where a successful shot or attock strikes o forget. R o l l
2 dice to determine the basic " h i t location" and consult the
f o l l o w i n g chart:
MBHHHMMRMH
CALLED SHOT
ROLL TARGET LOCATION MODIFIER EFFECT
1 Upper Arm/Shoulder +3 • Mjsf moke Moderate (7) Coordination roll to
hold on to any held items, including weapons,
r : aaaigiiiaaeeitaaetaaatteiiaaaaai
3 Upper Arm/Shoulder (Right) +3 • Must make Moderate (7) -^-^~ -« -
hold on to any held items, indue
4 Lower Arm/Hand (Left) +4 • Must make Challenging (9) Coordination roll to
hold on to any held items, including weapons.
5 Lower Arm/Hond (Right) +4 * Must make Challenging (9) Coordination roll to
hold on to ony held items, including weapons.
Chest (Left or Right Side)
TERRAIN MODIFIERS
TERRAIN TYPE MODIFIER
Swampy +3
Mountainous/Steep +2
Wet/Slkk/lcy +2
Water (2' or higher) -t-2
Obstacles, many/large -t-2
Obstacles, few/small +1
Sandy +1
Rocky +1
Extremely flat or even -1
Paved -2
MOVEMENT MANEUVERS Example: it. Commander B'rek fires at a
Some forms of movement should be considered target with his phaser at Long range
actions in comb,it, since they affect combat and take (Difficulty 10; see Ranged Combat
time. Narrators s h o u l d c o n s u l t the Movement Difficulty Table). He has Coordination 4,
Maneuvers T.i/i/f for guidelines on which types of Dexterity + 1, and Energy Weapon (Phaser)
movement .ire considered Timed Actions in combat. 3. He rolls five dice (four for Coordination,
+ 7 for his Dexterity edge) to make his Skill
Hanged and Melee Combat Test. Luckily, his Drama Die comes up a 6,
so he adds it and the next highest die, a 5,
Ranged combat involves weapons that can i n f l i c t to his skill, for a total of 14. He hits!
damage at .1 distance—firearms, phasers, bows,
ihrmvn spears .tnd so on. The biggest difference between ranged and
Melee combat involves weapons such as knives, melee combat is how the Narrator determines the
clubs and swords, as well as brawling, wrestling or Difficulty Number.
marti.il arts .ithtcks.
Attacks arc resolved l i k e any other S k i l l Test. To D I F F I C U L T Y NUMBERS IN MELEE COMBAT
I hit a target in combat, the character makes a S k i l l Test D u r i n g melee combat, the base Difficulty
using the appropriate weapon s k i l l (such as Primitive depends on the weapon or attack used, unless the
Weaponry or Energy Weapon (Phaser)), modified by target attempts to parry (which usually involves the
lis Dexterity edge. If the Test Result equals or Primitive Weaponry or Unarmed Combat s k i l l ) or
Breeds the D i f f i c u l t y Number, he hits the target. dodge the attack. If the target has declared that he
will try to parry or dodge, or he changes his action to
MOVEMENT MANEUVERS
ACTION* DIFFICULTY** EFFECT***
Dodge Test Result becomes rhe Difficulty Number to hit dodging character
Dive for cover A form of Dodge which allows the character to move up to 5rn ot no penalty; every
meter beyond 5 subtracts 1 from the character's dodge roll.
Drop and roll A form of Dodge which allows the character to move up to 1 m at no penalty; every
meter beyond 1 subtracts 1 from the character's dodge roll.
Tickle The character moves up to 5m and tackles his opponent; a successful attack means
the opponent is knocked down (unless he is substantially larger or stronger itian the
character), takes 2rJ6 Stun damage, rjnd, if the character desires, is Grabbed (see the
Combat Maneuvers chart, below). Tackle requires a Coordination Test or Unarmed
Combat Test,
"Udm" B the oction the character wishes to take
""Kftxtilty" is the Difficulty Number for the maneuver, if the Narrator requires a Skit! Jest at all. Mosl Movement Maneuvers should not require
Skill Jests to perform, unless some benefit (such as a Dodge effect or attock) is associated with them.
Injured The character has been thrown to the ground and is in such pain
that further actions this round are i m p o s s i b l e . Until he receives
first aid or medicol oftention, he suffers a +1 Difficulty to all Tests
(or -1 to Initiative Tests ond dodge or parry rolls) until heoled.
This penalty is in addition to whatever other penalties already
apply.
»W
OUR ed The character has been thrown to the ground ana is in such pain
,L L L L
Example of Combat
a rudimentary knowledge of first aid or medicine,
however. (See the Technology Chapter for more
information on medical gear.)
Three Klingon smugglers (each Fitness 3, Strength+l|
Vitality +1, Coordination 2) pick a fight w i t h thn
Starfleet officers — Lt. Commander C'raash (Fitn
RAL HEALING 4, Strength +1, V i t a l i t y +1, Coordination 3, Reaclk
+1), Lt. Semok (Fitness X Vitality +1, Coordination 4,1
Reaction +1, Dexterity +1), and Ensign Corby (FitnaB
.s ROLL HEALING R 2, Coordination 2, Dexterity +1) — in a bar at the
local starbase. A l t h o u g h the three officers try to leave
I -3 Character's health worsens; treat as injury of one step worse quietly, the Klingons block the exit. The only way out
than injury suffered (for example, as a Wounded injury if is to stand and fight.
In the first round of combat, all characters roll
character was Injured}. This result does not apply to characters Initiative Tests (a Skill Test w i t h the s k i l l to be used I
who ore only Stunned. modified by Reaction). Lt, Commander G'raash is]
going to use his Unarmed Combat (Starfleet Martial
4-6 No effect; character still suffers from injury at the same level. Arts) 2 (3), so he rolls four dice (three for hfl
Coordination, plus one for Reaction); his best result
7-9 Partial recovery; character still suffers from injury, but ot one is a 5, so his Test Result is 8 (5 + 3 for his skill).
level better (for example, o Wounded character would become Lieutenant Senrtok is going to use his Unarmed'
Combat (Starfleet Martial Arts) 2 (3), so he rolls five
merely Injured, and o Stunned character would be back at full dice; his Drama Die is a 6, so he adds it and the next!
heolth). highest die, a 3, to his s k i l l level, for a Test Result of}
12. Ensign Corby uses his Unarmed Combat (Starfleet
10-12 Partial to full recovery; character still suffers from injury, but at Martial Arts) 1 (2), so he rolls two dice, getting a 4 as]
two levels better (for example, an Incapacitated character his best result, so his total is 6, The three Klingons (A,
would become merely Injured; o Wounded character would be B, and C) plan to use their Unarmed Combat
completely recovered}. (Mok'bara) 2 (3) skills; they get Initiative Test Results j
of 7, 6, and 4, respectively. Klingon B rolled higher]
on his Drama Die than Ensign Corby did, so he'
13+ Full recovery. Character regains oil Wound Levels and returns to go before Corby. Therefore, the order of cc
a Healthy state. during this round is Semok, G'raash, Klingon
Klingon B, Corby, and Klingon C,
Advanced medical care requires more than just a Semok declares he w i l l only take one action this
rnedkit or tricorder - - it involves the continued round. Preferring to use nonviolent methods to end j
attention of doctors and nurses in a sickbay or the fight, he opts to apply a V u l c a n nerve pinch to \
hospital. Characters must know an appropriate Klingon B. He rolls four dice (from his Coordination), ]
Medical Sciences skill and have proper facilities to and gets a 6 as his best result (but not on his Drama
administer this kind of care. Die, unfortunately). Added to his skill level of 3, this'
In general, use the following as benchmark gives him a Test Result of 9. Since the Difficulty for!
Difficulties for using medical tricorders and medical the Vulcan nerve pinch is 8, he grabs the K l i n g o n . '
kits to heal wounds. Reduce the Difficulty by 2 if the The maneuver does (3+2d6) damage. He rolls his'
character is receiving advanced medical care. two dice and gets a 12, so he does 15 points of Stun
damage to the Klingon, the most he can possibly do.
Since Klingon B's Resistance is 4, he resists 4 points
of the damage, leaving 11 points. That's enough to
DEGREE OF INJURY reduce Klingon B to Stunned {and thus, since it is
Stun damage, unconscious). Since Semok did 7 more
DEGREE OF INJURY DIFFICULTY TO DIAGNOSE/HEAL points of damage beyond what was necessary to
render Klingon B Stunned, the Narrator rules that
Stunned Klingon B w i l l remain unconscious for an additional
Routine (4)
15 minutes (about half the time a human would]
Injured Moderate (7} remain unconscious).
Lt. Commander G'raash acts next. He declares
Wounded Challenging (8) he w i l l attempt two actions: He wants to punch j
Klingon A and Klingon C. Therefore he will havea+ll
Incapacitated Difficult(13} Difficulty modifier to both of his Punch maneuvers!
(making them Difficulty 8, instead of their usual 7).l
Near Death Impossible (15} For his first attack, he rolls four dice (three for!
Coordination, plus one for Dexterity); his best roll is
a 5 Adding this to his Unarmed Combat (Starfleet C'raash also declares two actions: draw his
Martial Arts) 2 (3) yields a Tost Result of 8-a hit! The phaser and fire at Klingon C. Drawing his phaser
base (l,image for his Punch is 4+1 d6, and he rolls requires no S k i l l Test.
another die because of his Strength +1. The best Semok declares he w i l l move over to Klingon A
result on his two dice is a 3, so he does 7 points of and administer another Vulcan nerve pinch. The
damage. Klingon A's Resistance is 4, so he resists 4 Narrator rules that Semok is only 1m away from
I points of damage, l a k i n g the remaining 3. Since his Klingon A, so getting to him w i l l not require an
Resistance is 4, that is not enough to move him to the action. He also rules that because Klingon A is prone
jSunm'dWound Level. and Wounded, he w i l l be easier to hit (Difficulty will
I Klingon A attacks next. Ho Jabs at Lt. be at -2). Sernok r o l l s his five dice (for his
Commander G'raash. His D i f f i c u l t y Number is 7, Coordination + Reaction), and gets a 5 as his best
' He rolls two dice (tor his Coordination); his best die result. This, plus his skill level of 3, equals 8 as
fta 2. This is added to his s k i l l level of 3, for a Test enough to hit even without the -2 reduction in
:
Result of 5. He misses as Lt. Commander G'raash Difficulty. The Narrator rules that, given Klingon A's
Ideftly steps out of the way of his punch. current state of injury, the nerve pinch automatically
f Ensign Corby's player has no illusions about knocks him out for the rest of the fight, so Semok's
Curliy's a b i l i t y lo pummel a K l i n g o n into player doesn't bother to roll damage.
[unconsciousness w i t h his bare hands, so he asks the
[Narrator if there is any sort of makeshift weapon
I nearby. The Narrator tells him there is a wooden
[chair just to his left; he can use his Primitive
Uwpunry s k i l l to w i e l d it, but its b u l k w i l l give
rCwby a +1 D i f f i c u l t y penalty on his attack roll.
jCorby grabs the c h a i r and smashes it over Klingon C's
Irffiad. He rolls throe dice (two for Coordination, plus
one fur+1 Dexterity); his Drama Die comes up a 6,
and his next highest die is a 4. Added to his Primitive
Weaponry s k i l l level of 2, that gives him a 12-more
[Stan enough to hit w i t h the chair, but not quite
•MXigh for a Dramatic Success. Corby's player rolls
[two dice for damage (the chair acts just like a club,
[which does 2+2d6 damage), getting a 7, for a total of
[^points of damage. Klingon C resists four of those
points and takes 5, rendering him Stunned (and thus
it a+1 Difficulty for all Tests until he is healed).
Because he has yet to reach Incapacitated, Klingon C
• still conscious,
| Since all combatants have acted for the first time
tor are unconscious), the combat proceeds to any
•additional actions in this round. Only Lt.
Commander C'raash declared more than one action,
lo he is the only one left to act. He is concerned
about having had so little effect with his first blow, so
lie asks the Narrator if he can change his second
action to attack Klingon A again. The Narrator agrees.
Dhis time G'raash's Test Result with his Unarmed
'Combat (Starfleet Martial Arts) roll is a 9, indicating
another hit. Even better, when G'raash rolls his two
Hcefor damage (for a Starfleet Martial Arts strike), he
[milsa total of 10. He does 1 4 points of damage1 this
•me, of which Klingon A takes 10. Combined with
!lhe previous 3 points of damage, that's enough to
reduce.' Klingon A to Wounded (but only for purposes Corby declares two actions: block Klingon C's
of knocking him out, since unarmed melee attacks attack with the remnants of the chair, and then
BOn't do lethal damage until after the target is counterattack. He rolls three dice (two for
luiocked out). Klingon A is knocked down by the Coordination, plus one for Dexterity) and gets a 5,
PDrce of G'raash's powerful punches, and w i l l be at which he adds to his Unarmed Combat (Starfleet
+2 Difficulty for all Tests u n t i l healed. Martial Arts) 1 (2) for a 7, and the Narrator grants him
Initiative Tests for the next round establish the an +1 for the chair fragments, for a total of 8. That's
following order of combat: Klingon C, C'raash, the Difficulty for Klingon C's attack against him.
iSemok, Corby, Klingon A. Klingon C decides to take All characters having taken their first action,
three actions this round: pick up his hat'leth, attack second actions begin. Klingon C slashes at Corby
Corby, and dodge Corby's counterattack. This w i l l with his bat'leth, Klingon C has Primitive Weaponry
impose a +2 to the Difficulty of all of his actions for (Bat'leth) 1 (2). He rolls his two Coordination dice,
^-2 to his Dodge Test Result). Picking up his weapon getting a 4 as his best roll. This means he missed (4
requires no S k i l l Test, fortunately. plus the s k i l l level of 2 is less than the Difficulty of
hitting Corby, which is a base of 8, +2 because COMBAT QUICK
Klingon C has declared multiple actions, +1 because
Klingon C is Stunned, for a total of 11). The Narrator REFERENCE SHEET
rules that Corby deftly blocks the blow.
C'raash goes next; he fires his phaser at Klingon
C. They are at Point-Blank range, so his Difficulty to I. INITIATIVE: Who Acts First
hit is a mere 3. C'raash has Energy Weapon (Phaser)
2 (3). The Narrator is using lht> optional "Automatic A. Initiative Test: Each character in combat rollsj
Success" rule, so since G'raash's s k i l l level equals or Initiative Test using the related skill-for exa
exceeds the Difficulty {he doesn't have a Dexterity Unarmed Combat if the character is involved i
edge), C'raash a u t o m a t i c a l l y hits the Klingon. fistfight, Primitive Weaponry if he is using a md
G'raash's phaser was previously set on 2 (Medium weapon such as a knife or Energy Weapon (Phai
Stun), which does 4+2d6 damage. C'raash rolls a 10 when using that weapon.
on his two dice, for a total of 14 points of damage. 1. Reaction: Each character's Initiative T«
Klingon C resists 4 points of this damage, but takes modified by his Reaction edge.
the remaining 1 0 ae enough to take him from Stunned 2. Highest Result Acts First: The character!
all the way down to Wounded. Because the phaser gets the highest Initiative Test Result actsi
was set on stun, Klingon C is rendered unconscious, the remaining characters act in order oft
and w i l l remain so for 10 minutes. (Remember, even rolls, from highest to lowest,
though Klingon C's Wound Level is Wounded, he is a. 7/es: If two or more results tie,
s t i l l only unconscious.) The player characters then character who rolled higher on his Dfi
take the three Klingons prisoner so they can turn Die is the victor. If the Drama Die rollsi
them over to the authorities. the same as well, the character or side i
began the fight wins Initiative.
3. Courage Points: A player cannot spd
Courage Points to increase his Initiative!
result.
At MELEE COMBAT
lA. Melee combat involves punches, martial arts or
Olttw nnnb.il rn.iru'uvcrs, and weapons such as
I knives.
it Difficulty Numbers: The Difficulty Number for
[melee combat depends upon the type of attack, codes to indicate how much damage they cause
maneuver or weapon being used. For example, the (typically a base number plus an additional
BScultyfora basic Punch is 7. number rolled on one or more dice); Strength
1. Dodging/Parrying: If a target dodges or parries modifies the damage roll for melee combat. For
E a melee attack, the Difficulty is based on the Test example, a basic Punch does 3+1 d6 damage,
Result of his Dodge roll; however, the m i n i m u m modified by the character's Strength.
S Difficulty is still based on the attack type, B. Rolling Damage: The damage done by an attack
2. Combat Variables: There are numerous equals the total rolled on the dice.
situations that can modify a character's a b i l i t y to 1. Courage Points: Courage Points may not be
f make a successful melee attack, including cover spent to increase damage rolls.
[ and zero gravity. C. Resisting Damage: Characters may resist a
f. Hitting a TargfV: To hit a target, the character rolls number of points of damage equal to their Resistance
his jitributo (plus his Dexterity edge, if applicable) (plus any Armor) from each attack. All points of
|wd adds the highest die to his s k i l l ; Drama Die rules damage beyond that apply directly to the character,
ipply, injuring him.
D. Wound Levels: The state of a character's health is
measured by Wound Levels. There are seven Wound
K DAMAGE Levels: Healthy, Stunned, I n j u r e d , Wounded,
A. formal Damage; Stun Damage: Most weapons Incapacitated, Near Death and Killed. A character
[and attacks cause normal damage (i.e., damage that can take his Resistance in damage before dropping to
[tan injure or k i l l someone). Some attacks, i n c l u d i n g the next level. The worse a character's Wound Level,
[phasers set on stun and punches, only cause Stun the more penalties he suffers to Difficulty Numbers;
[damage; stun damage s i m p l y renders a target there may be other ill effects as well.
[unconscious once he reaches a certain Wound Level. E. Healing: Characters may heal naturally, or with
[ 1. Brawling Attacks: Untrained, unarmed melee medical help. Either type of healing requires the
attacks cause damage equal to the attacker's character to make Fitness Tests (modified by Vitality,
;
Fitness + Strength (Stun damage). if the character has the edge) to improve his Wound
I 2. Weapons; Combat Maneuvers: Weapons and Level. Healing with medical attention is normally
combat maneuvers have their own damage quicker and easier.
J
heU.S.S. Beowulf shook with the farce of the
disruptar beam. "Shields clown to forty-five
POWER ALLOCATION
The Power characteristic repres
the amount of energy a ship
generate each round. A Gataxy-ctj
ship, for example, can generate
points of Power each round. Evi
system on the ship, from weapons]
life support, costs a certain number!
Power points per round to operate,!
quick glance at the various ships ini
Starships Chapter shows that each shi
has enough Power to run its syste
( i n c l u d i n g shields and weapons) aid
normal levels without significant!
concerns. However, when the
starts to redirect power to
weapon or shield performance,
usage can become a balancing gaflfl
The Operations and Engineering Officers must allocate
Power in the most efficient ways possible.
During battle, the character at Ops carefully
Flight Control
balances the amount of Power allocated to various Because battle takes place in a gravity-free, three-
systems. At the beginning of every round, the Ops dimensional environment, a starship's a b i l i t y to
Officer allocates Power to each shipboard system; this maneuver is limited only by its physical tolerances and
should be clone in concert with the Tactical Officer, to capacities, and the s k i l l of its Flight Control Officer. The
ensure she has enough Power. For example, if the Conn directs the movement of the ship, making
Tactical Officer fires the phasers at half power, the Ops Shipboard Systems (Flight Control) Tests to position the
Officer has enough Power to allocate somewhere else- ship in battle-to avoid a collision or for some s i m i l a r l y
the shields or sensors, for example. Conversely, if the pressing reason. The number of possible maneuvers that
Tactical Officer wants to fire the phasers at maxium a starship could make in combat is v i r t u a l l y limitless.
power, the Ops Otficor has to give him the Power to do The Starship Maneuvers table lists just a few possible
so. If necessary, some systems can be shut down or run maneuvers, with a Difficulty for each when m a k i n g
on decreased Power (and thus decreased effectiveness) Shipboard Systems (Flight Control) Tests. If the s h i p is
so that other systems can receive more Power. merely attempting to dodge attacks (see Dodging, page
Generally, reallocating Power does not require a 142), use a flat Difficulty of Moderate (8) for all
Skill Test: an 1 n g i i K v r or ( )ps ( Mlicer s i m p l y makes the maneuvers.
change, though coaxing more strength or effectiveness
out of i n d i v i d u a l systems may require Tests (see
elsewhere in t h i s chapter and specific systems
descriptions in the Starships Chapter). If the Narrator
feels that a Test is necessary (perhaps because of
damage to the Engineering section or the electro
plasma system (EPS)), the base Difficulty for any Power Impulse Speeds
transfer should he Moderate (7), Some systems are
designed to prevent Power from being taken from them The standard Starfteet designation for "Full impulse speed" is
—most notably, the life support system. Taking power .25c. Vessels may travel faster than this, but such speeds are
from these systems requires a Shipboard Systems (Ops) generally inefficient (it is more efficient to simply go to worp
j Skill Test to over-ride their failsafes. speed). Stnrship combot represents one of the few situations
Free form Power System
when high impulse speeds are common.
Using the Power Allocation system adds a level of
complexity to starship combat, and requires detailed
record- keep ing. If you prefer not to use the Power
system tor determining how well a ship's systems
function, it can easily be ignored. The Narrator can
simply keep track of all of a ship's functions currently in the rules provided in this chopter allow players to
use and l i m i t how much they can be strengthened or "roleploy" ship-to-ship battles, it is often helpful to use a
altered. Similarly, as the ship suffers damage, the physical representation of the battlefield. This not only allows
Narrator can s i m p l y declare certain systems or
functions now work at some percent of maximum players to actually see where their ships are in relation to their
capacity. opponent's vessels, but it makes it easier to calculate
movement distances and weapon ranges.
Any large, flat area works for a playing surface. Last Unicorn
STARSHIP MANEUVERS manufactures starship miniatures, and the use of miniatures
goes a long way towards allowing players to visualize a battle.
MANEUVER DIFFICULTY If you don't have ship miniatures, simply use coins, counters,
Turn to port/starboard Routine (4) small pieces of paper or anything you like to represent the
vessels involved in combat.
Climb/dive Routine (5)
Climb/dive and turn Moderate (6) On the playing surface, one inch represents one Movement
Unit (30,000 km). Although not required, it may be helpful to
Hord to port/starboard Moderate (1) use a surface with hexes or squares already marked on it
I
Steep climb/dive Moderate (available at many game and hobby stores). Of course, a
playing surface isn't mandatory; the Narrator can keep track of
Steep climb/dive and turn Moderate (8) ranges and movement, informing the players as they choose
Steep climb/dive and hard turn Challenging (9) their actions.
If the F l i g h t Control Officer wishes to
try a maneuver not listed here, the Narrator
should use the maneuvers in the table as
guidelines for assigning a Difficulty to the
new maneuver.
MOVEMENT
Starship combat usually takes place at
impulse speeds. Starships must both be
traveling at roughly the same velocity and
in the same direction to fight at warp
speeds. Even then, they can only use
photon torpedoes or s i m i l a r missiles; they
cannot use phasers, disrupters or other
beam weapons (or tractor beams).
For purposes of starship combat,
starship movement is broken down into
Movement Units. Each round, a ship may
move one Movement Unit for each .10 of
impulse power it is using to move and
maneuver. For example, a ship moving at
.25c moves 2 Movement Units per round;
one moving at .50c moves 5 Movement Units per the ship in a broad arc. This takes one round, requiresa
round. Each Movement U n i t equals roughly 30,000 Moderate (7) Shipboard Systems (Flight Control) Test
kilometers. and requires the ship to use all of its Movement Units
Starships in battle can accelerate at one-half their for the current round to make the turn. At the ond of the
maximum impulse speed per round (thus, it takes a round the ship faces the opposite direction from its
starship two rounds to reach its f u l l impulse speed from original heading; the ship is also a number of]
a dead stop). They can also decelerate all of their Movement Units away from its original position, in the
impulse movement (i.e., come to a dead stop) in one direction of the turn, equal to half the Movement Units]
round. For example, suppose the U.S.S. Manassas (an it used to make the arc.
Ambassador-class starship which can move at .75 c/.9
c) moves through a battle at .25 impulse. The captain Example: The Manassas moves at .9 c
realizes it must get to the far side of the battlefield as and needs to turn around quickly and
soon as possible to prevent a sneak attack on several head back in the opposite direction. Her
other ships. She orders the Conn to accelerate by .45 c captain orders a broad arc to starboard. It
(half its maximum impulse speed) this round, bringing takes 9 Movement Units and an entire
its speed up to .70 c. round to make this arc. At the end of the
W h i l e Starships are quite maneuverable, they arc the Manassas faces the desired
cannot turn on a dime. When a ship must turn around, direction, but will be 4.5 Movement Units
the Conn can do one of two things. First, she can bring to the starboard of its starting position.
the ship to a dead stop, use impulse thrust to turn
around and then head in the direction she wants to go. DODGING
This takes an entire round, and counts as being
immobile for combat purposes. Second, she can turn The Conn can also make his ship more difficult to]
hit through clever maneuvering. The base Difficulty I
avoid any attack this way is Moderate (8). For every t
points by which the Test Result exceeds this nun
opponents have a +1 Difficulty to hit the ship with any]
attacks that round. For example, if the .Shipboard]
Systems (Flight Control) Test Result was a 12, the:
increases the Difficulty of any attempt to hit it
round by +2.
Tactical
Jjstas a starship's movement depends on the skill of the
TARGETING MODIFIERS
A number of situations can modify an attack during
battle. These include:
Since shields cannot be used while a ship is or nebula, making it harder to hit. This increases the
cloaked, there is t y p i c a l l y a multi-second delay Difficulty of attempts to hit the ship by +1 to +3,1
between when a ship decloaks and when it activates its depending upon the extent of the cover.
shields. This delay affords a window of opportunity in Immobility A s h i p remaining stationary-cither,
which to attack the now vulnerable ship, if reaction- because of damage or design- is easier to hit. Reduce
response time allows. The Crew of the attacking ship the Difficulty to hit immobile targets by 2.
must make a Challenging ( 1 1 ) Shipboard Systems Multifire Photon torpedo launchers and phasers can
(Sensors) roll to detect the decloaking/shield activation launch more than one attack at a time. This depends
as it occurs. If successful, add +3 to the Difficulty of any on the weapon being fired:
attempt to attack the target during this brief time period. Photon Torpedoes When firing multiple torpedoes,
If the sensor test failed, attack during this interval is not roll to hit the target normally. If the Test Result
possible-the Crew failed to react in time, indicates a success, one attack hits; for every 2
points by which the attacker's Test Result exceeds
• Cover Although it is much rarer in starship combat the Difficulty, an additional attack hits. For
than in personal combat, sometimes a ship can hide purposes of determining the damage to shields (but;
behind physical or visual cover during a space battle. not to the structure of the ship itself), the multifire I
For example, a starship could hide tn an asteroid field burst is considered to do its base damage, +1 point]
per shot that hits the target.
RESISTING DAMAGE
Shields
A starship's primary defense agaimi]
damage are the deflector shields.]
Deflectors work by "deflecting" or ablating]
the i n c o m i n g energy of .in altack. Evert
ship has two shields—a forward shield and]
an aft shield-rated in terms of a numbercij
points of protection they provide, Tte|
746 forward and aft shields of a Gal,
starship, for instance, normally provide6ll
points of protection, and 80 points •
protection at their absolute maximum. (Sea
the individual ship templates for information on a ship's the ship decides to cut the power to a 60 point shield
shield strength.) by half (so that it only costs 30 Power to maintain), then
When a shield is hit by an attack, it takes a number the shield loses 30 points of protection. To continue the
of points of damage equal to the attack. Its ability to previous example, a ship with damaged 60-point
protect is reduced by that many points. For example, if shields producing 40 points of protection reduces the
a60-point shield is hit by a photon torpedo and takes power by half; now it provides a scant 10 points of
20 points of damage, the shield now only provides 40 protection, at a cost of .30 Power. If the ship decides to
points of defense. cut power to a shield entirely, it can be turned back on
When a shield is reduced to 0 points, it buckles in subsequent rounds, but only at the same strength and
and collapses. The ship is now open to attacks, having Power cost it was at when it was turned off.
[only its Resistance (the strength of its hull) to protect it If the ship wishes to strengthen a shield so that it
from damage. Once a shield collapses, it cannot be re- offers the maximum protection it can (80 points on a
established u n t i l a successful Challenging (11) Systems Ga/axy-class ship, for example), then all points of
Engineering (Weapons) Test is made. If an engineer or protection above the normal strength cost 3 Power per
other Ops officer manages to make temporary repairs point. Thus, for a Gataxy-cfass ship to use a shield at
during combat, the shield comes back online at 10% of full strength costs 120 Power (60 + 60) per round.
Ite normal strength (or 20%, if the Test Result for the
repair is a Dramatic Success). Depending on the Resistance
j situation and the extent of the damage, the Narrator In addition to deflector shields, a starship's h u l l
may decide that such field repairs take more than one provides a limited amount of resistance against attacks.
Found. Of course, if the Narrator rules that the shield Resistance is rated from 1 to 4 points in most cases.
generators have been completely destroyed, the shield Unlike shields, attacks do not reduce h u l l resistance; all
cannot be brought online again at all (it requires attacks which penetrate a ship's shields must then cut
significant repairs; see Repairing Damage at the end of through the Resistance of the h u l l before affecting
this chapter). things inside the ship.
