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Lug25000 Star Trek TNG RPG Core Rules Compress

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THE NEXT

DESIGN: Christian Moore, Ross Isaacs, Kenneth Hite, Steve Long


DEVELOPMENTS Ross Isaacs, Christian Moore, B i l l Bridges, Andrew Creenberg, Kenneth Hite, Steve Long
STAR TREK<$> THE /Vtxr GENERATION™ LINE DEVELOPER: Ross Isaacs
ICON SYSTEM™ DESIGN: C h r i s t i a n Moore, Steve Long with Kenneth Hite, Ross Isaacs
AUTHORS: Edward Bolme, James Cambias, Andrew Creenberg, Harry Heckel, Kenneth Hite, Ross A. Isaacs, Robin D.
Laws, Steve Long, Christian Moore, Tim O'Brien, Chris Pramas, John Sncad, Greg Stolze
Janice Sellers
PRODUCT DEVELOPMENT, PARAMOUNT (AND SPIRITUAL GUIDANCE): Chip Carter
ADDITIONAL DESIGN AND CONTRIBUTIONS: Steve Bishop, Matthew Grau, Daniel Greenberg, Danny Landers,
Tim O'Brien, Owen Seyler

GRAPHIC DESIGN: Anthony N.Vayos


ADDITIONAL GRAPHIC DESIGN AND LAYOUT Paul Allen Timm
ART DIRECTION: Christian Moore
ORIGINAL ART: lohn Bridges, Carol Heyer, Mark Maxwell
ADDITIONAL PRODUCTION: Matthew Colville, Danny Landers

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.

Last Unicorn Games, Inc.


3740 Overland Avenue, Suite G
Los Angeles, California 90034
www.lastunicornEames.com

First Printing — August 1998.


Printed in Canada

Distributed to the book trade by Simon and Schuster, 1230 Avenue of the Americas, New York, NY 10020
STAR TREK® and all related marks ™, ® & © 1998 Paramount Pictures. All Rights Reserved. Last Unicorn Games authorized user.
© 1998 Last Unicorn Games, Inc.
Table of Contents
Introduction

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

Adventure Among the Stars 1 84


Shakedown Cruise 196

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.
. •

Ben's grandfather had .served .in


Starfleet aboard the 'U.S.S. Potemkin,
exploring the T'shona Expanse. He filled
'ffen's head with visions of alien vistas,
strange,celestial phenomenon and stories
of-anyenture. »§»'WSs eager, to follow m
his footsteps. It wouldnt be easy, he
' thought. Starfleet demanded the best.
Gradually, 'the Jigftfs^ dimfnedm the
• room, except, for. the 'stage. An older-
looking- man wearing a crisp Starfleet
• uniform strode to the podium. It was the
Commandant 'of the Adademy, here to
welcome tl~te new class ot cadets.. •
•. • . 9
I'm- here, Ben thought, really here.
Starfleet Academy.
As the Warbird decloaks off your in new and exciting ways. Ever wonder what it would
starboard bow, you brace for the final be like to command your own Ca/axy-class starship?
impact. The bridge viewscrcen appears To lead Away Teams on remote and mysterious
miles away, floating in a blinking Red worlds? Using the guidelines found in this book,
Alert haze. You look around the bridge you'll be able to experience these things and more.
at your crew, all working intently at their If you're a game fan who's been waiting for a Star
stations. This was supposed to be a routine patrol, Trek RPG for years, we hope this book (and those
you remind yourself. This wasn't supposed to which will follow) is the answer to your prayers. In its
happen. pages, you'll find detailed rules for creating Starfleet
characters and adventuring in one of the greatest
You manage to rise to your feet just as the third science fiction universes ever created. As an
torpedo broadsides your ship, throwing you to the experienced player, you can probably skip the
deck once again. "They've targeted Main remainder of this introduction and get right to
Engineering, Captain! Extensive damage to decks business. Turn to the Character Creation chapter, pick
eight through fourteen. Forward shields at eleven a character archetype and prepare for your journey
percent and falling." into the farthest reaches of the galaxy!

You stare grimly at the viewscreen as the Warbird


vanishes. Soon, it will reappear, probably for the last What Are Roleplaying Games?
time. You struggle into your chair under the expectant
gazes of your bridge crew. As you lean forward to The Star Trek: The Next Generation Roteplaying
give the final word, a slight smile begins to play at the Game- works a little differently from the games you're
edges of your mouth. probably used to. There is no board, no playing
pieces, no computer or video screen. The game is as
After all, you're a Starflcet officer, among the best rich and engaging as you care to make it; after a l l ,
and brightest in the galaxy, and you've been in worse everything you "see" and experience comes from
situations than this. Far worse... your own imagination, and the imaginations of your
friends. All you need is an open mind, a handful of
six-sided dice and a healthy dose of creativity.
Roleplaying games resemble a television series in

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

Who are the players in the Star Trek:


The /Vexf Generation RFC ? Unless
you've decided to take on the role of
Narrator, you are! Using the simple
guidelines presented in the Character
Creation chapter, you and your friends
can create any Starfleet characters you
want, from Andorian Security Officers to
Centauran Ship's Counselors. When you're finished, "becomes" the universe, telling the players what their
you'll be ready to embark on your first exciting characters see, hear and feel.
adventure in the Star Trek universe. It's also the Narrator's job to interpret the rules
When playing the Star Trek: TNC RFC, all of the and use them wisely. Players don't want to spend all
characters are collectively known as the Crew. In night rolling dice or arguing over rules. They want to
some roleplaying games, it can be difficult to bring have fun! Using the rules properly is a balancing act;
characters together at the beginning of a new series w h i l e the game hinges on adventure and storytelling,
or adventure. In the Star Trek: TNC RPG, the Crew interpreting the rules too loosely can lead to abuse.
makes this easy. Normally, each character w i l l be a You need to retain some structure in order to
member of the crew on a Starfleet vessel, assigned to maintain drama. Games where the characters
a station according to his specialty. Civilians or are invincible lack any sort of tension or
diplomatic personnel could enjoy temporary or danger.
permanent assignments aboard the same ship. As you Finally, it's the Narrator's job to
and your group become more experienced, Crews create engaging stories and adventures,
can be assigned to bigger and better starships, and to "play" the roles of any supporting
starbases, planetside facilities or anything else you cast characters with whom the players
and your Narrator can dream up! interact. W h i l e challenging at times, it
This is your chance to explore the wonders of the can be a lot of fun to roleplay a Klingon
Star Trek: The Next Generation universe on your c h i l d one minute and a Vulcan priest the
own, in your own way. Although it can occasionally next. So practice those snarls and furrow
be fun to re-create favorite episodes or characters those brows; you've got some acting
from the show, the fun of the game lies in creating ahead of you!
your own adventures, going beyond what you've In many ways, the Narrator has the
seen on television. Think of the Star Trek universe as most demanding job in the game. He
a grand stage, with you and your friends as the needs to be able to wear several hats at
actors. You're playing original characters, having once, and keep each element of an
adventures of your own. And you can tell the story episode—story, supporting cast, rules,
you want, descriptions—in constant motion. It's a
big job, but once you get the hang of it,
NARRATOR it can also be the most rewarding role in
the game. We give Narrators plenty of
So you've assembled a Crew and you're ready to advice in the chapter entitled To Boldly
play your first game of Star Trek: The Next Go,
Generation RPG. First, you'll need to choose one
player to be the Narrator. Think of the Narrator as the T H E RULES
director, producer and writer of the games your
group w i l l play. It's his job to direct and pace the There are no winners or losers in a
action in an episode, describing the story to the role-playing game. Although the Star
players as events unfold. In a sense, the Narrator Trek: The Next Generation RPG
may be u n u s u a l compared to the characters; they also tell you the rules of the game.
games you're used to (like chess or W h i l e you don't need to familiarize yourself with all
backgammon, for example), it does of the material in the Command and Sciences
have something in common with these sections of the book, you may find some of this
decidedly more traditional past-times: information interesting. Feel free to read it at your
it has rules that govern what you can leisure.
and cannot do. However, w h i l e traditional games are Narrators need to become f a m i l i a r with all three
often shaped entirely by iheir rules, the Star Trek: sections of the book. The chapters found in the
TNG RFC is shaped by the stories players tell. The Command section are of particular interest to the
ruies are present to enhance an episode or series and Narrator, since these chapters deal with the
allow it to flow more smoothly, and hopefully to intricacies of r u n n i n g a good Star Trek: TNC RPC
prevent any misunderstandings that might crop up session. The Command section contains information
along the way, on creating and r u n n i n g Star Trek episodes and
The Star Trek: The Next Generation RFC uses series, Crew interactions and starship battles. In
the Icon System, a basic rules system that attempts to short, the meat of any good Star Trek: The Next
explain and account for the random occurrences Generation game probably originates in one of the
your characters w i l l face during the course of an Command chapters.
episode. The Icon System was designed to be simple, If the Command section gives you the canvas for
elegant and easy-to-use. It was also designed to be your own Star Trek:TNG RPG series, the Sciences
open-ended and flexible; we know that players section provides the fine brushstrokes that give it life.
enjoy tailoring systems to their own tastes and the Chapters in the Sciences section detail many of the
tastes of their group, and the Star Trek: TNC RFC wonders and anomalies found throughout the Star
encourages such modification. Trek: The Next Generation universe. If you need
The guidelines presented in this book are yours new worlds or aliens for your existing game, or if you
to use or modify as you see fit. If you don't like want to create your own, check out the Galaxy and
something, change it. If you t h i n k we forgot Aliens chapters. Creatures lurk in their own section,
something, make it up. This is your game now and as do technology and starships.
the story, never the rules, should always remain the
primary focus. TOOLS OF THE TRADE
How TO USE THIS BOOK In addition to pencil and paper, you'll need some
six-sided dice to play the Star Trek: The Next
This book is divided into three distinct sections Generation Roleplaying Game. You can find dice in
- Command, Operations and Sciences. Players any good book or hobby store, or you can simply
should f a m i l i a r i z e themselves w i t h the chapters steal a few from a couple of those dusty old board
found in the Operations section of the book. These games l u r k i n g in the back of your closet. Make sure
chapters show you how to create and play that one die is a different color than the others.

It's a big universe...


If you like what you see in this book,
guess what? There's plenty more on the
way! Although t h i s volume contains
everything you need to play and enjoy
the Star Trek: TNG RPG for years to
come, Last Unicorn also produces many
other Star Trek products. These include
adventures, sourcebooks, miniatures and
boxed supplements. W h i l e none of these
products are required to play the game,
each of them is designed to expand and
enhance your Star Trek gaming
experience. Look for them at a book,
game or comic store near you.

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.

c: The scientific notation for the speed of light. For


example, a starship moving at .25c moves at one Dramatic Success: A successful Test which
quarter the speed of light. is six or more above the Difficulty
Number (for example, a Test Result of 12
when the Difficulty is 5). This indicates
Combined Test: A Test made by several characters an amazing success which may have
working together. The best Test Result acts as a base, especially beneficial results for the
and each additional successful result adds +1 to it; character.
failures may subtract from the total or delay
completion of the task.
Edge: Aspects of attributes which
represent a character's particular level of
Courage Points: Courage represents a character's talent (or lack of talent) with some
bravery, ingenuity and fortitude in the face of functions of an attribute. For example,
adversity. Characters use Courage Points to improve the edges associated with Intellect are
rolls and increase Test Results. A character's overall Logic and Perception. Edges range in
Courage Point total is sometimes referred to as his value from +2 to -2, and act as modifiers
Courage Pool, to related Tests.

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.

Template: A character creation tool w h i c h


Opposed Test: A Test (q.v.) which is opposed or represents the character's race or species, such as
resisted by another character; for example, a Human or Vulcan. Each Template includes the basic
character who uses his Stealth skill to sneak past a attributes and other abilities common to an average
guard w i l l engage in an Opposed Test with the guard, member of the race.
who uses his Search skill in an attempt to locate the
character. The character who rolls the highest Test
Result in an Opposed Test wins the Test. Test: Tests are dice rolls used to determine whether
a character succeeds with a particular action. Most
Tests are based on a skill + attribute, but there are
Overlay: A character creation tool which represents also Tests based solely on an attribute. Typically, the
the character's profession, such as Engineer or highest die rolled in a Test is added to the relevant
Doctor. Each Overlay includes the basic Skills and skill level; if that total, or Test Result, equals or
other abilities needed to perform the profession. exceeds the Difficulty of a task, the character
succeeds.

Renown: Renown measures how well-known a


character is. Renown has five Aspects (Aggression, Test Modifier: Circumstances which modify a Test.
Discipline, Initiative, Openness and Skill), and can These include edges, poor v i s i b i l i t y , using the off
be positive or negative. Each character starts the hand, being wounded or trying to perform tasks in
game with 1 point of Renown in one Aspect (player's zero gravity.
choice).

Wound Level: An indication of a character's current


Resistance: A character's ability to withstand injury status. There are seven Wound Levels:
damage. Resistance equals a character's (Fitness + Healthy, Stunned, Injured, Wounded, Incapacitated,
Vitality). If the character wears armor or other Near Death and Killed. A character can withstand a
protection, it w i l l add to his Resistance. number of points of damage equal to his Resistance
per Wound Level; when he takes more damage than
that, he drops to the next ievei.
«eso/f; Test Result. See Test.

Round: A measure of time in combat, equal to five


seconds.

Skill: A character's learned abilities, aptitudes and


knowledges. Examples include the ability to fire
energy weapons, the ability to diagnose illness and
perform surgery, and the ability to operate ship's
sensors. Skills range in value from 1 to 5 (and, rarely,
higher). Most skills have specializations (q.v,).
10
Skill Test: A Test (q.v.) in which a character rolls a
number of dice equal to the attribute upon which a
skill is based, and adds the highest result on any die
•he debate on the admission of Kerla It had
once1 again become heated. Assembled here
- ^is vaulted chamber sat the representatives
'ds of planets, the most dignified body in
Right now, they behaved a little less
aker of the Federation Council rose
, banging his gavel. "Order. Order in
the chamber!" he shouted.

Once the council members settled down.


Ambassador T'Pcl of Vulcan stood .it her seat,
smoothed her t -lothe* and asked for recognition, "h

«
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... "

)ur position, T'petf!" the Tetlarite


opa, shouted as he jumped to his
a should be admitted because it is
)t the Federation to admit new
members? That strikes me as circular logic," Topa
was baiting T'Pel, something he liked to do
'henever he could. The other delegates sat back to
watch the debate untold.

"Quite the contrary/' she .


deserves admission because of what il has ,.., ..-.,^,
the Federation," T'Pel didn't rise to the insult. She
never did.

Topa continued. "Need I remind you of their


historic ties w'tftS$jijjb!.f-)r'ons?f' Some delegates
murmured their agreement. "They have given safe
harbor to Orion Raiders, their capital hosts a
thriving black market, they sold... "

"It is precisely because of their ties to the


Orions that they should be admitted." It was T'Pel's
turn to interrupt. "It is because they are kept
utside the Federation that they must turn to the
Orions. There is an old Vulcan proverb..."

"They are a planet of thieves!" Topa raited. At


that, the lull erupted in a new wave of argument.
war against one another and the ottier nations 01 me
History world. Massive biological and chemical bombing,
unleashed primarily against civilians, annihilated
Despite its birth in one of the most violent periods in populations and destroyed entire cultures. Finally, in
galactic history, the United Federation of Planets 1996, an alliance of countries under the auspices of
(UFP) grew to become a beacon of hope. The wars the United Nations beat back the forces of the
which forged the UFP created a drive for peace supermen. One sect leader, Khan Noonian Singh,
which has not dimmed with the passage of time. escaped in a sleeper spaceship, the S.S. Botany Bay,
Even as the UFP grew, adding races as contradictory with several of his most fervent followers.
as the Tellcirites and Andorians or the Vulcans and In the wake of these horrors, the New United
Betazoids, it managed continuously to promote this Nations attempted to establish a single world
goal. government. A period of increased cooperation
While Earth and the UFP are inextricably linked, among nations lasted for a decade, but ultimately the
with humans playing key roles in its defense, politics movement toward world unity failed. Economic
and policies, no one can deny that other races have hardships imposed by the rebuilding efforts drained
been instrumental in its survival. No matter how wealthier countries, leading to increased
much friction the UFP's diversity creates, its benefits technological competition among nations. Each
far outweigh its problems. Anyone hoping to country linked advancements in science with
understand the modern UFP would do well to study military and economic strength. This period
how the more than 150 worlds managed to align and promoted interest in space flight, and several
work together, countries launched probes to the far ends of the
galaxy. Medical research produced cures for many
An Era of Strife diseases and provided extreme longevity to those
who could afford the treatments.
In 1992, the Eugenics Wars began when genetically Human rights suffered horribly as the years
superior humans seized control of forty different passed. In 2020, the wealthiest and most powerful
countries. These supermen used their forces to wage country in the world, the United States, established

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

Alpha Centauri improved immediately. A


Centauran delegation arrived in Paris, the
new capital, with gifts for the New Earth
Republic, and restarted the Renewal
Project. Vulcan reopened its embassy.
Most countries joined the New Earth
Republic by 2130, but f u l l ratification did
not occur until 21 50 when Australia, the
last hold-out, joined.
The New Earth Republic: spread to
the stars, founding new colonies and
encountering new races. Humans made
first contact w i t h Andoria and, after
i n i t i a l tensions, established cordial
relations. A Centauran ship using a Terran
warp drive made first contact with the
Tellarites. Exchanges and trade w i t h
these new worlds ushered in an era of
culture and scientific breakthroughs. A
century after the outbreak of World War
III, humanity found itself in a new golden
age, Romulan-Earth War, and all five planets agreed that a
unified governing body would benefit each member.
Romulan War After several formal and informal meetings, including
the Terran Conventions of 2160 {so named because
This period of peace ended when Earth encountered the Terrans convened the conference), they drafted
the Romulans. From 2156 to 2160, Earth found itself the Articles of Federation and ratified them shortly
in its first interstellar conflict. Vessels armed with thereafter.
atomic weapons dueled in space and threatened
each other's worlds. Earth's warp drives proved a A New Age
decisive advantage and, Earth forces outmaneuvered
the Romulans, decisively defeating them at the Battle The United Federation of Planets was incorporated in
of Cheron. After this h u m i l i a t i n g defeat, both sides 2161 with a constitution devoted to the fundamental
negotiated a peace via subspace radio, without ever rights of the i n d i v i d u a l and dedicated to the
seeing each other. The Romulans agreed to the Treaty promotion of peace. Its member planets formed an
of Cheron, which ended hostilities and established intergalactic Starfleet using technology and crews
the Romulan Neutral Zone, violation of which both from each of the five member races. Starfleet would
sides would consider an act of war. serve as the Federation's scientific, exploratory and
The Romulan War worried not only Earth but defensive arm.
also her allies. Alpha Centauri, Andoria, Tellar and It did not take long for Federation membership to
Vulcan all considered providing Earth with military prove its worth. The free flow of information and
aid but settled on providing medical supplies and technology led to rapid advances, like the Daedalus-
allowing refugees access to their home planets and class starship, b u i l t with technology and materials
colonies. This cooperation continued after the from all five worlds.
Daeda/tjs-clas5 starships enjoyed
tremendous success during t h e i r
^_^^_ operational lifetime. Their crews explored
hundreds of new worlds, contacted
many new civilizations and recruited
several new races for Federation
membership. These times were not
without incident, however, and although
some starships vanished and a few
incidents occurred with newly
encountered races, for the first fifty years
the Federation enjoyed peace, prosperity
and continued growth. Advances in
science and technology improved the
lives of billions of Federation citizens,
while cultural exchanges solidified ties
between worlds.
Not all first encounters ended
positively. First contact with the Klingons
occurred in 2218, followed shortly
thereafter by the Klingon massacre of a
Federation diplomatic team and the
seizure of their ship. This inauspicious encounter led Council allowed Axanarian agression to stand, they
to a century of conflict between the two cultures, and would withdraw.
to the UFP's adoption of the Prime Directive Captain Garth of Izar commanded a fleet of
forbidding contact with less-developed species. Starfleet ships sent to confront Axanar. A terrible
Tension turned to hostility and conflict in 2223, battle ensued, during which Starfleet's forces fought
leading to the famous Battle of Donatu V {near the f u l l might of Axanar's military. Captain Garth's
Sherman's Planet) in 2242. b r i l l i a n t tactics and the courage of countless Starfleet
officers f i n a l l y defeated the Axanarian fleet. Garth
negotiated a disarmament treaty with Axanar and
An Age of Discovery liberated Axanar's new "colonies."The treaty allowed
the government of Axanar to remain in power, but
The launch of the first Const/tuf/on-class starship, as barred them from Federation membership. Garth of
exemplified by the U.S.S. Enterprise, ushered in a Izar's tactics and diplomacy skills became required
new era for the Federation. These starships could reading at Starfleet Academy.
travel at greater speeds and for longer durations than James T. Kirk, one of the cadets at Starfleet
earlier exploratory vessels. In 2245, the San Academy who studied Garth tactics, took command
Francisco Yards facility launched the starship of the U.S.S. Enterprise in 2264, following the
Enterprise for its first five-year mission, commanded starship's two successful five-year missions under
by Captain Robert April. Captain Christopher Pike. Captain Kirk and the crew
This era presented the Federation with incredible of the Enterprise distinguished themselves in all areas
opportunities and challenges, starting with the of space exploration, charting many new planets and
Axanar Rebellion, which threatened to tear the UFP encountering many new civilizations, all w h i l e
apart. A proud starfaring race with numerous colony protecting the Federation and its citizens. No matter
worlds, the Axanarians applied for Federation what the circumstances, the Enterprise never
membership despite their lack of relaible warp drives wavered in carrying the spirit of the Federation to the
and advanced weaponry. stars.
Misunderstanding the true goals of the In 2266, the Enterprise detected a Romulan
Federation, the Axanarian fleet covertly conquered violation of the Neutral Zone, the first in a century,
several nonmember worlds and presented their new possibly in response to increased Federation activity
"tribute" to the Federation ambassador stationed on along the border. In a tense confrontation, the
Axanar. Outraged, he demanded Axanar's Enterprise faced down Romulans who wished to test
application for membership be denied. The Federation resolve, thus discovering the most
Axanarian government protested, c l a i m i n g the significant advance in Romulan technology — a
Federation was naive, and threatened military action cloaking device capable of rendering Romulan
against member worlds. starships invisible.
Debate raged in the Federation Council on what In addition to encounters with the Romulans, the
action to take; never before had it denied a potential Enterprise found itself in frequent conflict with the
member world. Neighboring systems demanded the Klingons. Despite Kirk's presence (or perhaps
Federation take action against Axanar, w h i l e several because of it), when the Organians — powerful
UFP members announced that if the Federation energy entities posing as humanoids — averted war
between the Federation and the Klingon Empire, he
became notorious among
Klingon military leaders.
Despite the hostilities, many
worlds joined the UFP between
2264 and 2269. Coridan, a
world rich in di l i t h i u m , a
mineral essential to warp drive
engines, proved the most
controversial. A l l e g a t i o n s of
illegal m i n i n g activities on
Coridan jeopardized its
application for membership.
Orion operatives, hoping to
take advantage of Coridan's
resources, attempted to
sabotage the planet's petition.
The Orions targeted the Babel
Conference of 2267, where
representatives from across the
Federation met to consider
Coridan's admission. It took the
Enterprise crew to foil the
18 Orions' plan and Vulcan
Ambassador Sarek to speak on
behalf of Coridan to earn the planet's
admission.

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

obsolete. nrpAiAV rVH^WH^M** P *W

Peace f i n a l l y arrived for the


Federation and the Kltngon Empire. The
Organian Peace Treaty kept open war
from erupting, but relations were strained
at best. The relationship reached the
breaking point when the Klingons
demanded the extradition of Admiral
James Kirk for crimes against them in mmmmmm
2286, a demand the Federation Council
rebuffed. Then, in 2293, the Praxis moon
orbiting the Klingon homeworld
exploded. This led to the Khitonner Accords, which reasons still unclear to Federation observers, the
demilitarized the Klingon Neutral Zone. A gradual Romulans went into a period of isolation following
easing of tensions followed. The rescue of a Klingon the Treaty of Algeron.
outpost at Narenda III by the U.S.S. Enterprise-C in Threats to galactic peace did not disappear with
2344 and the Intrepid's assistance after a Romulan the Romulans, however. In 2335, Federation
attack on Khitomer two years later led to an alliance advances across the Alpha Quadrant were halted by
in 2352 between these adversaries. first contact with the Cardassians. I n i t i a l l y , the
Relations with the Romulans fared far worse. Cardassians remained ambivalent to the Federation's
Conflict with the Romulan Star Empire escalated, peaceful overtures. Then in 2347 the Cardassians,
with both sides accusing the other of violating the erroneously fearing a massive attack from the
Neutral Zone, until these tensions erupted in the Federation outpost at Setlik I I I , launched a
Tomed Incident of 2 3 1 1 . This battle with the preemptive strike. For the next several years,
Romulans cost thousands of Federation lives. The two hostilities continued between the Federation and the
sides signed the Treaty of Algeron, which reaffirmed Cardassian Union as the governments contested
the Romulan Neutral Zone, in the aftermath of the colonies along their shared border.
conflict. As part of the treaty, the Federation also Despite these conflicts, the Federation expanded
agreed not to pursue cloaking technology. For significantly during these years, with Betazed and
Belarus IX as two of the most
notable new member
worlds. Crowing numbers of
colonies provided new
resources for core worlds
and most Federation citizens
enjoyed increasing
prosperity. Technological
advances improved the
q u a l i t y of life for most
Federation members, setting
the stage for a new period of
expansion and discovery.