At normal strength, each shield costs Power per
round equal to the number of points of protection it Strengthening Damaged Shields
provides. Powering a 60-point shield costs 60 Power Although starships lose deflector shield integrity as
' per round, even if the shield has been damaged so that the result of damage, it is possible to strengthen or
it provides less than full protection. A 60-point shield "repair" a shield before it collapses.
reduced to 40 points by damage still costs 60 Power per First, if a shield operates at less than its full normal
round, for example. strength, it can be increased by the number of strength
If a shield has been damaged and the Crew wishes points not being used (for the usual Power cost). This
to reduce that shield's strength, the reduction equals the requires an action by the Tactical Officer. For example,
' appropriate percentage of the shield's full strength. If if a ship's 60-point shields currently operate at 40 (to
ttf/Jt/tfUMHHlf/uffWtft/t/i/ttt
141
save on Power) and are hit by an attack reducing ship's current heading? Where is it targeting its
the shields' strength to 25, the ship can increase weapons? Does the target have its shields up, and
shield strength by 20 points (the difference what are their current status? The character
between 40 and 60), This costs an additional 20 operating the ship's lateral sensor arrays can
Power per round. increase or decrease the likelihood an attack
Second, if the ship operates its shields at succeeds by providing this kind of information to
normal strength, it can increase the shields' the Tactical Officer. This may be the Flight Control
strength up to its maximum at the normal cost for Officer, a Science Officer or some other character,
operating a shield at maximum strength (3 Power depending on the situation.
per point of defense). For example, if a Cataxy- During battle, the Crew member manning the
class ship's 60-point shields are reduced to 40 sensors should make a Shipboard Systems (Sensors)
points, the Crew can increase their protection back Skill Test, the Difficulty for obtaining a good sensor
to 60 by increasing the strength up to the maximum lock depending on the circumstances. The standard
the shield can provide {20, because 80 is 20 more Difficulty is Moderate (7), but this may increase
than 60). However, those extra 20 points of due to range, interference, the opposing ship's
protection cost 60 Power. countermeasures and similar factors. For every 2
Third, with a Moderate (7) Systems Engineering points that the Test Result is above the Difficulty
(Weapons) Test, power can be transferred from one Number, the Tactical Officer gets +1 die to roll
shield to another, at the rate of 1 point of protection when making his Shipboard Systems (Tactical) roll
gained per 2 points transferred. However, no shield against the target ship. Conversely, for every 2
may be reduced below 10 points of protection this points by which the character fails his Shipboard
way. For example, if a Ga/axy-class ship's forward Systems (Sensors) roll, the Tactical Officer suffers a
shields are damaged down to 30 points, it could -1 die penalty.
transfer 50 Power points (at most) from its rear
shields, thus boosting its forward shield's strength Example: Lieutenant Ridgeway
by 25 points (to 55), Transferring points of operates his ship's sensors during a
protection this way does not cost extra Power, combat. He has Shipboard Systems
Fourth, in some instances a shield's frequency (Sensors) 3 (4) and uses the lateral
can be modulated to offer more protection against sensors (providing +2 to his rolls). The
a particular beam weapon. If the Narrator rules this Narrator rules the Difficulty to obtain a
is possible, it requires a Moderate (7) Shipboard sensor lock is Moderate (7). Ridgeway
Systems (Sensors) Test to determine the frequency rolls his dice; his best result is a 5. Five
of an attack, and a Challenging (10) Systems (his roll) + 4 (his Skill level) + 2 (for
Engineering (Weapons) or Shipboard Systems the sensors) =11. This is 4 above the
(Tactical) Test to perform the modulation. If this Difficulty Number. The Tactical Officer
procedure is successful, the shields offer +5 receives a +2 on his rolls to hit the
protection against a defined type of attack (such as opposing ship this round.
phasers, disrupters or Borg weapons). This extra
protection costs no extra Power, but it leaves the Each sensor lock (or failure to obtain a lock)
ship vulnerable to other types of attacks. This only provides a modifier to Shipboard Systems
benefit is not indefinite; the opponents w i l l (Tactical) tests made during the current turn. Next
eventually catch on to the ploy and modulate the round, another sensor Skill Test needs to be made.
frequency of their own weapons. Confronted by several ships, the character
operating the sensors must make multiple sensor
OPTIONAL RULE: AUTOMATIC DEFENSE rolls to affect the Tactical Officer's Skill Tests against
As an optional rule, the Narrator may decide those ships, but this will incur a Multiple Action
that attacks below a certain power level (typically Penalty; alternately, several characters may use
20% of a shield's normal full strength) cannot do different sensor systems to establish target locks for
any damage at a l l . Thus, attacking a Gatoxy-class multiple targets, or the character may switch his
ship (60-point normal strength shields) with a attention from one target to another each round.
Phaser IV (8 points of damage) results in no
damage whatsoever to the shields, since 8 is less Example: Lieutenant Ridgeway
than 1 2 (20% of 60), directs the sensors to focus on one
The Automatic Defense rule always applies to Romulan warbird. He rolls his
attacks by hand-held weapons against shields; Shipboard Systems (Sensors) against a
personal phasers and the like can do no damage to Moderate (7) Difficulty. As above, his
shields at a l l . Test Result is 11, four above the
Difficulty Number, providing the
Sensors Tactical Officer with a +2 bonus to hit
the warbird this round. Suddenly, a
There is more to attacking than simply making a second warbird decloaks to starboard.
148 single roll. To fight, a starship requires a complete If Ridgeway wished to obtain sensor
picture of the battlefield. Where is the opposing information about both opponents this
round, he would incur a Multiple be allowed to do this once per combat; any more
Action Penalty, increasing the tampering is likely to damage the warp engines,
Difficulty of both his Shipboard with catastrophic consequences.
Systems (Sensos) Tests by one.
Repairing Damage
Instead, Ridgeway waits until the In the heat of battle, an Engineer may be
next round to focus the sensors on the required to repair a specific section of the ship, or
second warbird. Not wanting to incur discrete systems. This may require either an
a Multiple Action Penalty, he waits Extended or Combined Engineering S k i l l Test,
until the following round to attempt a depending on the extent of the damage. As a good
second sensor lock on the first rule of thumb, consult the Ship Hit Location Table
warbird. for guidelines regarding how many points of
damage it takes to destroy a particular part of the
Command ship or system. Depending upon the system and the
damage, it w i l l take from one hour to one day to
During battle, Commanders (either the captain or repair every four points of damage; this often
the first officer) coordinate the activities of each becomes an Extended Test, and the Narrator should
station and make tactical decisions. The Narrator set an approximate repair time, a Turn length and a
may grant a bonus for an attacking ship based on cumulative Test Result requirement for the repairs.
the skill of its commander. If appropriate, the It could take a long time to repair a ship,
Narrator may allow the captain (or other particularly if it is badly damaged. This generally
commander) to make a Starship Tactics Test. For involves making Extended Tests, with the Narrator
every 2 points by which the Starship Tactics Test establishing the Turn duration and cumulative Test
Result exceeds the Difficulty Number, the Tactical Result. Assuming good repair facilities (such as
Officer receives +1 die to roll when making those available at a starbase) and plenty of repair
Shipboard Systems (Tactical) rolls against a single parts, repairs should take one day per four
ship. However, for every 2 points below the Structural Points lost; this time should be extended
Difficulty Number, the Tactical Officer suffers a -1 for repairs made without sufficient facilities {in
die penalty. As with the use of sensors, this bonus deep space for example), supplies or personnel.
or penalty applies to ali rolls made against a target Several characters can combine their efforts to
fship during the current round. Commanders may make repairs to a given system, or to a ship as a
attempt multiple rolls to assist attacks against whole. This is a Combined Test (see page 122); their
several targets, but incur the Multiple Action success indicates t h e i r progress towards
Penalty. U n l i k e the use of sensors, only one completing repairs. The Narrator may increase the
character on a ship (usually the captain or other result of the Combined Test to reflect the additional
person in overall command) can make a Starship efforts of NPC crew members.
Tactics roll to assist the Tactical Officer. In some
situations, Opposed Starship Tactics Tests may be
approprialt; (attacking commander vs. target
commander).
Engineering
In battle, starships suffer damage.
Systems short out, warp core breaches
occur and sensor arrays are destroyed. It
is the joh of the engineers to repair this
damage as q u i c k l y as possible, to
prevent its destruction or to keep the
ship in the battle. During a space battle,
engineer characters w i l l make many
Engineering S k i l l Tests.
in some situations, a good engineer
can temporarily make the engines run
more efficiently, providing more Power
for a brief period. Whether this is
possible is up to the Narrator; if it is
allowed, it requires a Challenging (10)
Systems Engineering or Propulsion
Engineering Test. Success indicates that
the engines produce an additional 3d6
of points of Power each round for the
next 1d6 rounds. Engineers should only
»i,
otyj 'uoissos
Axioms of the Universe.- brightly colored planets, or f l i t through brightly]
colored nebulas. Star Trek is also big on cinematic j
What Makes It Star Trek? science; Star Trek technology works the way that i
does because that's the way the best stories come
Rart of determining what stories to tell is determining out. Players who want to argue about the power]
what kind of stories fit in the StarJrek milieu. Stories curve for the impulse engines or devise galaxy-1
of dark corruption, for example, may be riveting conquering weapons using the transporter and
stories in their own right, but they don't fit with the medical nanites miss the point. Even more than the
Star Trek vision. Even some science fiction standbys physics, the politics are cinematic. It's easy to tell the
l i k e n i h i l i s t i c cyberpunk or debilitating disaster only good guys from the bad, even if it's not readily!
fit into the Star Trek universe around the edges, if at apparent. Starfleet defends and expands a sphere of I
a l l . What makes one story Star Trek material, and peace and freedom; its men and women are!
another one not quite right? patriotic, loyal, competent and (for the most part)
Most Star Trek stories share a number of confident of their morality and their place in thl
elements, or axioms. These axioms, and the themes universe. The Borg machine intelligence is vile, thJ
arising from them, are like a skeleton under the flesh Romulans are up to no good and the CardassiansarM
of every story or, rather, like the physical laws of the bullies. Certainly, there are noble adversaries ana
universe w i t h i n which the characters operate. You less-than-ideal allies, but those are the exceptio«|
can write stories that violate or ignore these that throw the normal way of things into bright relie
elements, of course, but they won't seem l i k e Star
Trek, and your players w i l l be justifiably confused, or
even annoyed, perhaps without consciously realizing
Human Action and Free Will
why. These axioms may not always be obvious, but The great questions of the day are often solved by the
they should be present, at least by implication. direct action of the characters. In the Star fail
cosmos, human action, by identifiable individuals,
Cinematic Action can alter the course of history and the cosmos. Vast
economic forces, the logic of history and othaj
Cinematic action is one such central element, and impersonal concepts have little role in Star 7ren
one more visible than most. Sleek spaceships orbit reality. People are the masters of their destiny,
collectively and individually. Even on the occasions
when humans simply witness something beyond]
their control, they can still influence it. We ail
repeatedly told, by Q and by members of other!
"evolved" races, that humanity is in control of its]
own fate and individuals determine their own future. '.
Star Trek is a universe where free w i l l reigns.
Starfleet, at least, individuals take responsibility; the,
ship on the spot makes the decision, right or wrong.
Nearly everything works to maintain the axiom'
human action and direct individual responsibility.
Individual Competence
I n d i v i d u a l s , moreover, are h i g h l y s k i l l e d . N
laggards, anti heroes or incompetents make
appearances in Starfleet uniforms. Not only have the
characters been professionally trained for their jobs,
they often pursue additional arts and hobbies, from
Picard's archaeology to Kikor's j , i / / Irnmhonc. Ir
addition, Starfleet encourages intellectual flexibility
among its members; they can make rapid and
accurate deductions from fragmentary clues and
uncertain data. Their confidence in their skills and
judgment helps to center them emotionally. Skill, and
the self-confidence it brings, are key elements in their
a b i l i t y to take direct action against any problem,
from an unfortunate love affair to the impending
destruction of the entire space-time continuum.
I
than having the computer report that "the natives of adrenaline of space confrontation with the implied
falos I) value introspection and calmness." danger to the characters' home.
•Oiose the Crew bock to the confrontation with their opponent. ACT ONE, THE INTRODUCTION 777
Called the premise, or "hook", the job of the first
'Albthe Crew to confront scene is to draw the characters into the main story
line. This can be as simple as a quickly role-played
scene in which the characters walk onto
the bridge in time to see the Cardassian
cruiser appear out of warp, or it can
involve a Starfleet briefing and a journey
to a strategic border planet. The hook can
be a "teaser", giving a little taste of the
conflict to come, or it can be more of a
threat — the ship w i l l be destroyed by a
supernova unless the Crew can get the
engines started in ten hours. Often the
introduction joins our story in medias res,
Latin for "in the middle of things." Don't
waste time waiting for the ship to get to
Quasar 71 0, start the action with the ship
in orbit around the quasar. Better yet,
start the action with the red alert blaring
and panicked calls from the engineering
room announcing that the quasar's
radiation ts disintegrating the d i l i t h i u m
crystals, and only an hour's worth of
power remains before the ship falls into
the quasar's core —
Fundamentally, the introduction
should establish the conflict to come and
give the players a direction to follow. By the end of orders the Crew to investigate, or the f i n a l scene from
Act One, the characters should be well and truly last week's episode pointed the Crew toward Locris
hooked into the story line and know what their III o r t h e ship just arrived i n orbit around Locris III
challenge is. They've accepted the challenge and are part of a standard patrol route. The first plot turn is
now ready to confront its dimensions. The scene that the Crew's discovery that the Romulans are up to
sets up the confrontation is called the "first plot turn." something on Locris III. That turn might involve the
This scene, which usually happens right at the end of detection of a Romulan plasma trail in the system,
Act One, turns the plot around and provides the analysis of signals from the planet's surface which
direction and the momentum for the confrontation in turn out to be Romulan ambassadorial code or a
Act Two. desperate last transmission from a Federation agent
For example, let's go back to that alien temple on the planet before he is killed by a disruptor beam.
episode. The introduction sets up the necessity to find From a generic "mystery episode", the first plot turn
out what is going on Locris I I I : Perhaps Starfleet has pivoted our story line into a spy story on an
unfamiliar planet and introduced the shadows ofow
INTRODUCTIONS enemy, the Romulan Ta! Shiar.
ACT Two, THE CONFRONTATION
B Star Jrek: Jhe Next Generation Roleplaying Game In the second act, the characters confront their]
introductory scenes might include the following: opposition. In stories of personal drama, they havet
confront their attitudes toward their problem. In]
mystery stories, they have to realize the scope oft
: puzzle and the nature of the solution. In advent)
starship con respond to in time. : ; stories, they have to get into a fight with the alien]
gladiators or the Cardassian secret police or the]
• An unknown alien ship appears that seems hostile. Breen warship. Ideally, the players spend the first half
of Act Two discovering the nature or parameters oil
• A Crew member is endangered while on an Awoy Team mission their problem and the second half of Act Two!
to a new planet. deciding on a course of action and preparing to carry]
it out.
• Q shows up on the starship bridge. Between those two halves lies the "midpoint" of I
the episode. At the midpoint, the nature of the
• The Crew gets o briefing from Storfleef on sofiw'yrigerit pro confrontation changes. The hunted becomes the!
hunter, the confusing mystery becomes tense pursuit,
• The ship is endangered by some unforeseen phenomenon. the baiting of the trap becomes the tightening of the
noose. Sometimes the midpoint scene is an
• The Crew enters the holodeck ond tells the computer to select o investigative scene where a key clue is revealed; in
the Locris III episode, perhaps the discovery of theJal
random oroofam.
' 3 ft^HHHHH^MHHHI^^^^^^^HBMnBBHV^ Shiar base underneath the ancient temple is the
midpoint that spins the episode from investigation to]
• The Crew encounters someone or something out of their past, or action. Now the Crew knows that the Romulans are
out of Earth's, behind everything on Locris III, and the secrets must'
liein the Romulan embassy. Sometimes the midpoint more than the girl, the warp engines have to be shut
scene represents the Crew's first failure — the scene down and restarted dangerously fast.
where they are beaten by their opponents only to rise In our example, the second plot turn may come
again with new resolve or new knowledge of their when the Crew discovers that the Tal Shiar uses
antagonist's tactics and resources (if, for instance, the ancient technologies from the temple to make its
Crew had attacked the Tal Shiar base and been cruisers vastly more powerful. Now the player
defeated rather than s i m p l y overhearing the characters f i n d themselves in a race against time: The
Romulans' plans). The midpoint, as you can see, is hidden Romulan warbird w i l l destroy their ship
more a psychological point than a purely narrative unless they can get the essential codes from the
one; it needn't happen exactly halfway through the Romulan embassy to break the warbird's cloak.
episode (although the story w i l l usually feel more Everything points to the Romulan embassy. Here is
satisfying when it does), but rather when the the make-or-break point.
characters, and players, become active rather than
reactive. ACT THREE, THE RESOLUTION
The second act is also where any red herrings or The third act is composed of the climax and its
false leads are resolved or uncovered, although they results. Here, the players' plan reaches fruition, the
might be introduced along with the genuine conflict final combat occurs, the last clue falls into place or
during the first act. At the end of the second act, the the ship is saved. If you've got a surprise ending in
characters are ready to face, and one hopes, to mind, spring it right at the climax, when the players'
defeat, their opponent. This can be the hardest part of attention and excitement peaks. Too early and it w i l l
the episode to script, since you can never be sure distract them from the point of the episode, too late
how your players w i l l react to any given set of stimuli and it w i l l almost always seem anticlimactic. If in Act
or piece of information. Be sure to have a lot of paths, One the players should feel as though the Narrator
I cljes or other scenes leading from the hook to your has control and in Act Two they should feel in control
[ climax; any or none of them may become necessary. themselves, in Act Three the results of their choices in
Ideally, the players should feel as though the Narrator Act Two should seem logical and sensible; "the story"
is in charge during the introduction, but that they are should be in control by Act Three.
making all the important decisions during the It's u s u a l l y a good idea to begin writing an
confrontation. episode by writing the resolution. Generally, you
At the end of Act Two comes the "second plot can't figure out how to get the characters to the end
turn," Although there may be any number of twists or of the story unless you have a fairly good notion of
plot turns between the introduction and the climax, what happens then. You might even want to script the
the second plot turn is the key scene that spins the resolution in some detail. Our Locris III ending might
story line into the climax. After the second plot turn, go l i k e this: "Having broken the Romulan code, the
the climax should almost seern inevitable: There has Crew beam onto the concealed warbird and, after a
to be a showdown, the spy has to be unmasked, the tense struggle, capture the ship and fly it, under
tormented engineer has to decide if he loves the ship cloak, back to Federation space."
Often, characters w i l l wander all over the place,
CONFRONTATIONS following their players' instincts and guesswork, and
it's very hard to get the story back on track if the
Possible Star fak: Jbe Next Generation Koleplaying Game second- Narrator doesn't know how it should end. Don't
worry about it too much or you run the risk of over-
net scenes might include the following: scripting and making the story seem pointlessly
predestined rather than pointlessly random. Simply
•The Crew finds clues to the cause of the alien plague. make sure you always have some sort of sensible
resolution in mind, even if it's not the one you started
»The Crjrdassian ship and the Federation ship maneuver for position out with. It should make sense in hindsight, both to
in on asteroid field. you and to your players. Ideally, it won't be too
obvious or predictable ahead of time, but a
•A Crew member develops an increasing attachment to some predictable ending is better than a story that just trails
outside person or cause. off and dies in the middle of nothing.
After the climax, tie off any loose ends, or leave
•Q presents a seemingly impossible Cor irresistible, or trivial} them visibly dangling. For instance, "As the ship
tee, problem or paradox, shudders, you see an escape pod firing - - that
devilish ambassador has somehow gotten away to
•The political situation at the ambassadorial conference becomes plague the Federation in the future." That is an
more tense and difficult as o result of Romulan meddling, example of an "open" ending. "Two-part" episodes
might end that way, as well: A c l i m a x of one episode
•The ship is losing power ot an increasing rote. may set up the conflict for the episode immediately
following. A "closed" ending, by contrast, ends with
•The fiolodeck program rapidly escalates to an uncontrollable or the problem wrapped up, for now at least. The
dangerous level. characters break up the spy ring, keep the planet in
the Federation, solve the mystery of the missing 173
•The mystery is solved, but the motive of the villain remains d i l i t h i u m or the engineer resolves to announce his
unclear. love for the visiting scientist.
Subplots
Once you've run two or three episodes using the
Possible Star Irek: The Next Generation Rolepioying Game climactic three-act model, you may want to introduce
scenes might include the following: subplots. These are extra conflicts that interfere with,
or add to, the m a i n conflict. For instance, not only
• Curing the plague requires killing the sufferer by flash-freezing ond arc the characters trapped on the planet looking for
reviving him. the Romulan spies, pirates also attack the ship. Not
o n l y is the ship caught in a wormhole, but the Crew
• A complex, exciting ond interesting space battle ensues, begin traveling back in time one by one. Not only has
a Cardassian double agent infiltrated the ship, the
• A Crew member must decide between duty and love. Crew must deliver a load of vaccine to a strategic
outpost in ten days or see millions die. S i m p l y write
• The answer to Q's dilemma rests cm one key choice in a subtle the subplot l i k e any other story, and interweave the
debate or gome of wits. scenes from one into the other.
Ideally, of course, the two plots w i l l turn out to
• Discovering the key to the planet's culture allows the Crew to have something in common: The pirates are actually
escape, in the pay of the Rornulans, the wormhole is actually
a temporal vortex, the Cardasstans hope to get a
• An experimental technology must be employed to save the ship. foothold on that strategic outpost. Act One of the
subplot should u s u a l l y occur early in Act Two of the
• A hidden loophole in the holodeck's programming will either be m a i n plot, and both stories s h o u l d resolve
discovered by the Crew or release the program into the themselves n e a r l y simultaneously. Often, of course,
the players themselves w i l l provide the subplot by
navigational computer. p u r s u i n g their own character growth and interaction
alongside the m a i n story line. Eventually, you might
• The poisoner is discovered to be an alien who was offering the even be able to narrate an episode in which the
blessing of release to the ambassadors; on his planet it is a high Crew's interactions are the m a i n plot and the other
honor to be murdered in this fashion. crises, if any, are mere distractions.
This is a simplified outline of nearly every Star Irek: Ihe Next Here are some possible subplots to introduce into Star M: ife
Generation Roieplaying Game episode. Once you hove a command rVexf Generation Roieploying Game episodes:
of this model, feel free to add subplots, collapse scenes into each
other, and play ony number of variations on this theme. • The ship's systems suffer from serious degradation ttmt
endangers the Crew.
ACT ONE: INTRODUCTION
• An officious Starfleet Admiral is on board looking for problems.
• Introductory Scene
• Some Crewman (NPC or regular crew) is distracted from his dirty
• First Plot Turn: scene that spins the story from introduction into the by a personal problem.
confrontation
• The Cardassians ore making trouble in the system while the ship
ACT Two: CONFRONTATION investigates it.
•Characters reactive, investigating, trying to understand their
situation
• Midpoint: nature of the story line changes Creating the Series
• Characters active, in command of their situation All the episodes of your game together make up the
series, or, as it is often called in other roleplaying
• Second Plot Turn: scene that spins the story from confrontation games, the campaign. The series as a whole rnighl
have a single theme, or simply reinforce all of the
into the climax traditional Star Trek: The Next Generation themes.
ACT THREE: RESOLUTION The series, if it answers any question at a l l , might Is
seen as answering the question, "And then what
• Climax: Do the characters succeed or fail? happened?" However, many excellent campaigns
occur with no more purpose than everybody's
1
Ending: either provides closure or sets up the next episode enjoyment. An overarching theme is by no means a
requirement for an entertaining Star Trek: The Next "Encounter at Farpoint" to "All Good Things",
\ Generation Roleplaying Came series. encompassing the entire series!
Story arcs can be simply "planted" in the midst of
Episodic Series episodic campaigns. If the players follow up on the
clues presented as subplots or casual mentions in
Episodic series are just those sorts of campaigns. another episode, they won't object as much to
Composed of simple collections of episodes, these following a prewritten story arc, since, after all, they
series are unified by the characters, and perhaps by chose it.
! their ship and a few recurring supporting cast
members. Games centering on exploration and
; discovery make an excellent example: Every week
introduces a new planet or lifeform or personal
revelation. Episodic scries have the advantage of Here ore some possible story ores for Q Stor Trek: Ihe Next
being almost impossible to script too tightly. Players Generotion Roiepiaying Game series:
who strongly object to scripting (those who enjoy a
lot of divergent and off-the-wall t h i n k i n g during • The Cordossions ond Romulons ore negotiofing o secret alliance
games, for instance) w i l l enjoy this type of campaign. against trie Federation.
Of course, the Narrator should make an extra effort
to bring the characters' ship or any recurring NPC's to • A member of the Crew must explore o mystery regarding her post.
multidimensional life. Without a connecting theme
or unified story, players w i l l need something extra to • Many of the plonets in tfiis sector were port of o long-vanished
hold on to to give a sense of c o n t i n u i t y to the culture with useful secrets.
campaign as a whole.
• An experimental computer system slowly increases the surrealism
We Story Arc of the holodeck.
A group of episodes that together create a unified • Q takes a personal interest irt a member of the Crew.
story of their own is a story arc. Story arcs can
explore one theme in detail, present a lengthy • The Ferengi are desperately afraid of something, and are leaving
exploration of a given culture or setting, tell some
important story about developments in the
the quodrant in droves.
Federation or outside it, or simply involve the Crew
in a continuing struggle against a particularly clever
nemesis. The nemesis story arc is a particularly
Epic Series
satisfying one, given the strong emphasis on An epic series is one in which every episode, or
character in the Star Trek: The Next Generation almost every episode, tells a connected story or
Roleplaying Came. By the end of his arc, the nemesis draws on one main theme. Such a campaign can be
should be as realistic and as multidimensional as any very difficult to narrate over a long period of time.
player character; be sure to reveal that personality to Often, a given story arc can serve as an epic within a
the players. Part of the enjoyment players derive from larger campaign frame, although t h i s tends to
the nemesis arc is getting to know the ins and outs of mitigate the impact of a given theme or narrative.
their villain, and ideally using his weaknesses or However, if the Narrator and players cooperate and
interests against him. explore the richness of a theme, or weave an epic
Story arcs can cover two episodes, thread story, the rewards can be rich and deep. The
through an entire series or anything in between. Not examination of a given theme from many angles and
all of the episodes in a story arc need to occur one perspectives creates more realistic characters and
after another. An unrelated episode in the middle can emphasizes the m y t h i c nature of Star Trek
help rt-'lcix the tension or simply provide a welcome storytelling: a positive myth of a positive future.
change of pace. For example, in the fifth season of In sum, creating and t e l l i n g a story in the form of
Sfar Trek: The Ne\t Generation, five other episodes a Star Trek: The Next Generation Roleplaying Game
separated the second and third episodes of the "Sela episode is as much like directing an actual mission of
arc." Elements of a story art can begin as a casual the Enterprise as it is l i k e writing a television script.
mention in one scene of one episode, become a You have to have a direction in mind, a course
subplot two episodes later, be the main story of plotted, an idea of the dangers you face and a
another episode and then recur sporadically in willingness to improvise when the situation changes.
successive episodes. Also, arcs can interweave. Those You should understand the capabilities of your
fivt1 "inter-Sela" episodes include the beginning of vehicle, whether it be story or starship. You should
ihe "Ensign Ro arc" and a further development in the trust, and have the trust of, your Crew and your
"Data arc" that also serves as the conclusion of the players.
"Crystalline Entity arc." A given story arc can unfold
over years, if the Narrator is palient and the players
stay in the scries long enough. For example, the four- 175
episode "Klingon succession" story arc in Star Trek:
Jhe Next Generation took place over three seasons.
Even more dramatically, the "Q arc" ran from
nsign Millardsat in a holographic munition of
11 ic Paris Opera House, watching j
L^ performance of the Centauran Lowell Sitar's
latest play. The second act had begun, and the lead
character — Robarth — just Seamed of his brother's
treachery when the computer interrupted with a
message
"Aye, sit'."
Saving the life of 01) important NPC during a public diplomatic mission
V
: mission
••••
NPC who is saved is extremely important (e.g, the Federation President, a member of the Yukon Council, a member of the
Uncovering a Romulan spy in a dangerous position (e.g., o toning post neor an important storbose) in Federation space 3-4
sttasi
I
Making a scientific discovery which may have a profound effect on Federation technology 5-10
character who can do everything well is no fun; even start with a rank higher than Lieutenant Commander.
: greatest heroes have flaws and weaknesses, Part of the fun of the Star Trek: TNG RFC is watching
your characters grow and develop from one episode
Renown to the next, and earning promotions and peer
recognition becomes an important part of such
[Characters earn Renown through their actions, and ongoing development.
{Narrators should award Renown Points to characters Achieving a promotion to a higher rank should
| based on their actions during episodes. Generally, if not normally be a matter of simply earning enough
•n accomplishment could conceivably get a Experience Points to buy the necessary s k i l l s at the
ftaracter noticed, she earns Renown, Saving the required levels and becoming (in)famous enough
j Klingun Ambassador from assassination, for due to one's Renown. Instead, the situation should
example, would garner a character Renown. The be roleplayed and made a part of the overall story or
| typical Renown award is 1-2 points, but this depends series. For example, suppose that a character in
Ion the nature of the character's actions and the F l i g h t Control decides that he would like to
; events surrounding them — things that would attract command his own starship one day. Getting there Is
galaxy-wide attention to the character could more than a matter of playing enough games to earn
conceivably earn him a dozen Renown points or the Experience Points to "buy" his way up the ranks.
: more. He needs to talk to his current commander (i.e., the
Narrator, in most games) about what is required, and
make arrangements to meet those requirements
(SHOWN AWARE (which w i l l normally take years). Typically the quest
for command involves one or more transfers so that
Silver Palm witti Cluster 6 Skill the character can learn all the skills he needs and can
familiarize himself with all of the major subsystems
Grankite Order of Tactics (Ooss of Excelled 6 Skill of a starship. This presents plenty of roleplaying and
storytelling opportunities which a good Narrator can
Krogite Order of Heroism 6 Initiative work into an ongoing series (or many series).
Transferring Departments
Characters may wish to transfer from one
department to another at some point
during their career. Perhaps they wantto
study new subjects, or maybe they are
hoping to work t h e i r way up to
command of a starship (which requiresa
depth of knowledge in many different
departments on a ship). In either case, I
characters who wish to transfer must put
in a request for transfer w i t h their
captain.
A good captain won't approve
transfer requests b l i n d l y . The character
must be worthy of transfer, and that
cans he has to meet several requirements. Those Trek: The Next Generation RFC series, or to change
[include: the current series' direction and tone.
For example, suppose that the characters' s h i p
• Satisfactory Reason: The character must offer has to work together with the better ship (and
a satisfactory explanation for his request. "I perhaps several other ships) to fight a major battle or
want to buy more s k i l l s ! " i5 not usually a valid thwart some extreme threat to the Federation.
explanation. The character's request should During the episodes that portray this activity, the
reflect a good in-game reason why the Crew w i l l be noticed by the captain or first officer of
character wants to transfer, not a reason the better s h i p (the Narrator should make sure that
p r i m a r i l y motivated by game rules. the Crew gets the chance to work w i t h these NPCs —
• Good Renown: The character should have perhaps they are temporarily posted to the better s h i p
positive totals in Renown for S k i l l , D i s c i p l i n e to acts as liaisons, for example). This w i l l give the
and Openness. If tho character has negative Crew a chance to strut its stuff and impress the
Renown in any of these Aspects, his request for captain. If some of the crew of the better ship are
transfer is almost certain to be turned down — i n j u r e d or killed during the incident that is the basis
unless the captain feels that the transfer would for the episode, the captain of the better ship can
improve the character's performance and then request that the Crew be permanently
attitude (and thus his Renown), or the transfer transferred to his ship.
would get a troublesome character out of the Another good way to engineer a s h i p transfer is
captain's hair. to tap the Crew to man a newly-commissioned ship.