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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Most Starfleet personnel receive several different
Life in Starfleet postings during their career, traveling from planet to
starbase or from starship to starship. These postings
As an instrument of policy for the United Federation generally last for a predetermined amount of time, as
of Planets, Starfleet has proven itself a remarkable with the once-common five-year missions, though
organization. Though not a military organization, Starfleet does assign people to duty-specific
Starfleet draws upon the rich history and traditions of missions, like serving on a starbase near the Neutral
Earth's maritime navies. U n l i k e military organizations Zone during periods of heightened tensions.
of old, it's primary missions are diplomatic and
exploratory - - Slarflcet personnel seek out new
civilizations, discover new planets, investigate the A Career Among the Stars
u n k n o w n and pursue peace and understanding
between the sentient species they encounter, Starfleet Life for most people living in the United Federation
leaders are especially proud of their successes in of Planets is safe and unthreatening. W h i l e they have
advancing science, especially the fields of much to occupy their lives, they rarely have to fear
exobiology, warp propulsion and interstellar danger or the unknown. Starfleet personnel, on the
navigation, among others. other hand, seek out and embrace the least
While starship posts generally carry the most understood aspects of space. New races, stellar
prestige and admiration, at least among the general anomalies, cutting-edge science and unexplored
public, only a minority of Starfleet's men and women solar systems attract them to their jobs and provide
earn such plum assignments. Most get stationed on innumerable opportunities for adventure.
planets and starbases, carrying out the duties These factors make starship postings the most
necessary to keep such a huge organization popular and glamorous jobs in Starfleet, despite their
operating. Some have roving posts, t r a v e l i n g comparative danger. Even starships which travel
wherever Starfleet needs them at any given time. popular routes in the heart of Federation space have
Starfleet tries to assign personnel to duties to worry about pirates, navigational hazards, fatal
according to their desires and tries to f u l f i l l as many malfunctions and occasional a l i e n incursions.
of these requests as possible, but the most popular Starships traveling the more distant areas of
assignments require either years of experience or a Federation space, especially those assigned to
great deal of s k i l l . Starfleet takes great care to ensure exploration missions, face even greater dangers
that factors unrelated to someone's a b i l i t i e s have (which in turn attracts many of Starfleet's best and
little impact on their appointments. Ability and brightest officers).
temperament are the keys to all posts. Of course, much of what Starfleet does is still
routine. Even a C^/axy-class starship venturing deep
into unexplored space has to maintain its equipment,
take care of the health and welfare of the crew, report
to Starfleet, monitor the status of nearby Federation
installations and their transmissions, and carry out
Sheila wonts to play o hot-shot pilot with a special interest in scientific experiments.
Romulons and a knack for getting into trouble. These character
examples will follow her career as well os some of her scrapes with As a Flight Control Officer, Ensign
Alessara spends most of her working time
Starfleet rules and regulations. on the bridge, keeping the ship on course,
making small adjustments to its speed and
Ensign Alessaro, a recent Storfleet Academy graduate, receives the heading, studying sensor sweeps of nearby
assignment of her dreams — o post as a Flight Control Officer on space, plotting future courses and devising
the I/.S.S. Discovery, a Webi/to-class starship assigned primarily to contingency plans for anticipated
difficulties. Off duty she continues to
exploration duties. Despite her exemplary skills as a pilot, Alessara expand her knowledge of Romulan culture
began her career with o one-year stint on Storbase 84, near the and languages and has begun studying
advanced combat techniques with one of
Romulan Neutral Zone. While this was not her first assignment the Discovery's security specialists,
choice, it gave her the chance to learn a great deal about the Lieutenant Sark.
Romulans, a race that has always fascinated her, ond to fly o wide
variety of craft on short missions. Positions by Branch
While Starfleet offers its personnel a wide variety of
Still, she has long dreamed of flying a starship into unexplored branches from which to choose, the Command,
space, and the Discovery offers that chance. Additionally, serving Operations and Science branches have the most
members. Starfleet reassigns some as needed, or as
well on such a ship often provides numerous opportunities for their talents and aptitudes become clear. Others ask
promotions, though she knows it is not unusual to spend three or for transfers from branch to branch, but most choose
more years as an ensign. So, with dreams of fascinating discoveries a branch at the start of their careers and stay with it.
What follow are short descriptions of these branches
and limitless advancement, she flies off to where no one has gone as well as some of the positions characters f i l l . Most
before. of these are bridge positions; many of the other
positions which exist throughout a ship can
be found under Shipboard Positions, below.

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,

• Commanding Officer Every Starfleet


facility has a single commanding officer
responsible for the safety of her crew and
the success of their missions. She has final
accountability for any actions taken by her
facility or her crew, and Starfleet goes to
great lengths to prepare a CO for the job
she must handle, including the
interpretation and execution of Starfleet
rules and regulations. All commanding officers are the Enterprise-D before being promoted to f u l l
rigorously screened and tested, undergoing a lieutenant and chief engineer.
battery of psychological, physical and a b i l i t y
exams. A superlative example of a starship CO is Chief Engineer The Chief Engineer is responsible
Captain Picard of the U.S.5. Enterprise-D, w h i l e for the condition of all equipment on a Starfleet
Commander Benjamin Sisko of Deep Space 9 facility or ship. He oversees maintenance, handles
represents an excellent starbase CO. repairs and requisitions needed equipment. He
also commands repair teams d u r i n g c r i s i s
• Executive Officer Besides leading a facility when situations. U n l i k e most other starship offices, his
the Commanding Officer is u n a b l e to, the XO primary post is not on the bridge but in the
(sometimes called the first officer) often assists the engineering section, Geordi La Forge assumed the
CO and serves as liason with the crew. He oversees duties of chief engineer of the U.S.5. Enterprise-D
a ship or base's day-to-day operations and advises for most of its voyages.
the CO on important matters. W h i l e Starfleet
expects XO's to anticipate and resolve Operations Management Officer The Operations
confrontations in a nonviolent manner, it provides Manager, also known as the Ops, has the primary
them extensive training in battle maneuvers. The responsibility of ensuring that ship functions -
role of XO on the U.S.S. Enterprise-!.) is f i l l e d by such as use of the lateral sensor arrays — do not
Commander William Riker. interfere with one another. She must prioritize
resource allocations ( i n c l u d i n g physical resources
OPERATIONS l i k e phasers, technical resources like energy and
The Operations branch covers the widest variety personnel resources like Away Teams) so that the
of duties, handling everything from engineering to most critical activities can have every chance of
security to maintenance. It has a large number of success. She can curtail any shipboard functions if
departments and subcatcgories l i k e Advanced she thinks they w i l l interfere with the ship's current
Tactical, Environmental Systems and mission or routine operations. Lt. Commander
Communications. Talented members of Operations Data performs Ops duties on the Enterprise's
often j>o into Command, taking control of ships after bridge.
proving themselves. Sometimes, Command
personnel transfer to Operations, as well. Mission Operations Officer: The Mission Ops
primarily serves as a backup to Ops, but also serves
• Flight Control Officer Also known as the Conn, a as a starship or base's main l i n k to any Away Teams.
Flight Control Officer must always be present on He monitors all Away Team communications and
the bridge of a starship. She plots courses, advises Ops accordingly.
supervises the computer's piloting, corrects any
flight deviations and pilots the ship m a n u a l l y when Environmental Systems Officer This position,
needed. On starbases and planetary bases Flight though t e c h n i c a l l y under the chief engineer,
Control Officers have far less to do but are still m a i n l y works as a deputy Operations Manager,
present. All Starfleet bases have some spaceship advising the current Ops as to the status of life
capabilities, and their Conn officers pilot these support. Environmental Services posts often
ships as needed. This is often a proving ground for assume critical importance during yellow and red
new Conn officers until they earn a berth on a alerts.
starship. Geordi La Forge once held the Conn on
Tactical Officer The Tactical Officer is responsible duty, even a commanding officer. The chief
for handling both internal and external threats, and medical officer also oversees all sick bay activities.
usually has the additional role of senior tactical Doctor Beverly Crusher serves as CMO on the
officer. He commands security teams throughout U.S.S. Enterprise-D on the majority of its missions.
the facility or ship and oversees the handling of any
prisoners and ship defense. He often has a second • Counselor Because of their training in psychology,
tactical officer to assist him and take his post if he technically the ship's Counselor is considered part
is incapacitated. Worf administers security details of Starfleet Medical. Found generally on starships
on the Enterprisc-D. which undertake frequent diplomatic missions or
have large crews, the counselor is responsible both
SCIENCE for advising the commanding officer in dealing
Science handles most of Starfleet's research and with other people and races, and in helping crew
development, though Starfleet encourages all its members with personal, psychological and
personnel to experiment and make scientific emotional problems. Deanna Troi, the Betazoid
i n q u i r i e s . Scientists on board Starfleet vessels Counselor of the U.S.S. Enterprise, uses her
sometimes see new phenomena before any other empathic abilities to aid in her duties. While
people, encountering new forms of matter and Starfleet has enjoyed remarkable success with such
energy and making breakthrough discoveries. In the empathic and telepathic counselors, many
past starships often had science officers to coordinate counselors without these talents do their jobs
their experiments and advise the captain on such admirably.
matters; since then Starfleet has found that a wide
variety of experts can provide better advice.
Specialists have taken over these roles, and most
Shipboard Positions
commanding officers meet with an entire staff to hear It takes hundreds of personnel to staff a starship or
all their recommendations. In many cases CO's w i l l starbase. For every Chief Engineer and Chief Tactical
have one or two experts who consolidate technical Officer, hundreds of additional personnel see to the
information and give clear and concise advice. daily operations associated with their departments —
Computer Systems Analysts, Botanists and Phaser
MEDICAL technicians. Although players w i l l most often portray
Starfleet Medical is grouped alongside the characters vital to the operation of a starship -
Science division. It includes all personnel in Starfleet glamorous positions like Flight Control, Chief
specializing in the physical treatment and care of Medical Officer or Security Chief — they might also
lifeforms. Equipped with state-of-the-art equipment, portray characters assigned to other duties. Below are
Starfleet's doctors can handle a variety of alien listed several shipboard positions.
plagues and viruses, treat previously unknown
lifeforms and perform valuable medical research. Engineering
Engineering is in charge of maintaining every
• Chief Medical Officer A chief medical officer does ship system at optimal efficiency. It requires hard
more than patch up injured crew members. His work and dedication for a career below deck, but
main function is to ensure that they don't get sick every time a system runs without a hitch, it's a
or injured to begin with, and to this end monitors personal affirmation to the technician who last \
their health and conditioning. If necessary, the repaired it. An engineering technician often becomes
Chief Medical Officer can remove anyone from quite attached to his part of a ship, taking it
personally anytime it suffers a disparaging
comment.
MMM Sensor Maintenance — Main
deflector array, probes.
Shuttlecraft Maintenance - All
shuttlecraft (shipboard and v i s i t i n g ) and
hangar bays.
Structural Engineer — Space frame,
superstructure, materials.
Warp Drive Engineer — Dilithium
crystals, warp field theory.
Matter/Energy Engineer
Transporters, replicators.
Environmental Engineer - - Inertia!
dampeners, gravity systems, life support.
Operations
A number of tasks ensure the efficiency of
starship operations. Without a well trained
transporter technician, mishaps during beam-
40 up can go terribly wrong, and a Sensor
Specialist is quite handy in reading even the
most minute signals received by the deflector
dish.
Computer Technician Operates
computer, maintains computer core.
Transporter Technician Beams
individuals and teams to and from ship.
Sensor Specialist — Assures sensors are
at optimal efficiency and oversees computer
reca Iterations for specialty tasks.
Medical Technician — Assists the Chief
ML'dical Officer in sick bay.
Duty Officer — Each department has an
officer charged with a s s i g n i n g the duty
rosters of that department. On smaller ships,
this task is usually performed by one of the
officers, such as the Chief Engineer for
engineering and the Security Chief for
security.

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.

Promotion and Advancement


Starfleet takes promotion very seriously, weighing
many factors before accepting or rejecting such
advancement. Requests for promotions generally
come from one's superior officers, who submit them
to Starfleet headquarters on Earth. There Starfleet's
promotions board analyzes and assesses the career of
the officer in question and the new duties he would
f u l f i l l . If the promotion seems warranted the board
w i l l approve it, and it takes effect immediately. If it
rejects it, a board member may or may not write a
note explaining its decision.
The board can also promote people without
being asked. Starfleet computers keep track of the
careers of all its personnel and will flag individuals
who have provided meritorious service without
44 receiving commensurate recognition. These kinds of
promotions are far rarer than those recommended by
superior officers.
reward. Starfleet personnel receive all they need to
perform their duties, and live comfortably. While on
Starfleet facilities, an officer can always use a
replicator to obtain what he needs.
There are times, however, when Starfleet officers
find themselves in situations where currency is
required, typically w h i l e planetside, dealing with
non-aligned planets or w h i l e on shore-leave.
Starfleet assigns each ship an amount of credits to be
used at the captain's discretion, such as for use
during trade negotiations. In addition, an officer
might like to purchase a momento of their visit, such
asa Ho/ftcJ'bn orVukan lute, or sample some of the
lot.il cuisine, l i k e hasperat or plomcek soup, and
local proprietors certainly expect payment for their
work. For these times, Starfleet provides t h e i r
personnel with Federation credits.

Example: Ensign Alessara, after several


months in space, enjoys a few days of rest
and relaxation at the starbase on Dessica
II. As she peruses the narrow streets of the
marketplace, she spies a bolt of fabric that Starfleet personnel, b u i l d spaceships because that's
catches her fancy. Although she could their job.
attempt to program the replicator to create
a facsimile, she decides she'd rather have
the hand-made cloth. After negotiating a Regulations and
price with the shopkeeper, she agrees to a
price. He presents her with a PADD on
General Orders
which he records the transaction, and
Alessara provides a thumhprint To keep the men and women of Starfleet working at
authorization. Later in the day, a number of peak efficiency and in maximum harmony, Starfleet
credits are transferred out of the starship's created a wide variety of orders, regulations, policies
account. and suggestions for them to follow. What began as a
loose collection of guidelines drawn from Starfleet's
Sometimes, the use of Federation credits would be predecessors l i k e Earth's m a r i t i m e navies, these
inappropriate, such as during a surruptitious survey guidelines changed and grew with Starfleet. During
mission or when it would violate the Prime Directive. the centuries since the UFP established Starfleet, its
In these cases, Starfleet assigns local currency to official rules and regulations have grown to fill
crew member1;, much l i k e any other necessary volumes of books and kiloquads of computer
equipment. Great care is taken not to potentially memory.
destablize the local economy by devaluing the local Despite the prodigious quantity of guidelines
currency with a flood of 'counterfeit' money. When Starfleet's leaders have created, they know they
the Federation plans to make contact with a new cannot begin to anticipate every event or conflict
planet, for example, Starfleet protocol allows for a their crews w i l l face. As a result, their objective in
small amount of money for undercover observers. creating guidelines has always been to leave them
On non-aligned or pre-warp planets, however, open enough to provide officers room to maneuver
Starfleet personnel must barter goods to acquire local while definite enough to give them some direction.
currency, After a l l , Starfleet is not a collection of laws and
dictums but an organization of h i g h l y talented, well-
Example: Ensign Alessara is chosen to trained sentient beings. Starfleet spent years
accompany a Starfleet observation team to developing tests to identify the best and brightest the
Ce/o ///, to study their pre-warp society. UFP has to offer, and even more effort went into
Alessara ventures down to sickbay for a preparing them for their careers. After this much
surgical disguise and replicates a typical effort has gone into getting its officers ready, Starfleet
Cellosian outfit. She also replicates some Command knows that it must trust them. They must
trinkets to trade, just in case she needs to operate far from home, h a n d l i n g unanticipated
purchase goods or services during the problems without relying on their superiors.
mission. This does not mean that Starfleet allows its
representatives to go about unsupervised.
Finally, the economics of constructing Starfleet Commanding officers bear responsibility for their
facilities — starships and starbases — depend less on subordinates, and any mistake on their parts reflects
financial considerations. I n d u s t r i a l replicators on their own superiors. Thus Starfleet has created a
produce components as needed, and on a large chain of command where each link supports every
scale. Starfleet's Corps of Engineers, like any other other l i n k . It also means that Starfleet expects every
l i n k to he able to think for itself and to handle almost
any situation.

Types of Rules and Regulations


Starfleet divides its rules and regulations into several
different categories. The most important ones -
those that apply to everyone in Starfleet and often
have parallels in Federation law — are the "general
orders." Regulations cover most Starfleet operations,
but most officers only memorize those regulations
that affect their jobs or orders. For instance, while
most engineers know Regulation 42/15 regarding
impulse engines, few security officers are even aware
of its existence. Directives are short-term orders from
superior officers regarding conduct during specific
circumstances. Once those circumstances end, so do
the directives. Finally, Starfleet has many guidelines
— codes of conduct which its personnel are strongly
recommended to abide by, but which Starfleet
understands are not always appropriate.

STARDATES reprimand, a temporary reduction in rank or even a


full court martial. For instance, failure to check on
,.. ,
A stored system of timekeeping used to provide gate
the deflector shields during an alert is a far more
serious violation than is improperly f i l i n g a
maintenance report — unless that improperly filed
temporal reference, stardotes take into account such things as report causes damage to the ship's equipment or
relativist time dilation, warp-speed displacement, and other personnel.
peculiarities of inteistellar travel, in short, make them up as you
DIRECTIVES
go. Fot reference, over the seven years (from 2364 to 2370} that While directives do not carry the full weight of a
the fntefpr/se-O operated during Sfor M; fte Nexf regulation or general order, they still have the full
148,. 47988.1. backing of Starfleet — unless Starfleet later
determines them to have been ill considered or made
in bad faith. Directives usually come from one's
superior officers and provide orders and specific
GENERAL ORDERS ways to handle missions.
Perhaps the most famous general order is
General Order 1i The Prime Directive. It prohibits Ensign Alessara joins an Away Team to
interference in the affairs of nonstarfaring cultures the newly discovered planet Ce/o III, for an
and applies to civilians as well as Starfleet personnel. observation mission to evaluate their pre-
Starfleet personnel, however, are expected to warp society. Prior to transporting down to
surrender their own lives before permitting a the surface, the captain directs the group
violation of this general order. Other general orders to maintain strict communicator silence,
cover such areas as appropriate responses to danger, because the Celosians have primitive radio
interdicted planets and the carrying out of specific technology and might intercept the
missions. message. While on the planet. Ensign
I
Alessara sees a Romulan on a crowded
REGULATIONS Ce/os/an street. Sheila, playing Alessara,
Regulations generally cover specific jobs and forgets the captain's directive and has her
operations. For instance, regulations require that a character contact the ship.
starship undergoing a yellow alert take its deflector
shields to standby status. Though a computer usually Violating a directive is generally handled like
handles this, it is up to Tactical to ensure compliance. breaching a regulation, but it rarely ends in a court
By the same token, Engineering needs to make sure martial. Still, if such a violation leads to injury or
the warp and impulse engines are operational. damage to property, a court martial might be
Regulations also cover many of the most routine necessary.
aspects of Starfleet life — who has access to what
areas of a ship or starbase, what times shifts change, GUIDELINES
how often people get vacations and even how people Since Starfleet cannot anticipate every
can wear their hair. eventuality, it often finds it useful to create guidelines
46 Breach of a regulation is usually handled with instead of regulations. This way its personnel know
disciplinary action determined by one's superior what is expected of them and will act accordingly in
officer. This can be a verbal warning, a written unexpected circumstances. The most important
guideline Starfleet gives its starship officers is that premises are not violated. For instance, a witness has
they only use violence as a iast resort, and only when the right to make a statement before being
there is no other solution to a problem. Starfleef questioned in a hearing or trial, and judges have
expects its people to be the type who don't get into been known to give them great leeway in what they
bar brawls. Starfleet personnel should manage to are allowed to say — up u n t i l the point it might
defuse the situation before it ever happens, or else adversely affect the trial.
leave the bar. They should carry this attitude into any
encounter they have.
Away Teams need guidelines more than they do
Creating Rules and Regulations
regulations. Away Teams encounter the widest variety Narrators can use rules and regulations to great
of circumstances, and no regulation is right for every effect. They establish the parameters w i t h i n which
situation. The most common form of Away Team the characters must act, and their very existence
involves trained officers sent to a planet's surface to helps players use their creativity to fulfill them — or
explore or carry out special operations. Since these get around them. Since Starfleet does not create these
functions often place its people in dangerous without reason, Narrators should make sure that they
situations, Starfleet has come up with a host of serve some purpose. Forbidding the transport of
guidelines designed to keep them safe and help them phasers down to a planet's surface only makes sense
carry out their duties. All Away Team preparations, if their existence offends the planet's population or
procedures and activities are supervised from the the atmosphere causes phasers to explode when
vessel or base by the Mission Operations Officer, also fired.
known as Mission Ops.
What follows is an excerpt taken from the
Starfleet Away Team Guidelines:
Orders and Regulations in Practice
REALITIES OF F I E L D COMMAND AND DUTY
• Away Team personnel should maintain accurate Orders in Star Trek often tend to be a bit
records of their actions and observations. "flexible." Remember that the game is about personal
• Away Team members should always strive to stay courage and personal s k i l l . If a player has good
within eyesight of one another and in reason (one tied to the development of the story) to
communication with the Mission Ops. "interpret" an order he is given, the Narrator should
• Away Teams should only take away what they allow it to a degree. Of course, such actions may
must and leave behind as l i t t l e as possible. have an impact {good or bad) on the character's
• Away Teams are to do everything in their power Renown, Rules and regulations are a way for
to avoid entering hostilities. Narrators to remind players of the responsibilities of
• Encountered beings are to be treated with respect being in Starfleet. For instance:
and dignity.
• If hostilities prove unavoidable or if the Away During this weed's adventure, Ensign
Team is attacked, the Away Team is to end the Alessara and Lieutenant Sark uncover a
combat with as little damage to themselves or disguised Romulan agent on Celo III, and
their opponents as possible. Lethal damage is to investigate matters further. They discover
be avoided at all costs. that the Romulan is using the planet as a
• Away Teams must establish containment and rendezvous with a Romulan warbird.
eradication protocols before transporting lieutenant Sark's player decides to take
potentially infectious agents onto a starship or matters into his own hands, and foil the
base. spy's plans.

Of course, all general orders and


regulations remain in effect for an Away
Team. Thus an Away Team must do
everything in its power to avoid contact with
a non starfaring race, and must not leave any
trace that it visited that race's world.

THE UNIFORM CODE OF J U S T I C E


Punishments for violating regulations
range from an unwritten warning to lifetime
imprisonment, Starfleet understands that
there are times when the regulations do not
apply, however, so they try to make up for
lapses in the regulations through exhaustive
training programs.
The Uniform Code of Justice is the
foundation of the Federation's legal system
and ensures the rights of the accused, the
accuser and any witnesses. Even court
martials are handled under its guidelines, and
judges go to great lengths to ensure that its
Sark dresses Ensign Alessara up like a • Alessara took adequate precautions to
local constable and sends her into the avoid contaminating the planet, and in
neighborhood where he suspects the fact her efforts to stop the robbery
Romu/an is hiding. Meanwhile, Sark hides helped maintain her cover; and
and waits for the spy to try to escape this • Sark took adequate precautions to
police intrusion. When he does, Sark stuns prevent anyone from seeing his phaser
him with his phaser, and discovers the use.
plans to Starbase 84 hidden on the
Romulan. Then he transports him up to the The captain lets the two off with a verbal
Discovery. Atessara follows a little later, warning about following orders and a
explaining that she was delayed when one commendation for recovering the plans.
of the natives in the neighborhood called
on her to stop a robbery. Overall, a good FOLLOWING ORDERS
adventure. Although Starfleet understands that every rule
When the Alessara and Sark return, the cannot be obeyed all the time, it takes a harsh look
Narrator, playing the role of the captain, at anyone who violates them without very good
asks them for a report on what happened reason. Player characters w i l l have to come up with
on the planet. Concerning the character very good rationales for their actions if they do
most are: violate Starfleet policies, and they should expect
• Alessara's violation of the directive investigators to pick apart their stories. Although such
regarding communications; "interpretations" can be a fun and challenging aspect
• Atessara's posing as an official of a of the game when used sparingly, the Narrator must
planetary government; and be careful that players don't begin to abuse the
• Sark's phaser use to capture the spy, privilege.
potentially calling attention to himself
among the locals (a non-spacefaring
species). Mission Types
After Sark and Alessara explain their
actions (and present the plans for Starbase Starfleet has long emphasized the a b i l i t y of its ships,
84), the Narrator (in the voice of the bases and people to handle a wide variety of
captain) reminds the players that: missions and assignments successfully. While its
• Alessara should not have communicated specialists are among the Federation's best, most of
with the Discovery, as per his directive; its personnel can carry out a range of duties. Thus
many of its starships, especially those on the
frontiers, are given a variety of responsibilities.

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.

RED ALERT MODE


Red Alert is the highest level of activity most
ships can reach. It is only declared when the ship or
its personnel are immediately threatened. Almost the
entire crew takes its primary or secondary stations.
Warp power and main impulse systems become f u l l y
operational. All phaser banks and photon torpedo
launchers energize to partial standby; one photon
torpedo arms, though Tactical or Operations can
cancel this. Deflector shields go up. Sensors check
all ship-board activity and notify security of anything
out of the ordinary. The ship's computer runs Level 4
diagnostics on all primary and tactical systems every
five minutes. Long-range and tactical sensors
become operational and all other uses of the sensors
are canceled ( b a r r i n g override from Ops). All
shuttlebays get ready to launch their vessels. Barriers
and force fields go up between compartments to
isolate any damage or danger that may occur.

EXTERNAL SUPPORT MODE


Starships are at their most v u l n e r a b l e during
External Support Mode, so it is only allowed when
they have docked at a support facility. Much of the
ship shuts down w h i l e it undergoes repairs,
maintenance and upgrades. It takes most ships some
time (days in some cases) to re-achieve Cruise Mode
after this. Tho Entorprise-O's visit to the Remmler
array for a baryon sweep is an example.
Most ships have additional modes based on their
needs and abilities. For instance, Ca/axy-class ships
also have Separated F l i g h t Mode for when the saucer
section separates, and a Reduced Power Mode for
crisis situations.

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.

Certain concepts might not be appropriate for life


in Starfleet, such as escaped c r i m i n a l s or
underhanded con men. One possibility, if a player
wants to play a character that doesn't fit the Starfleet
ideal, is to talk with the Narrator about finding a way
to fit such a character into the Star Trek milieu.
Characters who strive to go beyond their past or their
ANDORIAN SECURITY OFFICER
Fitness 4
Strength 4!
Vitality+2(1)
Coordination 2
Reaction + VULCAN SCIENCE OFFICER
Intellect 3
Logic-1
Perception +1 Fitness 2
Presence 2 Strength*)
Willpower 4! Coordination 2
PsiO '•
Stiffs Presence 2
Athletics (Lifting) 1 (2)
Computer (Programming) 1 (2)
Culture (Andorion) 2 (3)
Dodge 2 Range -1
Energy Weapon (Phaser) 3 (4)
History (Andorion) 1 (2)
(Federation) (2) Computer (Research) 2 (3)
Language Culture (Vulcan) 2 (3)
Andorian 2 Dodge I
Federation Standard Energy Weapon (Phaser) 1 (2)
Law (Starfleet Regulations) 1 (2) History (Federation) 1 (2)
Personal Equipment (Tricorder) 1 (2) (Vulcan) (2)
Planetside Survival (Arctic) I (2)
Primitive Weaponry (Choka) 2 (3) Federation Standard 1
Security (Security Systems) 2 (3) Vulcon 2
Shipboard Systems (Tactical) 2 (3) Law (Starfleet Regulations) 1 (2)
Social Science (Sociology) 1 (2) Life Science (Microbiology) 1 (2)
Systems Engineering (Security Systems) 1 (2) Material Engineering (Metallurgical) 1 (2)
Unarmed Combat (Starfleet Martial Arts) 3 (4) Mind Meld 2
Vehicle Operations (Sbuttlecrafr) 1 (2) Personal Equipment (Tricorder} 2 (3)
World Knowledge (Andorio) 1 (2) •• Physical Science (Chemistry) 2 (4)
(Mathematics) (4)
Advantages/Dhadvanta (Physics) (4)
Alertness +2 Planetside Survival (Desert) 1 (2)
Athletic Ability +2 Receptive Telepathy 1
Excellent Hearing +2 Shipboard Systems (Science Station) 2 (3)
High Pain Threshold+2 (Sensors) (3)
Promotion (Lieutenant) +3 Space Science (Astronomy) 3 (4)
Strong W11U2 Unarmed Combat (Nerve Pinch) 2 (3)
Toughness +2 Vehicle Operations (Shutrlecroft) 1 (2)
Code of Honor (Storfleet) -4 World Knowledge (Vulcan) 1 (2)

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-'-'-'.'. •,./.