• Satisfactory Performance: The character's This new ship may be a reconstruction of an old ship
performance w h i l e in hts curront position must which suffered extensive damage, a new s h i p of a
have been satisfactory. This includes having no standard model, or, most fun of a l l , a new
demotions, demerits, r e p r i m a n d s or other experimental ship of some kind. Being the ones to
negative notes in his personnel record. Any put a newer, bigger, shinier ship through its paces
such negative reports makes it h i g h l y u n l i k e l y should be enough to excite any Crew.
that a transfer w i l l be approved.
• Replacement: There must be another
crewrnember who can take the character's
place in his current position. If necessary, the
character w i l l be required to remain in his
current position long enough to t r a i n a
successor.
Starfleet Operations
Starfleet maintains a presence in the
Frontier, performing its usual functions:
exploration, scientific research and
defense. The proximity to the Romulan
Neutral Zone makes the Frontier area of
particular concern for Starfleet Command,
and the presence of Federation cruisers
here is significantly heavier.
Starbase Sierra, under the command of
Fleet Admiral Elsa Keil, is the center of
Starfleet activity in the area. Most inhabited
systems in the Frontier have a Federation 187
starbase, while Starfleet listening posts and
sensor arrays dot uninhabited rocks. The
missions. The Romulans possess sophisticated Sashera, Known for its breathtaking views and]
surgical disguise techniques, able to modify their towering height,
agents down to the genetic level in order to fool a S h i p Facilities: Arteline IV has one ground-based]
transporter ID trace. (An extended medical starport, for constructing and l a u n c h i n g their
examination would still reveal the deception.) primative warp ships. Their strangely designed ships
• Some in Starfleet Intelligence suspect the Tal Shiar resemble crystalline spheres.
currently experiments with personal cloaking
devices that would render an individual invisible The Federation only recently admitted Arteline IV
(or at least blurry and unrecognizable) for short as a member world. A kindly, spiritual and somewhat
periods of time. Some more imaginative, or shy people, the Artelines sought admission to proti
paranoid, Starfleet officers believe these devices their world from possible Romulan attack. Practicin[
are already in use in the field. a pure form of democracy, every eligible citizen votes
on important decisions, which kept them from
Counterintelligence estimates place the number coming to a consensus on joining the Federation.
of active Tal S/i/ar agents in the Frontier somewhere Previously, the Artelines had little interest in sector
between three and seventeen. Each agent politics, but as they venture out into space theifl
presumably draws upon a network of dupes or local culture has begun to change. More and more, they've!
operatives in pursuit of his mission goals. begun to express their opinions and involve!
Intelligence experts believe the Tat Shiar themselves in interstellar matters. The Federation
concentrates on several goals: Council hopes that Arteline membership in the UFP
w i l l help guide them as they enter this new period,
• Acquisition of detailed technical data on Starfleet Biologically, the Artelines consist of mutually
sensor technology, including that used on ships, dependent vegetable and a n i m a l components.!
sensor arrays and listening posts; Because of their physiology, they lack a particular
• Starfleet's defensive plans against a possible size or shape, and they do not require sleep or the'
Romulan invasion; ingestion of food (activities that seem puzzling to:
• Strategic information to select targets of maximum them). They appear as a mass of vivid blue and green
strategic value; and vines, gradually contorting themselves into variotflj
• Weakening the Federation position in the Frontier, shapes, including a rough humanoid form. Artelines
by creating dissent and disorder or by communicate among themselves by scent and must
compromising influential individuals (particularly use a universal translator to speak with outsiders.
Starfleet personnel) through blackmail or extortion. Once per year, they bloom, producing a variety of!
spectacular colors.
Area Locations Collapsar 49
ARTELINE IV This dead star lies along the edge of the Ne
Zone. In addition to producing subspace interfere!)
Planet Name: Arteline IV and a dangerous gravity well, Collapsar 49 alsoj
Class: M randomly emits dangerous warp pulses,
System Data: Arteline has one moon. phenomenon elicits considerable scientific curiosfc
Gravity: 1 C. Arteline's gravity is Earth-like. but so far Starfleet Command has been too caii
Year/Day: 380/30 to put a station into permanent orbit. The U.S.il
Atmosphere: Oxygen-nitrogen. Montgomery, an Oberf/i-class ship, currently]
Hydrosphere: 60% surface water. investigates this phenomenon.
Climate: Tropical: Hot, moist and rainy.
Sapient Species: Artel ines (humanoid,
vegitable/animal hybrid), approximately 2.5 billion.
Palmas
Tech Level: Level Five — Six (recently developed Because they lack warp drive technology,
warp drive capability, but mostly the equivalent of Federation maintains a strict "hands off" poliqj
Earth ca. 2060) towards Palmas, in accordance with the Primd
Government: Direct democracy. Directive. Although the Romulans subjugated the
Culture; The Artelines enjoy a peaceful, spiritual inhabitants, the Federation Council felt it best M
culture that woships a local sun god. allow Ralmian civilization to develop naturally
A f f i l i a t i o n : Federation despite the fact that the locals had obviously learned
Resources: Arteline IV is a lush, tropical world of the existence of other, starfaring species. If they
producing a variety of agricultural products. The wanted to venture out into space, they would haveto
Federation is especially interested in Tamor root, a do it on their own. According to Starfleet observer
highly-nutritious plant. The exotic hardwoods of missions, the Palmians possesses a peaceful and
Arteline's forests particularly interest merchants. stable world government, though their society clings
188 Arteline also has rich mineral wealth. to a strict caste system. They appear to have little]
Places of Note: Mount Sashera, the sacred interest in spaceflight, and retain their simple,
mountain where the Artelines worship their sun god. agrarian way of life. Recently, radical elements of
Palmian society have begun to question theU
\
conservative society, and blame the
caste system for their lack of
technological sophistication.
Physically, the Palm ians
resemble large Earth centipedes,
composed of segments about two
feet long. The first segment contains
NEBULA-CUSS EXAMPLE
(he brain, heart and sensory organs, NEBULA-CI«s Starship Power Usage Per Round
while the rest hold the digestive tract Class And Type: Nebvla-dass Cruiser
and four muscular, segmented limbs. Commissioning Dote: 2357
Segments can be severed without
endangering the Palmian's life. They
can grow to a maximum length of 12 Size: 1 (350 meters long, 21 decks)
feet, though they can only rise up to Resistance: 3
half that. Their bodies are covered in Structural Points: 140
a soft fur of alternating brown and
orange bands. They have no need for
clothes. Palmians only eat
vegetation, using their mandibles for Crew/Passengers: 550/2000
clutching and chewing. Computers: 6 6
For more information about Transporters: 4 personnel, 4 cargo, 4 emergency 6
Palmns, see the 57: TNC RPG Tractor Beams: 1 od, i fd, 1 fv 2/rating used
supplement A Fragile Peace.
: ATTRIBUTES:
Fitness: 2
Coordination: 2
Intellect: 2 195
Perception +1
Presence: 2
Empathy +1
ccusing the Federation of establishing a
secret listening post along the
^Demilitarized Zone, the Cardassians
attacked, and destroyed, a Federation science
station. Responding lo the station's distress
signal, the U.S.S. Ward and U.S.S. Discovery
confronted the Ga\or-class ship. In the battle
that ensued — known as the Bailie of Po Ucan
IV -- the starships drove the Cardassians hack
into their own territory, but both paid a heavy
price, the destruction of the Ward and severe
damage to the Discovery.
Rattier than scrap the ship, Startleei refitted the
Discovery at the Utopia Planitia shipyards,
where she received a major overhaul. Now
assigned to patrol duty along the Komutan
Neutral Zone, the ship requires a shakedown
cruise to test her new systems, it should be a
simple mission involving a brief tour of (he
Artel inc Sector.
Synopsis at the Starbase on some other ship, such as the L/5.S,
Lexington or the Crissom. Narrators can use this
The adventure begins with the Crew arriving at opportunity to allow the Crew to become acquainted
Starbase 39-Sierra to rendezvous with the U.S.S, with each other. Some Crew members might wait at
Discovery, There, they have an opportunity to the starbase for several days for the Discoveryil
become acquainted with each other before being arrival, while others could travel to the starbase onj
piped aboard. the same ship. You can also use this opportunity to I
:
develop Starbase 39-Sierra, as the player
characters shop at the starbase's stores or
meet with starbase officers.
Once the Discovery arrives, the]
Crew beam up. As they materialize oni
the transporter pad of the U.S.S. j
Discovery, the high-pitched buzz of the
transporter room h u m s in the
background. Commander Papaub, a]
diminutive, portly Tellarite, stands near
the transporter station and welcomes
them on board. (See the entry tori
Pftpaub.) He expects the Crew members
to identify themselves and report for their
assigned duties. If they forget, Papaub
reminds them gruffly, then he offers to
take them to the captain.
As the Crew walks along the ship's
graceful, curved corridors and takes the
turbolift to the bridge, they can make
polite conversation with their First
Officer about the Discovery, the trip to
Starbase 39 or the captain. He answers
all questions politely, but curtly;
The Discovery then sets out for a shakedown everything is either "fine" or "nice." When Papaub
cruise. Their orders require them to travel to Uiono's speaks about the ship, that's when he opens up; hew
Star, to test ihe phasers against sensor droni's, then on proud of the Discovery, telling them of the Battled
to Collapsar 49, to test the ship's sensors. Afterward, Po Ucan IV, the previous captain and the recent
they are to travel to Detweiller III to transport overhaul of the ship. Otherwise, Papaub says nothing
supplies to a small science station there. Along the along the way.
way, several problems crop up with the Discovery's When they arrive on the bridge, the Crew
various systems, from doors (hat don't operate members find Captain Potrikos speaking with an ]
properly to delicate calibrations of the warp drive. engineer, discussing a problem with the warp drive
After their test at Collapsar 49, the Discovery that occurred on the trip: an imbalance in the
picks up a mysterious broadcast from a barren moon. intermix flow. She interrupts the conversation (•
Adjusting course to investigate, the Crew discovers welcome the Crew aboard and introduces any NPC
an unregistered H a r e l i a n m i n i n g operation. bridge officers. If one of the player characters is the
Interference on the planet below prevents transport new Chief Engineer, she informs him of the recent
down to the surface, r e q u i r i n g the use of a problems in engineering. Although they repaired the
shuttlecraft. W h i l e the Crew sorts things out with the problem, she advises him to keep an eye on the
mine's administrator, it becomes clear that much situation. She then directs an ensign to show the
more is going on than the extraction of minerals. The Crew to their quarters, where they can stow any!
miners act suspiciously, and their outpost has a personal gear. They are to report for duty within the
sophisticated subspace transmission array; evidence hour.
suggests a transporter scrambler as the cause of the
interference. Decoding the i n i t i a l transmission
reveals the Harelians for what they are — spies for
the R o m u l a n s , Meanwhile, the Harelians attack the
away team. If the Crew escapes by beaming up to a
waiting starship, a battle ensues. The Crew must stop
the Harelian spies at all costs. The security of this
Federation outpost is at stake.
HARELIANS
ans, a humanoid race,
located in a nearby sector. Generally 5-8 cm shorter than
riumnns, their ears extend outward with pale, thin flops of skin
strung between cartilage, similar to a bat's wing, Horelian skin
tones go through monthly changes depending on their
neufochemicoi state. When Horeiians' skin turns reddish-gold,
they become prone to intense emotions and rapid mood swings.
At the other end of the cycle, when their skin develops on aqua
tone, they become sluggish ond distant, hi between, Horeiians cause a dangerous energy backlash. It is a Routine (3)
liove a pale white tone, ond their emotions achieve a general P r o p u l s i o n E n g i n e e r i n g (Warp Drive) Test to
Wonce. The fed phase lasts for five days, Mowed oy ten cloys recognize the dangers of taking the engines off-line,
of normal coloration, then the green phase lasts for five days, If the engineer (or somebody else in the bridge crew)
followed by another ten days of normal coloration. does not come up with a solution to handle the
energy backlash, the matter/antimatter injectors
Horeiians ore not ruled by their emotional tendencies; a Harelion become damaged, requiring service back at Starbase
39. It is a Difficult ( 1 3 ) Test to bleed off the unwanted
in red phose is no mote aggressive or angry than in the pale energy successfully. If this fails, the only other
phose, but is more likely to feel emotions strongly. All Harelian solution is to eject the warp drive, leaving the ship
culture takes these emotional tendencies into account. They nearly powerless.
often find the uncertainty of human emotional states omusin> Shutting down the warp drive leaves the ship on
impulse power until the engine can be gradually
f puzzling. restarted (which t y p i c a l l y takes three to five hours
and a Routine (4) Propulsion Engineering (Warp
ATTRIBUTES Drive) Test). First, the engineer must make a
Fitness 2 (5) Moderate (7) Propulsion Engineering (Warp Drive)
Vitality+1
_
Coordination 2 (5)
Viontum is on extremely dense groy material which fluoresces
Intellect 2 (5) brightly under ultraviolet light. It can be activated to produce a
Perception +1 wide variety of energy forms — light, heat, X-rays, and
subspoce pulses. Certain species, such os the Harelians, use
Presence 2 (5) vionium as a power source for their colonies until more efficient
Psi 0(5) fusion generators con be brought in.
SKILLS Test to i d e n t i f y and repair the warp engine
malfunction.
Bargain (Haggling) 2 (3)
Culture (Harelian) 2 (3) A Strange Signal
After a stop at Collapsar 49, the ship either limps
History (Horelion) 1 (2) back to Starbase 39 to repair its faulty systems or
continues on to Detweiller III (the destination
language, Harelian 2 depends on just how badly damaged the ship is). On
Merchant (choose specific commodity) 1 (2) the way, the new sensors pick up an unusual ^ol
subspace signal as the ship passes by the B a l i n
World Knowledge (Horelia) 1 (2) system. It is too diffuse and orderly to be natural
background noise, but not regular enough to be a
pulsar emission. A Challenging (10) Shipboard domed building, featureless except for an airlodu
Systems (Sensors) Test allows a Crew member to door. A successful Moderate (7) Search Test uncovers;
recognize the patterns of a linguistic broadcast. a powerful subspace transmitter hidden behind the]
Using the long-range sensors narrows the signal building. By using the com panel at the door, the
enough to be identified: It is a communication signal, Crew can talk to the inhabitants and ask to be let in.
though the message is encrypted. The signal comes The people inside refuse to unlock the door until the |
from Balin IV's moon. Crew identify themselves. Aggressive characters may
Learning more about the signal requires going to want to force the door, which calls for a Routine (5||
the moon's surface to investigate. The trip to Balin IV Security (Security Systems) or Computer!
takes two minutes at warp 6. Reluctantly, Captain (Programming) Test.
Potrikos decides to investigate the signal and orders a The door opens, revealing an empty industrial j
course set for Balin IV, elevator. After the Crew enters, the door closes and]
the elevator pressurizes, descending for five minutes
until the doors open once more, revealing
Act Two: Away Team subterranean caverns twenty feet below the moon's j
surface. The network of dark, rough corridors typical
As the ship follows the signal, the captain of lunar mining is covered in fine, blacq
requests all known information on Balin IV's carbon dust.
moon. A starmap entry reveals its name as A thin, reedy-look ing Harelian waits lot]
merely "P80-AS" and describes it as a lifeless the Crew at the bottom of the elevator
rock, made mostly of carbon. shaft. He introduces himself as Hoddek,
Lieutenant Commander Papaub orders the the station commander.
Conn to take the ship into a standard orbit, Hoddek is in his green phase, so he]
and requests a scan of the moon's surface reacts slowly. (A Routine G) Culture!
(either Science or Tactical can handle this). (Harelian) Test tells a Crew member j
A Routine (4) Shipboard Systems (Sensors) what that means.) He welcomes them to
Test reveals the signal comes from an area Mining Operation .327 and leads
of unusual ionic interference, them to the station's control
preventing transporters from room. Various computer
beaming crew down to the stations and screens line
source and blocking surface the walls, the display?
scans in that area. The captain showing different station]
wants an Away Team to travel to functions. He seems!
the moon and determine the surprised to see Starileeti
source of the signal. An Away officers, but not alarmed or j
Team could beam down at the afraid.
edge of the interference without When asked about the station, he I
complications. Alternatively, they could take a says that the settlement mines vionium from the!
shuttlecraft, and land closer to the source. (Narrator's moon's crust. Twenty miners live here, supplied once I
choice; have the captain decide, unless a Crew a month by a commercial ship. If the Crew ask why
members can sway her toward a particular option.) the colony didn't show up in their records, he cites
Either way, the surface lacks atmosphere, so the away the Harelian Mining Bureau's notoriously slow
team must wear environmental suits. bureaucracy: "Perhaps they haven't filed a report
The captain designates one of the Crew as with Starfleet," he suggests. Characters who make»
mission commander to head up the Away Team. She Moderate (7) Administration (Harelian Government!
chooses by rank or department specialty. Test know this to be true — the Harelian bureaucr^
Once beamed onto the moon, the Crew surveys is slow.
the barren, lifeless rock. The moon has no If the Crew ask to see his mining license, hej
atmosphere with which to refract the light of stars, invites them to his office and produces a "temporary
and a black blanket of utter night weighs upon the license." Their official license, he says, should have!
visitors. Tricorders give anomalous readings, making arrived four months ago, A Difficult (12) Espionage]
it a Challenging (10) Personal Equipment (Tricorder) (Forgery) Test reveals the temporary license as a]
Test to screen out the static. If successful, the Crew
identifies life signs approximately 3.2 kilometers
away from the beam-down point.
Piloting a shuttlecraft to the source of the signal,
the Crew spots an artificial structure on the moon's
surface. If they use the shuttle's sensors (a Routine (5)
Shipboard Systems (Sensors) Test), they detect several
life signs.
Resolution
The repercussions of "Shakedown
The Enemy Ship Cruise" depend on how successfully the Discovery]
dealt with the Harelian insurgents.
Regardless of how matters were resolved on the
moon below, Starfleet is now aware of the secret base • If the Crew managed to capture Hoddek,
and the Harelian spies. At this point, two t h i n g s worth 2 Experience Points and 2 Renown (Skill).
happen: • If they capture the Harelian ship, each player
• If the Harelians are s t i l l free, the moon base receives an additional 2 Experience Points and 1 ••
deactivates the transport scrambler and a Harellian Renown ( S k i l l ) .
ship decloaks; or • If they destroyed the Harelian ship, the Gen
• if the Harelians have been imprisoned, a ship members each gain 1 Experience Point but receiw
decloaks and destroys the base from orbil. It (hen -1 Renown (Skill).
warps toward the Romulan Neutral Zone. • If the Discovery captured the Harelians with
The ship is a Harelian freighter modified by the phasers and warp power, the players earn
Romulans for covert operations — it has a Romulan additional Experience Point and 2 Renown (Skill)]
[compare Renown earnings to the commendations After returning to Starbase 39-Sierra to drop off
tisted on page 181; characters may qualify for Hoddek and his spies, and receive any necessary
commendations, at the Narrator's option). repairs, the Discovery and her Crew are ready for
• If the Discovery lost its battle with the Harelian regular patrol duties. They have new worlds to
ship, the base was destroyed and Hoddek escaped, explore, new civilizations to encounter and
the Crew members each get 1 Experience Point, -1 adventures to live.
Renown (Skill), and detailed reports to f i l l out for Ever near, the Neutral Zone hides its silent,
their superiors. invisible threat .,
207
/ /],»•/ heen a grueling five years al Startled
Academy, hut tlenjamin Millard had made it. He
was rnsign Mi Hard, assigned to the U.S.S.
Gorkon. Standing in the shuttle, flying across the
dockyards at Starhase 74, he thought about his
mother and father at graduation. They had been so
proud of him. His father gave him a word of
advice, his mother just stood there with tears in her
Normally, navigation doesn't require a Test. For routine operations, as long os the external sensors remain operational, most Sforship
Systems (Flighf Control) Tests will be made against a Routine (3) Difficulty. When necessary, navigation Tesfs can be colled for when the
course is being plotted (using stellar mops across known oreos, using known routes) or when an unexpected phenomenon appears (on
uncharted asteroid crosses the ship's path or o subspoce rift opens in front of the ship).
There may be times when the Narrator colls for a Tesf, such os traveling through a nebulo, being near massive gravity wells or a plasma
storm (where the sensors are adversely affected) or because of o technological failure. The Difficulty should be determined by the Narrator,
dosed on fhe situation, such as the violence of the ionic storms within o nebula, the strength of the gravity well and so forth.
IDITION
Open space Routine (3)
No artificial aids (FCR, radio relays) +1 or +2 Difficulty Number
Inability to defect celestial novigotion constants +6 Difficulty Number
Dangerous area (nebula, ion storm, plasma storm) +] to +6 Difficulty Number (depending upon sfrength of phenomenon)
No sensors or computer +12 Difficulty Number
hampie; Due to an uncharfed wormhole, the U.S.S. Lexington finds itself in on unfamiliar region of space. The wormhole has damaged
the sensors and the ship finds itself far from any Federation navigational aids. The ship is effectively blind (though the main viewscreen
works). Lieutenant Carstairs con set a course using on absolute heading, but the Difficulty is Nearly Impossible (15) (Routine (3), +12
for total lack of sensors or computers).
, tankers usually have strong structural integrity
fields to prevent leakage.
Cargo carriers are transport vessels primarily
used for moving cargo from planet to planet. Most SIZE EXAMPLE
Starfleet cargo carriers move supplies that cannot be
replicated (or are difficult to replicate), such as 10 Romulan 0 'derideKlass warbird
d i l i t h i u m , medical supplies or personal property. 9 Experimental Sovereign-^ ships currently under
Carriers tend to generate only moderate speed, and development
have limited tactical systems.
fransports refer to long-range personnel shuttles. 8 starship W.S.S. Entetptise-C,
Moderate in size, they have few tactical systems to Gandhi),Galaxy-class starsriip W.S.S. Enterprise-®, Klin
speak of, and can attain moderate warp speeds.
Transports have a longer range than shuttlecraft. warship
Most starships are equipped with several types of 7 fl'toro-doss Ferengi Marauder, firce/s/OKlass stdil
Shuttlecraft — short-range spacecraft with limited
tactical systems and limited speed. Shuttles were W.S.S. Oozy Horse, U.S.S, Enterprise-®, Nebu' '
originally used strictly for infra-system or ship-to-ship stnrship (U.S.S, Phoenix, U.S.S. Sutherland}, N
transport, but some types of shuttle possess warp class starship (U.S.S. Kyushu, U.S.S. Thomas
capability. There are several subtypes of shuttle: Kiingon IOTWOOSS ship
Personnel shuttles are primarily used to transport
personnel to destinations beyond transporter range or 6 Cardassian (Jok-class ship, Constitution-fax st
when transporter use is inappropriate. W.S.S. Entefprise)
Larger Cargo shuttles ferry materials beyond
transporter range or when transporter use is 5 Mrandoclass starship W.S.S. Reliant, U.S.S.
inappropriate. Constellation-class stGfstiip W.S.S. Stargazer)
Warp shuttles include inter-system shuttles with a
range of about 20 light-years. Recent warp shuttles 4 Kiingon Hurt-class ship, Suiertlass starsriip (II.S
have gained the nickname "runabouts", and are most
commonly used by starbases.
Work/construction pods are small one- or two- 3 Otert/Klass starship {U.S.S. Grissom, (J.S.S. Jsio
person shuttles used for EVA work activity, usually Romulofi scout ship
starship or starbase construction.
2 Shuttlecraft
1 Type 15 Shuttlepod, any class of probe
The following abbreviations ore used to describe tie directions on the ship Like many asteroids and other stellar objects, Borg cubes transcend tti I
when indicating placement of weapons and other equipment levels of scale shown on the Starship Size Table. Grant any ship IN
fits on this scale a flat +8 to hit a Borg cube.
Forward: forfwd '
These rate the ship's capabilities for moving, sensing
Aft: a or aft things, attacking and defending itself.
Port: p {to the left os one faces forward)
Explanation Of Template Elements
Starboard: s or stbd (to the right as one faces
forward) VITAL STATISTICS
These characteristics contain basic information
Dorsal: d or dsl (the "top" of the ship) about the ship:
Name or Name of Class: The designation of the ship
Ventral: v or vni (the "bottom" of the ship) and/or ship class.
Class and Type: This is the ship's class name and
designation according to Federation standard
These directions are combined as necessary: forward protocols, such as Ca/axy-class/Explorer.
dorsal is fd, aft ventral is av, and so on. Commissioning Date: Date of prototype launch, if
available,
Ship Templates H U L L CHARACTERISTICS
Each ship's h u l l is rated for three qualities: Size,
In the Star Trek: The Next Generation RFC, all Resistance and Structural Points. H u l l Characteristics
starships are described using the same basic Starship do not require Power.
Template, This gives Narrators and players a sense of
the relative power and capabilities of each vessel, Size: How large the ship is, both in overall length
allowing different ships to be related to each other (approximate length in meters) and number of decks
along a common reference scale. in thickness. Ship sizes are not necessarily identical
Much l i k e a player character, every starship, from from ship to ship, as each is constructed separately
the largest Ga/axy-class cruiser to the tiniest and one ship may be slightly smaller or larger than
shuttlecraft, has certain characteristics or "attributes." another of the same class.
In game terms, ships are ranked in Size from 1
to 10, indicating rough relationships in size. Size
affects how easy it is to hit another ship in combat.
The Starship Size Table provides guidelines for ship
size ratings: RATING (AN MOVE THIS Muot MASS... AT THIS DISTANCE
Resistance: Resistance is a measure of the strength
10 7,500,000 metric tons 1 kilometer (l,000m*is)
of the ship's hull—its capacity to protect those 9 5,000,000 metric tons 10 kilometers
inside it from outside attack. Although starships do
not primarily rely on the h u l l to provide such 8 1,000,000 metric tons 50 kilometers
7 500,000 metric tons 100 kilometers
ENVIRONMENTAL POWER SYSTEMS 6 100,000 metric tons 1,000 kilometers
NUMBER OF PERSONS POWER COST PER ROUND 5 50,000 metric tons 2,000 kilometers
1-2
4 1,000 metric tons 4,000 kilometers
2 3-8 3 100 metric tons 8,000 kilometers
3 9-32 2 10 metric tons 14,000 kilometers
4 33-125 1 1 metric ton 20,000 kilometers
5 126-500
6 501-2,000 , Thus,
for example, using fioctor beams at ruling 7 costs 14 Power per round.
1 2,000-8,000
Ihe
8 8,001-32,000 1 o fairly large ship (Size 6 or higher). Smofer stops' tractor beams
ore proportionately less powerful.
. ond so on
protection, preferring deflector shields instead, the ship's Structural Points. When a ship loses all of
each h u l l does offer some amount of "armor" that its Structural Points, rt is completely destroyed.
protects the interior of the ship. Typically ships Every ship has a number of Structural Points
have 1-4 points of Resistance; smaller ships may equal to its Size x 20. Thus, a Ga/axy-class starship
have no Resistance at all. (Size 8) has 1 60 Structural Points. For objects larger
or smaller than the Size scale, the Narrator should
Structural Points: This characteristic represents a assign a proportional amount of Structural Points;
ship's physical integrity. When weapons cause for example, a standard Borg cube would have at
damage to ships, that damage is subtracted from least 3,200 Structural Points (!}.