Administration (Stnrship Administration) 2 (3) Fitness 3


Athletics (Throwing) 2 (4)
tommond (Storship Command) 2 (3)
Computer (Programming) 1 (2) Coordination 3
Culture (Rigel IV) 2 (3) Dexterity+1
Intellect 4
Energy Weapon (Phaser) 1 (2) Logic +1
History (Human) 1 (2) Presences
(Federation) (2)
Federation Standard 3
Low (Starfleet Regulations) 2 (3) Administration (Starship Administration) 2 (4)
Personal Equipment (Tricorder) 1 (2) Athletics (Running) 1 (2)
Plonetside Survival (Urban) 2 (3) Computer (Programming) 1 (2)
Primitive Weaponry (Saber) 1 (2) Culture (Bolian) 2 (3)
Shipboard Systems (Operations Dodge 1
Management) 1 (2) Energy Weapon (Phaser) 2 (3)
(Tactical) (2) History (Bolion) 1 (2)
Storsliip Tactics (Romulan Tactics) 2 (3) (Federation) (2)
Social Science (Political Science) 1 (2) Language
Streetwise (Locate Contraband) 1 (2) Bolion 2
Unormed Combat (Srarfleet Martial Arts) 2 (3) Federation Standard 1
Vehicle Operations (Shuttlecraft) 1 (2) Law (Stnrfleet Regulations) 1(2)
World Knowledge (Rigd IV) 1 (2) Personal Equipment (Communicotor) 1 (2)
Physical Science (Computer Science) '•
Umtagts/Dit^vaatages Planefside Survival (Forest) 1 (2)
Athletic Ability +2 Shipboard Systems (Flight Control) 4 (5)
Bold+1 (Management) (5)
Promotion (Lieutenant) +3 Social Science (Anthropology) 2 (3)
Stony Will+2 Space Science (Astronomy) 1 (2)
Code of Honor (Defender)-3 Systems Engineering (Sensor Systems) 1 (2)
Unarmed Combat (Starfleet Martial Arts) 1 (2)
(ouroge 5 Vehicle Operation (Shuttlecraft) 2 (3)
1 World Knowledge (Bolorus IX) 1 (2)
Initiative 1
Advantages/Disadvantages
+2 (Bolion fellow officer)
Innovative +!
Synergy +3
Promotion (Lieutenant) +3
Code of Honor (Starfleet) -4
Courage 3
Renown 1
5
up to his career in Starfleet. At each stage along the
History, you can use a number of Development
Points to spend to improve your character's
attributes, edges and current skills, or buy new edges
^tftffffft/fit/ttfftftfj/tt/tft and skills.

4) Finishing touches: Last but not least, figure out


your character's Renown, Courage Points and rank.

CENTAURAN SHIP'S COUNSELOR The Basics Of Character Creation


Attributes Characters in ST:TNG RFC are b u i l t using three basic
Fitness 3 elements: Attributes and edges, advantages and
Vitality +1 disadvantages and s k i l l s . Each of these elements is
Coordination 3 discussed later in the Traits Chapter. When
Reaction +' constructing your character, you w i l l receive some
Intellect 3 attributes, s k i l l s and advantages and disadvantages
for free, taken from the Template and Overlay you
choose. You can purchase others with Development
Points, which are discussed below.

Attributes represent the character's innate


physical and mental characteristics - - everything
from how much weight he can lift, to how quickly he
reacts to how smart he is. Attribute scores are "open-
Administration (Strjrship Personnel) 2 (3) ended," meaning there is no l i m i t to how high they
Artistic Expression (Drawing) 2 (3) can go, though normally they range from 1 to 5. Your
Athletics (Porrises Squares) 1 (2) character's base attributes come from the Template,
which represents your character's species.
Culture (Centauron) 2 (3) Edges represent facets of an attribute. For
Dodge 1 example, two characters may both have Fitness 2,
Energy Weapon (Phaser) 2 (3) but one might be stronger, while the other character
First Aid (Wound/Combat possesses greater stamina. Each attribute has two
Trauma) 1 (2) edges (as shown on the accompanying chart) which
Histoy (CentGuran) 1 (2) are expressed in terms of "+" or "-" values. Edges
(Federation) (2) make the core attributes a bit more flexible. For
Language characters, edges can only range from -2 to +2.
Centauron Prime 2 Skills represent a character's learned a b i l i t i e s and
Federation Standard 1 knowledge — everything from how to shoot a phaser
Law (Storfleet Regulations) 1 (2) or use a computer, to speaking strange alien
languages. Skills are rated from 1 to 5, representing
Medical Science (Psychology) 2 (3) how much your character knows about that s k i l l . A
(Medicine) (3) Flight Control officer with Shipboard Systems (Flight
Personal Equipment (Medical Tricordef) \ (2) Control) 2 (3) knows more about navigating in space
Persuasion (Counseling) 3 (4) than a Science Officer with (Flight Control) 1.
Planetside Survive! (Oceanic) 1 (2)
Shipboard Systems (Medical Systems)
(2) ATTRIBUTE SCALE flMMMH
Vehicle Operations (Shurnecraft) 1 Here are some rough guidelines as to what the different levels
(2) of Attributes mean:
World Knowledge (Alpha Centauti) 1
(2) VALUE MEANING
Advattlai 0 Nonexistent
Curious +1
Eidefa Memory+3
I Week
Promotion (Lieutenant) +3 2 Average (for humans)
mm
Sexy+2 3 Good
Code of Honor (Stnrfleet) -4
4 Excellent
Courage 3 5
Renown 1 Legendary
62
Openness I Although Attributes normally can only go os high as 5, some
races can go even higher.
Many s k i l l s require a character to choose a
Specialization which indicates his area of particular
expertise in a broad and complex subject. For
example, a character who knows the Shipboard
Systems skill could choose to specialize in such areas
as Communications, Sensors, Tactical, Flight Control
or some other shipboard system. The character
understands the basics of the field, and can still
attempt a Skill Tost in related areas. For example,
even though a character specializes in Shipboard
Systems (Flight Control), she understands the basics
for operating all starship control panels; in a pinch,
she could man the Tactical station. An Engineer who
specializes in Propulsion Engineering (Warp Drive)
attended general engineering courses at the
Academy, and can apply those basic principles to a
variety of tasks; if necessary, he could attempt to
repair the impulse drive or transporters.
A character's advantages represent his "special"
abilities — the things he has a knack for and is best
at (and usually enjoys the most)-or some benefit or Intellect, Presence and Psi. The numbers appearing in
advantage the character has over other characters brackets are the maxiumum levels a character of that
(like an A l l y or Excellent Sight). Most player race can possess. For example, Humans cannot
characters should have at least one or two possess a Fitness greater than 5. Record the numbers
advantages. listed on the Template on your character sheet. Later
At the same time, most characters have on, you w i l l be able to assign additional points to
disadvantages, which represent t h i n g s like bad habits these attributes, to personalize your character further.
or cruel twists of fate that have afflicted the character. Second, the Template provides you with a
No one's perfect, and sometimes being a hero is all number of background s k i l l s and abilities. They
about overcoming one's limitations, not just solving define what your character knows; an Andorian
some problem or saving the day. Most character character, for example, knows the history, customs
conceptions should have at least one or two flaws to and language of his people. Record the s k i l l s and
them, flaws which the player can simulate by taking s k i l l levels listed on the Template on your character
disadvantages. That's the purpose of disadvantages — sheet.
to represent flaws that a character can struggle Some Templates list advantages or disadvantages
against during the course of play. Taking a common to the species. All Andorians, for example,
disadvantage for your character gives you more have Excellent Hearing. Record any advantages or
Development Points to spend in other areas. disadvantages on your character sheet.
Players allocate Development Pfrints to gain Additional information on each species can be
higher s k i l l levels, new skills, better attributes and found in the Member Species section (pages 28-35)
edges. Every character element in the Star Trek: The in The United Federation of Planets Chapter.
Next Generation RPC costs a number of points,
based on how useful they are in play. Increasing your Example: Now it's time for Danny to
Fitness from 2 to 3, for example, would require three start creating his character, Suvok. He
Development Points. Later on in character creation, choses the Vulcan Template and notes
you w i l l receive a number of these points to spend to down his attributes, skills and advantages
individualize your character. and disadvantages on his character sheet.
Danny gets his choice of Science skills, and
Step One: The Template decides that as a child, his Vulcan studied
space science, with a specialization in
Now that you have a character concept, it is time to Subspace Field Dynamics.
choose a Template. The Template represents the
character's species h u m a n or Tellarite, for
example. It provides the character's innate qualities,
Step TVvo; Overlays
inherited characteristics and cultural aspects. Each After deciding upon a Template, choose an Overlay.
Template provides you with the attributes and s k i l l s The Overlay represents your character's profession. If
for an average specimen of a particular species. the Template represents who you are, the Overlay
On pages 64-65, you w i l l find several Templates represents what you do. It defines what your
for various members of the Federation. After character has learned, rather than his innate abilities.
considering the type of character you want to play, Every profession in the Star Trek: The Next
choose one that fits your concept. Templates are free; Generation RPC has its own Overlay.
they do not cost Development Points. On the following pages, you w i l l find Overlays
The first t h i n g the Template tells you are the for several positions on board a Federation starship.
character's basic attributes. They define who the You should choose the appropriate Overlay for your
character is: How strong is she? How fast are her character's conception. It is possible to play
reflexes? How intelligent? Every character possesses characters who do not belong to Starfleet, These are
five basic attributes — Fitness, Coordination, the various other professions which people fulfill,
BETAZQIO
Hailing from the frigid planet Andorra, Andorians are Betozoids are characterized by their telepathic abilities,
characterized by their blue skin, snowy white hair and antennae. enabling them to read most minds. Their strong ethics, however,
They tend to be violent and warlike, though they channel their prevent them from abusing their powers. Peaceful and altruistic,
aggressive tendencies into ritualized dueling. Betazoids typically become ship's counselors, doctors or
ombossodors.
Attributes
Fitness 3 [6] Attribute*
Vitality +1 Fitness 1 [5]
Coordination 2 [5] Coordination 2 [5]
Intellect 2 [5] Intellect 2 [5]
Logic -1 Presence 2 [5]
Perception +1 Empathy +1
Presence 2 [5] Psi 2 [6]
Psi 0 [5]
' W//////////M
Charm (Influence} 2 (3)
Any Science (choose Specialization) Culture (Betazoid) 2 (3}
Culture (Andorian) 2 (3) History (Betazoid) 1 (2)
History (Andorion) 1 (2} Language
Language Betazoid 1
Andorian 2 Receptive Telepathy 2
Primitive Weaponry (CM) 2 (3) World Knowledge (Betozed) 1 (2)
World Knowledge (Andoria) 1 (2)
Typical Advantages/Disadvantages
Excellent Hearing +2 (due to antennae}, High Poin Threshold
+2

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
Wffffffflffffl/fffl/H

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

HAT IF 1 GET THE SAME SKILL Twit


I A V * f V

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,:;.' : ": : •••:.:; . '. ;•'; •'"' '. . . • • • . : . '••:.• .- ' • : • •'. • - . ' • . ' . • • ••'
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EARLY LIFE HISTORY


Ike character receives 5 Development Points to spend during for// Life.
EARLY LIFE PACKAGES (EACH COSTS 5 DEVELOPMENT POINTS)
Academic Upbringing: One additional academic Skill (see box below) ot 1 (2), +] to Logic Edge, Patron +2, Arrogont -1
Foiled Colony: One additional survival Skill (see box below) ot 1 (2), +1 to Vitality Edge, Vengeful -1 OR Intolerant-1 (of whomever the character
blames for the failure), Alertness +2
Famous Parents: One additional Intellect Skill ot 1 (2), +1 Renown, Patron (your parents) +2, Obligation -1 OR Rival -1 connected to your parents' work
Orphaned: Hides Emotions -2, either Chorm OR Intimidation I (2), +1 to Empathy Edge, Streetwise 1 (2)
Normal Upbringing: -t-1 to Dexterity OR Reaction Edge, Athletics (cfioose a Specialization for your childhood sport such as Riding or Climbing) 1 (2),
add a Specialization in any Template Skill
Political Upbringing: Diplomacy (with Specialization reflecting your parents'career) 1 (2), Language Ability+2, Contact+1, Rival-1 (connected to
parents' career)
Religious/Ideological Training: History (with Specialization in post of group) 1 (2), Culture (with Specialization in pnst of group) 1 (2), Fanatic •
2 OR Pacifism -2, +1 Strength OR +1 Willpower Edge
Starfleet "Brat": Contact (Starfleet) +1, Administration (Starfleet) 1 (2), Vehicle Operation (Shuttkrafl) 1 (2), Rival (in Srnrfleel) -2

Attributes and Edges


Any

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

Attributes and Edges


Any

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
!@^^MPA?^WMW!S^

TOUR OF DUTY HISTORY


Jbe character receives J 0 Development Points to spend during his first posting, and 5 Development Points fat eo(n mission thereafter.
Tour of Duty Packages (FIRST TOURS cosi 10 DEVELOPMENT POINTS)
Academy Instruction: Any academic Skill (with two Specializations) (see box under Early Life History) 1 (2), Command (Military Training) 1
(2), Law (Starfleet Regulations) 1 (2), Contact+1, Argumentative-1
Deep Space Exploration Mission: Space Sciences (Stellar Cartography) 1 (2), Planetary Science (ony Specialization) 1 (!), Shipboard
Systems (Sensors) 1 (2), Bold +1
Diplomatic Mission: Diplomacy (choose Specialization) 1 (!), two Languages at 1 each or one Language at 2, Contact -t-1, Shrewd +1, Rival -1
Hostile Frontier Defense Mission: Starship Tactics (Romulan) (Crjrdassian) 1 (2) (2), Shipboard Systems (Tactical) (Sensors) 1 (2) (2),
Promotion (Ueutenant) (3 points). Vengeful -1, OPTIONAL: Famous Incident AND any Physical Disadvantage (see box below) (balance the points)
Medical/Rescue Mission: Shipboard Systems (Medical Systems) 1 (2), Administration (Logistics) 1 (2), First Aid 1 (2), Medical Science
(choose Specialization) 1 (2), Pacifism -3, Bold -1
Scientific Mission: Space Sciences (Astronomy and any other Specialization) 1 (2) (2), Planetary Sciences (any two Specializations) 1 (2)
(2), Shipboard Systems (Sensors) 1 (2), Curious+1, Poor Sight-2
Shakedown Cruise: Systems Engineering (choose Specialization) 2 (3), Propulsion Engineering (choose Specialization) 1 (2), Innovative +1
Starbase Mission: Administration (Logistics) 1 (2), Vehicle Operation (Shuttkraft) 1 (2), Engineering (Environmental Systems) 1 (2), Contact
(Storbose Commander) +1
Starfleet Command: Administration (Starfleet) \ (2), Law (Starfleet Regulations) 1 (2), Strategic Operations (Fleet Operations) 1 (2),
Contact +1, OPTIONAL: Rival AND Promotion (balance the points)
Terraforming and Colonization Mission: Planetary Science (choose Specialization) 1 (2), Administration (Logistics) 2 (3), Life Science
(Exobiology) 1 (2), Intolerant (Civilians) -2
Additional Tours (COST 5 DEVELOPMENT POINTS EACH)
Academy Instruction: Command (Military Training) 1 (2), Law (Starfleet Regulations) 1 (2), Argumentative-1
Deep Space Exploration Mission: Space Sciences (Stellar Cartography) 1 (2), one additional World Knowledge Specialization, +1 Renown
(Initiative or Openness)
Diplomatic Mission: Diplomacy (choose Specialization) 1 (2), two additional World Knowledge Specializations OR one additional World
Knowledge Specialization and -1 Renown (Aggression)
Hostile Frontier Defense Mission: Starship Tactics (Romulan OR Cardassion) 1 (2), +2 Renown (Discipline and/or Skill); OPTIONAL: Famous
Incident AND any Physical Disadvantage (see box below) (balance the points)
Medical/Rescue Mission: Shipboard Systems (Medical Systems) 1 (2), First Aid 1 (2), Impulsive -1
Scientific Mission: Space Sciences (Astronomy and one other Specialization) 1 (2) (2), +1 Renown (Skill or Openness)
Shakedown Cruise: Any Engineering skill (choose Specialization) 1 (2), -t-2 Renown (Initiative and/or Skill)
Storbase Mission: Administration (Logistics) 1 (2), Patron (Storbase Commander) +2
Starfleet Command: Administration (Starfleet) 1 (2), Law (Starfleet Regulations) 1 (2), -1 Reaction or Vitality Edge
Terraforming and Colonization Mission: Planetary Science (choose Specialization) 1 (2), +2 Renown (Skill ond/or Discipline)

Attributes and Edges


Perception

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.

• Fitness Fitness represents the physical makeup of COORDINATION EDGES


your character. It governs how much that character » Dexterity Dexterity modifies a character's manual
can lift (see Athletics (Lifting)), how much damage dexterity - - his ability to move quickly and
she can withstand before f a l l i n g unconscious and gracefully. It modifies many Coordination Tests,
overall athletic ability. such as jumping, gymnastics, moving stealthily and
attacking accurately.
• Coordination Coordination represents a • Reaction Reaction modifies a character's a b i l i t y to
characters' gross and fine motor skills—how well she respond to sudden changes in the immediate
shoots, fights, dodges attacks, performs sleight of situation - - dodge enemy disrupter fire, parry
hand tricks, and so on. melee attacks and so on. It also affects who acts
first in combat.
• Intellect Intellect measures your character's
overall intelligence, deductive reasoning capability, I N T E L L E C T EDGES
technical acumen and perception. The ability to • Logic Logic modifies a character's problem-
operate computers, provide medical assistance or solving and deductive-reasoning ability.
realize that someone is following you are all linked • Perception Perception modifies a character's
to this attribute. a b i l i t y to notice events and items in his
environment.
• Presence Presence measures the character's
personal magnetism. The character's a b i l i t y to
negotiate with alien diplomats, b u l l y or interrogate a PRESENCE EDGES
subject for information, or charm someone into • Empathy Empathy modifies a character's ability to
doing her a favor are all linked to Presence. read the body language and emotional state of
people he encounters.
• Psi Psi represents a character's innate • Willpower W i l l p o w e r modifies a character's
extrasensory mental abilities — telepathy, empathy, a b i l i t y to withstand pain, i l l n e s s or psionic
telekinesis and so forth. Most characters will have a manipulation.
Psi attribute of zero, indicating that they have no
innate mental abilities. Characters with Psi 0 cannot
buy Psionic s k i l l s or raise or lower their Psi edges; Psi EDGES
however, with the Narrator's permission they may be • Focus Focus modifies the degree of precision with
allowed to spend Experience Points on Psi, Psi edges, which Psi-talented characters can use their mental
and Psionic s k i l l s to develop whatever latent psionic powers.
powers they have. • Range Range modifies the distance over which
Psi-talented characters can effectively use their
Edges mental powers.

Each attribute can be further broken down into two


aspects, called edges. Edges make attributes a bit Skills
more flexible. One person may be slightly stronger
than another, even though both have the same S k i l l s represent learned talents, aptitudes and
general Fitness. Edges are expressed in terms of "+" knowledges. Like attributes, s k i l l levels range from 1
or"-" values. The value of an edge indicates a bonus to 5 (and, rarely, can rise above 5), The higher the
or penalty that modifies the amount of dice players s k i l l level, the better the character is at the s k i l l . For j
roll in appropriate situations. For example, a security example, an Engineer with Systems Engineering
officer might have a high Intellect, but she may also (Sensors) 2 (4) is assumed to know more and be
buckle under pressure (giving her a -1 Willpower capable of doing more than an Engineer with
edge). On the other hand, a diplomatic attache may Systems Engineering (Sensors) 1 (2).
be sorely lacking in Presence, but his affinity for Each s k i l l is linked to an attribute, which is used]
people and negotiation gives him a +2 Empathy when making S k i l l Tests (see the Tactical Chapter,
edge. Under normal circumstances, edges range page 116); the attribute for each s k i l l is listed in the
from -2 to +2. (For more about Tests, see the Tactical skill's description. Whenever possible, Tests should
Chapter). incorporate s k i l l s as well as attributes.
Remember, both edges and advantages and disadvantages can affect Skill Tests. See the JactkoiChapter for information regarding Tests and
assigning modifiers. Skills that cannot be used untrained are marked with on icon (I).

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)

Plnnetnry Tactics (Intellect)


Guerrilla Warfare, Mechanized Ground, Small-Unit
\ Starship Tactics (Intellect)
Planetary Support Tactics, Specific Naval Tactics (Federation, Klingon, Romulan)
( Strategic Operations (Intellect)
Defense-in-Depth, invasion Strategies, Neutral Zone Strategies, Specific Strategies (Core, Frontier, Sector)
^':E['^ioNsflBHHHIHHIHHH^IHIH9H
( Computer (Intellect)
Computer Simulation/Modeling, Data Alteration/Hacking, Programming, Research
Demolitions (Intellect)
Bomb Disposal, Booby Traps, Lend Mines, Nuclear Demolitions, Primitive Demolitions, Shipboard Demolitions
Energy Weapon (Coordination)
Disrupter, Disruptor Rifle, Phaser, Phaser Rifle
\ Engineering, Material (Intellect)
Aeronautical/Aerodynamic, Civil, Mechanical, Metallurgical, Personal Equipment, Structurol/Spaceframe, Vehicular
\ Engineering, Propulsion (Intellect)
Fusion, Impulse, Ion, Rocketry, Warp Drive
I Engineering, Systems (Intellect)
Cloaking Device, Communications Systems, Computer Systems, Environmental Systems, Sensor Systems,
Transporter/Replication Systems, Weapons Systems
First Aid (Intellect)
Chemical-Biological First Aid, Species-Specific First Aid, Wound/Combat Trauma
I Heavy Weapons (Intellect)
Phaser Artillery, Plasma Mortar
> Personal Equipment (Intellect)
Communicator, Environmental Suit, Medical Tricorder, Tricorder, Universal Translator
Plonefside Survival (Intellect)
Arctic, Desert, Forest, Jungle, Mountain, Ocean, Specific World, Urban
\ Projectile Weapon (Coordination)
Gunpowder Pistol, Gunpowder Rifle, Submachine Gun, Needle Weapons, Gauss Weapons
ft Security (Intellect)
Law Enforcement, Security Syst
ft Shipboard Systems (Intellect)
Cloaking Device, Communications ft
Weapons Systems ft
ft Unarmed Combat (Coordination)
Boxing, Karate, Mok'bata, Starfleet Martial Arts
.. ft Vehicle Operation (Intellect)
Atmospheric Craft, Close Orbital Craft,
JHMMjH^Mj^mlMpv^1

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

fitif Qrgofiization, Specific Planet, Specific Race


$ Intimidation (Presence)
nl . T ,
Blaster, Torture
) languages (Intellect) (each Language is o separate Skill)
I Law (Intellect)
Federation Law, Specific Planetary/Government Laws, Starfleet Regulations
Merchant (Intellect)
Specific Business Type, Specific Market, Specific Product
Primitive Weaponry (Coordination)
Bat'ieih, Choka, D'ktogh, Litpa, Longbow, Mek'hlh, Ropier, Sword
Search (Intellect)
I Sleight of Hand
Conceal Weapons, Magic Tricks, Pick Pocket
Stealth (Coordination)
Hide, Stealthy Movement
$ Streetwise (Intellect)
Locate Contraband, Orion Syndicate, Underworld of Specific Planet or Roce
PSIONIC f
ft Mind Control (Psi)
I Mind Meld (Psi)
Mind Shield (Psi)
) Protective Empathy (Psi)
\ Piojective Telepathy (Psi)
\ Receptive Empathy (Psi)
\ Receptive Telepathy (Pst)
When deciding which s k i l l is most applicable to
a given situation or Test, the Narrator should be
flexible - - there is often more than one way to
'; accomplish a particular task. The best method is
u s u a l l y to decide w h i c h s k i l l would be most
applicable in the situation, then increase the
Difficulty Number needed to succeed with a less
applicable s k i l l (the less related the other skill, the
greater the increase in the Difficulty Number).
Example: Ensign Dirksen needs to foil an
electronic door lock. The Narrator decides
that the most applicable skill is Security
(Security Systems). Unfortunately, Dirksen
doesn't know that skill, and it cannot be
used untrained. However, he does know
Computer (Programming), so his player
asks if that skill could be used to unlock
the door. The Narrator rules that Dirksen
can use Computer (Programming) to
"pick" the lock, but since that skill is only
marginally related to Security (Security
Systems) in this situation, he will increase
the Difficulty Number by 3 — what would
have been a Moderate (7) Security
(Security Systems) Test to unlock the door normally are higher than the base skill, If, for any
is now a Challenging (10) Computer reason—during character creation or gameplay,—the
(Programming) Test. base s k i l l equals or exceeds the specialization skill
level, this means that the character's general skills
Some skills can be used, albeit poorly, without have matched his specialization.
formal training. This is referred to as "using a skill However, a character who specializes still knows
untrained." Those skills in the Skills Table marked the basics in his field and can attempt to use his skill
with an icon (I) cannot be used untrained. In other in other, related areas. An officer specializing in
words, you must have at least 1 level in the s k i l l or Flight Control has learned the basic principles of
you cannot use it. All other skills can be used by Shipboard Systems, and can use any other
characters without formal training. (See the Tactical Specialization under Shipboard Systems at his base
Chapter for more information on untrained s k i l l use.) s k i l l level. For example, an officer with Shipboard
In addition, some s k i l l s are not normally Systems (Flight Control) 2 (4) could operate the
appropriate for Starfleet personnel. Players should tactical station in a pinch, because he knows the
provide an interesting backstory before choosing or principles that apply to all Starfleet equipment.
purchasing these skills, which are marked with an The Specializations listed under each s k i l l are not '•
icon «>} on the Skills Table. For more information, exclusive; they s i m p l y represent prominent
see the Character Creation Chapter, page 69. examples. Players who think up other Specializations
for their characters to choose should be allowed to
Specialization do so, subject to Narrator approval.
Some s k i l l s require Specialization. This
represents the character's area of expertise, such as
Systems Engineering (Computer Systems), Starship
SHHI Descriptions \
Tatties (Starfleet Tactics) and Life Sciences (Biology).
A character cannot hope to know everything there is
Command
to know about broad, detailed subjects such as ADMINISTRATION (INTELLECT)
engineering, science or shipboard systems, so he The Administration skill measures a character's]
must focus on one area of expertise. familiarity with bureaucratic systems and their
Specializations are written in parentheses procedures, the ability to manage datawork, organize
following the base level of the s k i l l . For example, a tasks w i t h i n a department and work within a
character might know Energy Weapon (Phasers) 2 (3), hierarchy. It also encompasses logistics — the ability
meaning that he has the Energy Weapon skill at level to organize the supply and deployment of personnel
2, but can use phasers at level 3. Initially, characters and materiel for an objective.
start with a Specialization one level higher than the The Administration skill can be used to improve!
base s k i l l . During character creation, or as a result of the efficiency of groups of people attempting to]
game play, characters can choose to increase their accomplish the same task. If a character with the
84 Specialization, such as Energy Weapon (Phasers) 2 Administration skill "takes the lead" during certain
(5), which represents the character's extensive Combined or Extended Tests, the Narrator may lower
experience and training in that area. Specializations the target cumulative Test Result by an amount equal
to the character's Administration s k i l l level or coordinating a Combined or Extended Test, a
specialization (assuming he makes a successful Skill character who makes a successful Command Test
Test first). Alternately, the Narrator may lower the may subtract his s k i l l level (or specialization level)
Difficulty of the Test by one (or two if the character from the cumulative Test Result needed to complete
achieves a Dramatic Success). Administration the task. Alternately, the Narrator may rule that a
represents pre-mission p l a n n i n g — requisitioning the successful use of the Command skill reduces the
proper equipment, making sure the most qualified Difficulty of a Test by one (two for a Dramatic
peope are involved in a task, ensuring that team Success). Of course, characters can also use
members who work well together are paired and so Command to convince others to follow their orders
on. during times of emergency or crisis.

Routine: Managing a disciplined, professional Routine: Starfleet officer leading Starfleet


group (i.e., a Starfleet starship crew, a Academy cadets
hospital staff) under noncrisis conditions Moderate: Starfleet commander leading trained
Moderate: Planning an Away Team mission to a Starfleet officers
known planet Challenging: Starfleet officer leading random
Challenging: Planning an Away Team mission to c i v i l i a n s in a crisis
a strange planet; managing a disciplined, Difficult: Starfleet officer leading a l l i e d but proud
professional group under crisis conditions Klingon personnel
Difficult: Running a planetary government Nearly Impossible: Starfleet officer leading
Nearly Impossible: P l a n n i n g an interstellar enemy Cardassian or Rornulan personnel
economy Specializations: Combat Leadership, Military
Specializations: Bureaucratic M a n i p u l a t i o n , Training, Starship Command
Logistics, Specific Planetary Government,
Starship Administration
DIPLOMACY (PRESENCE)
BEHAVIOR MODIFICATION (INTELLECT) Diplomacy represents the character's ability to
Characters with the Behavior Modification skill conduct negotiations between governments, planets
can change the behavior of other persons, sometimes or even corporations. Diplomacy also covers
against their w i l l . This s k i l l is not used by Starfleet knowledge of the state of intergalactic politics and
officers, as it goes against everything the Federation alliances.
Stands for, but Rornulan and Klingon forces are not Diplomacy is related to Persuasion and Charm,
above such tactics; Starfleet officers can only possess but these skills have significant differences as w e l l .
Behavior Modification (Resistance), and should not Diplomacy provides a character with knowledge of
use the skill to modify another's behavior. To use this how to negotiate with others to reach a mutual
skill requires an Opposed Test against an u n w i l l i n g solution (and, one hopes, to achieve concessions
target's Behavior Modification s k i l l . If the target from the persons with whom the character is
doesn't have the skill, the Test is made against the negotiating). Persuasion is the a b i l i t y to argue
target's Intellect or Presence (whichever is higher), s k i l l f u l l y and forcefully, and thus convince others to
modified by Perception or Willpower. Depending on agree with you. Charm is the a b i l i t y to use personal
the method used, a target may get an additional Test charisma and emotional appeals to win friends and
when ordered to act against his nature, influence people. A successful Diplomacy Test
directly affects the reactions of those involved in the
Routine: Generally, there is no routine use of negotiation; they view the character's position in a
Behavior Modification more favorable light. In game terms, reduce the
Moderate: Hypnotizing a w i l l i n g subject Difficulty of any Tests involving the target's responses
Challenging: Brainwashing an untrained draftee or reactions. An Opposed Diplomacy Test can also
Difficult: H y p n o t i z i n g an u n w i l l i n g , but be used at a critical juncture to determine if a
untrained, subject negotiation succeeds or fails.
Nearly Impossible: Brainwashing an elite subject
Specializations: Brainwashing, Hypnotism Routine: Keeping an allied ambassador friendly
Moderate: Bringing a w i l l i n g planet into the
COMMAND (PRESENCE) Federation
Command is a measure of a character's ability to Challenging: Negotiating a boundary with a new,
convince other characters particularly but not unfriendly, species
subordinates - - to follow instructions. It is very Difficult: Negotiating a peace with an enemy
important that Command not be used against other species
player characters to force them to do something Nearly Impossible: B u i l d i n g a long-lasting
against their w i l l - - these situations should be a l l i a n c e with an enemy species
handled through roleplaying interaction, not dice Specializations: Commercial Treaties, Federation
rolling. Law, Intergalactic Affairs, Intergalactic Law,
Command is also used when coordinating Planetary Affairs (Earth, Vulcan, and so forth)
projects with many workers — such as overseeing
engineering operations on a starship. It can also be ESPIONAGE (INTELLECT)
used to coordinate the actions of several people The Espionage s k i l l represents the character's
working together, i n c l u d i n g other characters. When knowledge of intelligence agencies, espionage
operations and various techniques for gathering a commander can give her forces a -1 Difficulty
information covertly. Espionage also covers those modifier (for movement, attack and defense actions)
skills specifically used by undercover agents, such as for one round.
setting up covert communications systems, using
codes and ciphers, and forgery. It also involves Routine: Defending a well supplied strongpoint
separating vital facts from random data or enemy against technologically inferior attackers
disinformation, Moderate: Defeating an outnumbered force in a
single battle
Routine: Using a computerized Challenging: Defeating an outnumbered army in
encryption/decryption system a single campaign
Moderate: Identifying a foreign code or item of Difficult: Defeating a superior force
covert equipment Nearly Impossible: Defeating a superior force at]
Challenging: Establishing a network of odds greater than 10-1
informants on a foreign planet Specializations: Guerrilla Warfare, Mechanized
Difficult: Using traffic analysis to determine the Ground Warfare, Sea Combat, Small-Unit j
course plots of the Obsidian Order fleet Tactics
Nearly Impossible: Turning a Romulan Naval
official into a Federation double agent STARSHIP TACTICS (INTELLECT)
Specializations: Covert Communications, Starship Tactics covers the h a n d l i n g and
Counter intelligence. Cryptography, Forgery, disposition of starships in space combat or in support |
Intelligence Techniques (Federation, of ground forces. This skill is important during f
Rornulan, Cardassian, Klingon), Traffic scale space combat which is covered in the Rules of I
Analysis Engagement Chapter.

PERSUASION (PRESENCE) Routine: Defeating a technologically backward


The Persuasion skill represents the character's ship in a straight firefight
ability to put forward plausible and reasonable Moderate: Defeating an outnumbered force in a •
arguments in order to influence the beliefs or straight firefight
behavior of another character. Persuasion attempts Challenging: Defeating a slightly superior force
should always be roleplayed when possible; the in a straight firefight
Narrator adds or subtracts dice based on good or bad Difficult: Defeating a superior force while
roleplaying. Persuasion attempts require an Opposed surprised
Test against an u n w i l l i n g target's Persuasion skill. If Nearly Impossible: Defeating a superior force at
the target doesn't have the Persuasion s k i l l , either use odds greater than 5-1
the target's Intellect or allow the target to use Specializations: Planetary Support Tactics,
Persuasion unlrained. Specific Naval Tactics (Cardassian,
U n l i k e Fast Talk — which is s i m i l a r to Persuasion Federation, Klingon, Romulan)
- the character is attempting to convince someone
to go along with him without lying to or tricking the STRATEGIC OPERATIONS ( I N T E L L E C T )
target. The Charm s k i l l uses emotional contentions, Strategic Operations covers the waging of large-
or subconscious cues, and only attempts to influence scale interstellar and intragalactic warfare,
a target favorably by making the character and his specifically the planning of fleet operations, target
opinions seem attractive. Persuasion can be used to selection, and so forth. The Narrator can use this s k i l l
influence a target negatively (against someone or to obtain general outcomes for theater-wide actions
something else) without b u i l d i n g up a positive view in specific sectors or other strategic zones.
of the persuader.
Routine: M a i n t a i n i n g a patrol along the Neutral
Routine: Persuading a friend, fellow crewman, or Zone
relative who has s i m i l a r views Moderate: Defending against pinprick raids by
Moderate: Persuading a neutral target to a an inferior enemy
position bolstered by obvious or w e l l Challenging: Defending against an in-depth j
documented facts attack by an equal enemy
Challenging: Persuading a neutral target to a Difficult: Mounting an in-depth attack against an
position the character does not actually equal enemy
believe in; persuading an opposing target to Nearly Impossible: Successfully invading and
a position bolstered by obvious or well conquering a superior enemy
documented facts Specializations: Defense-in-Depth, Invasion
Difficult: Persuading a hostile target to a position Strategies, Neutral Zone Strategies, Specific
supported only by strong logic Naval Strategies (Cardassian, Federation,
Nearly Impossible: Persuading an i r r a t i o n a l , Klingon, Rornulan)
hostile target during combat
Specializations: Debate, Oratory, Storytelling Operations
86 PLANETARY TACTICS (INTELLECT) COMPUTER (INTELLECT)
Planetary Tactics covers all military tactical and This skill represents the ability to use, program
strategic operations on the surface or in the and retrieve information from a computer. The
atmosphere of a planet. Successful use of this skill by
explosive may do an extra one to two dice of damage
for every point by which the character makes his
Demolitions Test.

Routine: Setting off standard modern demolitions


Moderate: Destroying a specific target; setting a
bomb to activate when a vehicle starts;
setting off p r i m i t i v e (e.g., 20th-century)
demolitions
Challenging: Destroying an armored door;
blowing open a bomb-proof container
Difficult: Defusing a complex or u n f a m i l i a r
bomb or explosive
Nearly Impossible: B l o w i n g a s h i p airlock
without depressurizing the inner chambers
Specializations: Bomb Disposal, Booby Traps,
Land Mines, Nuclear Demolitions, Primitive
Demolitions (such as gunpowder, plastique
and thermite), Shipboard Demolitions

Computer s k i l l can also be used to retrieve a specific ENERGY WEAPON (COORDINATION)


piece of information from a computer system. The character has been trained to fire energy
In the 24th century, computers are much easier weapons, with a concentration on a specific type of
to use t h a n t h e i r 20th-century predecessors. weapon (such as a phaser, phaser rifle or disruptor).
Generally, a character simply needs to tell the The character can also make minor repairs or
computer what he wants, or ask a question, such as modifications to energy weapons, such as adjusting a
I "Computer, can the planet below support life?" Since phaser's beam frequency.
every duty station on board a starship or starbase is
also a computer terminal, designed for ease of use, Routine: Firing at a target at Point Blank or Short
characters do not need to roll whenever they perform range
their duties. Instead, roll when creating new Moderate: Firing at a target at Medium range,
programs or subroutines, when attempting to retrieve repairing a weapon out of combat
a specific, important piece of information, when the Challenging: Firing at a target at Long range
ability to use the computer depends upon properly Difficult: Repairing a weapon in combat
phrasing instructions or when using an u n f a m i l i a r Nearly Impossible: Repairing a weapon that is
computer, like a Romulan, Ferengi or Klingon going to explode in a few seconds during
computer ( u n f a m i l i a r computers increase the combat
Difficulty of a task by one category—a Moderate Test Specializations: Disruptor, Disruptor Rifle,
becomes a Challenging Test). Phaser, Phaser Rifle

Routine: Obtaining complex information from a E N G I N E E R I N G SKILLS


computer U s i n g the various Engineering s k i l l s and
Moderate: R u n n i n g a complex computer specializations, the character can diagnose, modify
simulation; programming a holoprogram and repair various systems and devices, from the
Challenging: Retrieving classified or hidden data warp drive and computer network to the
from a starship computer environmental systems and transporters. Given the
Difficult: Planting a secret computer program in right tools and materials, a sufficiently s k i l l e d
a starship computer system engineer can b u i l d the item or system from scratch.
Nearly Impossible; Analyzing all the code in a The player must choose a specialization at the lime
starship computer system to find a single an Engineering s k i l l is purchased. This represents the
logic error character's specialization in a particular type of
Specializations: Computer Simulation/Modeling, Engineering.
Data Alteration/Hacking, Programming, Engineers can also roll to make conjectures
Research w i t h i n their area of expertise. For example, a quasar
affects the ship's a b i l i t y to go to warp. A warp drive
DEMOLITIONS (INTELLECT) engineer can roll his s k i l l to determine that the
Demolitions reflects a character's ability to set quasar's energy affects the containment f i e l d
explosives for both destructive purposes and to surrounding the warp drive, requiring a modification
accomplish specific effects. Demolitions also covers to the field inducers. Engineering with antiquated or
the skill of defusing bombs. u n f a m i l i a r technology is one category of Difficulty
When a character sets explosive charges, he can harder, unless the character has a Specialization in,
either try to cause additional damage or to create a for example, 20th-century Cryogenic Engineering or
specific effect, such as blowing a door shut or setting Klingon Warp Drive Engineering.
an explosive trap. At the Narrator's option, an
Routine: Maintenance of w e l l designed Environmental Systems, Sensor Systems, Weapons
equipment (such as Starfleet equipment) Systems
Moderate: Repair of moderate damage with and
to f a m i l i a r equipment FIRST AID (INTELLECT)
Challenging: Jury-rigging an item or repair from First Aid measures a character's ability to perform
related parts emergency medical procedures in order to stabilizea
Difficult: Significantly improving the design of a wounded character's injuries. First Aid on a species
standard piece of equipment that the character has not specialized in treating is
Nearly Impossible: Creating a space-time one category of Difficulty harder (for example, a
transponder using stone knives and bearskins Moderate task becomes Challenging). (For more
information, see Damage And Healing, page 131.)
Material Engineering (Intellect)
Material Engineering p r i m a r i l y involves the Routine: H a l t i n g minor bleeding or mitigating
manipulation and alteration of physical and material shock
objects and components. Moderate: CPR
Challenging: Stopping arterial bleeding, settinga
Sample specialization: broken bone
Structural/Spaceframe Engineering: This Difficult: Minor surgery
specialization covers the design and construction Nearly Impossible: Stopping major i n t e r n a l
of starships. Questions of ship design, orbita! bleeding, major surgery
construction and h u l l materials f a l l within this Specializations: Chemical-Biological First Aid,
specialization. Species-Specific First Aid (Andorian, Human,
K l i n g o n , Romulan/Vulcan), Wound/Combat
Other specializations: Aeronautical/Aerodynamic, Trauma
Civil, Mechanical, Metallurgical, Personal
Equipment, Vehicular HEAVY WEAPONS (INTELLECT)
Heavy Weapons allows the character to operate '
Propulsion Engineering (Intellect) military-grade weapons plotting target
Propulsion Engineering covers the design, coordinates, m a n i p u l a t i n g the weapon's controls and
modification, construction and repair of propulsion discharging the weapon. This s k i l l does not allow a
systems, i n c l u d i n g both action/reaction drives, character to operate starship weapons (such as
impulse and other sublight drives, and antimatter phasers or photon torpedo launchers); those are]
warp engines. covered by Shipboard Systems (Tactical) or (Weapons
Systems).
Sample specialization:
Warp Drive Engineering: This covers all facets of Routine: F i r i n g a weapon at a preset target
warp drive propulsion, from general warp field Moderate: Indirect fire using grid coordinates
theory to (tie various components (such as the Challenging: L a y i n g down covering or
bussard collectors, warp coils, and the l i k e ) of opportunity fire on moving targets
the warp engine. Difficult:Targeting and f i r i n g at Long range
Nearly Impossible: Targeting and f i r i n g at
Other specializations: Fusion, Impulse, Ion, Rocketry, extreme range or in conditions where there is
Shuttlecraft Propulsion Systems no v i s i b i l i t y
Specializations: I n d i v i d u a l Weapon Type (Phaser
Systems Engineering (Intellect) Artillery, Plasma Mortar, and so on).
Systems E n g i n e e r i n g covers the numerous
computer/electronic and related systems that mark PERSONAL EQUIPMENT (INTELLECT)
the cutting edge of 24th-century technology. Many of This s k i l l allows the character to use common
these systems operate at the meeting point of matter, Starfleet personal equipment tricorders,
energy and information. Most Ops personnel have at environment suits and communicators. This s k i l l also
least some s k i l l in this area, a l l o w i n g them to repair covers the ability to perform minor modifications and
and maintain their own stations if necessary. "field" repairs on this equipment. (In some cases,
such as with communicators, characters may be
Sample specializations: allowed to use t h i s s k i l l untrained; w i t h mure
Computer Systems: The character is f a m i l i a r with advanced equipment, like tricorders or
computer construction and the optical data environmental suits, t r a i n i n g is necessary.)
network that is the nervous system of any starship
or starbase. Routine: Communicating with the ship
Transporter/Replication Systems: The character is Moderate: Communicating with the s h i p
f a m i l i a r w i t h transporter components and through m i l d interference
subsystems as well as matter/energy conversion Challenging: Communicating w i t h the ship
theory. through strong interference
Difficult: Communicating with the ship through
Other specializations: C l o a k i n g D e v i c e , extremely strong interference
Communications Systems, Diagnostics,
Nearly Impossible: Making field repairs to a
damaged environmental suit in combat with
almost nothing to work with
Specializations: Communicator, Environmental
suit, Medical Tricorder, Tricorder

PUNETSIDE SURVIVAL (INTELLECT)


The Survival S k i l l helps a character stay alive in
a hostile environment. Characters make Planetside
Survival Tests to gain general information about the
environment — where to find water, what is edible,
what is dangerous. In addition, Survival can be used
to find necessities: food, shelter, water and herbs or
roots that have medicinal value, for example.

Routine: Determining whether a particular plant


is safe to eat
Moderate: F i n d i n g water or edible food in a
temperate environment
Challenging: Finding edible food in a desert
environment
Difficult: Finding water in a desert environment
Nearly Impossible: Finding edible food in an Difficult: D i s a r m i n g or penetrating a very
arctic environment complex security system; "picking" an
Specializations: Arctic, Desert, Forest, Jungle, electronic lock
Mountain, Ocean, Specific World (Betazed, Nearly Impossible: Disarming or penetrating a
Qo'noS, Vulcan), Urban devilishly complex security system set up by
a paranoid recluse
PROJECTILE WEAPON (COORDINATION) Specializations: Law Enforcement, Security
The character possesses training in the use of Systems
projectile weapons, often primitive ones such as a
gunpowder pistol or rifle from Industrial-Era Earth. SHIPBOARD SYSTEMS (INTELLECT)
The character can also make minor repairs or This s k i l l represents a character's familiarity and
modifications, such as field-stripping a rifle or high expertise with a specific shipboard system, such
clearing a jammed submachine gun. as flight control, weapons systems, transporters or
sensors. The character can operate the equipment
Routine: Firing at a target at Point Blank or Short associated with a particular system. Players must
range choose a specialization when the Shipboard Systems
Moderate: Firing at a target at Medium range; s k i l l is purchased.
repairing a weapon out of combat Because all control panels in Starfleet share
Challenging: Firing at a target at Long range certain similarities, a character can also operate a
Difficult: Repairing a weapon in combat station other than her own - - the Conn officer
Nearly Impossible: Firing at a target at extremely manning the Tactical station, the transporter operator
long range with no v i s i b i l i t y operating sensors—at her base s k i l l level (not her
Specializations: Gunpowder Pistol, Gunpowder specialization level). (While anyone can work the
Rifle, Submachine Gun transporters, a transporter specialist can perform
specialized tasks, such as storing a pattern in the
SECURITY (INTELLECT) pattern buffer or beaming through ionic
The character is familiar with security techniques interference.)
and procedures, as well as the laws and law
enforcement procedures in his locale. The character Routine: Firing the phasers at a drone; plotting a
also knows how to build, install and disable (or course for Earth
avoid) various types of locks, alarms, security systems Moderate: F i r i n g at a moving target; following a
and security lock-out codes. This is the primary skill plasma trail
forStarfleet Security officers. Challenging: Firing at a ship taking evasive
maneuvers; navigating an asteroid field
Routine: Standing guard; finding a relevant law Difficult: Targeting a specific location on a ship;
in a legal database navigating through a nebula
Moderate: Disarming or penetrating a simple Nearly Impossible: Using the phasers to carve an
security system; picking a simple mechanical asteroid; escaping a black hole
lock
Challenging: D i s a r m i n g or penetrating a Sample Specializations:
complex security system; picking a complex Communications: This s k i l l represents the
mechanical lock character's a b i l i t y to interpret signals received by
a communications device, filter out static and
noise or enhance a weak signal. Shipboard
Systems (Communications) Tests are often fairly
easy; it is only when interference, static and
similar phenomena occur that they become
difficult. Most crewmembers can answer a h a i l
or open a channel.
Flight Control: This is a measure of the character's
ability to plot a safe course through space. F l i g h t
Control Tests are normally reserved for combat
situations, emergencies or unusual
circumstances (plasma or ion storms, dense
nebulae, etc.). Failure to make a successful Flight
Control Test can lead to navigational or
maneuvering problems.
Sensors: This s k i l l determines how well a character
can operate sensing devices to detect life forms,
atmospheric conditions, energy readings, long-
distance visuals and the like. The Difficulty
Numbers for Shipboard Systems (Sensors) Tests Routine: Hitting an opponent whose Dodge roll
should be based partly on range, partly on what was 2-4
the character is trying to detect with the sensors Moderate: Hitting an opponent whose Dodge
(the less of it there is to detect, the higher the roll was 5-7
D i f f i c u l t y ) and partly on the amount of Challenging: Hitting an opponent whose Dodge '
interference (from strange energy patterns, roll was 8-10
nebulae, unusual mineral formations or the like) Difficult: Hitting an opponent whose Dodge roll j
present. Thus, using the sensors to locate was 1 1 - 1 3
something near the s h i p when there is no Nearly Impossible: Hitting an opponent whc
interference present would be very easy (Routine Dodge roll was 14+
(3)), whereas trying to locate the same thing near Specializations: Boxing, Karate, mok'bara, \
the limits of the sensors' range in the middle of Starfleet Martial Arts, Vulcan Nerve Pinch,]
an ion storm would be much harder (Difficult Wrestling
(13)).
Tactical: The character can operate a ship's various VEHICLE OPERATION (INTELLECT)
defensive and weapons systems. Roll when firing Characters with this skill are able to operate!
the ship's phasers, adjusting the deflector shields' various types of small vehicles — from airplanes and
harmonics and monitoring internal security. cars to work bees and shuttlecraft. The difficulty
Transporter: This is a measure of the character's depends on the operation being performed.
a b i l i t y to operate a transporter. Generally, this
skill is only rolled when a problem occurs; Routine: Towing a small object with a work bee I
routine transporter operation does not require a near a ship's hull; driving a car on snowy/icy]
roll. roads
Other Specializations: Cloaking Device, Command, Moderate: Landing a plane smoothly and safely
Disrupters, Environmental Control, Mission Ops, piloting a shuttlecraft through an atmosphe
Weapons Systems at high speed
Challenging: Piloting a shuttlecraft through
UNARMED COMBAT (COORDINATION) sparse asteroid field
This s k i l l allows a character to engage in hand- Difficult: Piloting a shuttlecraft through a
to-hand combat without weapons. Any character can asteroid field
make certain types of untrained brawling or Nearly Impossible: Piloting a shuttlecraft throu
fistfighting attacks {see Universal Combat Maneuvers, a heavy asteroid field while an ion storm]
page 126) - - essentially, these are nonformulaic interferes with instrumentation and steering
fighting maneuvers ranging from wild punches to Specializations: Atmospheric Craft, Close Orbital]
f l a i l i n g kicks. Craft, Ground Vehicles, Shuttlecraft
Characters who buy this s k i l l learn more
advanced unarmed fighting techniques. They
specialize in a form of martial arts, such as Karate,
Sciences
the Vulcan Nerve Pinch, Wrestling or T'ai Chi. SCIENCE SKILLS
Martial arts training maximizes a character's ability to Using the scientific method, the character can]
use his body as a weapon or shield and to attack with identify scientific phenomena, extrapolate from
great power and precision. observed data and make conjectures based on]
See Combat, page 124, for more information on known facts. He can also propose solutions to]
unarmed attacks. scientific problems (an ecologist suggesting how toj
prevent pollution, for example). An important aspect]
of Science is making comparisons to known facia
when observing a new culture, for example, a (a human doctor performing a tonsillectomy
scientist might compare a ritual dance to something on a Vulcan)
like it— a Klingon dance — and thus have a basis for Difficult: Experimental surgery on one's own
making an educated guess about the dance's species; complex surgery on an alien life
meaning. The player must choose a Specialization at form; simple surgery on an unknown life-
the time any Science s k i l l is purchased. This form
represents the character's high degree of expertise in Nearly Impossible: Surgery on a non-carbon
a particular scientific field. based life-form (energy beings, silicon-based
A character tan make a S k i l l Test for other areas life-forms, dimensional beings); bringing
related to his field at his base skill level. A character back the dead
cannot make S k i l l Tests regarding subjects unrelated Note: General practitioners can perform a variety
to his field of expertise. A science officer with Life of functions, but a specialist trains in a more narrow
Sciences (Biology) 2 (3) can roll a Zoology Skill Test field. Most doctors can identify a poison, for
at 2, but would be unable to make a Planetary example, but a toxicologist specializes in how toxins
Sciences S k i l l Test. react in the body and can more readily identify a
poisonous substance.
Routine: Performing a s i m p l e experiment;
remembering a basic fact Sample Specializations:
Moderate: Performing a complex experiment; Surgery (Cardiology): The character specializes in
remembering a theory the heart and its associated diseases. He can
Challenging: Extrapolating from known data to perform open-heart surgery, bypass surgery and
solve a new, complex problem; heart transplants.
remembering an obscure or complex Vulcan Medicine: The character specializes in
concept Vulcan physiology and can prescribe treatment.
Difficult: Performing a new experiment;
developing a cutting-edge theory Other specializations: Exoanatomy, Forensics,
Nearly Impossible: Performing an experiment General Medicine, Pathology, Psychology, Specific
with no equipment Species Medicine (Andorian Medicine, V u l c a n
Medicine, etc.), Surgical Specializations (Cardiology,
lift Sciences (Intellect) Neurology, Obstetrics, and the like), Toxicology
Life Sciences p r i m a r i l y involves the study of
various types of organisms, from Botany (the study of Physical Sciences (Intellect)
plants) to Genetics (the study of genomes). A character with this s k i l l has training and
expertise in a particular physical science, such as
Sample Specializations: chemistry or physics,
Ecology: The study of ecological systems -- the Specializations: Chemistry, Computer Science,
interrelationships between organisms and Mathematics, Physics
various natural phenomena (weather, water
supply and so forth).
Exobiology: This covers the study of alien biology,
both animal and sentient. The character studios
alien reproductive systems, circulatory systems,
respiratory systems and the l i k e .