OPERATIONS CHARACTERISTICS
The Operations Characteristics
reflect the capabilities of a ship's
crew and some of its less combat-
useful equipment,
Klingon Ships
GALOR-CiASS STARSHIP
Class and Type: Ca/or-class Warship
Commissioning Date: Mid-24th century
Hull Characteristics
Size: 6 (600 meters long, 30 decks)
Resistance: 4
Structural Points: 120
Operations Characteristics
Crew/Passengers: 600/1,000
[6 pwr/round]
Computers: 4
[4 pwr/round]
mm cuss
Transporters: 2 personnel, 4 cargo, 4 emergency
[5 pwr/round]
Tractor Beams: 1 av
[2/rating used]
Propulsion and Power Characteristics
Warp System: 4.0/7.4/8.2 (18 hours) VOR'CHA-CiASS STARSHIP
[2/warp factor] Class and Type: Vbr'c/ja-class Cruiser
Impulse System: ,25 c/.5 c Commissioning Date: Mid-24th century
[2/5 pwr/round] Hull Characteristics
Power: 1 50 Size: 7 (450 meters long, 30 decks)
Sensur Systems Resistance: 4
Long-range Sensors: +2/17 light-years Structural Points: 140
[6 pwr/round] Operations Characteristics
Lateral Sensors: +2/1 light-year Crew/Passengers: 740/900
[4 pwr/round] [6 pwr/round]
Navigational Sensors: +2 Computers: 4
[5 pwr/round] [4 pwr/round]
Sensors S k i l l : 4 Transporters: 4 personnel, 4 cargo
Weapons Systems [4 pwr/round]
Ca/OA-class Plasma Banks Tractor Beams: 1 av
Range: 10/30,000/100,000/300,000 [2/rating used]
Arc: All (720 degrees) Propulsion and Power Characteristics
Accuracy: 4/5/7/10 Warp System: 6.0/9.0/9.2 (12 hours)
Damage: 16 [2/warp factor]
Power: [16] Impulse System: ,5 C/.75 c
Compressor Beam [5/7 pwr/round]
Range: 10/30,000/100,000/300,000 Power: 1 80
Arc: Full forward or Aft (540 degrees) Sensor Systems
Accuracy: 4/5/7/10 Long-range Sensors: +1/15 light-years
Damage: 18 |6 pwr/roundl
Power: [18| Lateral Sensors: +1/1 light-year
Weapons Skill: 4 [4 pwr/round]
Navigational Sensors: +1
[5 pwr/round]
Cloak; 6
[24 pwr/round]
I Defensiv
IDF
I
I
Sensors S k i l l : 5 Descript
Weapons Systems The B're
Type X Disrupters: combat
Range: 10/30,000/100,000/300,000 Force. A
Arc: All (720 degrees) is used i
Accuracy: 4/5/7/10 and in u
Damage: 20 battle, tr
Power: [20]
Forward Disruptor Cannon:
Range: 10/30,000/100,000/300,000
Arc: F u l l forward (540 degrees)
Accuracy: 4/5/7/10
Damage: 22
Power: [22]
Photon Torpedoes: B ' R E L - C i A S S STARSHIP
Number: 250 Class and Type: B're/-class Scout
Launchers: 2 fv, 2 ad Commissioning Date: Mid-24th century
Spread: 6 H u l l Characteristics
Arc: Forward or aft, but are self-guided Size: 3 (250 meters long, 3 decks)
Range: 1 5/300,000/1,000,000/3,500,000 Resistance: 2
Accuracy: 4/5/7/10 Structural Points: 60
Damage: 20 Operations Characteristics
Power: [5] Crew/Passengers: 1 2/0
Weapons Skill: 5 [3 pwr/round]
Defensive Systems Computers: 2
IDF Deflector Shield 12 pwr/round]
Protection: 60/80 Transporters: 1 personnel, 1 cargo
Power: [60] [1 pwr/round] K'VORl
Description and Notes Tractor Beams: 1 av Class an
The Vor'cha-class attack cruiser is the main combat |2/rating used] Commis
vessel of the Klingon Imperial Defense Force. They Propulsion and Power Characteristics H u l l Ch
are typically commanded by high-ranking l i n e , and Warp System: 6.0/8.0/9.0 (6 hours) Size
low-ranking flag officers or the leaders of the great [2/warp factor] Resi
houses. H i g h l y functional, they lack even basic Impulse System: .5 c/.75 c SttU
comforts and are designed for their primary mission [5/7 pwr/round] Operati<
- battle. Vor'c/ia-class cruisers project Klingon Power: 1 50 Cre\
i n f l u e n c e throughout the empire, and can sometimes Sensor Systems [4
be found in Federation space. Any of these ships is a Long-range Sensors: +1/12 light-years Con
match for the most combat-capable Starfleet vessels. [6 pwr/round] [2
The Vor'cha's forward disrupter cannon is Lateral Sensors: +1/1 light-year Trar
detachable. It can be replaced with other weapons, [4 pwr/round] [2
or ejected in situations where greater speed is Navigational Sensors: +1 Trac
necessary (add +.10 to maximum impulse velocity [5 pwr/round] \2i
when the cannon is ejected). Cloak: 8 Propulsi
[32 pwr/round] War
Sensors S k i l l : 4 \2t
Weapons Systems Imp
Type VIM Phase Disrupters: [5i
Range: 10/30,000/100,000/300,000 Pov\
Arc: All (720 degrees) Sensor i
Accuracy: 4/5/7/10 Lon
Damage: 16 [6
Power: [16] Late
Photon Torpedoes: [4
Number: 100 Nav
Launchers: 2 fv [5
Spread: 4 Clo.
Arc: Forward or aft, but are self-guided
Range: 1 5/300,000/1,000,000/3,500,000
Accuracy: 4/5/7/10
Damage: 20
Power: [5]
Weapons S k i l l : 4
Accuracy: 4/5/7/10
IDF Deflector Shields Damage: 16
Protection: 54/75 Power: [16]
Power: [54] Photon Torpedoes:
Description and Notes Number: 150
The B're/-cliiss cruiser is among the most common Launchers: 2 fv
combat craft in the Klingon Imperial Defense Spread: 6
Force. A l t h o u g h it has a small crew compliment, it Arc: Forward or aft, but are self-guided
is used during peacetime for patrol and scouting, Range: 15/300,000/1,000,000/3,500,000
and in war for raids and massed surprise attacks. In Accuracy: 4/5/7/10
battle, they often operate in groups of ihree. Damage: 20
Power: [51
Weapons S k i l l : 5
Defensive Systems
IDF Deflector Shields
Protection: 54/75
Power: [54]
Description and Notes
A larger version of the #'re/-class scout, the K'vort-
class battle cruiser has become the standard ship of
the Klingon Imperial Defense Forces. Not as large
as the Vor'cha (or the old Klingon battle cruiser), it
can nonetheless operate for extended periods and
at long range. It is atmosphere-capable.
m cuss
K'VORT-CLASS STARSHIP
Class and Type: K'Vort-c\ass Battle Cruiser
Commissioning Date: Mid-24th century
Hull Characteristics
Size: 4 (350 meters long, 27 decks)
Resistance: 3
Structural Points: 80
Operations Characteristics
Crew/Passengers: 52/50
[4 pwr/round]
Computers: 2
(2 pwr/round]
Transporters: 2 personnel, 2 cargo
[2 pwr/round]
Tractor Beams: 1 av
[2/rating used]
Propulsion and Power Characteristics
Warp System: 6,0/9.0/9.2 (12 hours)
[2/warp factor]
Impulse System: .5 C/.75 c
IS/7 pwr/roundl
Power: 1 70
Sensor Systems
Long-range Sensors: +1/14 light-years
[6 pwr/round]
Lateral Sensors: +1/1 light-year
[4 pwr/round]
Navigational Sensors: +1
[5 pwr/round]
Cloak: 7
[28 pwr/round]
Sensors Skill: 5
Weapons Systems
Type VIII Phase Disruptors:
Range: 10/30,000/100,000/300,000
Arc: All (720 degrees)
Faster-than-light travel. Matter-energy conversion. technical marvels and too little on their brains,I
Artificial gravity. Semisentient computers. Narrator should take their tech away for a while a
Matter/antimatter power plants. Technology in the 24th see how they thrive without it.
century is a wonder to behold. Extremely advanced Technology does not break the laws ofj
technologies affect almost every aspect of life for the thermodynamics, although it does stretch them il
Federation's citizens. No Star Trek: The Next little. That is to say, there arc no perpetual motion!
Generation episode would be complete without some machines. Everything needs power, and you neverl
use of high-tech gadgetry, whether it's a simple get something for nothing. Fusion and antimatter!
tricorder scan or a dangerous warp drive fly-by around provide cheap and readily available power, but raw|
a star. Although an episode should rarely be about materials for its conversion must still be provided,
technology — except insofar as it tells us something Federation technology is not the most advanced tedu
about ourselves — players and Narrators should not there is. There are hundreds of races out there more]
hesitate to use it to solve problems. advanced than the Federation, with technology fl
defies some or all of the guidelines given above.
Guidelines for Technology in Consistency
Star Trek Like alien species or a distant setting, technology!
The following comments provide an idea of what should be a storytelling consideration. Narratwsj
technology should and should not be in the Star Trvk should be careful how they allow technology to m
universe. used, and should rule consistently. If in one episode the I
• Federation technology is superscience. It can Narrator allows the Crew to capture a marauding alien)
accomplish amazing, almost m a g i c a l t h i n g s . using the ship's internal force fields, the Crew should]
However, w h i l e it provides characters with great be allowed to use it against the pirates in anothaj
power, it does not grant perfection or invulnerability. episode. This can have a profound effect on yourganr
• Technology is human-enabled. It expands the powers A Narrator could receive a nasty surprise when f
of m i n d and body without r e p l a c i n g them. episode comes to a grinding halt because the CrflH
Remember, there is little drama to an episode if every uses a piece of technology he forgot about. Players]
problem can be solved by a m a c h i n e — people are become understandably upset if their technolo^j
s t i l l far more i n t u i t i v e and clever than t h e i r doesn't work the same way twice; they fee! as though j
equipment, the universe, and the game, is arbitrary.
• Technology is convenient. By the 24th century, small If a piece of equipment w i l l affect the wayyourj
badges can transmit messages from a planet's surface story unfolds, you should either provide a reason for
to ships in distant orbit, and a hand-held device has the failure of the player's technology (a malfunction,)]
more computing power than the 20th century's jamming device) or rethink your adventure idea.
fastest super-computers. adventure is not necessarily over when the O
captures the intruders, to continue the previous]
While Star Trek technology is all of these things, there example. They might barter information they havefl
are many t h i n g s it is not: their freedom, or their compatriots might attempt a
• Technology is not easily explicable. After a l l , it is rescue. See Cleverness in the chapter entitled TbBoWJ
superscience. If we could understand how it works, Co for advice on handling this type of situation.
we'd possess it by now. Imagine a modern
mechanical engineer trying to explain
internal combustion engines to a Kalahari
Bushman. Now imagine Geordi La Forge
trying to explain a matter/antimatter
reaction chamber to you.
• Technology is not incomprehensible.
While we may not understand why it
works, we can always explain what it
does. Given that, there is almost always a
way to describe why something w i l l not
work.
• Technology is not the answer. It gives the
Crew great resources with which to solve
problems, but it does not solve problems
for them.
• Technology is not i n f a l l i b l e . Nothing
adds a little spice to a crisis like an
equipment m a l f u n c t i o n . If the Crew
members rely a little too much on their
I TECHNOBABBLE Other l i m i t i n g options do exist, however. The
force fields used around penal colonies and other
If c Narrate or Crew member needs a quick explanation high-security installations, as well as the force
for or equipment molf unction, he con quickly identify the domes w h i c h protect colonies on planets with
hostile atmospheres, each limit or prohibit the use
inoperative part of his geor by consulting the following of sensors and communicators. Most of these force
table. For quick results, read across the columns; fields completely block a transporter from beaming
otherwise just pick one term from each column. For a Crew in or out of an area unless the transporter is
random results, roll one die for each column and combine synchronized with the force field. Also, species
the results. with technologies significantly more advanced
than the Federation can easily defeat most
For example, Ensign Aiessoro's shuttlecraft controls refuse Federation technologies. Perhaps the easiest option
to respond after the ship flies through an ion field. is s i m p l y to take the devices away. An away team's
Opening up the console panel and crawling into the tiny captors w i l l u s u a l l y confiscate their prisoners'
space filled with wires and blinking lights, Alessaro tries to equipment; with no way to contact their ship, the
team must rely on their wits and s k i l l s .
identify the source of the malfunction. The Narrator rolls The most rewarding roleplaying, however,
three dice (results of 4, 6 and 9) ond consults the allows characters to use their vast technological
lechnobabble chart: It appears (hot the gauss induction resources but still challenges them with situations
grid has shorted out. A simple Propulsion Engineering solvable only w i t h careful thought and
(Warp Drive) Skill Test allows Alessara to reroute control cooperation. One of the best methods to evoke
to another system, and she is once again in command of such situations is to confront the Crew with
(tie shuttle. something completely unknown. If a new species,
disease or device is not listed in the ship's data
banks, then the characters' equipment can h e l p
TECHNOBABBLE CHART them to study it, but they must s t i l l make important
decisions for themselves.
ROLL RESULT 1 RESULT 2 RESULT 3
2 quantum flux inhibitor Personal Equipment
3 positronic reaction equalizer Details are provided below for the most widely
used Starfleet devices. Most away teams carry
4 gauss field dampener some or all of these devices with them on their
missions.
5 osmotic particle chamber
6 neutrino gradient catalyst Equipment Terminology
Each piece of equipment listed here has a short
7 molecular induction coil list of traits providing useful information about the
device, such as its size and mass. The l i s t may also
8 resonating conversion unit include one or more of the following entries:
9 thermal polarizing translator Range: A beam weapon's range is listed in
point-blank/short/medium/long ranges. (Refer to
10 photon displacement grid the Tactical Chapter for the difficulties to hit targets
at these ranges.) A sensor's range is the m a x i m u m
11 ionic feed regulator distance at which it can read objects or energy
patterns.
12 multiphase imaging sustainer Duration: The amount of time the device can
function before it must be recharged. Most times
Limiting Technology are listed in hours, but weapons l i s t a number of
charges, representing how many times they can be
Sometimes l i m i t s need to be imposed on a fired before recharging.
technology's effectiveness. For instance, a number The note "+ induction recharge" means that
of planets' atmospheres impose electromagnetic or the device contains induction coils made from
ionic interference which greatly impairs a ship's sarium krellide. Such devices can be recharged by
sensors and communicators, and can often render p l u g g i n g them into standard power taps connected
transporters unusable. Ion storms can have s i m i l a r to a ship's electroplasma system, or by attaching
effects and can occur p r a c t i c a l l y anywhere. them to portable b u l k sarium k r e l l i d e u n i t s
However, a Narrator should use these phenomena (something like small portable generators). It takes
as infrequently as possible. Not only do such tricks approximately one minute to restore ten charges'
get old when repeated too often, but if players are worth of energy,
often u n a b l e to use their vast array of sensors and Armor: The degree of protection the device
other devices, they may wonder why anyone provides its user.
bothers with this technology at all.
Block: The amount of damage a rnelee weapon each suit typically carries six easily accessible pal
can block when used to parry another melee It requires an action to patch a suit but no Test needs
weapon, be made; if a Crew member performs any other ai
Damage: The amount of damage the weapon that same round, he w i l l suffer Multiple Add
inflicts, Penalties on all actions requiring Tests.
The suit itself consists of a full-body jumpsuit with
ENVIRONMENT SUITS removable gloves and a transparent helmet, as wells!
Whenever starship personnel visit planets with gravity boots which allow the user to walk on solfl
hostile atmospheres or enter the vacuum of space, they surfaces in zero gravity and even to c l i m b sleepl
must wear environment suits. While a Federation surfaces under gravity —• one may even attempt ]
environment suit is comfortable and light, it to walk clumsily on ceilings under full grafl
s t i l l somewhat inhibits an untrained wearer's (subtract three dice from Coordination and!
mobility; subtract one die from S k i l l Tests in this move no faster than a slow walk of 7 meters pet]
case. Crew members with the Personal round).
Equipment (Environment Suit) S k i l l do not suffer A small belt-pack houses the suit's life support
this penalty. system. Based on microreplicator technology,tht •
An environment suit protects its wearer from life-support system can purify air and recycle]
pressure extremes (from vacuum to five atmospheres drinking water for up to 25 hours. Wrist controls on the
worth) and temperature extremes (from -100 C to 120 suit activate various functions: gravitic boots, a built-inj
C). They are not heavily armored, however, and are communicator, and visor- and helmet-mounted lights,
easily punctured by most melee weapons and phasers. The energy signatures produced by an environment
Most suits automatically repair rips and tears (self- suit are easily detectable .by most sensors, making il
sealing punctures of 4 points of damage or less). Larger nearly impossible to hide w h i l e wearing one.
punctures must be manually patched by the wearer; Armor: 1 (Damage greater than 1 w i l l puncturethtj
suit)
Size: 12 L (folded) + boots and helmet
Mass: 8 kg
Duration: 25 hours
MEDICAL KIT
On Away Team missions, Starfleet doctors and
medics carry medical kits and medical tricorders. A kit
contains an autosuture, a dermal regenerator, i
hypospray and a neural stimulator. With these items,a
doctor can perform most routine and emergency
medical procedures on-site. Patients with severe
i n j u r i e s or illnesses, however, must receive full
diagnosis and treatment in sickbay. A medical kifs
devices are designed to work on all known humanoid
life-forms and on most DNA-based nonhumanoids. j
Size: 21 cm x 20 cm x 5 cm
Mass: 1 kg
Autosuture
An autosuture uses molecular bonding technology!
to seal ruptured blood vessels, mend broken bones and i
close wounds. None of these repairs can substitute t« I
actual healing, but they stabilize a patient, allowing
him to function until more extensive treatment can be
delivered in sickbay. Only trained medical personnel]
can safely use autosutures without mishap (a Moderate j
(7) Medical Sciences S k i l l Test is required).
Size: 1 5 cm x 4 cm x 2 cm
Mass: 0.2 kg
Duration: 50 hours + induction recharging
Derma/ Regenerator
A dermal regenerator instantly heals small and;
moderate-sized wounds, performs scar removal and
eradicates mild infections. It is extremely easy to use,
even by untrained individuals: Simply run it over the
surface of an injury. A dermal regenerator w i l l heal any
232 wound caused by no more than 3 points of damage.
No roll is needed to use this device unless there are
adverse circumstances, in which case a Routine (4)
I EXAMPLE Medical Sciences Skill Test is
required. The dermal regenerator,
Mien closed, the tricordef is protected by its tough duranium casing. When open, it displays o however, cannot heal any wound
number of touch pods ond indicators. These ore: longer or deeper than 8 cm; an
rW 5T8Y: Standby mode indicator, autosuture must be used on such
wounds.
W/H: [his is the dual function control switch, Most controls on the tricorder hove two separate Size: 20 cm x 5 cm x 2 cm
functions. This control switches between the two. Mass: 0.2 kg
^Internal) & E (External): The "I" switch allows the tricorder to access data from its own Duration: 100 hours + induction
isoso5, while the "E" switch allows the tricorder to receive data from remote sources, including recharging
tstorship's main computer,
Hypospray
UfiiOf Beta, Delta, Gamma: Four indicator lights which let the user know if the tricorder is Hyposprays are Starfleet's primary
recording (Alpha), accessing (Beta), processing (Delta) or transmitting (Gamma) data. form of drug delivery. When a
tep/ffy Streen: This small screen and the concealed speaker beneath it ore capable of hypospray is pressed against skin
displaying any audiovisual information recorded by or stored in the tricorder. This screen con also and activated, it sprays its drug
deploy sensor data from the tricorder, including visual representations of IR, UV or other invisible through the patient's skin. It can
forms of radiation. It is possible to use a tricorder to perceive objects and creatures normally deliver intravenous or
intramuscular injections and w i l l
invisible to humans. work through light clothing, such
fc The "A" function directs the unit to store data in its main memory; "B" directs as a Starfleet uniform. A single
fie unit to store data on one of the unifs two removable isolinear optical chips. hypospray holds up to five
SfQ/MEJ/BIO: These switches direct the unit to perform geological, meteorological or different drug ampules; each
ampule provides ten injections.
biological (lifeform} scans. When used with three adjacent buttons, the unit can control ond The user selects desired dosages
receive data from up to 27 remote information sources. Using its built-in sensors, the unit can with a simple touch pad.
perform the following different scans: W h i l e anyone can use a
t'lologitat, long-range: The unit con detect the number and position of all lifeforms of a hypospray, selecting the proper
given size within its range. Individual lifeforms can also be tracked. drugs and dosages takes some
medical training and requires a
Kohgical, short-range: The unit con identify the type of lifeform (e.g., humanoid, energy Medical Sciences Skill Test. The
being, reptilian), including the exact species if that lifeform is known to Federation science. Difficulty varies with the patient
General information about the creature's physical condition is also provided. and procedure: A medic
Mogtal, long-range: The unit con locate large coves, significant mineral deposits, ond unfamiliar with alien biology may
iptont geological features, such as fault lines. This setting also allows the device to determine find that setting tranquilizer
lieroughchemical composition of any substance within range and to locate large concentrations dosages for a Vulcan is a
Challenging task. Away team
of oriy desired material. hyposprays usually contain
Mogital, short-range: The unit can detect small caves ond concealed features, such as stimulants, tranquilizers, pain-
underground water or small mineral deposits. The unit can also locate small concentrations (even killers, tri-ox compound (a drug
flfew grams) of a desired substance. The exact chemical composition of unknown substances con allowing recipients to function
oiso be determined. more easily in low oxygen
atmospheres or at high altitudes)
Meteorofogkal, long-range: The unit con analyze local weather patterns, predict the and a broad-spectrum poison
wither up to twenty hours in advance, and detect problems like ionic interference. This setting antitoxin. Additional doses, as well
nil also reveal the magnitude, type, ond location of ony large energy sources within its range as antibiotics and antiradiation
(sucfi os a shuttlecraft). drugs, are usually stored in a
Meteonlogital, short-range: The unit con determine the exact composition of the local medical kit.
Size: 1 5 crn x 3 cm x 3 cm
atmosphere; it can also detect and locate small energy sources (such as another tricorder). Mass: 0.1 kg
(mm Transmission: These four switches govern communication with other devices. Duration: 250 injections
"Accept" allows the unit to receive information from a remote source; Tool" networks it with
ofer devices; "Interchip" links if to a ship's computer; and "Tricorder" links it with other tricorders Neural Stimulator
ii range. Like a personal communicator, a tricorder can contact a storship up to 60,000 km away This device increases or decreases
ond another tricorder or combadge up to 500 km away. a subject's nervous system activity
(usually to suppress pain or
HWG; This is on emergency transmission button. Once activated, the tticorder sends all its data seizures), returns an unconscious
ID o storship. This transmission con take up to fen minutes and temporarily shuts down all other or comatose patient to
functions. consciousness, or even
ttaage Record: These buttons allow the unit to record, play bock and edit oudiovisual temporarily supports a severely
injured or dying patient. Like the
recordings made by the unit, A tricorder may store more than 2,000 hours of high-density autosuture, the neural stimulator
recording in its Library B memory. req u i res medical t r a i n i n g for
ID; This touch pod can be set to a user's unique bioelectric field, so that no one else may use it. effecth ? use and a Medical
Sciences Skill Test. The difficulty depends on the panel or work station. However, the slower rt
patient's condition: Waking a patient with a m i l d time of a PADD makes t h i s h i g h l y irregular ffl
concussion may be a Moderate task, while bringing a common use, and would require special Command
patient out of a weeks-long corna may be Difficult. level clearance in most instances,
Size: 10 cm x 6 cm x 0.2 cm PADD's allow users access o n l y to authorized
Mass: 0.02 kg functions. Command staff members know secunl
Duration; 50 hours + induction recharging override codes which allow them aceess to anysWj
function with a PADD,
PERSONAL ACCESS DISPLAY DEVICE (PADD) Size: 1 0 cm x 1 5 crn x 1 cm
Personal access display devices are among the Mass: 0.2 kg
most common tools in the Federation; nearly every Duration: 100 hours + induction recharging
crew member and almost every inhabitant of an
advanced planet has his own PADD, In essence, it is an PERSONAL COMMUNICATOR (COMBADGE)
extremely powerful hand computer capable of Intraship voice communication on Starfleelj
holding several b i l l i o n pages of text and pictures vessels is p r i m a r i l y performed via personal!
in two isoltnear optical chips. It consists of a communicators housed in the Starfleet badges
high-resolution touch-sensitive screen as well as worn by all crew members. Radio frequency
several multifunction touch pads. It also contains (RF) signals are picked up by local antennae,
a subspace transceiver equal in power to a routed to a local subprocessor, then through
combadge; a user can communicate and even the Optical data network (ODN) to the intended]
control a starship up to 40,000 km away recipient. Voice Al routines are quite intelligent!
(assuming he has proper command access, of and able to understand conversational contextual]
course). cues to route transmissions properly.
C i v i l i a n s use these devices to keep track of Conversations may be ended with the property j
appointments, play games and communicate with contexted word "out", by opening a channel to another]
various planetary computer networks. On a starship, party, or by a ten-second pause.
PADD's are often used to send and receive reports and Ship-to-surface communications are very similar!
to access the ship's computer. W h i l e its size in performance. If a channel is opened to an Awayj
significantly l i m i t s ease of use, a PADD can be Team member, the computer, which remembers that!
configured to take the member has recently transported or shuttled off-j
over the ship and continues to keep tabs on his location wtiikj
_ _ functions of a in range, routes the signal to the subspace transceiver.
PHASER DAMAGE starship control
HHsSnti;
SETTING— DAMAGE CHG NOTES
1 Light Srun (2+2d6) l Stun a human for 5 minutes
2 Medium Stun (4+2d6) 2 Stun a human for 15 minutes, or a Kiingon for 5 minutes
3 Heavy Stun (6+4d6) 3 Stun a human for 1 hour, or a Kiingon for 15 minutes
4 Light Thermal 8+2d6 5 Cut a 1 m hole in 10 cm of wood in 3 minutes
5 Heavy Thermal 10+2d6 8 Cut a 1 m hole in 10 cm of steel in 3 minutes
6 Light Disrupt A 12+3d6 12 Cut a 1 m hole in 10 cm of steel or rock in 30 seconds
/ Light Disrupt B 14+4d6 15 Kill a humonoid; cut o 1 m hole in o duranium bulkhead in 10 minutes
8 Light Disrupt C 16+4d6 20
9 Light Disrupt D 24+5d 30 Vaporize resilient alloys (beam ricochets possible)
10 Heavy Disrupt A 30+9(1 40 Vaporize any substance (energy rebound prior to vaporization common)
11 Heavy Disrupt 8 40+1 2d6 50 Explode 10 cubic meters of rock into glowing rubble
12 Heavy Disrupt C 60+1 2d6 60 Explode 50 cubic meters of rock into rubble
13 Heavy Disrupt D 80+1 8d6 70 Explode 100 cubic meters of rock into rubble
14 Heavy Disrupt E 100+12d6 80 Explode 160 cubic meters of rock into rubble
15 Heavy Disrupt 120+12d6 90 Explode 400 cubic meters of rock into rubble
16 Heavy Disrupt G 160+12d6 100 Explode 600 cubic meters of rock into rubble
Combadges have an effective range of about Engineering Tricorder
500 meters under combadge power to more than An engineering tricorder is simply an ordinary
40,000 km if supported by local main tricorder with a special engineering peripheral (EP)
communications devices. Personal communicators added on one end. The EP contains a number of
can be activated by voice as well as by touch. A specialized engineering sensors capable of
dermal sensor verifies a user's identity. detecting minute energy fluctuations and a wide
Size: 5 cm x 4 cm x 0.5 cm variety of particles and exotic energy signatures.
Mass: 0.01 kg The EP also contains an extensive database with
Duration; 1,000 hours + induction recharging detailed information on all ships and devices used
by all known species, and a detachable high-
TRICORDERS resolution probe. This remote probe only has a
Tricorders are extremely compact and range of 2 meters, but can determine the exact
powerful sensory devices. In addition to containing composition of any substance, as well as detecting
I a wide range of m i n i a t u r e electromagnetic, precise details like minute energy residues, or
magnetic, audio, chemical and subspace sensors, microfractures and flaws in a material's crystalline
tricorders also i n c l u d e extremely detailed structure.
databanks on a wide range of scientific and Range; 2,000 meters for long-range scans, 25
! historical information. The computer in the meters for short-range scans, 2 meters for
I tricorder can rapidly identify known lifeforms, remote probe scans.
• materials and energy sources by comparing its Size: 8.5 cm x 15 cm x 3 cm; the remote probe
sensory reading with its databanks. Tricorders can is a 7 cm x 1,5 cm x 1.5 cm cylinder.
lalso attempt to analyze unknown lifeforms, Mass: 0.45 kg
materials or energy sources, although this could Duration: 1,000 hours + induction recharging
take up to a hour, during which the tricorder may
still be used for other tasks. Medical Tricorder
Tricorders also contain subspace A medical tricorder is an ordinary tricorder with a
communicators with ranges like those of special medical peripheral (MP) added. The
personal communicators. Tricorders can MP contains specialized medical sensors as
send and receive data of all types from a well as an enormous database of
starship computer or other distant source. information on more than 200 humanoid
Range: 2,000 meters for long range and nonhumanoid aliens, and hundreds of
scans, 25 meters for short-range scans. thousands of diseases and medical
All long-range scans are problems. The sensors on the MP can identify
omnidirectional, but the user must species and detect vital signs at a range of 25
aim the tricorder at a specific location meters. Within 5 meters, these sensors can
to perform a short-range scan. analyze a being's internal structure, in a
Various types of ionic and other manner similar to a 20th-century CAT scan;
interference can greatly reduce the broken bones, internal i n j u r i e s or other
range of a tricorder's scans. problems can be detected. The MP also
Size: 8.5 cm x 1 2 cm x 3 cm contains a detachable high-resolution probe.
Mass: 0.35 kg This remote probe only has a range of 1 meter, but
Duration: 1,000 hours + induction recharging it is capable of extremely detailed observations,
including DNA typing, blood chemistry analysis
and detection of all known drugs, poisons,
bacteria, viruses and prions.
DISRUPTOR DAMAGE Range: 2,000 meters for long-range scans, 25
meters for short-
range scans, 1
^________ meter for remote
SETTING DAMAGE CHANGE probe scans.
Size: 8.5 cm x 15
1 Light Stun (2+2d6) 1 Stun a human for 5 minutes cm x 3 cm; the
remote probe is a 7
I Heavy Stun (4+2d6) 2 Stun a human for 1 5 minutes, or a ingon or minutes cm x 1.5 cm x 1.5
cm cylinder.
3 Light Thermal 8 Cut a 1 m hole in 1 0 cm of steel in 3 minutes Mass: 0.45 kg
Duration: 1,000
4 Heavy Thermo! 12+3d6 15 Cut a 1 m hote in 1 0 cm of steel or rock in 30 seconds; cut hours + induction
o 1 m hole in a duranium bulkhead in 10 recharging
5 Light Disrupt 24+5d6 35 Vaporize almost anything, including humanoids and
resilient alloys
6 Heavy Disrupt 160+12d6 100 Explode 600 cubic meters of rock into glowing rubble
Personal Weapons damage to the roll, but spend two extra
charges of energy.
There are a variety of personal weapons used w i t h i n Continuous Beam: The continuous beam mode
and without the Federation. As much as Starfleet uses extra energy (two extra charges) but
loathes violent solutions to conflict, weapons are provides greater accuracy: When using it,
often necessary for peacekeeping. Relics of past Earth add one die to the character's Energy
cullures, such as Scottish claymores and fencing Weapon (Phaser) Test to hit his target,
foils, and valued weapons of alien cultures, such as Wide Beam: The width of the beam can be varied
Klingon bat'leths, often serve as objects of a Crew from its normal narrow configuration to a
member's personal fitness hobby: Martial arts and special wide-beam mode. When used on
fencing are considered good means for physical wide-beam setting, phasers only have a
improvement and mental discipline. range of 10 meters, but the beam affects
everything in a swath up to 8 meters wide.
Using a phaser on wide beam takes three
Energy Weapons times as many charges as using it on the
standard setting. Also, because of the
Although energy emitter technology has extremely high-power densities in wide
provided many boons, it has also produced some of beam use, it can only be used on settings 1-
the most dangerous hand-held weapons in the 6.
galaxy. Their dangers, however, are perhaps offset by
their more gentle applications, such as the In addition to being powerful weapons, phasers
ability to stun their targets rather than are useful tools. On narrow beam setting, a phaser
wound them. can be used as a cutting tool to clear
undergrowth in the jungle or shape
PHASERS wood, metal or rock. On wide
Phasers (short for PHASed Energy beam, phasers can be used to
Rectification) are the standard weapons used by the heat rock and provide warmth in
Federation and its allies. The common Starfleet cold climates, as well as to clear away obstacles
models include the small phaser Type I, which is like snow, ice or vegetation.
carried as a hand weapon on most away team If a phaser is set on overload, the unit explodes
missions; the larger phaser Type 11, which is only within 30 seconds. The blast does 1 point of damage
issued when there is a significant threat of violence; for every charge it contains and covers an area with
and the phaser Type 111, or phaser rifle. Most a radius of 3 meters.
planetary security forces in or near the Federation The energy in phasers is stored in sarium krellide
issue their personnel the equivalent of Type II cells. Phasers can be recharged by plugging them
phasers. All phasers contain a subspace transceiver, into the standard power taps of a ship's electroplasrna
which allows the ship's computer to monitor usage. system, or by attaching them to portable bulk sarium
This also l i m i t s all phasers on board to setting 3 k r e l l i d e units (something like small portable
(Heavy Stun) or below without special authorization generators). It takes approximately one minute to
from the command staff. If desired, the firing button restore ten charges' worth of a phaser's energy.
can be set to the user's bioelectric field, so that only
the unit's designated user can fire it. Phaser Type I
However, skilled tampering can Settings: 1 -8
sometimes remove these safety Range: 5/10/25/50
interlocks. Size: 12 cm long, 0.3 1_ in volume
Phasers produce beams of rapid nadions Mass: 0.2 kg
(highly energetic, short-lived subatomic particles). Energy: 160 charges
These particles can produce a wide variety of effects,
depending upon their energy state. At low energy, Phaser Type II
phasers produce a bioelectric shock which w i l l stun Settings: 1-16
most targets. At moderate settings, the beam heats the Range: 5/20/50/100
target; at the higher settings, this heating is replaced Size: 25 cm long, 0.8 L in volume
by large-scale subatomic disruption which can cause Mass: 0.6 kg
moderate-sized objects to vaporize and larger ones Energy: 1,000 charges
to explode.
Phasers can be fired in standard beams, pulses,
continuous beams, or wide beams: Phaser Type III
Standard BeamiThe standard beam is the default Settings; 1-16
setting for a phaser. It does the amount of Range: 5/40/80/150
damage and uses the charges indicated on Size: 25 cm long, 0.8 L in volume
the Phaser Damage Chan. Mass: 0.6 kg
Pulse: A phaser pulse does more damage than Energy; 1,500 charges
other settings, but at the cost of more energy.
When firing in pulse mode, add +1 point of
DtSRUPTORS parries; see page 129), Block (the modifier to any
Disruptors are a common alternative to S k i l l Tests a character using the weapon to defend
phasers, used primarily in the Romulan Star Empire makes to parry or block other melee weapons,
and Klingon Empire. They fire bolts of h i g h l y expressed as a number of points which is added to
charged plasma created by using microscopic the Test Result), and Damage (how much damage
amounts of antimatter. In the Romulan variation, the weapon does, expressed as a base number of
this holt leaves a residue of antiprotons for up to points plus a die roll).
several hours.
Like phasers, disrupters can be used on a BAT'LETH
variety of settings, from Light Stun to Heavy The traditional Klingon "sword of honor."
Disruption. On the lower settings, disrupters stun While difficult to use by untrained individuals,
their targets through a combination of concussion Klingon warriors have developed its use into an
and neural shock. On higher settings, the thermal elaborate and beautiful martial art. The bat'leth is
energy released by a disrupter bolt can cut through an extremely deadly melee
metal or cause lethal damage. On the weapon, especially in the
highest settings, the impact hands of a being as strong as
can cause explosions due to the average Klingon.
thermal shock. Size: 116 cm x 50 cnn x 2
In the Federation, cm
disrupters are regarded as cruder and less Mass: 5.3 kg
elegant weapons than phasers. They cannot Accuracy: 9
produce the same variety of effects, and they are Block: +2
incapable of wide beam settings (though they can Damage: 5+2d6
fire in pulse or continuous beam modes, using the
same rules as phasers). However, the range of CHAKA
power is s i m i l a r to that found with phasers, and, The chaka is the Andorian dagger. It is a three-
while potentially dangerous, the use of antimatter bladed weapon held in the fist; the short blade
means the disrupters can hold many more shots' projects out and up from the fist, while two slender,
worth of energy than a comparably sized phaser. longer blades protrude to either side. The weapon's
Klingon and Romulan disrupters are basket hilt protects the user's hand. A skilled
functionally identical, but differ greatly in c/ra^a-fighter is a lethal opponent, since he can
appearance. Unlike phasers, disrupters cannot be punch, thrust, and slash with equal ease.
recharged with sarium krellide units or a ship's Size: 75 cnn long side to side; 35 cm long from
energy-plasma system. A new power cartridge back of hilt to tip of forward blade
containing additional antimatter must be loaded Mass: 1.8 kg
into the weapon. Accuracy: 8
A disruptor set on overload w i l l explode within Block: +2
30 seconds. The blast does 1 point of damage for Damage: 4+2d6
every charge it contains and covers an area with a
radius of 4 meters. CLUB
Range: 5/20/50/100 Any moderate-sized blunt object which can be
Size: 20-30 cm long, 0.7-1.1 L in volume used as a weapon is treated as a club. Bottles, chair
Mass: 0.6-1.2 kg legs, and even tree branches can all serve as clubs.
Energy: 1500 charges Size: Usually around 40-60 cm long
Mass: 0.5-7.5 kg
Melee Weapons Accuracy: 6
Block: i
Starfleet does not Damage: 2+2d6
normally employ
melee weapons, although D'K TAGH
civilian police use stunrods when necessary. The Klingon ceremonial knife. This
Since they operate within the narrow corridors of three-bladed weapon is of great
starships, Starfleet security personnel prefer to use symbolic importance to
phasers set on stun. In contrast, many alien races Klingon warriors and is used
use melee weapons of various sorts. The Klingon both in combat and as the
Empire is the culture most fanatically devoted to preferred method of ritual
melee weapons and their use. To see a Klingon suicide.
without a mek'leth or a d'k tahg on his person is Size: 50 cm long
usually to see a dead Klingon (the other obvious Mass: 1 kg
possibility being that he carries a bat'leth, instead). Accuracy: 8
Here are some of the melee weapons a starshjp Block: +2
crew may encounter. Each one is rated in terms of Damage: 3+2d6
its Size, Mass, Accuracy (the Difficulty Number
needed to hit a target unless the target dodges or
KNIFE Mass: 0.5 kg
Knives are one of the most basic tools and Accuracy: 7
weapons used by humanoids across the galaxy. Block: +2
Size: 15-30 cm long with a 10-20 crn blade Damage: 1 + Stun effects equal to phaser settings]
Mass: 0.2-0.4 kg 1 -3; user can change the setting at w i l l
Accuracy: 7 Charges: 200
Block: +1
Damage: 3+2d6 SWORD
Swords are basically long knives. Most kn
LlRPA humanoids used some type of sword as melee weapons I
The lirpa is an ancient Vulcan ritual weapon, at some point in their history. Today, various formsoi
essentially a long pole with a weighted c l u b on one fencing are popular sports in worlds throughout tht j
end and a razor-sharp blade on the other. Its only galaxy.
common uses today are as a martial arts exercise and Size: 50-120 cm long
during the pan farr madness, on those rare occasions Mass: 0.5-2 kg
when the ancient rites of mating combat are invoked. Accuracy: 7
Size: 160 cm x 30 cm x 20 cm Block: +2
Mass: 5.6 kg Damage: 4+2d6 or greater (depending on sizeofj
Accuracy: 9 sword)
Block: +3
Damage: Blade 3+2d6, Club 2+2d6
MEK'LETH
Shipboard Technologies
A popular type of Klingon sword which can be Although Away Teams can carry numerous powerful
used with one or both hands, devices with them, the equipment on board a starship
Size: 70 cm long is significantly more powerful and versatile than
Mass: 2.5 kg portable device. Every starship in the fleet, from sr
Accuracy: 8 Obertfj-class ships to the Enterprise-D , shares certain'
Block: +2 components — replicators, sensors, a bridge and the
Damage: 5+2d6 like. The difference between ships lies in their
specifications: An fxce/s/or-class vessel only has four
STUNROD personnel transporters, while a Ga/axy-class starship
Stunrods are energized melee weapons used by boasts six. For information on various starship classes,
planetary police and security forces throughout the see the Starships chapter,
Federation. A stunrod is a padded c l u b which does
m i n i m a l physical damage, but which can inflict phaser- The Bridge
like stun effects upon anyone it hits.
Size: 50 cm long, 3 cm in diameter The main bridge serves as the nerve center of a
starship. It contains the
command station and at least!
four other workstations: the
Operations Manager Station,
the Flight Controller Station,
the Science Station and the!
Tactical Station. From here, all
starship functions can be
monitored, and all operations j
directed.
COMMAND STATION
The primary command sta
is the captain's chair. It features i
armrests that incorporate
m i n i d i s p l a y s and simplified
Conn and Ops controls. From]
this station, the captain can
override any system on
ship,
One Has Cone Before) there. In this case, you Since Ted has decided to put his sector in a spiral arm, he wants
should use the f u l l sector design system and t h i n k
very carefully about the kind of games you want to
to put in a really cool interstellar anomaly to set stories oraund.
run. If you want an espionage-style story to unfold, Ideally it should help tell both "exploratory" stories and "Breen
you can set up a "cold war" type situation between pirate" stories; a dark nebula sounds perfect. Ted decides thot this
two of the systems, or set the sector near the dark nebula, the "Black Widow" dominates the night sky from
Romuian Neutral Zone. If you want to set your
series against the backdrop of the war between
virtually every system in his sector, and that since it was formed
Cardassia and the Federation, a sector of vital by supernova emission, the systems in the Block Widow sector are
strategic importance would be ideal. For an epic of rich in metals.
discovery, design a w i l d and unexplored sector
with many new a l i e n races and cultures. The more After answering these questions, Ted has gone from a vague
you plan ahead, the more coherent and satisfying notion of a frontier setting to a well-realized campaign background
your game w i l l be. with two potential villains, o major enigma and lots of potential
The beauty of roleplaying games is that the settings for "planet stories."
Crew can visit a sector or world and become
intimately involved. There is no one-hour time
limit. Many times things on the television shows go
unsaid or unseen, but that needn't be the case in your STELLAR CLASSIFICATION P
game. Stars ore classified in three categories: spectra! class, brightness
and size. Any star except Type 0 can have planets, although dwarfs
Stars and System Design ore unlikely to have Class M planets, which vaporize during the
novo phase.
Without stars, there would be no life, no planets, no
metals and, most importantly, no stories to tell in Star
Trek. Astrophysical minutia w i l l often only slow you Typ* 0: Blue stars; they burn very fast and die out in only a few
down, of course: Star Trek has never let the million years. They tend to be found only in spiral arms or the
limitations of 20th-century astronomy interfere with a
good story. However, a basic knowledge of stellar Galactic Core; they come only in supergiant and dwarf sizes.
evolution w i l l help you build your own star systems, Type fc Blue-white stars; even small Type 8 stars mass 10 times
and might even spark a story idea or two itself.
Stars coalesce out of energetic matter such as
the mass of Sol. Spica and Rigel are typical Type B stars.
that found in nebulae or in the halos of spiral arms Type A: White stars; some Type A stats have metal-rich gos
and star clusters. Once a c l u m p of such matter passes envelopes, their planets may be richer in minerals. Vega, Sirius A,
a critical mass, it ionizes into plasma and a star is
born. The mass of the new star determines its color Oeneb and Affair ore typical Type A stars.
and l u m i n o s i t y (see Stellar Classification); more Type f: Yellow-white stars; even Type F dwarfs mass two times Sol,
massive stars begin hotter and bluer than smaller and their Class M planets orbit correspondingly twice as for out.
stars. The hotter the star, the more rapidly it burns up
its fuel. Once the star depletes its fuel, its core begins Canopus, Polaris and Procyon are typical Type F stars.
to collapse. Energy from this collapse pushes the Type 6: Yellow stars; these stars emit a balance of radiation and
star's atmosphere outward, ballooning the star into a energy ideal for human life. Sol, Alpha Centouri A, Capella and Tou
red giant. This red giant envelope either burns out
into a planetary nebula (incinerating any planets in Ceti ore typical Type G stars.
its way) or, if the star is part of a binary system, falls Type K: Orange stars; since they usually put out less radiation than
into the star's partner, triggering a vast thermonuclear
explosion called a nova. Once the giant envelope
Type G stars, humans need less radiation protection in Type K
has dissipated, all that remains is a small white systems, and planets with thinner atmospheres are stilt considered
dwarf. This fate w i l l befall Sol in approximately 10 Class M. Arcturus and Aldebaron are Type K giants; Epsilon Indi ond
b i l l i o n years. White dwarf stars slowly dim and go Epsilon Eridani ore typical Type K dwarfs.
out, becoming cold black dwarfs after billions more
years. Type M; Red stars; over two thirds of all stars are Type M, possibly
If the star is one and a half times more massive because these stars burn slowest of all. Although Antnres end
than Sol, gravity w i l l collapse its white dwarf stage Betelgeuse ore Type M supergiants, red dwarfs like Barnard's Stor
even further, compressing the star's atoms together
into neutronium, a superdense form of matter. In very
and Wotf 359 are for more common.
massive stars, this collapse can drive the star's giant Type D: White dwarf; they have no interior luminosity at all, but
layer outward in one immense explosion brighter still possess a glowing hydrogen atmosphere.
than the whole Galaxy: A supernova, (A sufficiently
massive star can become a supernova upon entering
the white dwarf phase; virtually all the metals in the
universe originate from these "thermonuclear
Relative brightness runs from 9 (the dimmest) to 0 (the brightest).
supernovae.") The remnant becomes a neutron star, Although bluer stars are hotter, and thus normally brighter, than
and usually a rapidly spinning pulsar (see page 252) redder ones, this rule is by no neons hard and fast: the red giant
as well. If the star was extraordinarily massive Betelgeuse is over three times brighter than the blue dwarf Spica
(twenty or more times So!), collapse continues even
past the neutron star stage: the very matter of the star
is pulled out of the universe, forming a black hole
(see page 252). A supernova often heralds the
creation of a black hole; the metal-rich gases blown Ib Supergiant
light-years into space by this supernova become the
nursery of a new protostar.
II Large giant
Hi Giant
System Templates IVSubgiant
Once you know something about your sector, you V Dwarf, or Main-sequence
can break it down and detail each important star
system w i t h i n it. The Star Trek: The Next Generation
Roleplaying Came uses a simple template to describe Earth's Sun is a Type G2 V star: a yellow, bright, normal ("dwarf"
each system, and a complementary template to detail
each planet. Future supplements w i l l use these or "main-sequence") star. Vulcan orbits a Type MO III star: a red,
templates to provide the essential information on a very bright, giant star. Rigel is a Type B8 la star: a blutwhite,
system in a handy format. We give the template relatively dim (but still much brighter than Sol), large supergiant star.
entries, ana some actaus on tneir meanings ana
possible uses in the game, in the f o l l o w i n g
sections.
SAMPLE SYSTEM TEMPLATE
This system is Ted's big "mystery system" in the Black Widow Sector (see page
SYSTEM NAME 253). He intends to use the Asheroki as an enigma and then as a villain.
Unless the system holds a planet of System Name: Asheiak; the Asheroki coll their planet" Asherck" and their
overwhelming importance (such as Vulcan), it is sun "Asherok-Nokh," meaning "Asherak's Death."
named for its primary star. Star names vary widely.
Stars visible from prespacef light Earth take their
names from their relative brightness in Earth's
constellations. The brightest star in Centaurus, for Type: Distant Catodysmic Binary: Asherok-Nokh A (Type K7 III, d
example, is Alpha Centauri; the second-brightest
star in Auriga is Beta Aurigae, and so forth. After orange giant) and Asherak-Nokh B (Type 59 VI, very dim
Omega {the 24th-brightest star in a constellation; white dwcrf),
as in Omega Sagitta), the sequence begins with (Ashetok-Nokh III) (archaeologists in
capital letters: A Sagitta, B Sagitta, etc. Still dimmer domes; Class K planet) Asfierok (Asherak-Mh IV)
stars often take names from the star catalogue in
which they were first mapped: Wolf 359, Murasaki (Class M), Keo&herok (Asteruk-rMh V) (0<ss H).
312, etc. Many stars have ancient names in Other Planets: Twelve other planets, including three Class J gas giants at
addition to their scientific designations; Rigel for > outer edge of the system.
Beta Orionis, Deneb for Alpha Cygni, etc.
Early in Federation history, a trend among Ashefok-Nokh A is a variable star; its eruptions are
stellar cartographers was to combine Earth usage touched off by the dose approach of Asherak-Nokh
with Andorian or Tellarite constellation names B every tart thousand years. inside tfee orbit of
(Gamma Arigulon, Alpha Onias). As exploratory Aslierak-Mb IV lies an ionized shell of gases, a
ships mapped more and more stars, Starfleet also small planetary nebula swousdirtg ffte slot. The
adopted star names from the star catalogues of Asherak system has o flick, metal-rich asteroid belt
other civilizations, or, where possible, from the Asherok-Nokh V ond fcherek-NokM
natives of the system in question. By now, the «<i«««iiiH«iHHiiBiiiiHiBH«BBB«BMH«BHMaM»iBBiHBHBBiiHiiHB«v-
question of names is a tangled morass that only Aftifidaf Objetts: There may be artifacts of the previous Asheroki
trained stellar cartographers can unravel. In official citations, such as battie stations, spacedocks, etc.
communications, Starfleet assigns galactic floating in orbits between Asherok-Nokh V and Asherak-
coordinates (such as "314.32228 by 022.5587 by Nokh XIV, or even in the Oort cioud of comers on the
185.334") to every star, but even Starfleet admirals
use the most common or f a m i l i a r name in
conversation and in verbal orders. In short, go with
what sounds best.
AFFILIATION power, either as a peaceful "condominium"
This describes the system's political affiliation, partnership or a contested potential battle zone:
if any: Federation member, Klingon settlement For example, if a system has two Class M planets,
colony, Romulan protectorate and so forth. A one might be a Federation colony and the other
system might be controlled by more than one might be a Romulan ally. A system f o r m a l l y
affiliated with one domain may owe
some allegiance to another: Although
the Rigel system is part of Federation
space, Rigel VII is an Orion
homeworld. Even independent
systems may be dependent allies of
other systems or other empires.
SYSTEM TYPE
Star systems may have more than
one star tied together by mutual
gravitational attraction. In fact, over
h a l f of all star systems contain
multiple stars. Binary systems have
two stars; trinary systems have three
stars; quaternary systems, with four
stars, are usually composed of a pair
of orbiting binaries. Each star in a
m u l t i p l e system takes a letter, in
descending order of brightness. For
example, Aldebaran A, a red giant, is 255
the primary star in the Aldebaran
t r i n a r y system; its two dim
companions are Aldebaran B and
~Aldebaran C. For each star in the system, give its
stellar classification here as well (see box). PLANETARY CLASSIFICATIONS
Close multiples (such as "contact binaries",
where the two stars actually share a common Class D: Small, rocky planetoids such as Ceres in (tie Sol system asteroid belt, or
chromosphere} u s u a l l y don't have habitable planets; Regula in the Mutara Sector (before the Genesis Device test of 22851.
the orbital mechanics can make planetary formation Class F: Larger rocky worlds such as Luno or Mercury in the Sol System foil into
difficult. In distant multiples, the stars orbit a mutual this doss. Class F planets hove no water or atmosphere of orry kind
center of mass sufficiently far apart that planets can
present, but are larger them Class D worlds. Dwellings on Class F wott
form, even Class M worlds. Cataclysmic systems, in
which the close approach of one partner detonates ore usually functionally indistinguishable from spacecraft environments in
nova-like explosions in the other, can be close or design.
distant systems. These explosions can occur Class G: These worlds hove low gravities, but possess ices or sludges (rti,
thousands, or even m i l l i o n s , of years apart, methane, ammonia, etc,). Any atmosphere on a Closs G world is, by
depending on the orbital periods of the stars. definition, unbreathable. Titan, a moon of Saturn in the Sol System, and
the planet Pluto in the Sol System, are Class G worlds.
I N H A B I T E D PLANETS
Class H: Extremely dry worlds, marginally inhabitable with personal atmosphere
These are usually the most important planets in CLAS
the system. You should detail them with planetary (and usually temperature) gear. Mars in the Sol System began us o
templates (see below) if they are to play an important Closs H world; Tau Cygna V is another such example.
role in your episode or story arc. Most inhabited Class J: These worlds are "Jovian" gas giants similar to Jupiter or Saturn in flu
planets are Class M worlds, although Starfleet may Sol System. Such worlds have crustiingly high gravities and wiy
have terraformed previously u n i n h a b i t a b l e planets turbulent atmospheres. This classification also covers subjovians sudi os
around strategic stars, or at least planted domed Uranus or Neptune in the Sol System, and superjovians (brown dwarfs
colonies there. In addition, some planets might be which orbit stars but are not quite at the critical moss to ignite stefcr
inhabitable by races such as the Breen but not by
humans. Any inhabited moons or asteroids should be fusion) like Barnard III.
listed here, as well, Class K: These planers, although possessing Earthlike gravity, hove temperate
or atmospheres preventing human settlement without pressure domes
OTHER PLANETS and life-support systems. Venus in the Sol System, the Breen Homeworid
The rest of the planets in the system w i l l not and Elba II are all examples of Class K worlds.
u s u a l l y enter your story unless the system becomes Class L: One of the large number of planers possessing oxygen-ergon SYST
the scene of a complex space battle or a prolonged atmospheres. Often, as with Indri VIII, Closs L worlds show signs of
military operation. Given the advanced
environmental and terraforming technology available ancient terraforming.
to Starfleet (and to the Romulans and Cardassians), Class M: A planet habitable by humans and other compatible species win
these planets may harbor pirates, secret military or certain norms of atmosphere, temperature and gravity. These norms ore
research installations, or any n u m b e r of other quite broad; Earth, Vulcan and Cordassio Prime are all Class M worlds.
possibilities.
§ orMonarchy,
* Rule by one person, restrained by tradition, advice
ritual. The Kiingon Empire is theoretically a monarchy.
strong theocratic tendencies. The Romulan Empire
is technically a republic under the command of the
Senate, to the best of current Federation
Despotism: Rule by one person given absolute power. Khan knowledge.
Noonian Singh and the other eugenic supermen instituted
despotisms in their empires. CULTURE
Give a shorthand description of the "planetary
Hive Mind: The concept of individuality does not exist; the culture"; even planets w i t h i n the Federation w i l l
differ as much as Vulcan differs from Tellar. Keep
collective governs itself. Bynous is governed by such a hive mind, other factors in mind; citizens of a harsh desert
os is the Borg Collective. I world are unlikely to develop a hedonistic culture
of luxury. Theocracies can swing between
purilanism and corruption; frontier societies tend
on Earth) or hot and dry (the Sahara on Earth), for to be either strictly regimented cultures of survival
example. A warm, dry climate near an ocean or open places where anything can happen. A
seems to be the "human ideal", but occurs only in good tactic is to base planetary cultures on some
widely spaced locations on even the most idyllic Earth c u l t u r e present or past: Hodgkins' Law of
planets. Keep in mind that most planets vary Parallel Planetary Development postulates that
widely, from poles to tropics at least. many h u m a n o i d cultures replicate historical
SAPIENT SPECIES
If the planet holds intelligent life,
give the species present and their
rough populations. The system
a f f i l i a t i o n from the system template
(see page 255) w i l l impact this
entry: If it's a human-settled planet
conquered by the Cardassians, it
might hold humans (30 million),
Cardassians (3 million) and
Bajorans (1 m i l l i o n ) . If the planet
has indigenous sentient life, follow
the suggestions in the Aliens
Chapter (pages 284-285) to tailor
the species both to their planet and
to your story.
TECH CLASSIFICATION
Give a broad notion of the
technical capabilities of the planet'
indigenous technology. Even
Federation colonies might not have
access to the cutting edge of
developments on other planets. Culture, of course,
SAMPLE PLANETARY TEMPLATE varies even more than climate, although advanced
communications and transport tend to homogenize
cultures across planets. Use this entry to describe the
general philosophical "orientation" of the world;
obviously, a world oriented toward war or conquest
Class: w i l l approach insterstellar relations in a radically
different manner than a planet oriented toward
System Data: Asherak has three small knowledge or learning.
Gravity: 1.4 G, Asherak has a strong gravity due to its highly AFFILIATION
metallic core. Like sector or system affiliation, planetary
affiliation can spark numerous political conflicts (and
story ideas). The Federation practice of d e a l i n g with
worlds as a whole means that most worlds have only
tmosphere: Qxygen-niti one affiliation, although the planet's internal politics
monoxide content. Earth-normal pressure. may be tumultuous. For example, the affiliations on a
given planet might not be unanimous — although
Hydrosphere: 45% surface water; much of Asherak's ocean that planet's government supports the Federation, the
opposition party or a rebel faction might favor
has evaporated in previous solor eruptions. ^••••>•• |;; *P neutrality, or even support the Romulans!
Climate: Dry and cool but stormy. RESOURCES
Most Class M planets out of the colony stage are
Sapient Species: Asheraki (bun self-supporting: Importing enough food for a planet
membranes, relatively resistant to radiation, stronger to survive is logistically impossible in all but the most
humon due to high gravity), approximately 3 billion. extreme emergencies. Exports and imports in
interstellar trade mostly consist of medicines or other
Jech Level: Level Five-Level Six (developing interstellar emergency supplies, rare and vital minerals such as
travel as a crash program, and by reverse-engineering from d i l i t h i u m or topaline, and luxuries and curiosities
such as Rornulan ale and Spican flame gems. If your
ancient artifacts, but mostly Level Five similar to Earth ca. planet has resources suitable for interstellar trade,
2020). note it here.
PLACES OF NOTE
Places of note f a l l into two categories: places that
Culture: Survival-focused militaristic culture that worships off-worlders m i g h t know of by reputation (the
strength and scientific progress. Strong belief in historical and Firefalls of Cat Cath'thong on Romulus, or the Great
Pyramids of Earth), or places key to your story's
personal cycles. development (a Cardassian prison camp or a
Federation listening post). Either sort of place might
Affiliation: In be a cultural center (such as Mt. Seleya on Vulcan), a
Resurgence. _ tourist attraction (such as the lyaaran crystal
formations), or both (such as the Sacred Marketplace
Resources: Asherak remains metnkkh even after three on Ferenginar). M i l i t a r y headquarters on Qo'noS,
civilizations have risen and fallen here. Oilithium mines exist. noted resorts on Risa and a specific lowlife bar on
Dessica 11 might all be places of note in your series.
Plates of Note: The Bow of Uhlin, named for an Asheraki Let the story dictate them,
warrior-hero, is a range of mountains north of Asherak Var (the SHIP FACILITIES
capital); the Asheraki emplace launching/laser facilities in these Starships equipped with transporters seldom
need ground-based spaceport facilities. Such large
landing areas, however, can s t i l l be found on many
Ship Facilities: Asherak-Nokh V has a spacedock for worlds. Most advanced worlds with significant ship
constructing the Asheraki bottle ormoda; Asherak has morty repair facilities have extensive drydock stations in
orbit. These facilities are present at many starbases,
orbital facilities as well. and major repair and construction yards such as
Utopia Planitia over Mars or Antares Station. Ship
Other Details: Asherak knows that the great solar storm is repair facilities might be jury-rigged even at orbital
coming soon; every fiber of its planetary being aims at ship salvage yards such as those around Qualor II.
conquering the neighboring Luran system before destruction
falls on Asherak itself; this is the only way the Asherakis fee! OTHER DETAILS
This catchall entry covers a n y t h i n g else
that they can be saved. Hr important to the story plan or to your episode.
Subjects like history, specific customs
or important secrets can be entered
here.
Notable Worlds
Al AMAH III
The hurrtanoid Acamarians have a
clan-based society in which feuding
was once quite common. One feud
lasted for three centuries and only
ended when one clan was wiped out
in its entirety. Currently, Acamar
enjoys a slowly deepening peace
which may lead it to Federation
membership in a few generations.
Some renegade Acamarians have
turned pirate, although Acamarian
society now reintegrates these
"Gatherers."
ALPHA CENTAURI
The nearest system to Earth (4.3
light-years), Alpha Centauri is
composed of the binary Alpha Centauri A (a yellow a lengthy interplanetary war in the early 23rd
dwarf) and B (an orange dwarf), and the associated century. As part of the peace of 2267, the
red dwarf Proxima Centauri. Alpha Centauri IV is Federation helped rebuild Altair IV, b u i l d i n g the
the homeworld of the Centaurans (see Centaurans, Central Hospital there as a premier medical
page 28). The numerous tectonic stresses and research facility for the study of Altairian
widely varying solar radiation levels on Alpha encephalitis and other diseases, especially mental
Centauri IV made Centaurans expert terraformers, diseases. Altair III remains dangerous and war-torn,
ecologists and biotechnictans; three sunsets made but exports (especially the reputedly health-giving
them great artists. and restorative Altairian water) from Altair VI are
rebuilding the system's prosperity.
ALTAI H
A bright white subgiant, also called Alpha Aqurlae, BETA THORIDAR
17 light-years from Earth in the Alpha Quadrant Conquered during the first great phase of
with three inhabited planets. Altair VI and III fought Klingon interstellar expansion in the 2220's, the
Beta Thoridar system's rich stores of heavy
metals made it a major construction base
for the Klingon navy. The Klingons
relocated slaves and transportees from all
over the Empire to Beta Thoridar IV to work
in the shipyards, turning it into a melting
pot and brewing place for dissent. The
Duras faction took advantage of this
dissent, and of the shipyards, when they
used Beta Thoridar as a staging area during
the Klingon Civil War of 2368.
CALOER II
Calder II in the Beta Quadrant holds the
Sakethan Burial Mounds, b u i l t by the
ancient Romulans during the Romulan
separation from Vulcan. Starfleet maintains
a small science outpost on Calder II,
protecting the ruins under a deflector
dome. The defenses of the outpost were
fairly strong due to the Romulan threat, and
Starfleet has beefed them up following the
raid by mercenary Arctus Baran in 2370.