Other specializations: Agronomy, Bioengineering,


Biology, Bionics, Biotechnology, Botany, Genetics,
Microbiology, Paleontology, Zoology,

Medical Sciences (Intellect)


The practice of various forms of medicine is
covered by this specialty. Characters with t h i s s k i l l
are able to diagnose diseases or medical conditions
and prescribe treatments. Certain specializations
focus on particular aspects of medicine, such as
pathology (the study of diseases) and toxicology (how
toxins affect the body).
A character who knows medical s k i l l s can also
assist with henling characters. See Damage And
Healing, page 1 3 1 .

Routine: Diagnosing the common cold


Moderate: Simple surgery on one's own species
(a human doctor performing a tonsillectomy
on a human)
Challenging: Complex surgery on one's own
species; simple surgery on an alien life form
Planetary Sciences (Intellect) Nearly Impossible: Deducing a fact about a
Characters with this skill study planets and their world you've never visited or studied
various systems, such as climate, mineralogy and Specializations: Specific Planet (Acamar III,
volcanology. Earth, Qo'noS, Vulcan)
Specializations: Climatology, Geology,
Hydrology, Mineralogy, Oceanography, Planetology,
Volcanology
Other
ACROBATICS (COORDINATION)
Social Sciences (Intellect) Acrobatics reflects the character's proficiency in !
This Science skill represents a character's training tumbling, leaping, rolling, avoiding damage from
and expertise in a social science, such as falls and similar feats — and his capacity to entertain
archaeology, geography or political science. those watching him.
Sample Specializations: Routine: Walking along a balance beam
Anthropology: The study of different cultures, Moderate: R u n n i n g along a balance beam;
typically through direct observation. A character avoiding damage from a short fall (up to 3m)!
can form hypotheses about a culture's social Challenging: Doing a backflip on a balance
mores, customs and beliefs. beam; avoiding damage from a medium fall
Archaeology: The study of ancient civilizations (up to 6m)
through artifacts and records left behind. The Difficult: Doing a double backflip on a balance
character can make intelligent guesses about a beam; avoiding damage from a long fall (up
culture, as well as identify particular objects. to 12m)
Political Science: The character studies how Nearly Impossible: Doing a quintuple
political systems operate and their relationship to somersault; avoiding damage from a very
a civilization's culture and history. long fall (up to 25m)
Specializations: Balance Walking, Floor
Other specializations: Economics, Geography, Exercises, Parallel Bars, Rings, Rope
Paleoanthropology, Sociology Swinging
Space Sciences (Intellect) A N I M A L HANDLING (PRESENCE)
This Science s k i l l represents a character's training Animal Handling represents a character's ability
and expertise in a particular field of space sciences, to train and ride a variety of animals. Some animals
such as astronomy, astrophysics or thermodynamic naturally attempt to resist this treatment, and the
physics. trainer must defeat the beast in a contest of wills. This
requires an Opposed Test against the animal's
Sample specialization*', Instinct, modified by its Ferocity Edge.
Astronomy: Characters with this specialization
study space — from stars, to nebulae, to cornets, Routine: Training or riding a docile animal
to dark matter. Moderate: Training or riding an animal whose
Thermodynamics: The study of nuclear reactions Instinct Test result is 3-5
within stars. Challenging: Training or riding an animal whose
Warp Field Theory: The study of warp fields and Instinct Test result is 6-8
their effects. Difficult: Training or riding an animal whose
Instinct Test result is 9-11
Other specializations: Astrogation, Astrophysics, Nearly Impossible: Training or riding an animal
Stellar Cartography, Subspace Field Dynamics, whose Instinct Test result is 12+
Specializations: Specific Animal (Camel, Horse,
WORLD KNOWLEDGE ( I N T E L L E C T ) Sehlaf)
Characters with this skill are familiar with the
dominant lifeforms, cultures, governments, animals,
climate, geography and ecology of a particular ARTISTIC EXPRESSION (INTELLECT)
planet. A player makes a World Knowledge roll to The Artistic Expression skill represents al
recall such a fact about a specific world. The character's creative ability — everything from
character can also use this skill to make intelligent drawing or poetry to singing or dancing. Characters
comparisons among data. For example, if confronted who wish to play a musical instrument must possess
with a strange, boar-like creature, a science officer this skill. (Note: Because of the widespread use of
could roll World Knowledge (Qo'noS) to compare it replicators, cooking is considered a form of artistic
to a Klingon targ. expression in the 24th century.)
Routine: Recalling a fact about your horneworld Routine: Playing a scale; frying bacon
Moderate: Recalling a fact about a world you've Moderate: Playing a very simple song; cooking a
visited often or studied intently basic meal; writing a simple poem
Challenging: Recalling a fact about a world Challenging: Playing a moderately complex
you've visited a few times or studied song; cooking a fancy meal; writing a]
Difficult: Recalling a fact about a world you've complex poem
visited once or studied casually Difficult: Playing a very complex song; cookinga
gourmet meal; writing a very complex poem
Nearly Impossible: Playing an extremely character first lifts an object, he must roll a Lifting
elaborate song; cooking a gourmet seven- Test (or a Fitness Test if he does not have this
course meal; writing a complex epic poem skill); the Difficulty of the test is determined by
Specializations: Cooking, Dance, Drawing, the amount of weight lifted, as indicated by the
Klingon Opera, Painting, Poetry, Specific chart below. Of course, the character's Strength
Musical Instrument (Ressikan Flute, Edge adds to this Test. At appropriate intervals,
Trombone, Violin, Vulcan Lute , etc,) the Narrator may have the character make
another Test to see if he continues to hold on to
ATHLETICS (FITNESS) the object. Should the character fail a Test, he
This s k i l l represents a character's athletic immediately drops the object. If the character
prowess, and includes activities l i k e r u n n i n g , matches (but does not beat) the Difficulty, he
climbing and playing sports or games. manages to hang onto the object but can take no
If a character wishes to move faster when using a other actions.
[particular form of movement, a successful Athletics
Test will allow him to move an additional number of
[meters per round equal to his Athletics s k i l l level (see
Movement, page 128). WEIGHT DIFFICULTY
Routine: Walking 00m/round) on slick/icy Up to 20kg No roll required
ground; running on paved ground
Moderate: Running (15m/round) on ordinary 21-50kg Routine {2-4}
ground; sprinting on paved ground 51-150kg Moderate (5-7)
Challenging: Sprinting (20m per round) on
ordinary ground; running on slick/icy ground 151-300kg Challenging (8-10)
Difficult: Sprinting on slick/icy ground
Nearly Impossible: Sprinting in a swamp 301-500kg Difficult (1H3)
Sample specializations:
Over 500kg Nearly Impossible (14+)
Climbing: Characters use climbing when they need
to scale steep inclines, c l i m b trees, free-climb Running: This specialization measures a
large rocks or engage in other similar activity. The character's ability to run quickly and to keep his
character moves at a rate in meters equal to her balance while running, particularly over unsafe
Fitness per minute, or a maximum of 2m per terrain. The Difficulty for R u n n i n g Tests (if a Test
round during combat; successful Tests allow her is even necessary) is determined by the type of
to move more q u i c k l y (see Movement). terrain and the speed at which the character
Jumping: Jumping allows characters to jump over moves. (See Movement.)
obstacles (a low wall, a large piece of furniture)
or across them (a chasm, a stream). Other specializations: Specific Sport/Game
Characters can jump 2m forward or 1m
upward without having to make any Test (see BARGAIN (PRESENCE)
Movement). If a character makes a successful Characters use this s k i l l for haggling — deciding
Athletics (Jumping) or Fitness Test against a the price of goods for sale. The result of a Bargain
Moderate (7) Difficulty, they can add up to their S k i l l Test determines whether or not a character can
skill level (or Fitness) in meters to their forward buy the item at his desired price. Bargain attempts
jump, or half that to their upward jump. If they require an Opposed Test against the target's Bargain
make a Challenging (10} roll, they can add up to skiil (modified by the target's Willpower). Use the
twice their s k i l l level (or Fitness); if a Difficult target's Presence if the target does not have the
(13) roll, three times their s k i l l level (or Fitness); Bargain s k i l l . Specializations represent a character's
if a Nearly Impossible roll, four times their s k i l l expertise in v a l u i n g a particular commodity or
level (or Fitness). working a particular market.
Obstacles also affect the Difficulty of a jump. The Narrator decides what the value of goods are
If an obstacle interferes with a jump made for prior to play; some goods in some marketplaces are
distance, increase the Difficulty of the jump by very expensive -- or inexpensive -- compared to
+1 to +3 (or even by one or more categories). If other locations. Some sellers simply charge high fees
the purpose of the jump is to dear or avoid the - perhaps as part of the bargaining process, or due
obstacle, the Difficulty is usually based on the to local tariffs or because of other factors specific to
size of the obstacle itself. If the obstacle is one the situation.
quarter the character's size (or smaller), the Most situations involving the Bargain skill should
Difficulty is Routine (4); if one half the character's be roleplay, rather than simply resolved with Tests,
size, Moderate (7); if three quarters the The dice result should reflect a target's reaction to the
character's size, Challenging (1 0); if equal to the b a r g a i n i n g attempt. For example, Lt. Merrick
character's size, Difficult (13); if greater than the attempts to bargain with a Ferengi merchant. The die
character's size, Nearly Impossible (1 5). result indicates a failure; the Ferengi doesn't like
Lifting: Lifting measures a character's ability to lift Merrick's absurd offer.
and carry objects. The overall Difficulty of a task Note; Anyone can elect to refuse a deal; players
depends largely on an object's weight, and how who don't wish to proceed with the bargaining can
long the character attempts to carry it. When a always stop. By the same token, if a supporting cast
character is faced with a bad deal (either because the CULTURE (INTELLECT)
player has made a blatantly poor offer or the player Culture covers those aspects of social, artistic
has rolled extremely well), the Narrator's character and religious life common to a nation, planet or
can refuse the deal as w e l l . species. U n l i k e World Knowledge, it doesn't focus
on geography or biology except where such factors j
Routine; Bargaining with an average merchant impinge on society.
of one's own race
Moderate: Bargaining with an above-average Routine: Recall a general fact (Milton was an]
merchant of one's own race, or an average Earth poet)
merchant of another race (except Ferengi) Moderate: Recall a more detailed series of facts |
Challenging: Bargaining with an above-average (John Milton was an English poet who wrote]
member of another race; bargaining with in the 17th century; his greatest work was
most Ferengi Paradise Lost)
Difficult: B a r g a i n i n g w i t h a cagey Ferengi Challenging: Apply knowledge across fields
merchant (discuss Milton's influence on English
Nearly Impossible: Bargaining w i t h a cagey political development)
Ferengi for something you desperately need Difficult: R e c a l l an obscure fact (Milton's j
(and he knows it) genealogy; the address where he lived)
Specializations: Artwork, Bribery, D i l i t h u m Nearly Impossible: Near-complete knowledge of |
Crystals, Marketplace Haggling, Weapons the subject (recite Paradise Lost from!
memory; know where Milton was during any j
CHARM (PRESENCE) given month of his life)
A character uses Charm to persuade a target Specializations: Specific Culture (Earth, Klingon,
character to agree to perform tasks or grant favors Rornulan, Vulcan)
that he or she may otherwise be u n w i l l i n g to do. This
is t y p i c a l l y accomplished by "turning on the charm" DISGUISE (PRESENCE)
- the character uses his sense of humor, physical Disguise allows a character to alter his physic
attractiveness and other such traits to foster affection appearance — hairstyle, skin color, hair color,
— be it friendship or romantic interest — in another color and other cosmetic factors — through the us
individual. This makes it easier to get information or of cosmetics and prosthetics. A failed Test indicates!
favors from the target character. Charm attempts the disguise doesn't fool the observer. Disguise
require an OpposedTest against a target's Charm skill attempts require an Opposed Test against either a
(modified by the target's Willpower). If the target does target's Disguise s k i l l or Intellect, modified by his
not have Charm, use the target's Presence instead. Perception Edge. Alternately, the Narrator may allow
a character to make a Disguise Test before venturing
Routine: Influencing a relative out into public. In this case, the character's Tesl
Moderate: Influencing a friend Result sets the D i f f i c u l t y for anyone trying to detect] mm-
Challenging: Influencing a stranger the disguise. Of course, if someone knows the DODGE
Difficult: Influencing someone hostile to you character or is looking for the disguise, the Narrator Chj
Nearly Impossible: I n f l u e n c i n g someone who should make the character easier to recognize by) hand-tc
hates you giving the character a negative Difficulty modifier. a char;
Specializations: Influence, Seduction Note: A character's appearance can be surgically Dodge
altered to match a specific person or a l i e n species Numbe
(such as Captain Picard disguised as a Rornulan), This result i
requires a Medical Science (Plastic Surgery) Test, and attacke
makes a character even harder to recognize. exam pi
4. She
Routine: Disguise is intended to fool others foraj Range,
short amount of time at a moderate distance dice is ,
away had on
Moderate: Disguise is intended to mask the than th
character's facial features, even at short | Range,
range attack i
Challenging: Disguise is intended to alter thej
character's b o d i l y appearance Spt
Difficult: Disguise impersonates someorw]
specific FAST TA
Nearly Impossible: Impersonating an a l i e n l Fas
species (Andorian, Klingon, Rornulan and so] to do o
forth) interest
Specializations: Specific Race (Human, Klingon, | suspici<
Romulan and so on) an Opf
94 (modifi<
target
Intellec
Routine: Target is g u l l i b l e ; something the target
would agree to anyway
Moderate: Target is a close friend or relative;
something that will inconvenience the target
Challenging: Target is a security guard;
something that w i l l cause the target trouble
(a reprimand)
Difficult: Target should know better; something
that w i l l cause the target serious trouble (a
review board)
Nearly Impossible: The captain of a starship or
starbase; something that w i l l get the target
jailed or killed
Specializations: None

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

FAST TALK (INTELLECT)


Fast Talk allows a character to convince a person
to do or agree to something otherwise not in his best
interests. If the target has some reason to be
suspicious of the character. Fast Talk attempts require
an Opposed Test against the target's Fast Talk s k i l l
(modified by the target's Perception or Logic). If the
target does not have Fast Talk, use the target's
Intellect.

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

NIGHT VISION (+2) For example, Ken's character, Sam


The character can see better in the dark than the Decker, graduates from the Academy with
average person. He can ignore up to a +2 Difficulty the rank of Ensign. During the Tour of Duty
penalty for darkness, smoke or other phenomena that phase of the Background History, he
obscure vision (see Visual Cover, page 130). Further purchases the rank of Lieutenant (}C) for 1
penalties still apply; for example, in total darkness point. Later on, he decides to purchase
(which imposes a +3 D i f f i c u l t y penalty), the another rank, to full Lieutenant, costing
character suffers a +1 Difficulty penalty. To receive him another 2 points.
the bonus from this advantage, the character's eyes
must first become used to the darkness, a process that
takes 1d6 rounds.
COST RANK
PATRON (+2 TO +4)
Someone important or influential sponsored your 0 Ensign
character's attendance at Starfleet Academy, and 1 Lieutenant (Junior Grade)
continues to watch his career with interest. When the
character gets into trouble, his Patron tries to smooth 2 Lieutenant
things over on his behalf. The number of points spent
on this advantage determines how i n f l u e n t i a l the 3 Lieutenant Commander
Ratron is, and how often he helps the character (see 4 Commander
table).
5 Captain
PATRON TABLE °
Admiral
COST EXAMPLE PATRON QUICK-DRAW (+2)
2 Moderate figure: This person is a government The character's reflexes are finely honed, 11
player may roll one extra die (in addition to a
official on o plonet in Federation space or o bonus dice received for his Reaction edge) wlj
Starfleet officer (no higher than Captain). m a k i n g Initiative Tests in combat (see page 124)
3 Influential figure: an important figure in the
RAPID HEALING (+1)
political life of the WP, such os Ambassador Sarek The character recovers quickly from injury. I
or o Starfleet Admiral. time to heal naturally is halved. He also receivesc
4 Important figure, e.g., President Jaresh-lnyo, extra die to roll when d e t e r m i n i n g if he has natural
healed, and the Difficulty of all rolls to determined
Chancellor Gowron, Sorek of Vulcan effects of medical attention are reduced by I,
Healing, page 1 3 1 , for rules about recovering!
injury).
P E R I P H E R A L VISION (+1)
The character has an unusually wide field of
vision. He receives an additional die when making
Search Tests or other observation-related Tests. He
cannot see things happening directly behind him. The Ally, Contact and Patron advantages can easily be obdj
by players. As a rule of thumb, these connections should on|f|
PROMOTION (+0 TO +6) come into play once every few episodes. If the character is
The character receives a promotion. Increase the
character's rank by one grade — from Lieutenant to going to coil on his powerful friends to solve all his problems;]
Lieutenant Commander, for instance. Promotions then why venture into difficult situations in the first place?
should be chosen one rank at a time, to simulate the
character's advancement during his early years in If the character calls on his powerful connections Iwj
Starfleet, The cost for each rank appears in the
accompanying table; these costs are cumulative (a frequently, hove the player make a Challenging (10)
character who has spent 2 points to become a (Influence) Test. If the roll succeeds, the Ally or Patron cms]
Lieutenant must spend 3 points, not an additional +1 through for the character. Failure indicates the non-f
point, to become a Lieutenant Commander).
To achieve the rank of Commander or better, the character is unable or unwilling to provide assistance at il
104 character must possess at least one skill level in the time. Increase the Difficulty level for succeeding Tests until ij
primary s k i l l in three departments, such as
failure is experienced.
Rapid Healing differs from Toughness and High additional die. Recognition is more likely to be
ftin Threshold. Rapid H e a l i n g represents a positive, even if the character's Aspects would
character's ability to recover from i n j u r i e s quickly. n o r m a l l y indicate otherwise. No character may
Toughness, on the other hand, affects how much possess this advantage for his own race (or, if he has
damage a character can withstand (it has no effect on Mixed Species Heritage, for either of his races).
healing), High Pain Threshold reflects a character's
ability to resist pain, and can help a character resist
me of the effects of injury, but has no effect on the
Jing process ilself.

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).

SENSE OF TIME (+1) SYNERGY (+3)


The character has an internal clock, and is You work well in groups, taking suggestions from
always aware of the time (though his internal clock is one person and combining them w i t h others,
not always precise; p l u s or minus 10% is the usual organizing tasks efficiently or simply "getting in the
margin of error). For example, if the character is groove" with your teammates. When participating in
kn<n Led out, he knows how long he was Combined Tests, you add +2 per participant for
unumsuous. This is automatic and requires no die additional successful Tests rather than the standard
+ 1 (see Combined Tests in the Tactical Chapter, page
121).
SEXY (+2)
The character is extremely personable and TACTICAL G E N I U S (+3)
receives an additional die when making Presence- The character has an instinctive grasp of tactics in
kiscd Skill Tests on members of the opposite sex. As all its forms and applications. The character receives
Commander Riker proves, they do not have to be of an additional die to all Planetary Tactics, Starship
the same species. Tactics, Strategic Operations and Administration
(Logistics) S k i l l Tests,
SHBEWD (+1)
The character has a keen sense for deception and TELEPATHIC RESISTANCE (+4)
persuasion, from a Ferengi DaiMon's wheedling to For some reason, either physiological or mental,
sly 7a/ Shiar manipulation. The character receives a the character is immune to telepathy and empathy
Courage Point to spend when someone attempts to (Ferengi, for example, have four-lobed brains, which
bluff, Fast Talk or lie to h i m . prevent telepathy). Telopaths, such as Betazoids and
Vulcans, may mistrust those they cannot read (this
SPECIES F R I E N D (+2 TO +5) only becomes apparent, however, when the telepath
The character is known as a friend to a given attempts to read the character's mind).
Bpecies, either because of past actions or family
history. When making a Renown Test (see page 122) TOUGHNESS (+2)
involving a member of the friendly species, or in any The character is extremely hardy and resilient.
Charm or Persuasion Tests against a member of the For purposes of withstanding damage, he is
[species who knows of him, the character gains an considered to have +1 Fitness (see Effects of Injuries,
page 132, for more information on taking damage). A character spends a Courage Point to resist I
character who possesses the Toughness advantage temptation to be gratingly superior,
cannot have a negative Vitality edge. This advantage
is different from High Pain Threshold, which modifies BLOODLUST (-2)
the effects of damage, or Excellent Metabolism, The character enjoys violence and causing
which affects whether or not a character becomes Klingons typically possess this disadvantage,
diseased. they don't see it as a failing. Whenever the chai
fights, he cannot stop. He must spend a Coun
Example: Ensign Alessara takes the Point to stop fighting; if he fails, he continues to fi_
Toughness advantage to reflect her hardy even attacking his allies if there is no one elsej
constitution. She has a Fitness of 2, but for attack.
the purposes of determining how many
wounds she can take per Wound Level, her CHRONIC PAIN (-2)
Fitness is 3. The character suffers from a medical cortditia
such as an old injury, that causes extreme pain onl
WEAPON MASTER (+2 OR +4) constant basis. The Narrator should require]
The character is an expert at the use of a single Presence Test (modified by the Willpower edge! I
type of melee weapon (for example, a bat'leth or least once every game session. Failure indicates!
lirpa). For 2 Development Points, the character gets a crippling pain imposes a -1 die penalty to Fitness)
+ 1 to all Tests to hit targets in combat with that Coordination Tests (determined by the Narrator) (
weapon; for 4 Development Points, he gets a +2 to the duration of the scene. Ceordi La Forge,
all such Tests. Characters may buy Weapon Master example, suffers chronic pain from the use of I
multiple times for multiple weapons. Weapon Master VISOR.
may not be bought for ranged weapons.
CODE OF HONOR (-2 TO -5)
ZERO-G TRAINING (+2) You live by a code of honor, a set of princip
The character is Trained to act in zero-gravity which you hold dear. This code typically requires;
situations. He does not suffer the standard +1
Difficulty penalty to all Tests for being in zero-gravity.
(Note that this advantage is not the same thing as the
Personal Equipment (Environmental Suit) skill.)
CODES OF HONOR
VALUE CODE
Disadvantages •2 Prime Directive: May not interfere in a planer;;
development
Disadvantages give a character extra Development •2 Code of Honesty: Never lie; never break your word
Points to offset the hindrances they represent. They
allow a character to spend more points on additional once given
attributes, edges, advantages or skills. In a sense,
disadvantages cost negative Development Points, -2 Code of Fairness: Never tab advantage of someone
After each disadvantage, its "cost" (value) is given in weaker
parentheses. This is the number of Development
Points a character receives when he takes the •2 Hlppoaatic Oath: May not harm any patients under
disadvantage. my core, must treat all patients equally to best of
ARGUMENTATIVE (-1) my ability, never use poison or false medid
The character constantly plays "devil's advocate" treatment to norm anyone
and rejoices when the chance for a debate arises—he
argues even when he agrees with his adversary. The •2 Pledge: Never break your word about a portiajlci
argument becomes a game, a strategic contest of subject (ployer must define the exact nature of the
wills. The character must spend a Courage Point or
engage in argument for its own sake; note, there is a pledge or vow; may be worth more or less than -I,
risk such behavior w i l l temporarily reduce the at the Narrator's discretion)
character's Presence for making some Tests.
Alternately, the Narrator may force the character to •3 Vulcan Code: Never give in to emotion; solve
subtract one die from Tests made to influence others. problems logically; violence breeds emotion
Tellarites tend to have this disadvantage, though they
see it as a virtue. •3 Defender: Must protect the weak and innocent
ARROGANT (-1) -4 Starfleet Code: Must uphold the ideals and policies
The character believes that he is better than other
106 people, or that his particular culture or social group of Starfleet, including the Prime Directive
is superior to others. All Command, Persuasion and
Charm Tests lose one die unless the Arrogant •4 Klingon Code: Always avenge an insult; never show
cowardice
\ to act in a particular way — never attacking a weaker involving this ideal, he must spend at least one
opponent, never surrendering or always being Courage Point (unless he has no Courage Points left
truthful, for example. This is a disadvantage because to spend). This disadvantage is worth -2 if the
it often dictates a character's actions and frequently character is Fanatic about an uncommon event or
requires dangerous behavior. A Code of Honor phenomena (such as an obscure religious doctrine),
reflects a character's personal honor, rather than his and -3 if the character is Fanatic about a common
adherence to duty. event or phenomena (such as Vulcan isolationism qr
If the character violates his Code, the Narrator a particular government).
may give him one or more negative Renown Points.
! Typically, this should be equal in number to the level For example, Cernac /s a fanatic member
of the Code of Honor. of the Tal Shiar, on a mission to download
Conflicting or competing Codes of Honor can data from the Enterprise-D's computer.
cause problems for a character, as he gains negative While on board, Lietenant Commander Worf
Renown Points no matter what he does. For example, uncovers the agent's true identity and posts
i U. Worf attempts to follow both Code of Honor guards in the corridor outside the computer
(Starfleet) and Code of Honor (Klingon): If he attacks core. Cernac charges into battle, despite the
someone who insults him, he violates his Starfleet overwhelming odds, his player spending
ethics and earns anegative Renown Point; if he Courage Points when he makes Phaser Skill
doesn't avenge his honor, he violates his Klingon Tests. His Fanatic disadvantage is worth -3
Code and earns negative Renown Points. points, since as a member of the Tal Shiar he
commonly does work on its behalf.
DARK SECRET (-1 TO -3)
Something about the character, or something he Members of secret societies such as the Vulcan
knows, is so horrible that no one must find out the Isolationist Movement, or intelligence agencies like
secret. The character w i l l do almost anything to the Tal Shiar, typically have this disadvantage.
prevent others from learning about it. The player and
Narrator should work together to come up with the GREEDY ( - 1 )
Specifics. Guidelines for determining the value of a Whenever profit is involved, the character
secret are provided in the accompanying table. pursues it with u n t h i n k i n g tenacity. He must spend a
If a character's Dark Secret is revealed, he may Courage Point to resist the call of money. If he does
earn a large number of negative Renown Points not, he pursues the object of his desire. Subtract one
(depending on the nature of the secret). die from any Tests made to dissuade h i m .