CAMOR V unease with gi
This Alpha Quadrant Class M planet isolated, especi
caught between Federation and system experi
Cardassian space suffered heavy damage landscape and
in the Cardassian War of the 2350's. At holds little attr.
least one fleet action occurred in
Camorian space, and the Camor system KALLA 111
was occupied by the Cardassian militia One of ti-
and liberated by the Federation twice tan-noil from
between 2349 and 2355. Camorian contests of tf
society still struggles to pick itself up out Although its si
of the ruins, and the Camorian war of magnesite
orphan tragedy continues even decades and the Klir
later. Cardassian-Federation tension independent
hampers reconstruction, and Camorian Ferengi have
physiology differs sufficiently from human of resolution
physiology that outside doctors can do pakled interE
little to relieve suffering without years of jump claim i
training. operations.
MORDAN IV
DENEB
White supergiant star in the Alpha Even a c
Quadrant about 1500 light-years from sometimes n
Earth; also called Alpha Cygni. The high breed enem
energy output of Deneb nurtures energy Directive to
beings of all kinds and keeps metabolic rates high penalties. The warlike neo-Bandi culture of Deneb IX 40-year civi
throughout the inhabited system. The Bandi of Deneb (called Alpha Cygnus IX by its natives) endangered tribal Pere'
IV are closely related to the Denebians of Deneb V; security throughout the sector until Ambassador Federation
both have a tendency toward subterfuge and Sarek negotiated a treaty lowering tensions there. not welc
concomitantly well developed ethics of shame. The New Farpoint Station on Deneb IV secures the occasionall
nutrient swamps of Deneb V breed the Denebian Federation presence in the Deneb system; the 250- there are 01
slime devil, which many consider an apt symbol for year-old human colony on Deneb II breathes much
Denebian sneakiness and temperament. Deneb V has more easily as a result. OMICRON!
a particularly harsh criminal code dealing with fraud, A quit
making it punishable by one of several death DESSICA II 23rd centu
On the frontier between Federation and hidd<
and Rornulan space in the Beta Quadrant, roboticist
Dessica II holds desperadoes, arms colony's c
smugglers, spies, corruption and a quick Entity, the
and violent death for inquisitive strangers. Data there
Settled m i l l e n n i a ago by the ancient a second
Romulans, its ruins still draw now depl
archaeologists, grave robbers and forgers. search th
Soong's r<
ENNAN VI
Ennan, a red giant in the Beta RlCEL
Quadrant, has a highly energetic solar One
wind rich in sublimed carbon Beta Qu
compounds. As a result, the Ennan system from Ear
produces a number of irrepli cable com pan i
specialty agricultural products. Most Rigelians
famous, perhaps, is the Ennan VI ale, system,
brewed by Andorian brewmasters. cultures
II, a hun
GAGARIN IV somewVi
Gagarin, a remote yellow-orange more d;
dwarf star in the Gamma 7 sector near the the syst
Romulan Neutral Zone, began as a top- billion
secret base for sensor and airframe Rigeliav
testing. Following the Khitomer Accords, Vulcan-
the Federation staffed it with a skeleton famous
crew until relocating the Darwin Genetic Debrur
Research Center to Gagarin IV. Federation
unease with genetic research keeps Gagarin IV those ruins represent the primordial Orion culture.
isolated, especially after a near-disastrous immune For this reason, many Rigel system residents (of all
system experiment in 2365. With its rocky species) refer to Rigel VII as "Orion" colloquially.
landscape and greenish-yellow sky, Gagarin IV Rigel VII has a reputation for barbarism and
holds little attraction for outsiders. criminality which it tries its best to keep up for the
lucrative tourist trade. If the Orion Syndicate is
KALLA III truly headquartered on Rigel VII, it wisely keeps its
One of the many planets still in a state of main, overt operations far away in the Alpha
turmoil from the lengthy Klingon-Federation Quadrant. Rigel XII, also a Class M planet, holds a
contests of the 23rd and early 24th centuries. small lithium m i n i n g operation, which has become
Although its surface is uninhabitable, its rich veins more prosperous and less isolated with Rigel's
of magnesite have made it a valuable commodity, absorption into the Federation.
and the Klingon Empire, the Federation and
independent operators such as the Ortons and RONARA
Ferengi have tangled its jurisdiction beyond hope This Class M planet sits strategically, but
of resolution. Although it technically belongs to nervously, inside the Demilitarized Zone between
Pskled interests now, pirates and thieves often Federation and Cardassian space. Technically a
jump claim and loot magnesite ore in fly-by-night Federation colony, the Treaty of 2370 bars Starfleet
operations. ships from Ronaran space unless an equal number
of Cardassian ships are present. This arrangement
MORDAN IV has made Ronara a prime meeting place for spies,
Even a culture as benevolent as the Federation Maquis members, Cardassian dissidents and other
sometimes makes mistakes, and those mistakes can troublemakers. Without a steady Starfleet presence,
breed enemies. A covert violation of the Prime law and order on Ronara are disintegrating.
Directive to free Federation hostages touched off a
40-year civil war here from 2319 to 2359. Many SOL
tribal Peretors s t i l l hold grudges against the The home system of mankind and the heart of
Federation for its intervention, and Mordan does the Federation centers on an obscure yellow dwarf
not welcome Starfleet officers. Starfleet star on the fringes of the Orion Arm. All ten planets
occasionally wonders how many "other Mordans" have some permanent settlements, although only
there are out in the reaches of space. Earth (Sol III), Mars (Sol IV), Luna (Sol I l i a ) and Titan
(Sol Via) have significant populations. Terraforrning
OMICRON THETA efforts continue on Venus (Sol I I ) . Other significant
A quiet farming colony founded in the late sites in the system include the vastly upgraded
23rd century, OmicronTheta made a perfect retreat robotic Mars Defense Perimeter past Martian orbit
and hidden laboratory site for the eccentric and the Jupiter Station Holoprogramming Center
roboticist Dr. Noonien Soong. Following the around Sol V. On Earth, San Francisco hosts
colony's destruction in 2336 by the Crystalline Starfleet headquarters and the Federation Council;
Entity, the U.S.S, Tripoli discovered the android the UFP President works from Paris.
Data there in 2338 and the Entorprisc-D discovered
a second android, Lore, there in 2364. Starfleet TURKANA IV
now deploys science teams on Ornicron Theta to The colonial administration here disintegrated
search the facilities for more evidence of Dr. when the ambitious and Utopian consensual
Soong's research. governance system the early colonists established
broke down, leading to gang warfare in 2337, After
RlGEL a "brain drain" ofTurkanan emigres removed those
One of the most densely populated systems in citizens interested in peace and stability, Turkana
Beta Quadrant, Rigel lies 900 light-years away IV broke off relations with the Federation in 2352.
from Earth. Rigel A is a blue-white supergiant; its By 2367, two main gangs had established a rough
companion, Rigel B, is a red dwarf. Orions, division of the planet. Now, the aboveground cities
Rigelians and humans predominate in the Rigel remain rubble and the cowed populace lives in
system, but beings from all races, planets and underground tunnels.
cultures mingle on its cosmopolitan worlds. Rigel
II, a human planet, has a loose and easy reputation
somewhat seamier than that of Risa and rather
more dangerous than that of Argelius II. Rigel IV,
the system capital, has a population of almost 4
b i l l i o n humans, Rigelians and Orions. The native
Rigelians of Rigel V have strong similarities to
Vulcans, and some archaeologists believe that the
famous Orion ruins of Rigel VII are actually
Debrune sites. Others hold, with the Orions, that 263
The conflicts that spark entertaining Star Trek: The can't count on either their friendship or their
Next Generation stories often revolve around animosity.
interaction between officers of the Federation and When creating adventures, don't forget that
members of various civilizations outside it. This individual members of any group often have goals
section provides you with information on some of contrary to those of their cultures or governments.
these alien races, and provides you with guidelines to Don't forget to surprise your players by occasionally
use when creating your own new intelligent species. introducing alien characters whose attitudes toward
them differ from the norm. Over the course of a long-
running series, they might meet Klingons who want
Starfaring Races to end the alliance with the Federation, Cardassians
who desire peace and Ferengi who see profit in
Alien cultures with warp technology play a friendly dealings with Federation officers.
prominent role in interstellar affairs. Some have
succeeded in building interstellar civilizations to
rival the United Federation of Planets.
77?e Alien Species Template
Starfaring alien races break down into four The alien races in this chapter are presented in the
groups, as defined by their relationship with the following template format. Remember that these
Federation: member, allied, threat and neutral races. descriptions detail average members of each group;
Member races belong to the United Federation of pivotal player and non-player characters should have
Planets. Allied races maintain a formal relationship of game statistics that reflect their extraordinary
cooperation w i t h the Federation, but are not qualities.
members of the UFP. Your player characters may be The same format is used for nonstarfaring races,
helped by them, and in turn can expect to undertake but with briefer descriptions.
missions to aid them. Threat races are hostile to the
Federation, and can serve as antagonists for your HOMEWORLD
player characters to overcome. Neutral races stand at Under this heading we name and provide basic
a remove from the Federation; your crew members information on the race's homeworld. This may be
the planet where the species originated, or may
simply be an interstellar civilization's current seat of
government. Some races might have completely lost
connection to their original homeworld.
HOME REGION OR SOVEREIGN TERRITORY
This entry names and describes the region of
space ruled by the alien race, if its territory extends
beyond its own homeworld.
SUGGESTED ATTRIBUTE AND EDGE RANGES
This entry provides Suggested attribute and edge
Ranges for average members of the race.
SPECIAL OR U N I Q U E A B I L I T I E S
Here we detail any unusual capabilities of the
species as a whole,
SPECIAL OR U N I Q U E SKILLS
Most species value certain s k i l l s over others, or
have natural talents in particular areas of endeavor;
these are detailed here,
SIZE
Here we provide the average size of a member of
the race.
TRAITS COMMON TO THE SPECIES
Distinguishing physical or mental characteristics
of the species are listed here.
STORY NOTES
Every race has its own special role to play in Star
Trek: The Next Generation stories; here we suggest
how you might go about using them in the
adventures you create.
DESCRIPTION
We conclude
with a description of
the species, w h i c h
may make reference
to common
motivations, cultural
ideology, the
organization of the
race's society and
government, the
nature of its politics,
roles assigned to
males and females,
distinctive beliefs,
customs, and/or
technologies, and the
general look and feel
of its cultural
artifacts, from
technology to works
of art. The culture's
attitudes toward
other races takes on
great importance,
especially in the case
of starfaring races. SPECIAL OR U N I Q U E ABILITIES
Klingon physiology provides an advantage
envied by other warrior races: Multiple redundant
Allied Races organs or systems perform all vital functions. A
Klingon has two livers, an eight-chambered heart
As of the current stardate, the most important a l l y and a staggering twenty-three ribs. This
of the Federation is the Klingon Empire. redundancy, called brak'lul, allows a Klingon to
keep fighting after suffering blows that would send
Klingons most other humanoids into shock, if not kill them
instantly.
HOMEWORLD
The Klingon homeworld is called Qo'noS SPECIAL OR U N I Q U E S K I L L S
(pronounced KRO-nos}, but is most often simply Combat is the most important activity in
referred to as "the Klingon homoworld." Both the Klingon life; even the average Klingon is quite
seat of government of the Klingon Empire and adept at all combat-related skills. This includes skill
planet of origin of the Klingon people, it is known with the bat'teth, an unusual bladed weapon that
for being resource poor. combines elements of the staff and the scimitar and
requires of its users a unique combination of
HOME REGION OR SOVEREIGN TERRITORY balletic grace and savagely applied physical
The Klingon Empire is located in the Beta strength.
Quadrant, with a border zone extending some
distance into the Alpha Quadrant. Its nearest SIZE
interstellar neighbor is the Federation, which serves Klingons are roughly the size and mass of
as a buffer between it and the Cardassians and humans, although the Klingon average is slightly
Romulans. heavier and taller than the human average.
SUGGESTED SUGGESTED ATTRIBUTE AND EDGE TRAITS COMMON TO THE SPECIES
RANGES Klingons arc tall, dark-complected humanoids
with often-elaborate ridges of bone protruding
Fitness 3 [6] from their foreheads; some ridges run down the
Vitality +2 bridge of the individual's nose. Klingon teeth show
Coordination 3 [5] a similar range of variation, but are generally sharp
Intellect 2 [6] and jagged. Klingon fashion dictates long, flowing
Logic -2 h a i r for both men and women; beards and
Presence 2 [6] mustaches are popular among many Klingon men.
Willpower +1
Empathy -2 STORY NOTES
Psi 0 [6] The Klingons are the most highly developed
and popular alien culture in the Star Trek canon.
Narrators should expect that some of their players or treason, his entire House bears the taint of his
w i l l want to portray Klingon liaison officers assigned shame.
to Federation vessels. With or without a Klingon The Klingon High Council rules the Empire. The
crewman on board, Klingon culture offers you a rich Emperor, Kahless 11, is a clone of the original hero
supply of plot hooks. Involve your players in the whose bloody victory over a tyrannical ruler first
ongoing political ferment of the Klingon Empire. united the Klingon nation over fifteen centuries ago.
Introduce characters torn between their personal His rule is ceremonial; true authority rests with the
desires and the demands of the uncompromising Chancellor of the High Council, currently the wily
Klingon warrior code. Put the crew in situations Cowron.
where the hair-trigger Klingon temper threatens the Klingon politics are volatile, as competing
peace between its officers and those of the Houses apply their warrior instincts and lust for
Federation. victory to domestic affairs. For example, Cowron's
accession as Chancellor came about in the course of
DESCRIPTION the Klingon Civil War (2367-2368); his victory was
Klingons live and die for glory and for victory. assured only when Captain Picard revealed that
Klingon culture entirely centers around warfare and Gowron's rivals, the Duras family, drew support from
the personal honor of the warrior. Although battles a covert alliance with the Romulans.
are meant to be won, a Klingon must always be Intriguers l i k e the House of Duras are the
w i l l i n g to die with honor when the tide of war turns exception, not the norm; in general, Klingons are
against him. Honor is the most important Klingon straightforward to a fault, and get what they want by
virtue; the ideal Klingon must be fierce, fervent and fighting for it. The chain of command on a Klingon
loyal to his family and patrons. An intimidating ship exemplifies this; officers advance by challenging
crudeness of manner and an unabashed lust for life and defeating their superiors in combat. Thus the
round out a well liked Klingon. Klingons ensure that the fiercest and most ambitious
Klingon society is structured around the House, officers rise to the top, and weed out the weak and
an extended clan organization. A Klingon's heroic indecisive.
acts bring honor to the clan; if he shows cowardice As far as distinctions between sexes are
concerned, Klingon culture is largely egalitarian;
both men and women can serve as warriors.
Although high-ranking political officials are usually
male - current law allows only men on the High
Council - women wield great influence in clan
affairs, and may in this way determine the policies of
male officials,
Klingon courtship rituals are combative, bloody
and passionate. Klingons value fidelity and mutual
respect within marriage, even when passion fades.
Klingon culture is both spiritual and h i g h l y
conservative. Its people place great value on ancient
tradition. Although most of its rituals include a strong
element of mysticism, Klingons do not worship
deities; they believe that the first Klingons rose up
and killed the gods who created them, because they
were more trouble than they were worth.
Klingons are notorious for their extreme tastes in
art and food. Their most daunting art form is Klingon
opera, a form of musical theater devoted to
passionate tales of doomed courage and star-crossed
love; its strident tones are considered ear-shattering
by most non-Klingons. Outsiders find Klingon cuisine
just as alarming: From its bloodwine, the name of
which is presumably not metaphorical, to its main
courses, in which large, writhing, segmented worms
are prominently featured, Klingon food is not for the
faint of stomach.
The Klingons are allied with the Federation,
although this alliance has sometimes been strained to
the breaking point by various plots to sever ties
between the two great powers. The Empire considers
the Cardassians warriors without honor. Relations
with the Romulans are complicated; they have been
enemies and allies at different points in history. Since
the revelation of Romulan involvement in the Duras
plot, relations with them have been tense. The
average Klingon is openly contemptuous of vertebrae and covered with scale-like plates. Three
Ferengi, and indifferent to other starfaring races. vertical ridges run down the Cardassian forehead;
the center ridge typically displays a spoon-like
depression, while the right and left ridges run
Threat Races around and under the eyes, Cardassian skin is gray.
Breen
HOMEWORLD
The Breen live on the icy planet of the same
name.
HOME REGION OR SOVEREIGN TERRITORY
Breen have outposts in several star clusters,
including the Black Cluster.
SUGGESTED ATTRIBUTE AND EDGE RANGES
Fitness .1 [51
Vitality +2
Coordination 1 [4]
Intellect 2 [5]
Presence 2 [5]
Psi 0 [Ol
SPECIAL OR U N I Q U E ABILITIES
The Breen enjoy a number of adaptations 275
a l l o w i n g them to survive in harshly cold
conditions. Most notably, they have no blood, and
can therefore withstand temperatures that would
k i l l most humanoid life forms. Also,
they can reproduce at a very young age;
a Breen female can carry a pregnancy
to term from the age of eight. They
undergo menopause at a much later
age than most humanoid life forms. This
permitted the early Breen to maintain
positive population despite a high
natural death rate. The need for
expanded reproductive potential has
passed, but the capability remains.
Breen have four-lobed brains and
are thus immune to scans by Betazoids
and other telepathic or empathic life
forms.
SPECIAL OR U N I Q U E SKILLS
Breen are technically adept and
h i g h l y accomplished at survival in
hostile environments (especially cold
ones), and make formidable warriors.
SIZE
Breen are roughly the same mass
and height as humans.
TRAITS COMMON TO THE SPECIES
Breen never allow outsiders to see
beneath their beak-like masks and
metallic body armor. You should try to
preserve this mystique in your Star Trek:
The Next Generation series— but be
ii
prepared to describe what they look like if your obligations made between equals. They form
players are absolutely determined to unmask one! voluntary communities of various sorts, all defined
by pacts of obligation made between adult members.
STORY NOTES As Breen work to increase the prosperity of their
Breen often engage in activities frowned on by obligation units, they may act w i t h complete
the Federation, i n c l u d i n g arms dealing, slavery and disinterest in the rights of other sentient life forms.
piracy. However, they are also capable of acts of For example, they t h i n k nothing of enslaving others
bravery and self-sacrifice, and do not often cause to labor for them. Breen get what they want by taking
trouble for the Federation unless their sometimes it from those outside their obligation units. They see
shadowy interests are directly threatened. Use Breen nothing wrong with deceiving or harming such
when you need your Crew to interact with warrior people.
aliens who may or may not turn out to be their The Breen's focus on short-term, practical goals,
adversaries. coupled with their lack of empathy for others outside
their circles of obligation, has led them to specialize
DESCRIPTION in operations on the fringes of civilized interstellar
The Breen originated on a planet too cold for society as mercenaries, smugglers, arms merchants
traditional agriculture. They learned to cultivate the and privateers. They distrust lofty goals and grand
nutrient-rich algae found under the ice that covers associations, and have never displayed the imperial
their planet's oceans. Without this discovery, they ambitions of powers such as the Klingons and
never would have progressed from a simple hunting- Romulans.
based society to their current high level of Breen government is decentralized; Breen
technological advancement. recognize only the authority of leaders they choose
The demands placed on the Breen by their directly. An organization c a l l i n g itself the Breen
incredibly tough environment shaped their outlook Assemblage operates out of the homeworld and
on life, inspiring them to treat group survival as the claims the right to conduct diplomacy with other
paramount goal of existence. Modern Breen, having peoples. However, its authority seems limited, with
developed high technology that renders day-to-day important decisions made by leaders of individual
existence less of an accomplishment, consider any obligation circles. The captain of a Breen vessel may
act that increases the prosperity of the group as speak only for his own crew, for an alliance of an
inherently virtuous. Such acts, after a l l , help ensure unknown number of other obligation units, or for
the continued survival of the group. The Breen ethical entire Breen planets or outposts.
system holds personal resourcefulness as its central First contact between the Breen and the
virtue. They define morality as the fulfillment of Federation occurred in 2275; this encounter was
peaceful, although Breen privateers and Federation
ships have clashed on occasion since then. The STORY NOTES
R o m u l a n s encountered the Breen d u r i n g the Use Antedeans when a storyline c a l l s for
second Romulan expansion of the 2260's; the amusing exotics. They o r i g i n a l l y appeared as
Romulan saying "Never turn your back on a Breen" characters whose humorous traits were meant to
dates from those times of border tension. disguise their sinister intentions. If your players
In extreme cold, t a l k i n g is a good way to lose remember "Manhunt" (Star Trek: The Next
body heat. Breen hardly speak at a l l ; they Generation), the episode in which they o r i g i n a l l y
communicate in large part through subtle appeared, you might use them as (and we're really
alterations of body language, which are lost on sorry about putting it this way) red herrings, making
even the best universal translators. them appear to be the v i l l a i n s yet again, w h i l e the
Breen treat men and women as equals. When guilty party is someone else entirely.
survival is in question, everyone must be capable
of performing every important job, DESCRIPTION
Breen technology includes a substantial The Antedeans applied for admission to the
biotechnological element; it m a n i p u l a t e s the Federation in 2365, but this attempt was thwarted
genetic structure of Breen algae to grow when the Antedean ambassador to a diplomatic
biornaterials with the properties of metal, s i l i c o n , conference turned out to be an agent of a terrorist
plastic or other essential components. Every Breen group intent on k i l l i n g all of the delegates. The
ship of any size includes a hydroponics f a c i l i t y in terrorists represented an isolationist faction;
which damaged parts are regrown. Distinctive Antedeans have a long tradition of quietly m i n d i n g
items of Breen technology include refrigerated suits their own business, perhaps connected to a feeling
that allow the Breen to survive in hot climates, and of disconnection from the prominent cultures of
the C R M - 1 1 4 , an extremely powerful hand the Alpha Quadrant. Technologically advanced
cannon. ichythian hurnanoids are extremely rare. Some
Antedeans feel an acute sense of isolation from
SPECIAL OR UNIQUE A B I L I T I E S
The Antedeans can self-induce catatonia; they
use this ability on space flights, which they find
extraordinarily stressful. When they emerge from
this state, they must consume large quantities of
food to rejuvenate themselves.
SIZE
Antedeans are slightly smaller and stockier, on
average, than humans.
SPECIAL OR U N I Q U E ABILITIES
Bynars are all linked to an extremely
sophisticated computer network; its
mainframe is distributed throughout the
surface of Bynaus. Although Bynars retain
some degree of individuality, each one can
access any bit of information available to the
whole.
SPECIAL OR U N I Q U E S K I L L S
Technical and scientific skills,
particularly those related to computers, are a
Bynar specialty,
SIZE
Bynars stand roughly four feet t a l l on
average, and are correspondingly slender.
TRAITS COMMON TO THE SPECIES
Bynars are s i m i l a r to humans, but
have enlarged, bony craniums.
hundred percent certain that the Federation would
voluntarily agree to help them.
El-Aurians
HOMEWORLD
The Borg destroyed the El-Aurian homeworld
in the late 23rd century.
SUGGESTED ATTRIBUTE AND EDGE RANGES
Fitness 2 [4]
Vitality +1
Coordination 1 [4]
Intellect 2 [6]
Perception +1
Presence 2 16]
Empathy +2
Psi 0 [6]
SPECIAL OR U N I Q U E ABILITIES
Among other powers, El-Aurians are able to
sense distortions in the time continuum.
SPECIAL OR U N I Q U E SKILLS
Known as exceptional listeners, El-Aurians
excel at interpersonal s k i l l s .
SIZE
El-Aurians are almost identical to humans in
size.
TRAITS COMMON TO THE SPECIES
E l - A u r i a n s appear i n d i s t i n g u i s h a b l e from
humans.
STORY NOTES
The best-known El-Aurian is Guinan, bartender
STORY NOTES of the Enterprise-D's Ten Forward Lounge, An El-
The Bynars attempted to steal the Entcrprise-D Aurian might play a similar role in your series, as a
in order to restart their damaged computer friendly yet enigmatic figure who provides
network. They may appear in your stories as occasional useful hints to the player characters.
sympathetic supporting characters who bring their Not ail El-Aurians have benevolent motives, any
computer s k i l l s to bear on a problem, or may again more than all humans do. The mystery surrounding
be led by their sense of binary logic to take some the El-Aurians provides much of their appeal; you
action without regard to the rights of others. w i l l need to balance your players' desires to p l u m b
the mysteries of the Star Trek setting with the
DESCRIPTION knowledge that less information is sometimes more
Bynars have merged not only their society but fun.
also their very identities into the structure of their
vast computer operating system. They live and DESCRIPTION
work in pairs, exchanging information in digital The El-Aurians are a long-lived people; Cuinan
form with the help of buffers, cybernetic devices is about five hundred years old. The El-Aurians are
worn on their belts. They are in great demand best known as good listeners, able to draw out and
throughout the Alpha Quadrant for their computer comfort others. Only a few El-Aurians remain alive
skills, and were at one time employed by the in the galaxy, and most live solitary lives apart from
Federation to upgrade its systems. Like a others of their race. They can no longer be said to
computer's, their sense of logic is entirely binary, have a culture or society of their own, and so are
dividing the world into "1" and "0" choices. This hard to generalize about. El-Aurians mix well with
way of t h i n k i n g gives them a curious sense of members of other cultures, and do not always
morality; when it comes to m a i n t a i n i n g the reveal their true heritage when doing so. Little else
integrity of their system, they would sooner deal is known about them; they're too busy listening to
unjustly with others than accept a chance of talk about themselves. If Guinan's behavior is any
failure. For example, they stole the indication, they can be counted on to be ever-alert
U.S.S.Enterprise-D because they could not be one for signs of Borg activity.
lyaarans is like to live without basic emotional drives that we
take for granted.
HOMEWORLD
lyar, the lyaaran homeworld, has enormous and DESCRIPTION
beautiful crystalline formations famous across the lyaarans reproduce asexually through a process
quadrant. known as postcellular compounding, emerging full-
grown from devices called natal pods. Perhaps as a
SUGGESTED ATTRIBUTE AND EDGE RANGES consequence of their sterile birth conditions, they are
u n f a m i l i a r with most of the i n s t i n c t u a l drives
Fitness 2 [5] common to most humanoid life forms; pleasure, love
Coordination 2 [4] and aggression all seem utterly a l i e n to them. For
Intellect 2 [5] example, their food is prepared only to provide
Logic +1 sustenance, and any species used to taking pleasure
Perception +1 in eating would consider it nauseatingly bland.
Presence 2 [5]
Empathy -2 Jaradans
Psi 0 [0]
HOMEWORLD
SPECIAL OR U N I Q U E A B I L I T I E S The Jaradans are from Torona IV.
The lyaarans are able to project complex
illusions using advanced technology. HOME REGION OR SOVEREIGN TERRITORY
Jaradan space has great strategic importance to
SIZE the Federation.
lyaarans are roughly equivalent in height and
mass to the average human, SUGGESTED ATTRIBUTE AND EDGE RANGES
Fitness 2 [4]
TRAITS COMMON TO THE SPECIES Coordination 3 [6]
lyaarans have putty-colored skin, prominent Dexterity +1
eyebrow ridges, and concave bone structures on Reaction +1
their foreheads. Intellect 2 [5]
Logic +1
STORY NOTES Presence 1 [5]
lyaarans are well suited for stories that revolve Willpower +1
around cultural misunderstandings or explore what it Psi 0 [5]
SIZE
Jaradans mass somewhat less than humans, but
they can reach heights of up to two meters.
TRAITS COMMON TO THE SPECIES
The Jaradans are an insectoid species with four
arms and four legs protruding from a large thorax.
They have large, multifaceted eyes and large
mandibles surrounding t h e i r mouths. They are
covered with bristly gray fur like that of a tarantula,
and move with a jerky quickness.
STORY NOTES
The most notable trait of the Jaradans is their
extreme sensitivity to protocol. Use them when your
plot calls for the characters to engage in a difficult
diplomatic meeting.
DESCRIPTION
The Jaradans are a spacefaring race with
profoundly reclusive tendencies. The carnivorous
Jaradans were cannibalistic in the distant past. As
they learned to domesticate herd animals, they
realized that they needed to find a way to cooperate
with others of their own kind. They developed an
elaborate set of signals and greetings to distinguish
friend from foe, so that members of the same
community would not attack and eat one another.
Although cannibalism is now practiced only by a few
traditionalists, the social rituals derived from these
signals remain the center of Jaradan socia characters go about solving problems, they'll
interaction. Jaradans refuse to deal with any eventually come up with a reasonable
stranger, Jaradan or alien, who fails to response. You can figure out ways to make
choose the correct greeting for the situation their plan hard to accomplish as you go
and then deliver it in impeccably along, creating excitement during the
accented ancient Jaradan, story and satisfaction once it's finished.
Diplomatic contact with the However, when the threat they
Federation was suspended face can do almost anything, you do
for a twenty-year period need to corne up with at least one clear
because an ambassador way for the Crew, if not to overcome the
made a minor omnipotent entity, at least to escape from the
pronunciation error in the threat. It should be frustrating to deal with
delivery one of these omnipotent entities— Picard certainly finds Q
greetings. This error was exasperating—but not depressing. No one wants to
rectified in 2364 by Jean-Luc spend an evening's recreation wallowing in his
Picard, and negotiations with own powerl ess ness.
the Federation over access £J The usual way in which Star Trek
to Jaradan space have characters overcome omnipotent threats is
continued since then, through persuasion and through the strength of
although they proceed painfully slowly. their own human values. A common thread in
episodes dealing with omnipotent entities shows
that some beings hit a moral or spiritual dead-end
when exercising infinite power. W h i l e this is not
Omnipotent Races true in all cases, it can be a pitfall of omnipotence.
Convincing some omnipotent entities of this often
For the purpose of the Star Trek; The Next becomes the challenge of these episodes.
Generation Roleplaying Came, an omnipotent
being is defined as any entity so vastly superior to STORY E F F E C T S
the player characters that it can do whatever it Because it should remain impossible to
wants with them, regardless of the game rules. As combat them directly, the best use of omnipotent
Narrator, all you have to do is decide what the entities in your adventures is in a nonadversarial
omnipotent entity wants to do; its wishes role. The omnipotent entity might lead the Crew
immediately become reality, no die rolls required. members to the central challenge of the story, and
An entity can be omnipotent according to our then stand aside to watch them deal with it. It
definition without w i e l d i n g l i t e r a l l y l i m i t l e s s might test itself by using only a fraction of its
power. For one thing, the existence of other such powers. Or it might take a role in a story that
entities limits the abilities of even apparently all- revolves around an emotional realization rather
powerful beings. A member of the Q Continuum than a simple struggle for victory.
can treat humanoids as playthings, but can be The role of Q in the Star Trek: The Next
harmed by another Q, or even stripped of all of his Generation series is instructive here. In his first
godlike powers through the collective efforts of his appearance, Q was a sinister adversary that the
fellow Q entities. crew of the Enterprise couldn't beat. However, as
The omnipotent entities of the Star Trek: The the character made return appearances, it soon
Next Generation universe cannot resolve the became clear that he was much more entertaining
classic logical paradoxes posed by the notion of as an annoying but comical gadfly who did more
infinite power. For example, if you were to ask Q to to test the crew's patience than threaten their lives.
create something so heavy that even he couldn't l i f t As the character developed further, he found a
it, he would respond with a smart-aleck quip, but moral sense and became increasingly sympathetic.
would be unable to meet the terms of your In your series, omnipotent entities should be
challenge. more than a mere excuse for you to abuse the
player characters and excuse otherwise
Special Considerations implausible plot developments. Their appearances
should help i l l u m i n a t e that classic Star Trek
Narrators need to take care when introducing question: "What does it mean to be human?"
omnipotent entities to their story lines. Although a
firmly established part of the Star Trek setting, they
lead to frustrating game sessions if not handled
Q Continuum
well. HOMEWORLD
The Q Continuum is an extradimensional
GAME BALANCE domain, home to the race of omnipotent beings of
When creating standard threats for your Crew, the same name.
it isn't always necessary to work out in advance
exactly how your players might overcome them. SUGGESTED ATTRIBUTE AND EDGE RANGES
You can be confident that, with a !itt!e common Game statistics mean nothing to the
sense and knowledge of the way Starfleet omnipotent. Q succeed at any task they wish to
STORY NOTES
See the general notes on the use of omnipotent
beings in your series. Even when a Q is portrayed
humorously, his appearances should always spell
trouble. No one wants an omnipotent being
interfering in his life; even their most harmless pranks
can represent a h u m i l i a t i n g loss of control for the
characters subjected to them. Fay close attention to
the mood of your group during a Q story: There is a
fine l i n e between entertaining annoyance and just
plain annoying annoyance; try to stay on the right
side of it at all times. This is especially important in a
roleplaying game; it can be funny to watch Picard do
a slow burn in response to Q's cosmic practical
jokes, but frustrating to have the same things happen
to your own character.
DESCRIPTION
Q are godlike beings beyond mortal
comprehension. All Q are known simply as Q.
Although they are aware of one another's activities if
they choose to be, they do not share a group
consciousness and retain a sense of i n d i v i d u a l i t y
apparently not much different from that of mortal
humans.
Most omnipotent beings eventually discover that
limitless power and consciousness are as much
burdens as boons, and the Q are no exception to this
rule. Always in need of novel experiences to sustain
t h e i r vitality, Q society became stagnant after
a c h i e v i n g a golden age of e n l i g h t e n m e n t
approximately ten thousand years ago. A few Q
rebelled against t h i s stagnant order. One in
particular, the Q known to the fnterprise-D crew,
expressed his boredom by toying with other sentient
lifeforms. He developed a particular interest in
Federation captains, and may w e l l insert himself into
the life of your Crew's captain. Once a scourge to
every race u n l u c k y enough to corne to his attention,
accomplish, unless they're in conflict with other this particular Q has learned not only to understand
entities of s i m i l a r power. Either way, the outcomes of but to practice altruism, thanks to the example of
their actions are determined by the Narrator, not by Commander Data.
die rolls.
SPECIAL OR U N I Q U E A B I L I T I E S
Douwd
Omnipotence. HOMEWORLD
Douwd may be found anywhere in the universe,
SPECIAL OR U N i Q u t SKILLS
Any desired skills, SUGGESTED ATTRIBUTE AND EDGE RANGES
Inapplicable.
SIZE
Any. SPECIAL OR U N I Q U E A B I L I T I E S
Douwd can create or destroy on a massive scale,
TRAITS COMMON TO THE SPECIES at will. In a flash of anger, a single Douwd once
The true appearance of the Q is impossible for exterminated an entire technologically advanced
limited human minds to grasp. When they intend to humanoid race, the Husnock. Douwd can assume
be seen and heard by mortals, they adopt forms any l i v i n g form. They can also materialize false
s i m i l a r to those of the group they want to perceive surroundings for themselves, up to and i n c l u d i n g the
them. Although the Q we've seen in Star Trek: The creation of lifelike imitations of sentient beings they
Next Generation nearly always adopt human form, have known.
they no doubt appear as Ferengi when they Do not use game rules to determine the results of
materialize on an all-Ferengi vessel, or as lyaarans a Douwd's actions.
when they show up to pester lyaarans, and so forth.
SPECIAL OR UNIQUE SKILLS The premise for an alien race should be short and
Any. to the point. Make it a phrase if you can, a whole
sentence if you must.
SIZE For example, you could summarize the
Any. premise of the Klingons as "proud, barbaric
warriors." The premise of the Ferengi could be
TRAITS COMMON TO THE SPECIES "conniving, capitalist weasels." "Insubstantial
The Douwd are bodiless energy beings, but energy vampires" sums up the Devidians. Simple
can assume solid form, including hurnanoid form. ideas are strong ideas; they are easier for your
players to grasp, and give you a solid basis when it
STORY NOTES comes time to add details later. You can use
A Douwd appears in "The Survivors" (Star colloquial terms if they help you pare your idea
Trek; The Next Generation); when it reveals its down to its core essence; you don't have to share
identity at the end of the episode, it turns out to be the exact wording of a species premise with your
responsible for the strange events that the crew of players.
the U.S.S, Enterprise-D have been investigating. You To create a premise for your alien race, start
can use the Douwd in the same way, as the answer with a theme or idea you want to explore. Star
to a mystery, or you can create other stories that Trek: The Next Generation episodes deal more
explore the poignancy of characters with power with the interaction of ideas than with the trappings
over everything except their own longings. of spaceships and ray guns and fantastic creatures.
DESCRIPTION Diane wants her story to deal with
The Douwd address the boredom that comes social conformity, both its benefits and
with omnipotence by slipping into disguises and its dangers. Rather than come up with a
living as humanoid mortals. F u l l y capable of
entering into the emotional lives of their various
guises, the Douwd can feel love, hate, remorse and
other human emotions. When adopting the forms
of other races, they experience those species'
innate drives and instincts. Douwd make every
effort to conceal their true natures, fearing that
discovery of the truth would ruin their adopted
lives. Knowing that an unguarded moment of anger
can lead to terrible destruction, they try to behave
as staunch pacifists. However, the very emotional
attachments that they crave can blind them to this
necessity, with disastrous results.
Creation Process
Instead of creating an alien species and then trying
to figure out how to use it in your game, you
should do what the writers of the TV series do:
Come up with a story, and then create an alien that
satisfies the demands of that story. If you do reverse
the process, try to come up with a story that makes
the best possible use for the alien race you have
created.
PREMISE
Fach alien species needs a premise, one tied in
some way to the premise of the story it appears in.
standard insect hive-mind race, she tries to determines how much effort you need to devote to this kind of n
think of some other basis for her aliens. their creation, and the specifics of that effort. You enigma may lit
The phrase "Birds of a feather flock needn't develop the religion of a race of warrior adversarial bi
thugs right away, unless their combativeness stems human childre
together" pops into her mind, and she
from a religious motivation. On the other hand, for a doomed therr
decides to build her collective aliens as
creatures evolved from birdlike ancestors race created to exemplify a philosophic principle, "When the B
the Narrator should put some effort into the origin Generation); t
and use that as her premise.
and nature of the race's philosophy. because their
to decide fro
NAME (Star Trek: Th
Now that you have a premise, give the race a Set-up
name. It should be fairly easy to pronounce— keep it Set-up characters exist only to set the plot in
motion. Once they've f u l f i l l e d this role, they fade Sympathetic <
to three syllables or less, if you can. Avoid jumbles of
consonants. Try to make the sounds of the name into the background. Both the Lenarians and Jaradans You may
evoke something about the race. The hard "K" that i n i t i a l l y serve only as set-up characters. The plot of help the Crei
starts the word "Klingon" tells us something about "Tapestry" (Star Trek: The Next Generation) demands that prompts
that Captain Picard suffer a near-fatal injury at the responsibility
the race. So does the soft, longer "F" sound in
beginning, so that Q can guide him through a near- Survivors" ('
"Ferengi." Douwd turr
death experience. The Lenarians were created to stab
Diane wants a twittering, birdlike name Picard in the chest. enemy.
for her race, but one that conveys a sense Likewise, the Jaradans originated solely to
of group identity. She combines the word motivate Picard's retreat to the holodeck, where the
"flock" with a raven's "caw" to get main conflict of "The Big Goodbye" (Star Trek: The
"Flockaw." Hard to say with a beak; she Next Generation) takes place. The Jaradans and their
tweaks it to "R'akaa." insanely demanding diplomatic protocols provide
Picard's need for a study break.
ROLE IN STORY
For the next step, decide what role members of Background
this new species of yours w i l l play in your story. This Background characters are mentioned in passing,
to make a minor plot point. They may not even
appear in your story. The Breen started as a
background race; Deanna Troi lists them as a species
immune to Betazoid empathic scans in the episode
"The Loss" (Star Trek: The Next Generation). They
were referenced but not seen in another Star Trek:
The Next Generation installment, but it was not u n t i l
years later that Breen actually appeared as
adversaries.
Adversary
If members of the alien race must be defeated in
order to resolve the central challenge of the story,
they are adversaries. Cardassians, Romulans and
Devidians were all created as adversaries. The
Klingons originated as adversaries for the original
series, but became allies by the time of Star Trek: The
Next Generation. When creating an adversary race,
you should give them fearsome attributes, and
establish why and how their values run counter to
those of the Federation. Decide why they w i l l be
difficult for the Crew to defeat. F i n a l l y , you should
ask yourself how they are different from the already-
established threat races. If a Romulan or Ferengi
could serve your plot needs just as well as this new
race you're working on, you should change your
creation to make it unique, or scrap it in favor of an
appearance by an already-established a l i e n species
more familiar to your players.
Enigma Race
An alien race sometimes exists to pose the
central problem in the story, but not necessarily to
84 serve as adversaries. The enigma may lie in the race's
nature itself, in its culture or in a problem that the
race faces as a result of such factors. The Tamarians
in "Darmok" (Star Trek: The Next Generation) serve
this kind of narrative purpose. Occasionally, an
enigma may lie at the heart of the race's seemingly
adversarial behavior: The Aldeans kidnapped
human children because their race's isolation had Avoid establishing facts about the race irrelevant to
doomed them to chromosomal degradation in your story. This will give you maximum freedom
"When the Bough Breaks" (5tar Trek: The Next
Generation); the Bynars hijacked the Enterprise-D when creating future stories about this race. It also
because their culture of binary logic forced them keeps you from drowning your players in expository
to decide from only two options in "11001001" diologue. Note that, even in the cases of the most
(Star Trek: The Next Generation). highly developed alien races in Stor JreJt: Jhe Next
Sympathetic Supporting Character Generation, we tend to leorn only one or two new
You may need a member of an alien race to facts about o culture per episode.
help the Crew, or to evoke an emotional response
that prompts them to action. Although he bears It's okay to think of details in advance, though.
responsibility for the mysterious events in "The During play, keep o highlighter pen and a description
Survivors" (Star Trek: The Next Generation), the of your new race handy. Whenever a detail comes
Douwd turns out to be a tragic figure, not an up in the course of the game, highlight it. The
enemy.
highlighted passages are cast in stone, and can't be
Diane decides to use the R'akaa as changed. The sections you didn't use represent your
an enigma race, since the point of the wiggle room; you can safely contradict them later,
episode is to explore their "flocking" because the players don't know about them.
society. Diane also decides to add a
R'akaa misfit as a sympathetic
supporting character.
and Ferengi. A l l i e d races and Federation members
ROLE IN THE S E R I E S can recur as well. Neutral races are less likely to
After you've determined the race's role in your take part in conflicts alongside or against
story, t h i n k about its importance to your series as a Federation crews. They w i l l probably start out as
whole. s i n g u l a r races, graduating to recurring status if your
players respond strongly to them.
Singular Recurring races must be more interesting, and
A singular race is meant to feature in a single more detailed, than singular races. It's your job to
episode of your series. The central conflict of the ensure that your players look forward to more
story is resolved when the Crew members learn a stories involving your creations.
secret about this u n f a m i l i a r race, or solve a
problem that the race faces or has caused others to Diane figures that it's best to worry
face. about one episode at a time. If the
Most races featured in Star Trek: The Next R'akaa capture her players'
Generation episodes are intended to appear only imaginations, then she'll bring them
once. The Bynars, lyaarans and Devidians all serve back and flesh them out a bit more.
as examples of singular races. They'll be singular for now.
After using a s i n g u l a r race of your own
creation, you may find that it has lasting appeal, PHYSICAL ATTRIBUTES AND A B I L I T I E S
and that it inspires further story ideas. Singular Decide what, if any, special physical
races have upgraded to recurring status in the 5tar advantages the race has. Ask yourself how the
Trek series as well; for example, the Trill were premise of your race might be expressed
originally meant to fulfill the demands of a single physically. Are there things that they do which
story, but later became a major part of the 5tar Trek might be made easier by particular physical
universe when a T r i l l regular character was adaptations? For example, the Klingons are a
established for Star Trek: Deep Space Nine. warrior race, so they are especially strong and have
If you're creating a race for a single story, you redundant organs.
don't need to worry about making it deep and rich Perhaps you can think of a physical ability that
in detail. Concern yourself only with the questions highlights the essential qualities of the race in a
you need to answer to make that one story work; humorous or dramatic manner. The Ferengi are
additional information w i l l just confuse the pleasure-loving hedonists, so their earlobes are
players, and make your portrayal of the race h i g h l y erogenous.
unclear.
Diane decides to keep the R'akaa
Recurring relatively small: As a flock they will be
A recurring species is meant to appear in a hard to defeat, hut individually are no 265
number of episodes throughout the series. The best match for a human. She decides to give
example of recurring races would be the various them hollow bones, like birds, and a
threat races, such as the Cardassians, Romulans wing-and-keel structure which will let
them fly in the atmosphere of their lower- some sort of gestalt power that
gravity Class M world. individuals cannot access. The latter
seems more important for the theme, so
Not all of the physical characteristics of your race she concentrates on that — perhaps the
need to relate directly to the your i n i t i a l premise. The R'akaa use multiple echolocations to
Cardassian tolerance for heat, for example, has no develop a three-dimensional "sonic
direct bearing on their totalitarian culture or picture" of their surroundings. Escaping
m i l i t a r i s t i c attitudes. It does, however, make the R'akaa will be nearly impossible. If
Cardassians seem different from other races— it is a the R'akaa become a recurring threat
little detail that provides verisimilitude, the illusion race, Diane decides she can always
that something in a work of fiction is real. If introduce a "raptor caste" with excellent
absolutely everything about your race relates to the vision in a future episode. She also
premise, it w i l l seem too obvious and pat. If, on the speculates about gearing R'akaa vision
other hand, all of your choices are just random more toward perceiving motion than
collections of interesting but unrelated ideas, the forms; like Earth raptors, R'akaa find it
race w i l l seem unfocused, and your players won't much easier to see a moving target than
find it memorable. a still one. That's another possibly
These unrelated physical characteristics are more confusing detail that Diane decides to
likely to come into play for recurring races, to which leave for later.
you will need to add depth as they continue to
appear. Note that the fact about the Cardassian MLNTAL ATTRIBUTES AND ABILITIES
preference for high temperatures didn't come up in Decide if the race has any special mental
their first appearance, because it would have been capabilities. It isn't hard to relate mental abilities
distracting. directly to your premise for the race's culture. They
w i l l be talented at s k i l l s relating to the goals of their
Diane knows she wants the R'akaa to culture. Ferengi are good at business, for example,
have excellent sight, and to give the flock and Romulans make s k i l l f u l tacticians.
ADDITIONAL CONSIDERATIONS
Once you take care of these basic issues, you
should get more specific about your new race. The
more marginal the race's role in your story, the less
thinking you have to do about these additional
issues.
Ecological
Decide if there are any special conditions on the
race's homeworld that affected their development.
For example, we know that the Breen homeworld is
barren and icy, and that tells us something about
their physiology (they have no blood, their women
become fertile early and go through menopause
late) and their culture (they are dedicated to the
concept of survival). On the other hand, the
K l i n g o n homeworld is said to be extremely
resource poor; from t h i s we might assume that life
for Klingons was hard, and thus they developed a
culture around war,
dti[)U(] <~)Lj) O)
Using Creatures
in a Story
The part a creature plays in a story
may not be the same as the role it f i l l s
in "real life." Narrators who want to
use creatures should have a reason to
put them into the story. The characters
aM have motivations; so should
animals. A Narrator who wants to run
a spooky adventure about
tracking a dangerous beast
through a starship's
maintenance crawl-spaces
should consider what the
animal is likely to want. Is it
hungry? Looking for a place
to lay eggs? Just trying to
hide? Animals seldom have
complicated motives —
their behavior can be subtle
and complex, but the root
cause is usually either food
or sex.
Here are a number of story
uses for creatures:
LOCAL COLOR
While it may seem
t r i v i a l , creatures are a
useful way to give players
the feeling that they really
are exploring strange new
worlds. If the away team
encounters knights in armor on horseback, the way to come up with an intriguing biological
story may seem trite and boring. Put the knights puzzle adventure is to see the section on designing
onto giant eight-legged reptiles, and it's new and creatures below, and then come up with an
exciting. Creatures can be as exotic as the Narrator organism which seems to violate the rules of
wishes. ecology or physics. The players must then find a
logical explanation. For example, a new colony is
COMIC RELIEF under siege by local predators. The beasts swarm
Creatures are also a great source of comic out of the jungle, attacking the colony like a hostile
relief, especially in a Star Trek setting. SUrfleet army. Anyone leaving the colony's force field
characters exist in a rational, technological world. barrier is instantly attacked. Such behavior is very
They follow orders. Their starships are all clean and unusual, and the characters can eventually
shiny. They are dignified. Animals can be irrational, discover that the colony site occupies the creature's
disobedient and messy, and are an excellent way to spawning ground. The colonists need only move
puncture a character's dignity. Imagine Lieutenant aside long enough fur the animals to breed, and the
Worf trying to catch a runaway pig on the bridge of colony w i l l be left alone.
the Enterprise, and you've got an idea of the comic
possibilities of animals. MONSTERS
Probably the most common use of animals in a
THE MAcCuFFiN Star Trek adventure is as "monsters." Dangerous
Alfred Hitchcock coined the term "MacGuffin" creatures can be the main opponent in an
to mean the object everyone in a story is trying to adventure, or just a "plug-in" encounter in the
get. Often the MacGuffin doesn't actually do course of a larger story. In many cases a "monster"
anything except serve as motivation for the heroes can pose a puzzle; the focus of the story isn't on
and v i l l a i n s — a creature with strange properties k i l l i n g the dangerous creature but on figuring out
like the interphasic organism, a rare creature like how to avoid it, or learning what its weaknesses
the Crystalline Entity, or a Corvan gilvos. Not only are.
do the characters have to worry about their human
adversaries, but the animal may not want to be RED HERRINGS
found. It may also have a delicate metabolism or Creatures can also be "red herrings" - - a
require special care -- all of which is hard to distraction or diversion from the main plot. If the
provide when the characters are fleeing a band of Away Team is searching for a band of Klingon
Ferengi mercenaries. Symbolic creatures or renegades in dense woods, that rustling in the
beloved pets of important people are good underbrush could be a warrior ready to attack — or
MacGuffins to chase after. just a mother rootbeast and her young.
Alternatively, a creature could be blamed for what
PUZZLES is actually ihe work of the villains; since animals 293
Narrators can use a creature as the focus of a cannot speak, there is no way for an accused
scientific puzzle that the Crew must unravel. One creature to deny responsibility.
creatures may have a low overall Coordination but
The Creature Template be very dexterous manipulators — the elephant, with
its agile trunk, is a good example.
Creatures in the Star Trek roleplaying game are
described using the Creature Template. It is similar to PRESENCE
the format used to present characters and other A creature's Presence is usually based on its size,
humans. Of course, creatures — like characters - as described in the section on Designing Creatures,
are more than just a set of attributes and skills, below.
SIZE TABLE
Size (kg): 1 or less 5 10 25 50 70 100 200 500 1,000 5,000 10,000
Strength Edge: -6 -5 -4 -3 -2 -1 None +2 +6 +10 +40 +60
Presence Range:
a 1 1 1 1-2 1-3 1-4 1-5 2-5 3-6 4-6 5-7 6-7
Resistance Mod: •6 -5 -4 -2 -1 None None +2 +5 +10 +30 +50
Note: Wnife this ruble provides general tanges, Norrotors ton exiropotare more spa* information by filling in the modifier "gaps" between eodi category. For exampls, a creature with o mass
of 200 kg receives o+2 R«slshmc« boniK. taring to the table, o creature with a mass of 400 kg would recewe the same bonus. However, since the modifier steps increase in +1 increments
between 2K end 400 kg, a Ntrrrotor could give the larger crectute a +4 bonus. Jlius, o 700 kg creature would receive a -r-7 bonus, while a 2,000 kg creature would rsceivs a +15 bonus.
Although the Strength bonuses ore slightly cMferfent, ths same logic applies.
Chasers often work in packs or groups. They can Where size makes a difference is in Strength and
have quite sophisticated methods of communication, Presence.
and often have an elaborate dominance hierarchy For Strength, a creature's size provides an
within the group. The combination of persistence, enormous edge to its basic Fitness. The basic Fitness
social structures and the ability to plan and carry out for creatures is generally about the same as for
complex tasks means that chasing hunters are among humans, no matter what the creature's size. Most
the most intelligent of creatures. They can have very creatures have about the same degree of stamina and
high Instinct ratings, verging on sentience. Often resistance to disease, usually 3 or 4. What size does
chasers have edges in Ferocity and Willpower. As a give animals is an enormous Strength edge. The table
rule, chasers aren't as well armed as pouncers. Their below shows how much of an edge size can provide.
attacks don't have to be instantly lethal. Presence is more a function of a creature's
Because chasers invest a lot of effort in making a relative size than its absolute mass. The table shows
kill, they won't give up easily. Characters who find the basic range for a creature's Presence ability based
themselves being hunted by chasers w i l l have a on its size.
difficult time - - they may be able to drive the Coordination does vary with size, but in an odd
creatures off for a while, but they'll keep coming way. Generally small creatures are more agile and
back. fast-moving than big ones, but large animals can
Chasing hunters usually have a big edge in outrun smaller ones. Rather than indulge in lots of
Vitality, and a pretty good Coordination. Those that game mechanics, simply assume that a large animal's
operate in groups may have a high Presence and Coordination refers to its running speed while a small
Instinct. Solitary chasers aren't quite as bright, with a animal's score reflects its superior agility. Very few
low Instinct supplemented by a big edge in Ferocity. animals have hands, so a creature's Coordination
score should be considered 1 for any task involving
SIZE fine manipulation.
Humans are among the largest living things. The
vast majority of organisms are too small to see. Since METABOLISM
heroic battles against protozoans aren't very exciting, L i v i n g things are walking bundles of chemical
most creatures encountered by characters are likely reactions. These reactions slow down when it gets
to be large. cold. There are two ways to handle this problem.
A creature's size determines much of its basic Cold-blooded creatures (known as "ectotherms")
physical abilities. In general, creatures have the same ignore it, and just get sluggish when the temperature
attribute ranges as human characters — 1 to 5. drops. Warm-blooded creatures ("endotherms") have
an internal thermostat and burn energy to stay warm.
There are advantages and disadvantages to both
strategies. Cold-blooded creatures are vulnerable in
c h i l l y weather, and this limits the range of habitats
where they can survive. Note that big cold-blooded
creatures are a lot more resistant to cold than small
ones. Warm-blooded creatures can stay active no
matter how cold it gets, which gives them a big
advantage. The drawback is that they have to keep
eating to fuel their roaring metabolic rate.
In game terms a cold-blooded creature's
Coordination is likely to be low, and in cold weather
Coordination is halved. They get a Vitality edge of 1
or 2 because they don't need to eat as often, and are
generally more durable.
HITTING
The Details There's a tremendous mechanical advantage in
swinging a club, and a n i m a l s with long limbs can
There are a number of other details besides story use them to attack. A human's punch, a horse's kick
concerns and biological niches w h i c h the Narrator and a dinosaur's lashing tail are all methods of
should use to flesh out his creatures: hitting. The basic hitting damage done by an
animal is a number of points equal to its Fitness +
Strength. If the creature is using a particularly long
Appearance limb, otherwise gaining leverage, or using a l i m b
A creature's appearance is up to the Narrator that is hard, bony, or spiked, the Narrator should
designing it. In general, Terran a n i m a l s are a good add +1db (or more) to the damage,
guide to follow — a fast-running creature needs
long legs, a burrower needs powerful claws and so SLASHING
on. A l i e n creatures can have extra limbs, m u l t i p l e H i t t i n g is even more effective if there's
eyes and weird coloration. Except for features something sharp on the end of the l i m b . A tiger's
evolved to attract the opposite sex, most a n i m a l s claws, a squid's h u n t i n g tentacles and the barbed
are pretty functional. Narrators should have some tail of a Stegosaurus all are ways to slash. Small
idea why their animals have various features. claws like a housecat's only do 1 point of damage.
For most small animals, t h i s is all the damage they
Senses can do with claws. Big claws l i k e those of a l i o n or
an eagle do 2+1 d6 damage; really huge claws do
Animals tend to have the senses that work best in 3+2d6 (possibly more, for extremely large
their surroundings. Earth's atmosphere is animals). Die rolls are modified by Strength.
transparent to certain wavelengths of light, and
those are the ones we use to see by. In different CONSTRICTION
atmospheres the local life forms might use different If a creature is flexible and strong enough, it
frequencies. can just squeeze its enemies to death. Some
Note that some senses are impractical. A creatures, like certain snakes, rely on constriction
creature using radio waves instead of v i s i b l e l i g h t as their primary attack. For others it is a way to hold
to see by would need eyes the size of radar the prey s t i l l f o r a bite to f i n i s h the job. Constricting
attacks do the creature's Strength in damage every moderate-sized a n i m a l , horns can do immense
round until the victim can get loose. Freeing oneself damage. Calculate the damage as for ramming, with
from a constriction attack requires an Opposed Test a bonus of +1 d6 for curling ram-type horns, +2d6 for
of either Coordination or Fitness + Strength against long pointed horns and +3d6 for antlers.
the constrictor's Fitness + Strength.
SPECIAL WEAPONS
RAMMING Besides hitting and b i t i n g things, animals can
A good-sized a n i m a l can use its entire body as a deploy a formidable range of u n c o n v e n t i o n a l
weapon, using speed and mass to slam into enemies. weapons. Poisons are very common; they range in
Armored creatures often use this method. Damage damage from m i l d ones that only do 1-2 points of
from a ramming attack is a number of points equal to damage to poisons that are almost instantly fatal to
the creature's Fitness + Strength, plus damage based nearly any creature (roughly 30+1 Od6 damage, if a
on the creature's velocity (+1 point of damage for roll is even necessary). Electric shocks are not
each lOrn moved in the charge). unknown, and can be very powerful, u s u a l l y doing
about enough damage to k i l l a foe of comparable
HORNS size (15+8d6 is a good average for creatures that
Just as claws make a hit into a slash, a sharp horn could seriously harm a man).
can turn a rarn into a deadly weapon. On even a
Armor
THE PHASER PROBLEM To protect themselves from all these assorted
problem that the Narrator is likely to face in designing methods of doing damage, many a n i m a l s have
evolved some form of natural armor. A n i m a l armor is
creature encounters is the matter of firepower. Starfleet u s u a l l y f a i r l y heavy, so armored creatures tend to be
personnel armed with deadly energy weapons tend to be slow-moving. Only very large a n i m a l s can carry
rather casual about even the most dangerous animals, "A decent protection without much of a penalty.
A t h i c k hide l i k e an alligator's or an elephant's
charging Tyrannosaur? No problem, i just draw my trusty provides 3-4 points of protection. On creatures less
phaser." than 100 kilograms, a thick hide makes it impossible
for the a n i m a l to have an edge in Dexterity.
There are many ways to get around this difficulty. Consider tliot Harder armor l i k e an armadillo's or a turtle's
you can't disintegrate something if you can't see it. A stealthy gives the creature 5-8 points of protection. A n i m a l s
with an armor shell can't have a Coordination of
creature thot moves in complete darkness or o burrowing more than 3. Creatures with a shell typically respond
monster suddenly erupting from the ground beneath the Crew's to danger by p u l l i n g in their extremities and waiting
feet can both strike before the characters can react. Unseen for the enemy to go away.
The heaviest armor is that of giant land tortoises
ionenrs ore a greot way to generate suspense. or the armored dinosaurs. The a n i m a l has a
protection of 9-12, but its Coordination cannot be
Alternatively, the creature may be immune to energy weapons. more than 2. Nothing smaller than 100 kilograms
The Narrator should think of a plausible reason for such on can carry this kind of armor at a l l .
extraordinary ability. Does the planet have frequent natural
energy discharges? Is there some other native organism with
electrical defenses? Or has the creature been artificially
Anomalies
modified? Immunity to phaser fife should be exceedingly rare; The galaxy has a vast number of planets, which are
home to an amazing variety of l i v i n g things. W h i l e
if most organisms aren't affected by energy weapons, the the g u i d e l i n e s given above are probably true
players may start wondering why Starfieet doesn't issue everywhere, there are bound to be exceptions to
crossbows or pointed sticks instead. every rule. Starfleet explorers have run into all kinds
of strange l i f e forms.
A subtler method is to make use of the limitations of energy
weapons. A beam weapon is good against o single large target Weird Chemistries
like Q person, but isn't nearly as effective against o swarm of Humans, and most of the other starfaring species, are
tiny flying insects. carbon-based life, with metabolisms based on
oxygen respiration. That is the most common
One thing Narrators should avoid is having al their alien chemical basis for life, but it is by no means the only
one. Silicon-based life uses silicon in place of carbon
creatures be super-deadly killing machines. A creature can be to form large complex molecules as the basis for life.
dangerous without being ridiculously lethal. If possible, give The Horta and the Crystalline Entity are examples of
the players some way to resolve the situation without having intelligent silicon life. Silicon life tends to arise on
very hot planets, and silicate organisms sometimes
to fight. They may not pick up on the clue, and choose to go feed directly on minerals.
for the slugfest instead, but the option should be there.