DARK SECRETS H I D E S EMOTIONS (-2)


The character never allows himself to express his
true feelings. No one ever knows how he feels about
MJE SECRET anything, and it's difficult to coax the information out
of h i m . The character receives a one-die penalty to all
•1 Embarrassing ("You did what at the Academy?") Presence s k i l l s involving emotion, such as Charm,
Persuasion, Fast Talk and most uses of Command.
Vulcans typically possess this disadvantage, which
Career-ruining ("You cheated on a test at the they don't view as a hindrance.
Academy?")
H Y P O C H O N D R I A (-1)
Life-threatening ("You're wanted for murder?") The character frequently believes he is the victim
of some awful disease or malady. When he beams
down to an unexplored planet, for example, the
character is sure to carry a filter-mask to screen out
DEPENDENT (-2) harmful germs. He frequently pesters the medical
Someone, such as a child or older relative, staff with self-diagnoses and demands for obscure
depends on the character. The player and Narrator medical tests. Mister Barclay's hypochondria is a
should work out the specifics. Data found himself good example of this disadvantage.
caring for Timothy, the only survivor of the wreckage
of the 1/5.5. Vico, w h i l e Beverly Crusher had Wesley. IMPULSIVE (-1)
The character cannot simply abandon his charge (at Rather than listening to reason, the character
least not without earning a substantial number of rushes headlong into situations without thinking.
negative Renown Points), and must make every effort Unless he spends a Courage Point, he w i l l succumb
to protect and provide for those under his care. to his impulsiveness — running into battle, entering
the radiation-filled chamber or f a l l i n g in love with
FANATIC (-2 TO -3) Kama I a (the Kriosian "gift" in the episode "The
The character is i n c r e d i b l y dedicated to a Perfect Mate"). Spending the point means the
philosophical ideal, the source of which may be a character thinks better of taking the action and is able
sect, a nation, a planet, a political or religious tenet, to restrain himself. Attempts to dissuade an impulsive
or a person. He w i l l always defend this ideal, even character from taking brash action are made at a -1
trading his life for its preservation. For any S k i l l Test die penalty.
INTOLERANT (-1 TO -3) fails to take her medicine, she suffers a -2
The character does not like a group of people, die penally to her Fitness.
from a small group to an entire culture. Whenever he
speaks about them, he has nothing k i n d to say. When Characters who suffer from a medical condition!
interacting with the object of his ire, he cannot hide other than a disease should consider taking the!
his dislike; unless he spends a Courage Point, his Physically Impaired disadvantage instead of Medica
prejudices show through. Spending the Courage Problem.
Point allows him to keep his thoughts and feelings to
himself.
The value of this disadvantage varies based on MEDICAL PROBLEMS
the scope of the prejudice (see table). In the
Federation, prejudice of this sort is rare; it is not VALUE EXTENT OF CONDITION
tolerated in Starfleet.
-1 The condition is minor; -1 penolry to one
INTOLERANCE (determined ot the time of creation).
VALUE TARGET OF INTOLERANCE -3 The condition is serious; -2 penalty to ore attrlul
8reen, Orions, Nausicaons
Humons, Klingons (in Beto Quadrant), Romulons or 24iH CENTURY MEDICAL CONDITIONS
Starfleet personnel; Cardassians (in Alpha By the 24th century, cures exist for many of the diseases ttiot
Quadrant) plague us today, such os heart disease, diabetes, corner and
Everybody except the character's species. multiple sclerosis. Medical conditions should be new, alien
forms, such as Irumodic Syndrome, Iverson's Disease
Tellurion Plague.
Low PAIN THRESHOLD (-2) For the Medical Condition Disadvantage to count, the disease
The character cannot tolerate pain as well as the
average person. Any modifier to S k i l l Tests caused by or condition must be incurable (though some conditions may
i n j u r y increases by 1 (for example, a character who is be temporarily "curable" through technology; see Medical
Stunned would have a +2 penalty to S k i l l Tests, not Remedy, above). A character con "buy off" his condition will
the standard +1). Add this to the total penalty as a
result of wounds (a character who is Stunned and Experience Points, and the Narrator should work the cure into
then Injured would suffer a +3 penalty, not +4) (see the storyline.
Effects of Injuries, page 132). A character with Low
Pain Threshold must also subtract one die from S k i l l
Tests which involve resisting physical torture or pain,
or healing wounds. OBLIGATION (-1 TO -3)
The character owes some kind of obligation I
MEDICAL PROBLEM (-1 OR -3) another person. Typically, there is a time l i m i t
The character suffers from an a i l m e n t that repaying the debt; failure to make timely restitution!
requires d a i l y medical attention to treat. The player may cause major complications during play.
and Narrator should work together to develop the
specifics of the problem ( i n c l u d i n g which attribute it
affects), the appropriate medicines and the
OBLIGATIONS
ramifications of f a i l i n g to take the medicine. The total
number of points received depends on the severity of
VALUE DEBT
the condition. -1 The debt causes the character a minor
Trie penalties listed on the table a p p l y
cumulatively for every day the medicine or treatment inconvenience.
is missed. When the Attribute reaches zero, the
character lapses into a coma and dies in 2-12 hours. -2 The debt causes the character severe inconvenience
or embarrassment.
For example, fen elects to take Medical
Problem AS a disadvantage. She and the -3 The debt involves a significant amount of time and
Narrator decide that her character suffers could get the character into trouble.
108 from Tellurian Plague (-3), If the character
general, the player and the Narrator should work out
the specifics of the debt. The more extravagant the
debt, the higher the Development Point award.
PHOBIAS 9BHBIIHBIHH
VALUE EXTENT OF PHOBIA
OBSESSIVE TENDENCIES (-3)
Whenever a character with this disadvantage -] Minor phobia (+l Difficulty to all Tests until situation
decides on a course of action, he becomes totally changes)
focused on that action and ignores all other issues in
his life. In cases where the character is asked to -2 Challenging phobia (+3 Difficulty to all Tests until
perform actions that do not further his goal, he
becomes distracted; subtract one die from all situation changes)
Intellect and Presence s k i l l and Attribute Tests until
the character can once again focus on his goal. -3 Severe phobia (cofofonia; the character freezes up)
PACIfISM (-1 TO -5) DISADVANTAGE IS COMPOUNDED BY US
The character is opposed to violence, and may
wen be willing to die rather than take a life. The VALUE FREQUENCY
extent of a character's opposition to violence varies;
consult the accompanying table for values, -2 A common item or phenomenon (enclosed spaces,
cats, stars)
-l A rare item or phenomenon (trees onboard a
EXTENT OF PACIFISM storship, Algolian spiders)

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).

PHOBIA (-2 TO -5) PHYSICAL IMPAIRMENTS


A Phobia represents fear of a specific item,
animal or situation - - insects, heights, confined
VALUE IMPAIRMENT
fspaces and so on. If faced with the object of his 0 Missing finger
I Phobia, a character must spend a Courage Point or
[suffer a penalty to all S k i l l Tests until the situation
: changes. The severity of the Phobia, its frequency and
-1 Mute; porolyzed limb
f the effects determine the precise value of the Phobia. •1 Missing limb; deof
-3 Blind; poropolegic
POOR CHEMORECEPTION (-1) family history. When engaging in Renown Tests!
The character has a poorly developed sense of page 122) involving members of the enemy specie!
smell, and receives a -1 die penalty to all scent- or he rolls an additional die when making the TesJ
taste-based Search Tests. Recognition is more l i k e l y to be negative, eveniftf
character's Aspects would n o r m a l l y indicate!
POOR HEARING (-1) positive response. Any Fast Talk, Charm, Persuasiofl
The character has poor hearing, and receives a or s i m i l a r s k i l l is made at a one-die penalty.
-1 die penalty to all hearing-based Search Tests. The value of this disadvantage depends uponlh|
power and scope of the enemy species (see tablel.
POOR SIGHT (-2)
The character has poor eyesight, and receives a SWORN ENEMY (-1 TO -3)
-1 die penalty to all sight-based Search Tests. The character has, for some reason, ben
targeted by someone as an adversary. The eneirl
RIVAL (-1 TO -3) wants to make his life miserable, r u i n i n g everything
The character has a rival — someone who wants he cares about, taking away all that he has and I
to make his life miserable. The rival treats his k i l l i n g him. Depending on the enemy's resources,nl
relationship with the character as a zero-sum game may create elaborate plans for his revenge. TB|
— when the character wins, he loses, and vice versa. specifics should be agreed upon by the player;
Whenever he can, the rival tries to "show up" the Narrator.
character, by being charming to others, being The value of this disadvantage depends ond|
condescending to the character, playing practical enemy's power (see table).
jokes on the character and the like. Note: The rival
doesn't wish the character dead (that's the Sworn
Enemy disadvantage}.
SWORN ENEMIES
The value of this disadvantage depends on the
rival's power (see table).

RIVALS A lone person


VALUE RIVAL A small group (the Duras Family)
•1 Less powerful or influential than the character An organization with a for reach or
-2 A peer (roughly) Orion Syndicate; Klingon Empire)
•3 More powerful or influential than the character
VENGEFUL (-1 OR -2)
In the past, someone — either a person, group]
SLOW HEALING (-2) entire culture -- wronged the character, and
The character recovers from wounds slowly. His character wants revenge. When dealing with
time to heal naturally is doubled. Furthermore, he object of his vengeance, he must spend a Coim
also receives one fewer die to roll when determining Point to keep from attacking. If he spends
if he has naturally healed, and the Difficulty of all Courage Point, he manages to hide his feelings;
rolls to determine the effects of medical attention stay his hand; otherwise, he must take action.
increases by 1. (See Healing, page 133, for rules The value of this disadvantage depends on I
about recovering from injury). frequency with which the target is encountered.

SPECIES ENEMY (-3 TO -5)


The character is known as an enemy to a VENGEFUL
particular species, due to either his past actions or his
VALUE FREQUENCY
SPECIES ENEMIES
Uncommon (a person; o remote race like Bieendl
VALUE ENEMY Nousicaons)
-3 Lesser or distent race (Breen, Tholians)
Common (Starfleet, Klingons, Vulcans)
Major or locally important race (Andorians,
Cardossians, Tellarites) WEAK WILL (-2)
The character has a weak w i l l . He is easijl
Widespread race (humons, Klingons, Romulons, influenced and cracks quickly whr>n questions!
Vukons) When forced or coerced into doing somethirl
Bounter to his wishes {by Fast Talk or Intimidation, for
example) the character rolls one fewer die to resist. A
character with Weak W i l l is also susceptible to
Telepathy ~ he is an "open book" to telepaths,
unable to shirk! his thoughts or memories from even
cursory mind-scans. If he possesses the Mind Shield
•kill, he may not raise its level above 3.

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.

Example: Ensign Rinaldi takes the


Weakness disadvantage to reflect his frail,
fickty nature. He has a Fitness of 2, but for
purposes of determining how many
wounds he can take per Wound Level, his
Fitness is only a I.

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

1 id mark 75, Stop/>inf> tin- diagnostic, she adjusted


the main sensor array to get a heiter reading.
Lieutenant Clayton, sitting next to her at Ops,
noticed the change in sensor usage, iind asked
"what's up?"
"I have picked up
towards the second plant,
check it out." the Vulcan whispered hack. She
directed the parametric suhspace field stress
sensors and low-frequency EM flux sensors to
sweep the ohject.
"Something wrong, Lieutenant Sevek?" the First
Officer asked,
Sevek related what she found, and Allia
nekton, the science officer, had already obtained .1
lock. "I've got it, sir." she said. "It appears to he the
exhaust from another ship." Touching several
indicators on her control panel, she added "The
hull appears to he organic in composition. I'm not
reading any life signs. Nor do I get any warp
signature."
"Could it he the Brecn?" Lieutenant Koval
asked from his position at Tactical.
"Put it on screen," Maxwell ordered.

A large, vaguely triangular ship appeared on


the main viewer. "That's not the Breen," Sevek said.
Captain Adams leaned forward in his chair, his
eyes narrowing. "Mister Koval, recall the Away
Teams, Mister Sevek, lay in an intercept < ourse." he
commanded. "Let's see what it is."
Now that you've created your character, it's time to actions (making several attacks or attacking andj
learn how that character interacts with the rest of the dodging).
Star Trek universe-how he figures things out, fights
other characters and solves problems. That's what this Scene Similar to scenes in television a
chapter is devoted to: the rules of the game. It is film, a scene in the Star Trek: The Next Generation
divided into three sections: Time {the timeframes RFC blends elements of roleplaying and action.
w i t h i n which action occurs in the game), Tests (how Scenes are the smallest episodic increments used
to use your s k i l l s to accomplish things) and Combat in the game, and are u s u a l l y confined to a single
(rules for fighting). setting or location. Action scenes often last onlya
few rounds, w h i l e narrative scenes (such as a
description of things that happen on a journey
Time between starbases) can last for several hours of
even days of game time.
Actions during an episode or series—from plotting a
course to negotiating with the Sheliak Corporate— Episode As in a television show, a collection
occur w i t h i n a certain framework. In the Star Trek; of scenes forms an episode. In Star Trek: The NeA
The Next Generation RFC, t h i s framework is Generation RFC, each episode describes a rnaj<rf
represented by the measurement of time. The Star sequence of events important to the eventual
Trek: The Next Generation RFC uses five abstract resolution of a story. Episodes normally include
divisions to illustrate the passage of game time. some sort of temporary closure, and often resold
one or more subplots or m i n o r piotlines. Aj
• Round A round is the smallest time complete episode can usually be played out inl
i n c r e m e n t used in the Star Trek: The Next single game session.
Generation RPC. Rounds u s u a l l y last five seconds
and represent the time it takes to complete a single Series A group of interconnected episodes
action (such as making an attack, dodging an forms a series. Series often include recurring
attack, or performing certain skills) or group of characters and events, as well as an ongoing
larger story arc which links component episode]
together.

Downtime The best way to t h i n k of downtimeis


as "time between" - time between scenes,
between episodes or between series. Whenever
your characters aren't actively doing something,
it's considered downtime. Much of a characters
ongoing development occurs during this "time
between episodes."

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

DIFFICULTY NUMBER often require considerable s k i l l . Average characters


_. .I ' M
w i l l only occasionally succeed at these tasks.
Examples include reconfiguring the warp engines
Automotic action • no roll required under standard conditions or making a sensor scan
for something at extreme range or which is only
present in minute quantities.
3,4/5 Routine Difficult - These tasks are very hard. Average
characters w i l l almost never succeed, and skilled
6,7,8 Moderate professionals stand a good chance of failure.
Examples include reconfiguring the warp engines on
9,10,11 Challenging a tight deadline or repairing a damaged phaser
during combat.
12,13,14 Difficult Nearly Impossible - Need we say more? Even
legendary characters need a bit of luck to succeed at
a Nearly Impossible task. Examples i n c l u d e
15+ Nearly Impossible reconfiguring the warp engines on a tight deadline in
combat or repairing a damaged phaser that is going
Certain situations w i l l modify the Difficulty of a to explode in the next few seconds.
character's actions. Such modifiers are expressed in
one of two ways. Normally, a Difficulty modifier WHAT SHOULD I TELL THE PLAYER?
appears as a simple positive or negative adjustment, As Narrator, you don't have to reveal the
which means the actual Difficulty number is affected Difficulty of a Test to the player. In fact, keeping
(a +1 modifier increases a Difficulty 3 action to a Difficulty a secret can heighten the tension during
Difficulty 4 attempt; a -2 modifier changes a key scenes in an adventure. Describing tasks as
Difficulty 7 action to a Difficulty 5 action). "Routine", "Moderate", "Challenging" and so on can
Sometimes, modifiers affect an entire Difficulty give a player a rough idea of the task's Difficulty
category. Raising the Difficulty by one category without t e l l i n g him a specific number.
would cause a Routine action to become a Moderate For less critical scenes, of course, it is perfectly
action (the Narrator should s t i l l set the exact acceptable to tell the player the specific Difficulty
Difficulty Number). Number.

WHAT DOES DIFFICULTY MEAN?


The Narrator chooses a D i f f i c u l t y Number
Determine The Appropriate Skill
whenever a character attempts an action which is not To obtain a Test Result, first you need to determine
opposed by another character, such as repairing a which s k i l l governs the action being attempted. For
damaged computer. (For tests w h i c h are opposed by example, if Lt, Flynn, a Starfleet security officer,
another character, see Opposed Tests, below.) Pick a attempts to shadow a Ferengi gunrunner, she would
number from w i t h i n the ranges given, using the use her Stealth skill. If Lt. Ridgeway, a science officer,
category descriptions as a guideline. For example, a tries to scan a barren world for life readings, a
Routine Test w i l l have either a 3, 4 or 5 Difficulty, Shipboard Systems (Sensors)Test is probably in order.
while a Moderate action w i l l have a 6, 7 or 8 Each skill in the game is linked to a particular
Difficulty. After you get a feel for the game, assigning attribute (for example, Stealth is l i n k e d to
Difficulty w i l l become second nature. Generally, the Coordination, w h i l e Shipboard Systems is linked to
minimum Difficulty Number is always 3, regardless Intellect). The attribute is important, since it tells you
of the modifiers applied. how many dice to roll.
Making A Test DEGREE OF SUCCESS
To make a Test, roll a number of six-sided dice equal
to the governing attribute. One of the dice should be The degree to which o character succeeds at on action depends
a different color from the others (this is the Drama on how far over the Difficulty Number the player rolled. The
Die). If the Drama Die rolls a 6 or a 1, the character higher the Test result, the better the performance. Exceeding
has probably achieved an especially noteworthy the Difficulty by one indicates success, but exceeding it by four
success or failure (see below).
If the Drama Die rolls any other number, it works or five ^presents o spectacular result. A Test Result which is six
just like a normal die. The player picks the highest die or more above the Difficulty Number indicates o Dramatic
of all the dice (Drama Die included) and adds that Success, with especially beneficial results (see taofc
number to the character's s k i l l . This total Test Result is Success). During Opposed Tests, o successful Test Result which
then compared to the Difficulty Number.
is six or more points higher than the opposing Test Result
THE DRAMA DIE indicates a Dramatic Success.
As described above, if the Drama Die rolls a 6 or
a 1, the result may be more spectacular than normal. Although "degrees of success" ore not specifically defined, they
If the Drama Die rolls a 6, the character adds both can often enhance the game if the Narrator keeps such things
the Drama Die and the next highest die to his s k i l l in mind when describing effects to the players. Most players
when determining his Test Result. Usually this w i l l
indicate a great success, especially if the optional like to heot how well their characters have performed, so ham
"Degree of Success" system is used (see sidebar). it up! After oil, a good Star hk: Jhe Next Generation SPG
If the player rolls a 1 on the Drama Die, the gome should capture the cinematic "feel" and tension of the
character may have grievously failed. If all other dice shows.
also rolled 1 's, then a Dramatic Failure definitely has
occurred. Example: if. Flynn uses her Stealth Skill to sneak jwsf serari
Example: Lt. Ridgeway scans the surface
Romulan guards. Jhe Narrator dec/ores ihis a Moderate to):
of Epsilon Roma It!, a barren world in the (Difficulty 6). flynn has a Stealth 4 and Coordination 4. SAe
Epsilon Roma system. The scan is fairly raffs her Attribute dice; her highest result is a 6. Added to to
specific and involved, so the Narrator Skill of 4, that gives her a result of 10 (4 more than she
assigns it a Difficulty of Moderate (7). needed to succeed). Jhe Narrator rules that, because she te
Lieutenant Ridgeway's Shipboard Systems
(Sensors) skiSS is 3 (4) and his Intellect is succeeded by such a large margin, she has made absolutely no
also 3. Ridgeway's player rolls his three wise and the guards haven't the faintest clue that s/ie is
attribute dice (one of which, the Drama around.
Die, is a different color), getting A 3, a 6,
and another 6 on his Drama Die. Since A short while later, It. Flynn tries to operate a to/on
Ridgeway got a 6 on his Drama Die, be computer using her Computer Skill (which is 3). Jhe Mwtfor
can add not only that 6, but the next dec/ores this to be a Difficult task (Difficulty 8) because of f/ie
highest die (the other 6) to his skill. That
gives him a final result of 16. Since 16 is 6 computer security in place. Flynn's Intellect is 3, Unfortunate^,
or more greater than the Difficulty Number her highest die is only o I giving her a total of 4, Since this is
of 6, he has achieved a Dramatic Success far below the number needed to succeed, the Narrator rales
(see below). The Narrator tells him that his that she not only fails, but trips an alarm!
scan was successful, and that he spots
several life-forms with humanoid
signatures moving slowly on the world's
southern continent. attempting to leap a wide chasm scores a marginal
success on his Athletics (Jumping) Test, The Narrator
If a character only rolls one die for a Test, that die rules that he makes the jump, but rather than landing
is automatically the Drama Die, If it rolls a 6, the on his feet, he barely manages to grab the edge of the
character may reroll it once, and once only, and add far side with his hands. The following round finds our
the two rolls to his s k i l l . hero hanging from the ledge, his feet dangling in
space. It's probably time for another Test ....
SUCCESS AND DRAMATIC SUCCESS If the total exceeds the Difficulty Number, the
If the total Test Result equals the Difficulty character has succeeded. At the Narrator's option,
Number, the character has achieved a marginal the "Degree of Success" system (see sidebar) can be
success—he's succeeded, but just barely, and some used to determine just how well the character
minor complication may have arisen, A marginal succeeded. If The character exceeds the Difficulty
success depends on the situation and the individual Number by 6 or more, this always indicates a]
Test, but in some cases it could lead to additional Dramatic Success (see chart).
116 Tests in subsequent rounds. For example, a character
DRAMATIC SUCCESS DRAMATIC FAILURE
Dramatic Successes occur when a player rollsII six or more ..,,„.-,. „„— ,, _ —,._sroiiissix \orHiors/
.

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

F A I L U R E AND DRAMATIC F A I L U R E is 3, but, unfortunately, her best die roll is a


If the total rolled is less than the Difficulty 4. When added to her Shipboard Systems
Number, the character has failed. If he fails to meet (Sensors) 2 (3), that only gives her a 7.
the D i f f i c u l t y Number by 6 or more, he has Unwilling to let her quarry get away, she
experienced a Dramatic Failure (see chart). Dramatic spends 3 Courage Points to add +3 to her
Failures tend to complicate matters, and should roll, bringing it up to a 10—and success!
always relate directly to the task being attempted.
They may embarrass the character, expose him to
i n j u r y or harm, put him in a situation where he is in
grave danger, require further Tests, and so forth, at
the Narrator's discretion.
GETTING COURAGE POINTS BACK
Improving Your Roll Courage Points ore of porticular importance to less-experienced characters.
However, it is very easy to deplete o character's Courage Pool, and tiis
EDGES
Edges can modify S k i l l Tests. Positive edges
Courage Points normally do not "refresh" until the end of the gams
allow players to roll additional dice when m a k i n g a session. Characters con goin additional points during an episode in several
Test, w h i l e negative edges force you to subtract dice ways, but they cannot exceed their original Courage Point total. A
from your roll. You can roll one additional die, or character's overall Courage Pool can occasionally be raised through
subtract one die, for each point in a relevant edge. experience (see Rewinds}.
For example, a +2 edge would allow a player to roll
two additional dice d u r i n g a Test, w h i l e a -1 edge There are three ways for characters to replenish their Courage Pool more
would remove one die from his Test attempt. Using quickly:
the g u i d e l i n e s presented in the skill descriptions, the
Narrator decides whether an edge applies to a * Dramatically Appropriate Actions If o character spends Courage
particular Test. W h i l e the Narrator s h o u l d lot players Points to accomplish dramatically appropriate feats, the Narrator cnn
use their edges whenever possible, he should also elect to reward him by replenishing his Courage Pool at the end of the
remember that, u n l i k e attributes, edges don't always scene. For example, o Starfleet security officer who spends Courage
apply. Points at a critical moment to defuse o hostage situation, circumvent ait
R e t u r n i n g to our previous examples, the
Narrator knows that Lt. Flynn's Coordination governs anti-intrusion system to a top-secret Ramulan weapons lab, or other
her Stealth Test. After reading the Stealth s k i l l action that moves the plot of the adventure forward can earn back
description, the Narrator allows the player to add her Courage Points. The more impressive or difficult the task the character
Reaction edge to the Test, reasoning that t h i s w i l l accomplishes, the more Courage Points should be recovered. Use the
affect the officer's a b i l i t y to move quietly. Since her following as guidelines for recovering Courage Points:
Reaction is +1, she may roll one extra die. On the
other hand, Lt. Ridgeway w i l l make his Shipboard CONDITION COURAGE POINT REWARD
Systems (Sensors) Test u s i n g only his Intellect
attribute (which governs the s k i l l ) . His scan is a Stopping tin enemy from perfoiming on undesired action (firing a phaser, for
relatively straightforward task and no edges apply. example) 1 point
Stopping an enemy from performing o series of undesited actions (sttdi E
COURAGE POINTS preventing an enemy from fleeing the area ond rendezvousing with a shirttfeatft)
The expenditure of Courage Points provides another 2 points
method of increasing Test Results. A character's
Courage Points often come in handy when a Test Trivitjrting on enemy's master pirn 3-4 points
generates a low total. If failure in a particular task
can lead to catastrophic results — the failure of the • Effective Roleplaying. The Narrator should reward the pbyer for
overall mission or the death of the character, for acting in a manner which is consistent with the character's personality
example — the player can elect to spend up to 4 ond motivations by allowing them to recover Courage Points more
Courage Points to improve the Test Result. Each quitkly. for example, o Ferengi grifter should receive Courage Points fw
Courage Point increases the f i n a l Test Result roll by successfully completing Fast Talk, Charm or Gornirtg rolls in dramatically
1. The character does not have to decide to add important scenes. These rewards should be awarded only if the ployer
Courage Points before he makes his roil; he can add
them after he rolls the dice and determines that, spends Courage Points on these dramatically important Skill Tests [the
without Courage Points, he would f a i l the Test. A oward should be equal to the number of Courage Points spent on such a
character cannot spend more than 4 Courage Points
in a single round.
Heroic Sacrifice. If the character suffers severe injury or extreme
1

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.

Example: Ambassador Virel, a man of


Storfleet officers must be prepared for any eventuality. As o peace, knows nothing of armed combat.
result, they seem to know a little bit about everything, and this Unfortunately, he finds himself attacked by
often-unexpected knowledge can become critical in tense a group of Klingon renegades who have
boarded his ship. The only weapon
situctions. Depending on the situation, certain Skills may be available to him is an antique sword.
[ombinerJ with attributes other than those listed under the Skill Ambassador Virel decides to try to defend
descriptions. For example, although the Energy Weapon Skill himself with the sword. His Coordination is
is riorrnclly linked to Coordination, in the miast of a heated 2, Therefore he may roll two dice when
firelight the Narrator might allow o character to use his Intellect trying to attack the Klingons with the
id conjunction with his Energy Weapon (Phaser) Skill to try to sword.
fin o weapon malfunction.
Test Modifiers
Wining different attributes with the some Skill can make
for some oramotic game effects, but it can also be a recipe for PREPARATION
The Narrator may give a character a +1 die or +1
obuse. Exercise good judgment when using this rule, and make Test Result bonus to his Test attempt if he takes
sure the players justify the variations they request by additional time to prepare an action. Normally, such
ralepbying them. Remember, the Narrator ultimately decides preparation requires one f u l l round (it cannot be
which attribute is necessary to complete an action successfully. rushed). Of course, not all actions w i l l benefit from
additional preparation (for example, some actions,
such as making extensive repairs to a damaged
starsnip system, already take so mucn time that
preparation can't really affect them). Use common
sense or refer to the individual s k i l l descriptions for
guidance.
Conversely, tasks that normally take a long time
to perform (such as Cooking or making some types of
repairs) are harder to do if the character is rushed.
The Narrator should increase the Difficulty of the task
to reflect the fact that the character does not have
enough time to do the job properly-the greater the
rush, the greater the increase in the Difficulty. For
example, it would normally take Chief Engineer
Blanchard two hours to make minor repairs to the
d i l i t h i u r n regulators. Unfortunately, he must
complete the repairs in one hour. The Narrator rules
that w h i l e this would normally be a Moderate (6)
repair, the rushed nature of the job increases the
Difficulty to Challenging (10).
ADDITIONAL ATTEMPTS
If a character fails an action attempt, he may try
again. Each additional attempt adds +1 to the
Difficulty of the Test. For example, a character
attempts to scan the bridge of a transport vessel to
detect a hidden explosive device, an action that has
a Difficulty of Moderate (6). He suspects the device
is there, but he doesn't detect it on his first sweep of
the area. Knowing that he needs to find it quickly, he
decides to try again, this time with a Difficulty of 7.
If he still can't locate the device, he could try yet
again (at Difficulty 8), And so on .... S k i l l Test, although Renown Tests are usually linked]
to a specific Renown Aspect. For example, if youa
OTHER M O D I F I E R S character were acting in a diplomatic capacity
There are literally countless factors that could overseeing trade negotiations on a frontier UFfl
modify a Test. The Test Modifiers Table provides a few world, his Openness would probably be used for any!
examples; Narrators can use these as guidelines Renown Tests made by the inhabitants. Once the!
when determining other modifiers. negotiations had actually begun, and your charactetl
Renown Tests has a chance to display his diplomatic acumen andl
cultural savvy, his Skill Aspect might also come into|
play-
To determine if a stranger or supporting cast member To make a Renown Test, take your character's!
knows of your character's reputation, the NPC must overall Renown (the total of all Aspect Values) andl
roll a Renown Test. A Renown Test works just like a divide it by 1 0 (rounded up) to get his Base Rcnown.l

TEST MODIFIERS
•••:.. .

Lack of proper toots or equipment +1 Difficulty (or more}


Using particularly good or high-quality equipment •1 Difficulty (or more)
Using off hand (unless character has Ambidexterity Advantage) +1 Difficulty
Visual Interference (for Search and similar Skills)
Light smoke, dim tight +1 Difficulty
Heavy smoke, moonlight +2 Difficulty
Very thick smoke, total darkness +3 Difficulty
Zero Gravity (unless chataclet is +1 Difficulty
Zero-6 Jrained or makes a Routine (4)
Persona! Equipment (Enviwmentol Suit)
Zero Gravity +1 Difficulty
The.NPC rolls a number of dice equal to your
character's relevant Aspect (the highest Aspect, if
no specific Aspect is in question). If the highest
die rolled plus your character's Base Renown
{exceeds the Renown Difficulty (see
[accompanying chart), your character is known 3-5 Routine: Your Ship
[or recognized for the Aspect in question. No
[matter how high an Aspect is, you never roll 6-8 Moderate: Starfleet
[more then ten dice. The Narrator might modify 9-11 Challenging: Your Home Planet, the Sector
the Difficulty if, for example, the stranger has a
[high World Knowledge or Culture skill related to 12-14 Difficult: The Federation, the Quadrant
the character's planet, or if they share Contacts 15+ Nearly Impossible: Across Known Space
Kf Allies. Drama Die rules apply to Renown
Tests.

Example: Danny's Vulcan character


\ Suvok runs into a Cardassian on a
frontier planet. Suvok's Renown Aspects
are Initiative 2, Aggression -6, Ski!! 4, tion Modifier to Target's Renown Test
Discipline 4, and Openness -2, Suvok's
I overall Renown is 18 (2+6+4+4+2). This Same Species no modifier
gives Suvok a Base Renown of 2 (18
divided hy 10, rounded up.) The Different friendly species {Humans and Vulcans) +1 Difficulty
Narrator rules that the Difficulty Number
for determining if the Cardassian knows Different hostile species (Humons and Cardassians) +2 Difficulty
about Suvok is 6. Since Suvok's highest
Aspect is Aggression (a degree of 6, even Different alien species (Humans and Anticans) +4 Difficulty
though its value- is negative), the
Narrator rolls 6 dice (OF the Cardassian, Both characters operate on some planet -2 Difficulty
one of which is his Drama Die. His
highest die roll is a 4, which he adds to Both characters operate in some immediate
the 2, giving him a 6. The Narrator rules
that the Cardassian has indeed heard of
region of space (system or group of systems) -1 Difficulty
Suvok, and specifically that Suvok is
basically peaceable. Rolling a second
Both characters operate in same sector no modifier
Test against Skill Renown, the Narrator
mils 4 dice (for his 4 Skill Renown) and
Characters normally operate far from one another
again adds 2. Unfortunately, his highest (across a quadrant) +1 to +5 Difficulty
roll is a 2 (+2-4, meaning a failure), so
the Narrator rules that the Cardassian is Opposing character would probably know target
not aware of Suvok's extraordinary skill (he has read or studied him, heard stories from
at Unarmed Combat. The Cardassian
will not back down in the upcoming his compatriots, etc.) -1 to -3 Difficulty
confrontation.
Opposing character would probably not know
Each culture (and indeed, individuals w i t h i n target (a backwater miner trying to recognize
• those cultures) values the various Renown
Aspects differently. Generally, someone from a
a Starfleet officer, etc.) +1 to +5 Difficulty
cuiture placing a high value on an Aspect w i l l
react favorably to a character with a positive
'value in that Aspect, and poorly to one with a
negative value in it. The inverse, obviously, is
also the case.

Example: Since Cardassians place a


DEFAULT CULTURAL VALUES
High value on Aggression, Suvok's
negative Aggression Renown causes the
Cardassian to think less of Suvok: the
AGGRESSION DBCWNE IMWIVE OP£NNESS SKILL
Cardassian no doubt considers the Medium High Low Low High
Vulcan a sentimentalist, a weakling or Cardassian High High Medium Medium High
even a coward. Of course, a large
positive Aggression Renown for Suvok Ferengi Low Low High High Medium
would not make Suvok and the Klingon High Medium Medium Low Medium
Cardassian into friends, but the
Cardassian might then respect Suvok as
Romolan High High Low Low High
an enemy and a worthy foe. Storfleet Low High Medium High High
Vulcan Low High Low Medium High
• I 7 III maun I nil I Yiniiini' am « n<
Combat IMMEDIATE ACTIONS (*m mm w NO m w wuu}
Conflict — and combat — is often a necessary facet
• Dropping a weapon
of life in the Star Trek universe. Unfortunately, the • Shouting an order; brief communication ("We come in peace!*]]
Federation ideals of freedom and peace do not reign
throughout the galaxy. Starfleet must contend with all • Casually observing the surroundings
manner of threats as a matter of course, from cultures
and species bent on conquest and galactic • Making on Initiative Test
domination, to the shadowy criminal elements
within the UFP itself. While Starfleet personnel will • Certain Attribute Tests
exhaust every reasonable alternative before resorting
to violence, sometimes they are left with little choice.
As a result, Star Trek: The Next Generation RPC 010 MS (arts which take time and require an action ino
characters may find themselves fighting to preserve
their lives or the lives of others. • Drawing a weapon. It takes an action to draw a weapon,
Combat is normally fought in five-second time character con draw a weapon and fire it during the some round,
periods called rounds. Rounds are used during but this counts as a Multiple Action (see below) .
scenes involving dramatic or cinematic elements -
a fight, a chase or a dangerous obstacle such as a • Combat Maneuvers. See the Combat Maneuvers Table.
bomb countdown or cave-in. As a rule of thumb, use
rounds when it is critical to know who acts first - • Movement Maneuvers. See the Movement Maneuvers Table.
and last — in a particular situation.
• Reloading. Most weapons have an ammunition supply Mill
Round Sequence determines how many times the weapon can fire before it &
exhausted or requires reloading). Unless specified otherwise intte
Each round is divided into two parts: Initiative and weapon's game statistics, reloading it (if possible) takes on oclit
Actions.
• Stun setting. Most energy weapons have variable domage id
INITIATIVE range settings. A character can switch a weapon's setting win!
Initiative determines which characters act first making a Skill Test, but doing so takes an action.
during a round. Each character must roll an Initiative
Test. An Initiative Test is like an Opposed Test • Taking a tricorder or sensor reading. Taking a
between the characters involved in the conflict. Each sensor reading requires an action; more detailed or difficult m
character makes a S k i l l Test for the s k i l l he is using—
for example, Unarmed Combat if the character is may take multiple actions, at the Narrator's discretion.
involved in a fist-fight; Primitive Weaponry if he is • First aid, Applying first aid to an injured character takes an action
using knives, clubs, a bat'leth or similar weapons;
and Energy Weapon (Phaser) when using that • Making a Test. Making most Skill Tests requires an ocfa;]
weapon. Each character's Skill Test is modified by his Attribute Tests may or may not require an action. However, jfis
Reaction edge. The character who gets the highest
Initiative Test Result acts first; the remaining always up to the Narrator to decide whether o particular roll isi
characters act in order of their rolls, from highest to Timed action or an Immediate action,
lowest. If two or more results tie, the character who
rolls higher on his Drama Die is the victor. If the
Drama Die rolls are the same as well, the character ACTIONS
or side who initiated the conflict wins initiative. At this point, the acting player informs the
A player cannot spend Courage Points to Narrator how many actions his character will attempt
increase his Initiative Test result. in the round. If the player attempts to perform j
multiple actions during the round, he may he subject
Optional Initiative System to a Multiple Action Penalty (see Multiple ActionS
Narrators who prefer a slightly less detailed below). The Narrator assigns any modifiers (if any!
initiative system should determine initiative by side, and the player makes his first Attribute or Skill Test.
rather than by character. To use this system, choose This process is repeated for each character in]
one character from each side to roll an Initiative Test order of their Initiative Tests. After all characters havJ
(often the character with the highest Command skill performed one action, characters who are
level). The sides then act in order of their Initiative performing multiple actions take their second actionq
Test Results; on each side, characters act in order of (again in order of initiative). This process continues
their Coordination (again, from highest to lowest), until each character in the conflict has taken every]
modified by any Reaction edges. Ties between sides action declared for the round.
are resolved as in the standard initiative system. After all participants have completed their!
A player cannot spend Courage Points to declared actions, the conflict either is resolved Ml
increase his Initiative Test Result under the optional enters a new round. If the conflict continues,
124 system. characters roll Initiative Tests as previously described j
and actions are again declared. This process!
continues until the conflict is finally resolved.
• Immediate Actions; Timed Actions are not taking multiple actions may, if they choose,
Characters can take two types of actions during take an extra action to dodge or parry (though a
' conflict: Immediate actions (which take no time, and M u l t i p l e Action Penalty must then be applied).
\ do not have to be declared at the start of a round) and When a character changes actions to dodge or
Timed actions (actions which take time and must be parry an incoming attack, his Test Result "sets" the
• declared at the start of a round). Most attacks and Difficulty for the attack. The attacker must now
other actions in combat are Timed, but not all are. overcome this new Difficulty in order to succeed.
The following table provides some guidelines to help This Test Result remains in effect for the rest of the
Narrators determine whether an action is Immediate round (or until the character acts again) and acts as
nr Timed: any other dodge or parry roll (see Difficulty Numbers
in Melee Combat, page 130).
, Delayed Actions
Normally a character takes her action when her Example: In the next round of his fight
Initiative Test indicates that she should. However, against the Romulans, Lt. Commander
; sometimes a character will want to wait. Instead of B'rek declares he will attempt multiple
t acting right away, he may prefer to see what his actions—to wit, shots at three different
t enemies are going to do first, or he may be waiting Romulans, for a total -2 penalty to all his
for something else to happen before he acts. shots (see Multiple Actions,*. After taking
In this case, the character may delay his action. his first shot, B'rek realizes that one of the
(• This moans that, rather than act when his Initiative Romulans is taking aim at him. He declares
f Test dictates, he "holds" his action until a later time. he will take an extra action and attempt to
• He may act at any later time during the round. Dodge the attack. He makes his Dodge roll
[ However, if he attempts to use his action to stop or at +3 Difficulty because of all the actions
interrupt another character's action, he and the other he is taking. After he dodges, the Difficulty
character must make an Opposed Test using their Number derived from his dodge becomes
Coordination (modified by any Reaction edges); the the new Difficulty for all attacks against
[ character can only act before his enemy if he him until he next acts, or the round ends,
•Wcceeds with this roll, In all cases, the Narrator whichever comes first.
[; should ask the player to state why she is holding her
jcharacter's action (for example, "I wait until I can At the Narrator's discretion, characters may also
. determine if the Borg have adapted to these weapon change their actions to do things other than dodge or
settings.") parry an attack, or even to add more actions. For
example, suppose that one of Lt. Commander B'rek's
Example: U. Commander B'rek is one of declared actions was to shoot at the Romulan
several Starfleet officers engaged in a captain. However, before he can act, another
phaser battle with a group of Romulans on character shoots and k i l l s the Romulan captain. Lt.
the surface- of a desolate planet. B 'rek has Commander B'rek might be allowed to change his
the highest Initiative Test result, so he may declared action to shoot a different Romulan, since
act first. Rather than attacking, he decides shooting the captain is now pointless. Or, if an
to wait and see what the Romulans do, so attacker disarms Lt. B'rek, he might be allowed to
he delays his action. Later in the round, he add an action to draw another weapon.
notices 3 RomuIan about to shoot Lt.
Ridgeway. B'rek declares that he will use
his delayed action to attack the Romulan
Surprise
first, B'rek and the Romulan must make an A character can be surprised - - startled into
Opposed Test using their Coordination immobility by sudden, unexpected occurrences -
attributes. If B'rek wins the test, he will be which allows an attacker to make an uncontested
able to act before tbe Romulan and, he action before the character can react. The surprised
hopes, save Lt. Ridgeway. Otherwise, the character cannot perform defensive actions (dodges
Romulan wit! get to shoot Ridgeway first, or parries) or any other actions (even Immediate
and Lt. Commander B'rek may have to actions) during this initial attack.
satisfy himself with avenging Ridgeway's Surprise most often results from ambushes or
death. similar attacks, though it can result from almost any
unexpected or startling event (sudden explosions or
Reacting to Changing Circumstances noises, gravity failure, etc.). Whether or not surprise
is achieved is up to the Narrator, In appropriate
•netimes a situation changes due to outside circumstances, the Narrator may allow a character to
influences or the actions of other characters. Rather make an Opposed Test, pitting his Search roll (or
[than follow through with their declared or planned other appropriate skill) against the attacker's Stealth
actions, characters can react to changes in a situation (or other appropriate s k i l l ) , in an effort to detect an
Iby altering their intended actions. Characters may ambush before it occurs.
[change their actions to use Dodge (to evade an
[attack), Primitive Weaponry or Unarmed Combat (to
parry a blow),
Multiple Actions
If the character has planned to take multiple It is possible for characters to attempt more than one
[actions, the Multiple Action Penalty (see below) action during a round. However, if a character tries
f applies to his effort to dodge or parry. Characters who
UNIVERSAL COMBAT MANEUVER
ACTION DIFFICULTY DAMAGE NOTES
Aim Difficulty ro hit target for each action used to Aim;
multiple times
Block Porries unarmed hand-to-hand attacks. Character
appropriate Skill Test (Unarmed Combat) or n Coordino
subtracts 3 to establish a Difficulty for hitting him wit
Grab If successful, the character has grabbed his opponent i
immobilized him, preventing him from taking any ocli
trying to break free. The characters must moke an Qp
Fitness (modified by Strength} each round to determin
grubbed character can break free. This Opposed Test i

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

BOXING (TIMED ACTIONS) [USABLE BY CHARACTERS UNARMED COMSAT (BOXING)

>n Difficulty Notes

Block Parries unarmed hand-to-hand attacks. The character tolls I


Combat Test to establish a Difficulty for hitting him with s

Uppercut
.
STARFLEET MARTIAL Am (TIMED ACTIONS) [USABLE BY CHAIA WHO KNOW UN INFLECT MARTIAL Am))

Difficulty Damage Notes

* Porries unarmed hond-to-hand attacks. The character rolls »|


Combat Test to establish o Difficulty for hitting him with
• Attacker and target moke Opposed Fitness Tests (i
Strength), with attacker receiving +2 to his roll. If nttwtitj
Test, the target drops his weapon.

• Target is thrown to the ground and surfers penalties furl


until he gets to his feet (which takes an action)

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)

Abdomen/Stomach xl,5 domoge

8 Upper Leg/Ihigh (Left) +2 • Reduce all movement to half normal


. ' . . . . • • : - " - . : . . '•• '
9 Upper Leg/Thigh (Right) +2 • Reduce all movement to half normal

10 Lower Leg/Foot (Left) +4 • Reduce ail movement to one-quarter rtormol

11 Lower Leg/Foot (Right) +4 • Reduce all movement to one-quarter normal


r ' ...^':.t'•••"'•-'- •
12 Head +5 • x2 damage

In addition, after a character has determined w h i c h location he hit, he can


elect to "slide" the result to another hit location based on how proficient he is
with the mode of ottock. He con "slide" the attack one step up or down for
each point he has in the S k i l l he used to moke the attack. For example, Ensign
Dirksen, with a E n e r g y Weapon (Phaser) 2 (3) Skill, can elect to "slide" o hit
3 locations in either direction on the scale when he hits a target with o phoser
blast. He rolls a hit location of 1. As a result, he can slide the hit location up
to 3 locations in either direction — a n y w h e r e from 4 - i O . Since he does not
want to strike the target character in the abdomen — location 7, a p o t e n t i a l l y
fatal shot — he instead elects to "slide" the hit to the target's right hand
(location 5), hoping the target will drop his weapon,
to do too much at one time, his overall chance of s k i l l level (or Fitness). Characters can normally mow
success in each task is dramatically reduced. once per round. The Narrator may, at his discretion!
The first action in a round is "free" — by itself, it allow multiple movement actions in a single rounl
carries no penalty. For each additional action the Refer to the Athletics s k i l l , page 92, for mod
character wants to take, there is a +1 Difficulty information on movement.
penalty for each action. For example, a character Under normal circumstances (and even in mat
who declares that he w i l l attempt eight actions in a combat situations), characters do not have to ma!
round suffers a +7 Difficulty penalty for all Attribute S k i l l Tests to move successfully. However, |
and Skill Tests that round (even the first). In the case p a r t i c u l a r l y stressful or dramatic situatii
of dodging or parrying actions, which don't involve a movement works like any other action— a misstepd
Difficulty, subtract the Difficulty penalty from the Test the wrong time can be costly indeed. The NarratJ
Result. assigns the terrain, obstacle or maneuver a Difficult!
In short, trying to do too many things at once is a Number {usually based on those listed in tM
sure-fire guarantee that most or all of them w i l l fail. Movement Table, as modified by terrain type an
other circumstances), which the character miM
Movement overcome to negotiate the terrain successfully!
Characters who make involved or elaboratj
Though players shouldn't be forced to move their movement maneuvers should use their Athletics skill
characters around like chess pieces (although if or Fitness attribute for Tests. If the character fails, thl
miniatures are being used, this can become an Narrator should reduce the character's movement
enjoyable addition to the game), movement often (typically by 1 m for every point by which he missal
needs to be accounted for within the scene— the roll), state that he tripped and fell down or creal|
sometimes you'll want to know precisely how fast some other dramatic situation.
and far the characters can move during a round.
Humanoid characters normally move 10 meters per
round at a brisk walk. They can move more quickly
(or more slowly) using other types of movement (see
the accompanying table). If a character wishes to
move more quickly when using a particular form of TYPE OF MOVEMENT RATE DIFFICULT!
movement, a successful Athletics Skill Test (or Fitness
Test) w i l l allow the character to move an additional Crawl 5m per action No roll
number of meters per round equal to his Athletics Walk 10m per action No roll
Run 15m per action Routine (S)|
Sprint 20m per action Moderate I
Swim 3m per action Routine HI
J u m p 2m forward, 1m up Moderated]

. Climb 2m pet action Moderotil

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

Dropping prone A form of Dodge

Getting to one's feet

Moving 2m or more, walk/run Varies See Movement Table for Difficulties

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.

'""{Site!" is how the maneuver affects the character or ihe combat.


do so, then the Difficulty of the attack becomes the called shot modifiers can use those listed in
Test Result of the target's parry or Dodge attempt optional hit location chart.
(though this cannot be lower than the base Difficulty Cover. Characters protected by cover are harder
to hit with the weapon; if it is, use the base Difficulty hit during combat. Cover can be physical barrii
instead). Reaction edges normally modify dodge between the character and an attacker (such
attempts, while Dexterity edges affect parry or force fields, walls, rocks and so on) or factors tl
blocking attempts. affect visibility (smoke, rain, darkness or other sud
Combat maneuvers, including those taught as visual impediments).
part of martial arts styles, also have base Difficulties
(see the Combat Maneuvers Table). Because the use
of energy weapons often leads to quick and deadly
resolution, old fashioned fistfights have become a
staple of the Star Trek milieu. Who can't picture Kirk COVER ARMOR
or Picard slugging it out with their Klingon or
Romulan adversaries? This cavalier spirit should run Thin wooden door 6
through your episodes, as well. After all, it's easy to
nurse a few bruises over a glass of synthehol in Ten Wooden door 8
Forward, but who can bring back Ensign Colville
after he's been disintegrated? Thin, unarmored metal door 10
DIFFICULTY NUMBERS IN RANGED COMBAT Reinforced metal door; large rocks 14
During ranged combat, the Narrator determines
the Difficulty based on the shooter's distance from Armored bulkhead 20
the target. This distance—or range—is described as Heavily-armored security door 24
Point Blank, Short Range, Medium Range or Long
Range. Of course, if an opponent attempts to dodge
the attack, the Difficulty equals his Dodge Test
Result, as with melee combat. Physical cover makes a character harder to hit,
To determine which range to use, consult the the cover protects one quarter of the character]
weapon's Range listing. For example, a character body, increase the Difficulty to hit him by
armed with a phaser has a Range of 5/10/20/80. This protects one half of his body, add +2; if it prated!
means any targets up to 5 meters away are three quarters of his body, add +4. If cover protects
considered to be at Point Blank range; targets from the character's entire body, the attacker cannot hffl
5.1-10 meters away are at Short Range; targets him; the cover must be destroyed before ™
10.1-20 meters away are at Medium Range; and character can be successfully attacked, TM
targets from 20.1-80 meters away are at Long Range. accompanying Cover table provides guidelines fai
For every 10 meters beyond the weapon's listed Long the strengths (expressed in terms of armor—s^
Range, increase the Difficulty by +1. Resisting Damage: Armor, page 131) of varii
materials. Narrators should use their jud[ 1
when determining how much cover (if any) a gi
attack destroys; some forms of cover requ
multiple shnts before the target behind it can
RANGE DIFFICULTY hit.
Point Blank Routine (3) Visual cover makes a character harder to hi
because he is harder to see, thus increasing the|
Short Range Routine (4) Difficulty Number of attacks against him. Asa!
rough guideline, light smoke or dim light increases
Medium Range Moderate (7) the Difficulty by +1; heavy smoke or moonlightb
+2; and thick smoke or total darkness by +3. Thesa
Long Range Challenging (10) penalties also apply to any roll to perceive things
visually, including most Search rolls.
Off Hand Characters are normally either right-
handed or left-handed (player's choice). Unless
Combat Variables they have the Ambidexterity advantage, indicating
that they are equally adept with both hands, anjj
There are other factors that can affect combat attacks (or other S k i l l Tests) made usin£ the
situations. These variables can increase or decrease character's off hand are at +1 Difficulty.
the Difficulty of various Tests during a battle. Prone or Immobilized Characters who are prone
are usually easier to hit (-1 Difficulty), particularly
• Called Snots. It is possible to aim at a specific in hand-to-hand combat (being prone may actually!
target area (such as the arm, leg, hand, head, and make a character harder to hit in some]
so forth). This increases the Difficulty of the attack. circumstances - - +1 Difficulty - - with ranged!
As a general guideline, for targets greater than 10 attacks). Characters who are immobilized (tied up,]
130 centimeters long, add +2 to the Difficulty. For for example) are much easier to hit (-4 Difficulty),]
targets smaller than 10 centimeters long, add +4 to Size The Narrator should take into account thesis
the Difficulty. Narrators desiring more detailed of objects in combat when determining Difficulty!
Numbers to hit a target. It is easier to hit objects!
which Are much larger than one's self (for example,
I
i
a human shooting at a starship), but harder to hit
objects w h i c h are smaller (a human shooting at an
Damage
f: insect). As ,1 rough guideline, for every doubling of A character can withstand an amount of damage
| a target's srA1 in comparison to its attacker, subtract equal to his Resistance (Fitness+Vitality+applicable
I from the Difficulty to hit it. For every halving of a armor). Any damage which exceeds the target's
[ target's si/c in comparison to its attacker, add 1 to Resistance affects the target directly.
I the Difficulty to hit it.
'Targeting Systems Some ranged weapons have
i built-in targeting systems. These weapons have a
Other Forms of Damage
Targeting rating (such ,is 1 or .1). When a character The G a l a x y contains many dangers, and outright
•res such a weapon, he makes a normal Skill Test, combat is often the least of a character's problems.
Mil the Difficulty Number for the Test is decreased Fire, radiation, explosive decompression—each of
; by 3 number equal to the weapon's Targeting these dangers can easily injure even the most
f rating. The m i n i m u m D i f f i c u l t y Number is still 2, resilient characters. For circumstances not described
I however. here, Narrators should use these rules as guidelines
•Zero Gravity All combat actions and Skill Tests to create an appropriate rule for the situation.
•uffer a +1 Difficulty when performed in zero • Falls Each 10m of distance fallen causes 1+1d6
[ gravity unless a character has the Zero-C Training damage. Thus, a 70m fall does 7+7d6 damage.
I advantage or makes a Routine (4) Personal This assumes a local gravity roughly equal to
I Equipment (environmental Suit) Test. Earth's; for environments which involve different
gravity, m u l t i p l y the damage done by the
Courage Points in Combat difference between local gravity and Earth gravity.
For example, if local gravity is h a l f of Earth's, halve
[Course Points <\\r be spent at any time during a the damage; it is twice as strong as Earth gravity,
round. Courage Points may not be used to improve double the damage.
in Initiative Test or a Homage roll. • Fire Contact with a roughly torch-sized flame
causes 3+1 d6 damage per round of contact;
flammable articles, such as clothing or hair, may
Damage and Healing catch on fire and do further damage to the
character. For larger fires, add + 1d6 damage for
Inflicting Damage every doubling of the size of the fire. If a character
is completely immolated (say, in a bonfire), he
•in attack succeeds, the target of the attack may be takes 3+10d6 damage. Plasma fires or other
injured or even k i l l e d . The amount of Damage done unusual blazes burn hotter than normal flame,
lytbe attack indicates its level of severity. Obviously, causing double damage.
a roundhouse kick that does 6 points of damage is far • Radiation While large doses of radiation can k i l l
ss severe than a phaser blast that does 26 points, a character in seconds, many types of radiation
Some forms of attack cause a set amount of damage are more insidious. Characters exposed to
(normally based on your Fitness and any Strength damaging radiation take 1d6 per round for the
Itdgeyou possess). Other forms, most notably energy duration of their exposure. After direct exposure
weapons, deliver a variable amount of damage ends, they continue to take 2 points of damage per
(requiring you to make a die r o l l ) . Dramatic day (from radiation sickness) u n t i l they are treated.
[Successes typically add 1-2 extra damage dice, and For more or less severe types of radiation or
i Courage Points may not be spent to increase the exposure, add or subtract damage dice, or
damage r o l l . The DM ma Die does not apply to lengthen or shorten the time interval in which
idamagc rolls. damage occurs.
• Drowning A character can hold his breath
BRAWLING; MARTIAL ARTS underwater for five rounds per point of
I Brawling attacks (untrained, unarmed melee Fitness+Vitality. For every round after that, the
jtutksi t y p i c a l l y i n f l i c t <i n u m b e r of points of character takes 1 point of damage (Resistance
damage equal to the attacking character's offers no protection against this) until Stunned,
[ Fitness* Strength. after which he takes 1 d6 damage per round (again,
i Martial arts or other combat maneuvers usually Resistance does not apply) until dead.
I inflict a specific amount of damage, modified by the • Vacuum. Characters caught in a vacuum (space)
character's Strength (see Comhtit Maneuvers Table). without protection w i l l die in a number of rounds
Slun dtimjgt1 u s u a l l y results from punches and equal to their Fitness+Vitality. If rescued before
[similar .itl.Rks (see i'fun Damage, page 133). death, assume they drop one Wound Level per
round of exposure until reaching Near Death.
WEAPONS
I for weapons, consult the weapon's damage code
Ito determine how much damage it causes. For example,
Resisting Damage.- Armor
aphaseron setting 5 does 10+2d6 damage, moaning a A character can resist damage equal to his
Ibaseot 10 points plus the total rolled on two dice. Resistance, w h i c h equals his Fitness+Vitality,
augmented by armor. A character can spend Courage
Points to increase his Resistance for one round (or
one scene, at the Narrator's option), at the rate of one
Courage Point per point of Resistance. Any damage points of damage (his normal 4 Resistance
that exceeds a character's Resistance affects the plus the added protection of the armor)'
character directly. When struck by an energy weapon, he
Characters can wear armor to protect themselves resists 5 points of damage.
from damage -— Federation security troops often don
combat armor before entering a dangerous area, Armor rarely covers the wearer's entire bodyfl
while Rornulan soldiers prefer protection from hand you are using the optional "Hit Locations" rule,!
weapons. Klingon warriors usually wear intricate targeted part of the body may not be protected!
leather/metal armor. Armor grants protection against armor— the player should specify on her ch.iracte
both physical and energy damage; it adds to the sheet which of her character's body locations
character's Resistance for purposes of withstanding protected by armor.
damage.
For example, a Klingon (Fitness 3, + 7
Vitality) wears traditional battle armor that
Effects of Injuries
affords +2 protection against physical When a character becomes injured, he weakens art
attacks and +1 protection against energy his a b i l i t y to act becomes impaired. Minor injuri^
attacks. When attacked by a knife, dub, have little effect, but as the character's inju
sword or kick, the warrior can resist 6 worsen, he becomes less able to function effectK

WOUND LEVELS ||j||


WOUND LEVELS EFFECT
Healthy The character suffers no impairment (this is his normal, uninjured
state).
•••••••••
Stunned The choracter suffers a +1 Difficulty to nil Tests (or -1 to Initiative
Tests and dodge or parry rolls) until healed. This penalty is in
addition to whatever other penalties already apply.