Other biochemistries exist based on ammonia Psionic creatures are frequently predators that use
or liquid methane in place of water. These usually their powers to capture prey, but there are also
require cold temperatures. Organisms cannot eat otherwise harmless animals with psionic defenses.
food based on a different biochemistry — a Other amazing powers found in creatures
methane-based creature can't consume water- include "phasing" abilities (the ability to pass
based prey. Unfortunately, animals don't know through seemingly solid matter), teleportation,
that, and an explorer who is eaten by an alien energy absorption and even limited time travel.
carnivore can't really take much comfort from Many of these powers may be partly psionic.
knowing that he's l i k e l y to give the beast a bad case
of indigestion. Energy Beings
Artificial Life Of course, life doesn't have to be made of matter at
a l l . Energy beings, composed of complex but
Evolution is not the only way that species can stable patterns of energy, are surprisingly common.
change. Manipulation by scientific means can give They can be found on planets or in deep space. It
creatures a b i l i t i e s or behaviors not found in nature. has been d i f f i c u l t to study energy creatures
These can be as simple as gelding a stallion, or as because most of them live in extremely hostile
advanced as i m p l a n t i n g computers to create environments, and the creatures themselves are
cyborg animals. Modified creatures are sometimes usually very powerful. There may be as many kinds
encountered as guardian beasts or l i v i n g weapons. of energy beings as there are species composed of
They may have increased intelligence, faster matter. The existence of beings l i k e the Q suggests
reflexes, superior senses or even hidden weaponry. that it may even be possible for material species to
Particularly when they are designed for covert evolve or transform themselves into energy beings.
operations or assassinations, modified animals may Even more bizarre than energy creatures are
look perfectly normal. beings that do not live in the same dimensional
The dividing line between machines and living plane that humans do. Organisms have been found
things is not at all clear. There have already been l i v i n g in subspace, in higher dimensions and in
several cases in the 24th century of advanced parallel universes. The physical laws in such
machines being recognized as lifeforms under the domains are very different from those of our space,
law, including the Exocomp work drones and a and their inhabitants can often have remarkable
strain of sentient nanites. The technologies of abilities.
genetic engineering and nanotechnology are
g r a d u a l l y converging, and eventually the
distinction between living things and machines
may become meaningless. Nonsentient robots Creature List
capable of reproducing would effectively be a form
of mechanical life, and would be treated as These creatures all appeared or were mentioned in
creatures. Star Trek: The Next Generation. A few old favorites
are missing — there really isn't much point in
Weirti Environments giving attributes for a tribble, for instance. A ball of
fuzz is a ball of fuzz.
Naturally, most a n i m a l s are encountered on
planets. But planets are not the only place where BLUE ALDEBARAN SERPENT
life has evolved. Explorers have found organisms
living on stars, in nebulae and in deep space. The Type: Pouncing Hunter
original U.S.S. Enterprise commanded by Captain Size: 2-3 meters long;
Kirk encountered a giant space-dwelling amoeba, approximately 80
and the later Enterprise-D under Capt, Picard kilograms
discovered several different kinds of space-borne Form: A three-
life. Space-borne life-forms tend to be quite headed serpent.
powerful — often more than a match for a starship! Attributes: Fitness 3
Aggressive ones can be a serious threat both to (Strength -4),
ships and inhabited worlds, and even peaceful Coordination 4,
creatures can be dangerous if they mistake ships Presence 1, Instinct 2
for natural enemies or food sources. Base Movement: 15/30
Resistance: 3
Special Abilities/Unusual
Psionics and Other Strange Powers Skills: See below
Weapons: Fangs 3
Psionic powers are uncommon on Earth, but Difficulty: Moderate
many creatures encountered by Starfleet explorers (6)
show signs of psionic ability. An organism does not Damage: (do 1+1 d6
have to be intelligent to be psionic. Creatures with damage, plus inject
psionic powers tend to have one very specific venom which does 4+4d6
ability — illusion generation, or a psychic attack. damage; apply poison damage in 10% increments,
once per minute over ten minutes after the character Special Abilities/Unusual Skills: Ingest cellular
is bitten) peptides from host (see below)
De§cription and Additional Notes: As its name Weapons: None
suggests, this is one variety of a species of large Description and Additional Notes: These parasitic
snake-like creature native to Aldebaran I I I . It makes organisms are native to the planet Thanatos VII, but
its home on the southern-most continent. It has three have spread throughout the galaxy by h i d i n g in warp
heads, each with a mouth and a f u l l complement of drive components manufactured there. They are
sensory organs. The creature's brain is located in its i n v i s i b l e and immaterial, existing slightly "out of
body, where the three necks join together. Though phase" with normal matter. They ingest cellular
they appear very fearsome and have a moderately peptides from their host creature, eventually causing
toxic venom, Blue Aldebaran Serpents are not the death of the host. Interphasic organisms cannot
especially dangerous. They feed on fish in freshwater be detected by normal tricorders, but require a
streams, keeping the middle respiratory head in the special interphasic scanner to find. They can be
air to breathe while the other two are underwater. destroyed by an interphasic pulse,
The middle head's eyes see well in air, w h i l e the eyes
on the feeding heads are adapted to underwater K L A B N I A N EEL
vision.
Type: Filter
B U L C A L L I A N RAT Size: Up to 1.5 meters long, 8 kilograms in weight
Form: Snake-like fish with a long dorsal fin and
Type: Scavenger tiny, sharp teeth in a beak-like mouth
Size: Up to 1 meter long Attributes: Fitness 1,
and 20 kilograms Coordination 2, Presence
Form: Bulgallian 1, Instinct 2
rats are four- Base Movement:
legged terrors, Swim 15/30
covered in a Resistance: 1
heavy black Special
fur with Abilities/Unusual
spines Skills: Noxious
running stench (see below)
down the (characters exposed
back. Their to stench must make
snouts are a Moderate (6) Fitness
filled with + Vitality Test to resist
small, nausea and
sharp vomiting)
teeth. Weapons: Teeth 3
Attributes: Difficulty:
Fitness 2 (Strength -3), Moderate (6)
Coordination 3, Presence 2, Instinct 4 Damage: 1 point of damage per bite
Base Movement: 10/25 Description and additional notes: Klabnian eels are
Resistance: 1 unpleasant creatures found on the planet Klabnos
Special Abilities/Unusual Skills: None and several nearby worlds. They live in wet soil and
Weapons: Teeth 2 Claws 3 peat bogs, where they ingest rotting organic material.
Difficulty: Moderate (6) Moderate (7) When attacked or surprised, K l a b n i a n eels release a
Damage: 1 +1d6 1 +ld6 noxious stench that persists for hours.
Description and Additional Notes: The Bulgallian rat
is a scavenger and carnivore about the size of a RECTYNE MONOPOD
terrier. Originally native to the planet Bulgal V I I , it
has been accidentally carried to a number of worlds. Type: Grazer
B u l g a l l i a n rats normally live on carrion and offal, but Size: Up to 10 meters in height and 2 tons in weight
also hunt in packs. They can bring down prey as large Form: Large rnonopodal mammal
as thirty kilograms, and have been responsible for the Attributes: Fitness 4 (Strength +40), Coordination 2,
deaths of several children on colony worlds. Presence 4, Instinct 2
Base Movement: Hop 3/10
I N T E R P H A S I C ORGANISMS Resistance: 1 9
Special
Type: Interphasic Parasite Abilities/Unusual Skills: Slarn into target (see below)
Size: Microscopic Weapons: Taj) lash 4 Ramming 2
Form: Invisible, immaterial microscopic organism Difficulty: Moderate (6) Moderate (7)
resembling a gray-green, ten tat: led amoeba Damage: 3+2d6 Fitness+Strength+Move/round
Attributes: Not Applicable Description and Additional Notes: A large
Base Movement: Not Applicable herbivore originally native to Rectys II, the
Resistance: Not Applicable monopod is now a common food animal on many
worlds in KSingon space. They can grow up to two spread throughout the quadrant, and are frequently
tons. Monopods, like most Rectyne organisms, found l i v i n g aboard starships.
stand on a single leg and move by hopping. They
are grazing herbivores, and normally are not TARKASSIAN RAZOR BEAST
aggressive. B u l l
monopods can be Type: Chasing Hunter
dangerous Size: Up to 6 meters in height and 500 kilograms
during in weight
mating Form: Huge, four-legged, spiny-winged mammal
season, Attributes: Fitness 3 (Strength +7, Vitality +2),
when Coordination 2, Presence 5, Instinct 1 (Ferocity
they +2}
challenge
one Base Movement: Walk 10/30
another for Resistance: 10
cows. In Special Abilities/
battle they slam Unusual Skills: Flight (20 meters per round).
against each other like Athletics (Jumping) 1 (2)
sumo wrestlers, Weapons: Spined wings 3
trying to knock each Difficulty: Moderate (6)
other down. They Damage: 2+2d6 damage with a bash (males only)
defend themselves Description and Additional Notes: A very impressive
from predators by lashing and beautiful
with their heavy tails. Monopods live in small predator,
herds of a single b u l l and a dozen or so cows. the razor
b e a s t
TALARIAN HOOK SPIDER inhabits
t h e
Type: Pouncing Hunter mountain
Size: Body is approximately .15 meters in length, forests of
legs are up to .5 meters long; weight is Tarkas IX,
approximately ,25 kilograms where they
Form: Spider with half-meter-long legs catch fish
Attributes: Fitness 2 (Strength -4, Vitality +1), and s m a l l
Coordination 3 (Agility +1), Presence 4, Instinct 4 animals by
(Ferocity +2, Perception -1) s u d d e n
Base Movement: Skitter 6/12 dives or leaps
Resistance: 1 from cover.
Special Abilities/Unusual Skills: Athletics Razor beasts
(Jumping) 1 (2), Excellent Motion Sense +2 (grants have lithe
+2 dice to all attempts to detect motion) bodies and
Weapons: Mandibles 3 broad
Difficulty: Moderate (6) wings,
Damage: 1 -2 points of damage, plus venom which all covered with silky brown fur.
does 1 +1 d6 damage in Along the trailing edge of the wing, males grow sharp
25% increments over spines, which they use in mating battles and to
the four minutes defend their nests.
after being
bitten.
Description
and additional
notes: Hook
spiders are
large hunting
arachnids w i t h
half-meter legs. They catch
insects and small mammals by pouncing suddenly
and stabbing with their sharp hooked mandibles.
The mandibles have a venom w h i c h can be fatal to
small creatures, and m u l t i p l e bites can k i l l an adult
human. Hook spiders are sensitive to rapid motion
- they attack anything moving q u i c k l y in their
field of vision, but w i l l ignore a n y t h i n g moving
slowly. Native to Talaria, hook spiders have been
Action Adversary 284 Multiple Actions 125
Cinematic 162 Background 284 Reacting to Changing
Advantages Set up 284 Circumstances 125
Alertness TOO Sympathetic 285 Surprise 125
Alien Upbringing 100 Enigma 284 Timed 125
Ally 101 Singular 285 Combat Modifiers 130-131
Ambidexterity 101 Recurring 285 Called Shots 130
Athletic Ability 101 Anomalies, Stellar Cover 130
Bold 101 Antimatter Body 252 Off Hand Penalty 130
Commendation 101 Black Hole 2.12 Prone or
Contact 101 Cluster 252 Immobilized 130
Curious 101 Cosmic Strings 252 Size 131
Department Head 101 Lazarus Star 252 Targeting Systems 131
Double-jointed 102 Nebula 252 Zero G Penalty 131
Eidetic Memory 102 Plasma Field 252 Damage 131-133
Enhanced Vision 102 Pulsar 252 Brawling 131
Fnginet'ring Aptitude 102 Quasar 2fjj88| Effects of 132
Excellent M.ikmce 102 Rogue Plan J9 252 Inflicting 131
Excellent Metabolism TTaunStar 252 jMartialArts 131
Excellent HeaflVl02 Temporal Kift 252 Other Forms 131
Excellent Cnemofecuptt Varlnbltr Stars 252 Falling 131
Exc-elk'nt Sight H)2 Wormhote Fire 131
Famous Incident 1O2 Antimatter 246 Radiation 131
Favor Owed 102 Armor 1 .n-1 32, 299->(K) Drowningl31
High t'.iin Threshold 102 .Vhr.'rak System 260 Vacuum 131
Innovations 102 Auiosuture 23.' BLi Resisting Damage 131-132
I flngLi.iRC Ability 103 Axioms (of Star Trek) Stun Damage 133
M.itht'rruTtlral A b i l i t y ™ 10. Bat'leth 237 Taking Damage 131
Medical Remedy 103 Blocking 126 Weapons 1 31
Mixed Species Heritage 103 Bridge 238 Healing 133-134
Multitasking 103 Bridge Stations Medical Attention 133-134
Night Vision 104 Flight Control 238 Natural Healing 133
Patron 104 Command 238 Initiative 124
Peripheral Vision 104 Operations Manger 239 Melee Combat 129-130
Promotion 104 Other 239 Optional Initiative System 124
Quick-draw 104 Science 239 Ranged Combat 129-130
Rapid Healing 104 Tactical 239 Round Sequence 124-125
Resolute 105 c (Speed of Light) 9, 214 Combat, Starship
Sense of Direction 1 05 Chaka 237 Aiming 143
Sense of Time 105 Character Creation Attacking 143
Sexy 105 Advantages 63, 68 Beam Weapon Frequency Modulation
Shrewd 105 Archetypes 59-62 146
Specie! Friend 105 Attributes 62 Called Shots 143
StrongWill 105 Background History 69-76 Cloaking Device 144
Synergy 10S Academy Life 75 Command 149
Tactical Genius 105 Cadet Cruise 75 Cover 144
Telepathic Resistance 105 Early Life 74 Damage 145-146
Toughness 105 Tours of Duty 76 Defense, Automatic 148
Wuapun Master 106 Disadvantages 63 Deflector Shields 146-148
Zero-G Training 106 Edges 62 Dodging 142
Alien Species Finishing Touches 76 Immobility 144
Alpha Centaurans 28-29, 64 Initial Concept 56 Movement Units 142
Andorians 29-30, 64 Overlays 63, 66-68 Multifire 144
Antedeans 277-278 Skills 62-63 Multiple Action Penalties in 140
Artelines 188 Templates63, 64-65 Picard Maneuver 142
Betazoids 30-31, 64 Classifications, Planetary 256 Power Allocation 140-141
Bolians 32-33, 64 Gravity 257 Power System, Freeform 141
Borg 28 Year and Day 257 Ramming 146
Brrx-n 275-277 Atmosphere 258 Repairing damage 149
Bynars 278-279 Hydrosphere 258 Resistance 147
Cardassians 269-270, 26 Climate 258 Sensors 148
Devidians 278 Technology Classification 258-259 Size 145
Douwd 282-283 Government Type 259 Starship Hit Location Table 143
EI-Aurians 279 Culture 259 Starship Maneuvering 141
Ferengi 271-273, 27 Affiliation 260 Targeting Systems 145
Harelians 187 Resources 260 Time 140
lyaarans 280 Ship Facilities 260 Tractor Beams 145
JararJans 280-281 Planetary Template 257-260 Commendations 101
Klingons 267-268, 27 Club 237 Computer Core 239
Nausiciaans 274-275 Collapsar 49 188 Control Panels 240
Orions 273-274 Com badge 234 Courage Points
Pselliads 189 Combat, Personal 124 Regaining 118
Q Continuum 281-282 Actions 124-125 Use 118
Romulans270-271, 27 Delayed 125 Creatures 290-303
Tcllarites 33-34, 65 Immediate 125 Aldeb.-itYin Serpent, likie 301
Tholians 29 Movement 128 B u l g a l l i a n Rat 302
Vulcans 34-35, 65 Movement Maneuvers 129 Interphasic Organisms 302
Alien Species (Roles) Multiple Action Penalty128 Klabnian Eel 302
Rectyne Monopod 302 Vengeful 109 Hypospray 232
Tatarian Hook Spider 303 WeakWil! 109 IDIC 164
TarkassLin Razor Beast 303 Weakness 111 Impulse Drive 245
Creatures, Creation 295-301 Zero-G Intolerance 111 Impulse Speeds 214
Creature Template 294 Disrupters 236-237 Interstellar Law 47
Creature Weapons & Defenses 299- Dodging 95, 125 Judging 155-158
300 Downtime 114 Cleverness 1 56
Armor 300 Drama Die 116 Foolishness 156
Biting 299 Dramatic Failure 117-118 Common Sense 1 56
Constriction 299 Dramatic Success 116-117 Irrelevance 157
Hitting 299 Environmental Suits 231 Pacing 157
Horns 300 Epics 175 Drama 1 57
Ramming 30O Episodes 114 Knife 237
Slashing 299 Harelians 201 Life Support 241
Special Weapons 30O History Lirpa 237
Anomolies 30O-301 Algeron, Treaty of 19 Medical Kit 232
Artificial Life 301 Alpha Centauri 16-17 Mek'leth 238
Energy Beings 301 Ambaassador Spock 20 Midpoint 172-173
Psionics 301 Ambassador Sarek 18 M i l k y Way Galaxy 250
Strange powers 301 April, Captain Robert 18 Mission Types 48-52
Weird Chemistries 3OO Articles of Federation 21 Aid & Relief 51
Weird Environments 3O1 Axanar Rebellion 18 Arbitration 50
Attributes 294 Babel Conference 18 Cataloging/Charting 51
Creature Types 296-297 Bell Riots 14-15 Communications 51-52
Filters 296 Beta zed 1 9 Convoy & Escort 49
Grazers 296 Bolarus 1X19 Deep Space 49
Gatherers 296 Borg 20 Defense 49
Scavengers 297 Cardassian Union 20-21 Diplomatic 50
Pouncing Hunters 297 Cardassians 19-20 Emergencies 51
Chasing Hunters 297 Cheron, Battle of 17 Envoy 50
Environment 298 Cheron, Treaty of 17 Evacuation 51
Metabolism 298 Conventions, Terran 11 Experimentation and Investigation
Size (Creature) 298 Constitution-Class Starship 18-19 51
Spot 294 Coridan 18 Exploration
Story Uses 292-293 Delta Quadrant 20 First Contact 50
Crew 7 Donatu V, Battle of IB Law Enforcement 5O
d6 9 Duras Family 20 patrol 49
D'kTagh 237 Eugenics War 14 Planetary 49
Defense Systems, Starship European Hegemony 16 Quarantine/Interdict 51
Deflector Shields 247 Federation Council 22 Rescue 5 1
Dermal Regenerator 232 Ferengi 20 Scientific 51
Deuterium 210 First contact (Vulcan) 15 16 Tactical 49
Development Voints 62-63, 68-69, 74-76 Galaxy-class Starship 19 20 Threat Alert 49
Diagnostic Modes 52 Garth, Captain (of Izar) 18 Training 52
Difficulty 9, 11 5 Gowron 20 Narrator 152
Difficulty Levels Green, Coionol 15 Navigation 211
Challenging 115 Khitomer Accords 19 by A r t i f i c i a l Navigation Devices 2 1 1
Difficult 115 Kirk, Captain James T. 18- 19 by Celestial Objects 21 1
Moderate I 15 Klingon Neutral 7aDJL_ 19 Neural Stimulator 233
Nearly Impossible Maquis 20 NPC 165-168
Routine 115 Martian Colonjes_^_ Jgperat ing^jodes 52-53
Direction Abbreviations New E-arth Republic K»fl7 ^A Cruise 52
Disadvantages New United Nations 14 Extern.il iupporl 153
Argumentative I )ne World Movement 1b Red Alert S3
Arrogant Organ ian I\\KCTreaty 18 Yi-ltow Aleri 52
Bloodlusl Orions 1 H - M * Characteristics 213
Chronic Riin I'hoenix I r > Op pi is or I Tests 0
< 11 9
Code of Honor ; Heard, t:.i[ii,iin Jean-Luc. PADD 233
Dark Secret J rraxis Moon IS Parrying 125-1
Greedy Q Continuum 20 Personal Communicator 234
Hides Emotions R e newaTPro ject 16 Phaser^ (personal;' 2.Sf>
Hypochondria Romulan-Earth War 1 7 Phasers (shipboard) 246
Impulsive S.S. Botany Bay 14 Photon Torpedos 247
Intolerant Sanctuary Districts 14-15 Planets
Low Pain Threshold 108 Sherman's Planet 18 Acamar III 261
Medical Problem 108 Singh, Khan Noonian 14 Alpha Centauri 261
Obligation 108 Starfleet 25 Altair 261
Obsessive Tendencies 109 U.S.S. Enterprise 18 Andoria 29
Pacifism 109 U.S.S. Enterprise-D 20 ArtelinelV 188
Phobia 109 Wolf 359 20 BetaThoridor 261
Physically Impaired 109 World War III 15 Betazed 30
Poor Chemoreception 1O9 Zefram Cochrane 15 Bolarus IX 32
Poor Hearing 1O9 Hoddek 205 Calder II 261
Poor Sight109 Hocldek's Spies 205 CamorV 262
Rival 109 Holodeck 24(1 Dessica II 262
Slow Healing 1O9 Holodcck Programs 241 EnnanVI 262
Species Enemy 109 H u l l Characterises 212 Gagarin IV 262
Sworn Enemy 109 Human Template 65 Kalla III 263
Mordan IV 263 Life Science 91 Starbase 22 190
Palmas 188 Materials Engineering 88 Starbase 25 190
Pesellus 111 189 Medical Sciences 91 Starbase 39— Sierra 190
Qo'noS 267 Merchant 97 Starbase 277
Romulus 27O Mind Control 98 Stardates 46
Ronara 263 M i n d Meld 99 Starfleet Command 25
Tellar 33 M i n d Shield 99 Uniforms 44
Turkana IV 263 Personal Equipment 88 Stars hips. Other
Valer IV 190 Persuasion 86 B'rel-class 226
Vulcan 34 Physical Sciences 91 D'Dertdex-ciass 223
Planetary Design 256-260 Planetary Sciences 92 D'Kora -class 224
Plot Turn, First 172 Planetary Tactics 86 Galor-class 225
Plot Turn, Second 173 Planetside Survival 89 K'Vort-class 227
Prime Directive 25, 46 Primitive Weaponry 97 Romulan Scout 5 h i p 2 2 3
Probes 243 Projectile Weapon 89 Vor'Cha-class 225
Promotion & Rank 181 Projc-ctive Telepathy 99 Starships, Starfleet
Props 153 Projectory Empathy 99 Ambassador-class 21 8
Propulsion/Power 2 14 Propulsion Engineering 88 Antares-class 222
Quadrants Roceptiue tinptilhv 9'3 Excelsior-class 21 9
Alpha 2 Galaxy-class 21 7
Beta J50 Smirch 97- ^^^^^ Nebula-Class 219
Gamma 250 Security 89 Oberth-ckiss 220
Delta Shipttoalrd'Sysicms 89 Personnel (Type 6) 221
Range 128 97 Shuttle-pod iTy|M! 1 5! 221
Renown 76-77 92 Stations,
Apects 1 92 command 238
Default n Difficultif's 123 ^Hight Control 238
Tests Operations Manager 239
Replicators Strategic Opi'Mtionsflb Scii'ntc 2.!'»
Resistance 98 Tactic.il 2VJ
Round Systems Engineering Other 239
Scene Unarmed Combat 9O Stellar Classification 254
Scenes Vehicle Operation 9O Story Arc 1 75
154 World Knowledge 92 Story, Creation 1 70
Scripts S k i l l Test 116 Storytelling 153-155
Sector Design Special Guest Stars 167 Stunrod 238
Sector, Arteline Specialization 63 Subplots 124
Sensor Systems Star Brightness Table 254 Supporting Cast (Defining) 167-168
Sensors 242 Star Size Table 254 Name 165
Long range 242 Starfaring Races 266 Role 165
Lateral 243 Starfleel Goals and Motives 166
Navigational 243 Away Team 47 Personality 1 66
Series 114 Chain of Command 42 Appearance 1 66
Series, Episodic 175 C i v i l i a n Personnel 44 Background 1 66
Setting the Stage 153 Colonization 41 S k i l l s & Attributes 166
Setting (Creation) 1 69-1 70 Conspiracies, H a n d l i n g 42 Supporting Cast (Understanding) 1 55
Ship Class 212 Corps of Engineers 41 Surak 35
Ship Templates 212 Diplomatic Corps 41 Sword 238
ShipTypes 212 Intelligence 41 System in a Sentence 256
Sickbay 244 Integration 44 System Template 254-255
S k i l l Cost 74 JAG Corps. 41 T'Pau 35
S k i l l List Money 44 Tal Shiar 187
Acrobatics 92 Orders, General 46 Technobabble 231
Administration 84 Peacetime Positions Tests
A n i m a l Handling 92 Academy Instructor 42 Attribute 1 19
Artistic Expression 92 Ambassadorial Aide 42 Opposed 120
Athletics 93 C u l t u r a l Attache 42 Extended 1 20
Bargain 93 Planetary Governor 42 Combined 1 20
Behavior Modification 85 Science Attache 42 Untrained 1 2 1
Charm 94 Positions Test Modifiers
Command 85 Commanding Officer 39 Additional Attempts 122
Computer 86 Executive Officer 39 Preparation 121
Culture 94 Counselor 40 Themes (in Star Trek) 163-164
Demolitions 87 F l i g h t Control Officer 39 Three Act Model 1 71 -1 73
Diplomacy 85 Chief Engineer 39 Time 114
Disguise 94 Chief Medical Officer 40 Tractor Beams 214
Dodge 95 Operations Management Transporters 2 1 4 , 244
Energy Weapon 87 Officer 39 Tricorder 235
Engineering S k i l l s 87 Mission Operations Officer Engineering 235
Espionage 85 39 Medical 235
Fast Talk 95 Science Officer 40 Uiono'sStar 199
First Aid BB Tactical Officer 40 United Federation of Planets
Gaming 95 Prime Directive 25 Attorney General 23
Heavy Weapons 88 Promotion 43 Chiof Science Advisor 2.1
History 96 Ranks 43 Commerce 26
Intimidation 96 Rules and Regulations 45-48 Council 22
Language 96 Shipboard Positions 40-41 Credit 24
Law 96 Starbase Diplomatic Support 22
Resource Support 22 Drarnalic Success 11 7 Tractor Beam Table 213
Economy of 24 Early Life i listory 71 Travel Times at Warp 215
Material Support 22 Edges Table 80 Universal Background List 70
Klingon Affairs Advisor 23 Environmental Systems Power Table 213 Unusual Stellar Phenomena 252
Legal Support 22 Experience Point Awards 1 78 Using Different Attributes with the Same Skill
Membership in 21 Experience Point Costs 1 79 121
Membership Responsibilities 22 Federation Presidents 23 Vengeful Table 110
Mercantile Relationships 22 Federation Technological Classifications 258 What Do I Play? 56
Personnel Support 22 Frequency 104 What If I Get The Same S k i l l Twice? 69
President 22-23 Getting Courage Points Back 11 8 Wound Level Table 1 32
Science Council 23 Government types 259
Secretariat 23 Handling Chain of Command 43
Secretary of Commerce 23 Handling Starfleet Conspiracies 42
Secretary of Culture 23 Harelians 201
Secretary of Defense23 Hit Locations 127
Space 25 Hodrtek 205
Supreme Court 23 Hoddek's Spies 205
Trade Routes 26 Holodeck Programs 241
Vionium 201 Immediate Actions 124
Warp Drive 246 Impulse Speeds 214
Warp Speed 214-215 Impulse Travel Times214
Weapons, Personal Intolerance Table 108
bat'leth 237 Introductions 172
Chaka 237 LiftingTable 93
Club 23? Medical Problem Table 108
Disruptnrs 236-237 Movement Maneuvers Table 129
Settings 235 Movement Table 128
d'k tagh 237 Natural H e a l i n g 134
Knife 237 Navigation 211
Lirpa 237 NPC Background Questions 167
mek'leth 238 Obligations 108
Phasers 236 Opposed Test Modifiers 120
Types 236 Overlays 66-67
Settings 234 Pacifism Table 109
Stunrad 238 Patron Table 1 04
Sword 238 Phaser Damage 234
Weapons, Starship Phobia Table 109
Phasers 216-217 Physical Impairment Table 109
Photon Torpedoes 21 7 Planetary Classifications 256
Deflector Shields 217 P l a y i n g Non-Starfleet Characters 58
Wound Level 77 Probes 243
Promotion Cost Table 104
Psionic Skills Modifiers Table 90
Psionic S k i l l s Range Table 99
Ranged Combat Difficulty Table 129
Ranks 43
Renown Aspects 76
Renown Awards 1 80
Tables Renown Test Modifiers 1 22
Resolutions 174
24th Century Medical Conditions 108 Rival Table 110
Academy Life History Scene Purposes 171
Advanced Character Creation J Sector Design Example: Black Widow Sector
Advantages/Disadvantages Table 100 253
Ally Table 101 Setting the Scene 153
Attribute Scale 62 fl Skill List H1-83
Automatic Success 11 9 Some S.imple NPC Personalities 1 fid
Hrightness 254 Specie* Enemy T.iblc 1 IO
Cadet Cruise History Specie*. I riend Table I OS
Codes of Honor Table Speclr.il Class 1.34
134
Combat Example jl ST:TKC "Themes 165
Combat Maneuvers Table I 2h Stard.ites 46
Commendation Table 101 Starship Hit Location Table 14 t
Confrontations 17.1 Starship Maneuvers Table 141
Contact Table 101 Starship Size Table 212
Cover Table 130 Stellar Classification 254
Creature Size Table 297 Story Arcs 1 75
Dark Secret Table 107 Subplots T 74
Default Cultural Values 123 Sworn Enemy Table 110
Default Renown Difficulties 123 Technobabble Chart 231
Degree of Injury 1 34 Templates (Character) 64-65
Degrees of Success 11 6 Terrain Modifiers Table 128
Department Head Table 102 Test Modifiers 122
Development Point Costs 74 The Three-Act Episode Model 1 74
Diagnostic Modes 52 Timed Actions 124
Difficulty Table 115 Timeline 14
Disruptor Damage 235 Tour of Duly Assignments 74
Dramatic Failure 117 Tour of Duty History73
KHARACTER SHEET!
RANK:
CURRENT ASSIGNMENT* r*v^iv *. .
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