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

that further actions this round ore impossible. Until he receives


itst aid or medicol attention, he suffers a +2 Difficulty to all Tests
(or -2 to Initiative Tests and dodge or parry rolls) until healed.
his penalty is in addition to whatever other penalties already

I n c a p a c i t a t e d The character has been thrown to the ground and rendered


unconscious for 2-12 minutes. Once awoke, the character cannot
move or perform actions until first aid or medical attention hos
been received.
j j that
M*- wounded
e c a r a c t e r ts so severely i. without
•L •immediate
j
medical attention, death is inevitable. If a Near Death result is
achieved, the character falls prone and unconscious and will die
after his Fitness+Vitatity in minutes. A successful Routine (4) First
Aid Test will stabilize the character, t h o u g h medical attention —
in a sickbay, for example — is required. If the character does not
receive the required medicol attention, a new First Aid Test must
be mode every hour, or the character w i l l fall unconscious and die.

Killed The character dies.


A character's current i n j u r y status, and thus his considered as normal damage for purposes of
[ current degree of impairment, is described by seven calculating Wound Levels. For example, suppose a
Wound Levels. The accompanying Wound Level Romulan soldier punches Lt. Commander B'rek so
\ Table lists each of these levels and their hard that he becomes injured. If a second Romulan
j correspond ing effects. All characters are normally then shoots B'rek with a dismptor, further wounds
[ considered to he Healthy u n t i l they suffer damage or w i l l reduce him to Wounded, Incapacitated, Near
injury. Death and Killed—the second Romulan does not
Your character can take an amount of damage have to "start over" at Stunned just because his
ifrom one or more attacks) equal to his Resistance disrupter does a different "type" of damage than the
before dropping to the next level. For example, an first Romulan's punches.
: uninjured Starfleet security officer with a Resistance When characters regain consciousness after
i 3 (Fitness 4, V i t a l i t y -1) could take 3 points of damage being stunned by a Federation phaser, they are
before being Stunned. It would take an additional 3 considered Healthy. No residual damage remains
points of don in go before his status dropped to (unless they were further attacked when they were
Injured. All points in a given Wound Level must be unconscious) and they do not have to make Fitness
crossed off before your character drops down to the Tests to h e a l . If a character was rendered
next level. If the security officer had only taken 2 unconscious by an alien energy weapon or unarmed
points of dnmnge, instead of 3, he would remain combat damage (in a fistfight, for example), he
Healthy until he suffered an additional point of regains consciousness at the lowest level of his
damage. Stunned Wound Level. For example, a character who
The effects listed on the Wound Level Table are regains consciousness after a brawl has one point
cumulative. Returning to the example above, an remaining in his Stunned Wound Level. If he takes
uninjured St.irfleet security officer takes three points one more point of damage, he w i l l become Injured.
of damage, reducing him to Stunned. He suffers a +1 It doesn't matter what a character's Resistance is;
Difficulty penalty to all Tests. Later on, he is injured when characters regain consciousness after being
again, this time t a k i n g him to Injured; he now suffers p h y s i c a l l y knocked out, they have one point
a +2 Difficulty penalty to all Tests. remaining in their Stunned Wound Level. Such
characters make Fitness Tests to heal normally (see
STUN DAMAGE Natural Healing).
Some weapons Federation phasers, for
example — can be configured to i n f l i c t nonlethal
damage. Starfleet standard operating procedure
Healing
requires phasers be set on stun, at least i n i t i a l l y . For a Characters heal injuries in a number of ways: natural
weapon set on stun, roll damage normally. A Stunned healing, receiving first aid or receiving advanced
result or worse indicates that the character is medical treatment.
rendered unconscious.
The length of time the character r e m a i n s NATURAL H E A L I N G
unconscious depends on the weapon and its settings Characters that do not receive medical attention
—refer to the i n d i v i d u a l weapon descriptions for can heal naturally, though recovery is slow, painful
more details—but about one to two minutes is and often incomplete. The character must rest for a
typical. For each damage point beyond the Stunned certain amount of time, and can then attempt to
Wound l e v e l , a h u m a n character remains make a Fitness Test (modified by the Vitality edge).
unconscious for an additional five minutes. The Compare the Test Result to the Natural H e a l i n g Table
Narrator may w i s h to modify this according to a for the results.
character's species. For example, Klingons tend to be Any character attempting to heal naturally is
more resilient than Humans, so the Narrator might essentially bedridden — attempts at exercise or work
rule that they remain unconscious for only one third add +1 Difficulty to his Fitness Tests during recovery.
as long. A Stunned character must rest for 1 d6 minutes before
Similarly, punches and other unarmed melee attempting a healing roll (or, at the Narrator's option,
attacks u s u a l l y cause Stun damage. When the is automatically healed at the end of that time). An
damage from an unarmed melee attack reaches the Injured character must rest for 1 d3 days before
Incapacitated level, the injured character is rendered attempting a healing r o l l ; a Wounded character, for
unconscious. For each damage point beyond the 1d6 days; an Incapacitated character, 1d3 weeks; a
Incapacitated Wound Level, a human character Near Death character, 1 d3 months. Of course, the
remains unconscious for an additional five minutes. Narrator m i g h t r u l e that special or u n u s u a l
Again, the Narrator can modify the length of time circumstances allow a character to make Fitness Tests
depending on a character's species. more q u i c k l y .
Ordinarily it's not possible to i n j u r e seriously or
kill a character with Stun damage. However, at the MEDICAL ATTENTION
Narrator's option, if a character continues to attack Characters can also recover from their injuries by
an unconscious foe \vith Stun damage attacks, he receiving medical care — either first aid, or the more
will begin to do normal damage, and can, if he advanced medical attention a v a i l a b l e in a sickbay or
attacks the helpless foe long and fiercely enough, k i l l hospital. Depending on the nature of the injury, this
him. may be accomplished q u i c k l y (a round or two), but
When normal attacks are used together with may require much more time (equivalent to the
attacks that only do Stun damage, the Stun damage is
recuperation periods described under Natural If the First Aid or Medical Sciences roll is I
Healing). successful, the character's damage is reduced by one
The First Aid s k i l l and standard medical kits can level: Near Death reduces to Incapacitated,]
be used to stabilize or heal wounds in the field. Such Incapacitated reduces to Wounded, and so on.
field medicine requires the character to have at least

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.

//. ACTIONS: What Characters Can i


A. Rounds: Combat takes place in rounds, whic
five seconds long. Characters may take one or i
actions during each round.
B. Declaring Actions: After Initiative is detcrmin
each character declares what actions he wil( ntle
1. Immediate Actions; Timed Actions: Therea
two types of actions characters can taJ|
Immediate Actions, w h i c h take no timef
combat and do not have to be declared (suchj
dropping a weapon, moving up to 1 m, or tun
around); and Timed Actions, which take timei
combat and must be declared (such as firing^
weapon, dodging or punching).
2. Delayed or Changed Actions;
Characters may delay their actions, but
engage in an Opposed Coordination Test if t
later attempt to "interrupt" another charac
action. They may also change a declared acti^
to dodge or parry an attack, or, at the Nan
discretion, to do something else or even
another action. Characters who are surprised I
an attack can take no action (not even Immedial
Actions or dodging/parrying) during a surpril
attack.
3. Multiple Actions: Characters may
m u l t i p l e actions in a round. The first actionl
"free", but every action after the first addsj
cumulative +1 Difficulty to all Tests that
(even the first one). For example, taking
actions imposes a +3 Difficulty to all Tests'
character has to roll that round. (For Initial
136 Tests and dodge/parry rolls, which involve
D i f f i c u l t y Numbers, subtract the Difficull
modifier from the Test Result.)
C Movement: Characters can move up to 10m per
round at a brisk walk; moving faster may require a
Test (involving the Athletics s k i l l or Fitness), with
modifiers for rt>rr,iin.
1, Movement Maneuvers: Characters may also
r perform Movement Maneuvers, such as dropping
i prone, diving for cover or tackling an opponent.

III. RANGED COMBAT


Id Ranged combat uses ranged weapons such as
phasersor arrows.
m Difficulty Numbers: Each weapon has four range
calories. The Difficulty to hit a target depends on
howfaraway it is: Point B l a n k (3), Short (4), Medium
7) or Long (10),
1. Dodging: If a target dodges a ranged attack,
the Difficulty is not based on range, but on the
Test Result of his Dodge roll; however, the
minimum Difficulty is s t i l l based on range.
[ 1, Combat Variables: There are numerous
situations that can modify a character's a b i l i t y
to make a successful ranged attack, i n c l u d i n g
cover, weapon targeting systems and zero
gravity conditions.
K.Hittinga Target-. To hit a target, the character rolls
his attribute (plus his Dexterity edge, if he has one)
j and adds the highest die to his s k i l l ; Drama Die rules
apply.

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

reported, gripping the


Fire phase.
Ramirez's hands danced across the control
panel, and the Beowulf's phasers lanced out across
space to hit the pirate vessel. Their shields
appeared to hold. The enemy ship returned fire as
it passed over the Beowulf. The volley hit th" ""•"
saucer. Again, t^~ -'"'" "*•
"Shields do,
much more, captain!"
"Koute more power to the shields." The officer
at Ops worked furiously to allocate more power to
the proper systems.
'Tiring phasers... we hit them again, sir/'
Ramie
"She's coming around for another pas' '
Lieutenant Combs reported from Conn. On I
m,iin viewscreen, they coulcj.:alt see the little raider
streaking towards them astern ot the Beowulf.
Three more disruptor beams found their mark.
The ship lurched, pitching crewmen on the
bridge to the floor. A fire broke out at Science
Station I. Luckily, Ramirez remained standing.
"There's a short in the EPS couplings to the shields.
Shields collapsing, sir!"
Again, the Beowulf fired her weapons, but this
time, they missed. The raider launched a torpedo
from their aft launcher. The Beowulf shuddered
differently, not from the inertia ot a shield hit, but
a more solid sensation. Captain Ri\x and the rest of
the crew could feel it in their legs. The computer
alert sounded. "There is a hull breach in Deck 12,"
it reported coldly.
"Fire photon torpedoes. Spread pattern delta!"
Rixx ordered.
Five torpedoes fanned out from the launcher,
two hitting the raider squarely. It erupted in a ball
of flame and debris. The Beowulf was safe.
Rixx rose from his chair, adjusted his uniform
and walked towards his ready room. "Damage
reports, all stations." Then he turned to his First
Officer. "Mr. Shelby, find out all you can about that
ship. I want to know who attacked us and why."
Safeguarding the peace in the 24th century is one of
Starfleet's main priorities, and conflicts can arise at any
time, in any region. Adversaries of the UFP often have
Character Roles
at their disposal weapons of awesome destructive Starships do not fight battles by themselves,
power, and these enemies use this power w i l l i n g l y to vessel depends on the training and discipline i
conquer and oppress. Although Starfleet rigorously crew. Everyone on the bridge has a role to playi
trains its personnel to diffuse conflicts without resorting a battle. The Conn maneuvers the ship, the
to force, and considers it the option of last resort, officer fires the weapons, the officer at Ops all<
sometimes starship captains have no other choice. power and so on. Much like any other endeavor,!
Therefore it is necessary for Starfleet ships to he well crew of a starship must work together to achieved
armed, well defended and operated by some of the ends, and everyone has a S k i l l Test to make. DufiB
most brilliant tacticians in the galaxy. When push space battle, the Narrator should work to include allf
comes to shove, Starfleet is both ready and able to put players, not just the officer m a n n i n g the phasers.
up quite a fight. helps to keep everyone involved, as well as givingthi
Starship combat depends largely on the the feeling that their ro!e is crucial to the survival d|
characteristics and equipment that a ship possesses. ship.
Information on ship characteristics can be found in the
Starships Chapter. Narrators and players should
familiarize themselves with that information before
Multiple Actions In Starship Comfi
proceeding or running a starship combat. Characters aboard a starship who perform mulli|
Readers should also familiarize themselves with actions in a single round (for example, establishtt
the basic rules of the Star Trek: The Next Generation three sensor locks, firing two weapons, or estab
KPC, which can be found in the Tactical Chapter. a sensor lock and then firing a weapon) are subjecting
Many of the rules for starship combat are the same as, Multiple Action Penalty, just like in personal co
or are based on, the rules and concepts found in that (see page 125). This is why starships assign sp
section of this book. individuals to particular tasks in combat; doublin
on duties makes characters inefficient.

Time Example: Lieutenant Commander 8'rek


mans Tactical during a battle. He wants to
Starship combat is organized into rounds, just like fire twice in one round (one phaser attack,
personal combat. Each round lasts five seconds. During one torpedo launch). Because he performs
this time, a starship can take one or more actions; more than one action this round, he suffers
starships suffer no penalty for performing multiple a + / Difficulty on both of his Shipboard I
actions in a round. The characters who operate the Systems (Tactical) rolls to hit the targets.
various stations on a starship, however, can also take
multiple actions in a round (for example, making a
sensor check and then firing a weapon), and are subject
Operations
to Multiple Action Penalties. Starships have a finite amount power, provided hyl«
warp core. Everything a ship d«i
(operating sensors, f i r i n g phasetj
raising shields) consumes
Sometimes there's not enough to i
around. It is the job of the OperatieB
Manager {and/or Engineer) to a Hoc*
power to the appropriate systems M
keep them r u n n i n g efficiently,

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.

The Picard Maneuver


The Picard Maneuver was developed by Captain
Jean-Luc Picard when he commanded the U.SS
Stargazer. It is best used against ships using lateral
sensors alone, since it relies on a starship's a b i l i t y !
move faster than light without being detected,
maneuver consists of moving briefly from the ship|
current position at warp speed, so that the opponent
w i l l still "see" the ship as being in its previous positionj
The attacking ship then drops out of warp near
target, striking from complete surprise since the tar)
s t i i l thinks the attacking ship is at its original position, i
I The Picard Maneuver is tricky, and often
dangerous. In addition to the right conditions, it
requires a Difficult ( 1 3 ) Shipboard Systems (Flight
Con troll Test,

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:

• Aiming A Tactical Officer may spend time aiming at


a target. Aiming takes an entire round, during which
the starship can make no attacks (with any weapon)
nor any maneuvers which would require a
officer at Conn, firing the weapons depends on the Shipboard Systems {Flight Control) roll. For each
Tactical Officer. Attacking a target during starship round spent aiming, the Difficulty to hit a target is
combat primarily involves the Shipboard Systems reduced by 1.
(Tactical) or (Weapons Systems) skill. The Tactical • Called Shots Characters may attempt to target
Officer roils a S k i l l Test against the Difficulty of the specific locations on a starship. Though more difficult
attack, which is based on the type of weapon being than a regular attack, this offers the benefit of
used and the range to the target. (See the ship templates possibly disabling a vital system on the target ship
in the Starships Chapter for details regarding ships' {assuming that the ship's defenses can be penetrated,
weapons.) of course). The Hit Location Table provides Difficulty

STARSHIP HIT LOCATION


DIFFICULTY
ROLL LOCATION ViQOIfl EFFECT
i oe +10 A hit to the Bridge fhot does 10 points of damage or less damages equipment, imposing o +2 Difficulty
on oil Tests mode using Bridge equipment. Two such hits, or one hit that does 15 or more points of
damage, destroys the Bridge. Destruction of the Bridge typically kills all characters on the Bridge, but
some may be oble to get to escape pods in rime to be saved.
Communications +6 The first hit on Communications that does any damage increases the Difficulty of all Tests mode with
Communicotions equipment by +3; the second hit, or ony hit that does 15 or more points of domage,
destroys the ship's communications capabilities.
Engineering +8 Each 15 points of domoge to Engineering increases the Difficulty of all Engineering Skill Tests which
involve the damaged equipment (including Tests to repair the damage) by +2. It also decreases the
maximum speed of the impulse and warp engines by 20%, After taking 75 points of damage,
Engineering is completely destroyed.
Impulse Engines -t-7 The Impulse Engines' maximum speed is reduced by 25% for eoch 6 points of damage they toke.
When they toke 24 or more points of damage, the ship connot travel at impulse speeds.
Life Support +8 Life Support's effectiveness is reduced 25% for each 12 points of damage it fakes. When Life Support
is completely destroyed, the ship is incapable of supporting life; anyone remaining on the ship dies as
soon os ambient oxygen is deplefed.
Main Deflector +6 The Main Deflector con fake 40 points of domage before ceosing to function. At that point, oil of the
ship's shields are reduced to half power ond its navigational deflectors are completely inoperable
(rendering worp travel dangerous).
Sensors +6 The effectiveness of the Sensors is reduced by 25% for each 8 points of domoge they take. Each loss
of 25% reduces the sensor's gain modifier by -I (maximum reduction is to -2), ond increoses the
Difficulty Numbers for all Tests made using the equipment by +2. After Sensors toke 32 or more points
of damage, the ship can no longer use them at all, rendering it effectively "blind,"
Shield Generators +7 Each hit against the Shield Generators which does 10 points of damage or more reduces the
effectiveness of all shields by 10%, to a maximum loss of 50% effectiveness.
Transporters +6 Eoch 6 points of damoge destroys one of the ship's transporters (Narrator determines which one).
Worp Nacelle +7 Each Worp Nacelle con take 30 points of damage before being rendered inoperable. If o Worp Nocelle
becomes inoperable, the ship's maximum warp speed is reduced by 50% (or 33% or 25% if the ship
has three or four nacelles).
11 Weapons System +8 Eoch Weapon System (phoser bonk, photon torpedo launcher) can take 10 points of domage before
being destroyed. The Narrator should determine which weapon system the attack hits (for example, o
forward phoser bank or aft torpedo launcher).
modifiers and effects for targeting
various sections of a ship. Narrators can
use these as guidelines to determine
modifiers and effects for areas not listed
here.

As an optional rule, Narrators may roll


randomly on the Hit Location Table to
determine where a given shot hits when it
penetrates a ship's shields.

• Cloak Usually, a cloaked s h i p is


i n v i s i b l e to both sensors and
viewscreens, preventing effective
attacks against it (though a starship can
always fire at random in the area where
its crew thinks a cloaked ship is lurking).
If the ship happens to fire in the proper
direction, it w i l l hit the cloaked ship if
the Tactical Officer makes a Difficult
(13) Shipboard Systems (Tactical) Test;
bonuses from the sensors, Command
s k i l l and the like do not apply to this
roll.

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.

Example: The Manassas fires a


spread of four photon torpedoes at
another ship at a range of 200,000
kilometers (Difficulty 5). The
Tactical Officer rolls a 9 on his Test.
This means that three torpedoes hit
(one for making the roll, and one for
every 2 points by which the Test
Result exceeded the Difficulty). For
purposes of damaging the shields,
this spread of torpedoes did 23
points of damage; if the torpedoes
get through the shields, each one's
20 points of damage will be applied
to the ship separately.

Beam Weapons It is also possible to |


use multifire with beam weapons such as
phasers, but this works a little differently.
The Tactical Officer must first decide how
many shots to fire (up to a maximum of
five). The shots fired can only be at 75%of
Tractor Beams
Although not technically a "weapon," it is
possible to use tractor beams during battle (to
immobilize a target, for example). A focused beam
of graviton particles, the tractor beam can be used
to physically manipulate objects at a short
distance. A starship trapped in a tractor beam is
effectively helpless; it cannot go to warp or move
at impulse power. To break out of a tractor beam a
starship can attempt to overload the tractor beam
by physically p u l l i n g free at impulse power, or
destroying the tractor beam generator (a Called
Shot).
When a starship attempts to latch onto another
ship with its tractor beam, the Tactical Officer
makes a normal Shipboard Systems (Tactical) S k i l l
Test and spends the Power to use the tractor beam
that round. If the attack succeeds, consult the
Tractor Beam Table (page 2 1 3 ) to determine the
rating needed to hold the target immobile. If the
attacking ship cannot generate that rating at the
range between itself and the ship, the tractor beam
automatically fails to "grab hold" of the target.
Once the tractor beam grabs hold, the attacking
ship must continue to pay the Power cost to run its
maximum power, and the Power cost must be paid for tractor beam every round.
each individual shot. Roll to hit the target normally. The immobilized ship can try to break free using
[However, for purposes of determining the damage to the raw power of the impulse engines. Each .10 worth
shields (but not to the structure of the ship itself), the of impulse power counteracts 1 point of tractor rating.
muitifire burst is considered to do its base damage, +1 If the ship's impulse power exceeds the tractor beam's
point per shot that hits the target. rating, the ship breaks free. Otherwise it remains
trapped, For purposes of breaking out of a tractor beam,
Example: The Tactical Officer of the the Power cost for impulse travel is doubled.
Manassas fires a volley of five phaser shots The Narrator may allow a Difficult ( 1 3 ) Propulsion
at the enemy ship. Each shot will do 14 Engineering (Impulse) Test to increase the output of the
points of damage (75% of the Type IX impulse engines s l i g h t l y (by no more than +.20
Phaser's normal maximum of 18) and cost impulse, with a maximum impulse speed of ,90 c). Any
14 Power. If three shots hit, the damage for additional impulse speed obtained in this way costs
purposes of breaching the target's shields four times as much Power as normal impulse speed.
is 17, If that is enough to breach the
shields, each shot's 14 points of damage is DAMAGE
applied separately to the ship's Resistance Each type of starship weapon causes a certain
and Structural Points. amount of damage, as indicated by its Damage
characteristic (see individual ship templates in the
•Size Larger ships are easier to hit and, conversely, Starships Chapter for this information). For example, a
smaller ships are harder to hit. If the defender is larger Type X Phaser can cause up to 20 points of damage.
than the attacker, for every point of difference Some weapons (like phasers) can cause a variable
between two Starships on the Starship Size Table amount of damage, depending on their current setting.
(page 212), subtract 1 from the Difficulty of hitting The cost in Power equals the amount of damage at
the target. For every point of difference that the target which the weapon is set. A Type X phaser set at half
is smaller, add 1 to the Difficulty. For example, a power, for instance, would cause 10 points of damage
Coristitution-class ship (Size 6) has a -2 Difficulty to and cost 10 Power to fire.
hit a Ga/axy-class starship (Size 8), but +3 to hit a The damage that a beam weapon causes can be
Romulan Scout (Size 3). Of course, the Narrator may increased to a maximum of 125% of its normal listed
rule that certain targeting systems or modifiers negate damage. For example, a Type X Phaser can be made to
(or further modify) the size difference. generate up to 25 points of damage. This costs 3 Power
per additional point of damage over the weapon's
•Targeting systems Most Starships have advanced maximum, and requires a successful Moderate (6)
tactical systems, which aid a Tactical Officer when Systems Engineering (Weapons Systems) or Shipboard
targeting an enemy vessel. If these systems become Systems (Operations Management) Test.
damaged as a result of battle, or incapacitated (by the Missile weapons cannot be set to cause increased
energy discharges in a nebula), increase the Difficulty damage, but their damage can be reduced. A Moderate
of Tests to hit targets. For example, the lack of a (6) Systems Engineering (Weapons Systems) Test allows
targeting system might increase the Difficulty of all an engineer or technician to "set" a photon torpedo or
Tests to hit targets by 2. other missile at a lower blast setting. The character can
choose the new damage total (as long as it does not
Seam Weapon Frequency Modulation
Phasers and deflector shields
at certain frequencies. If the modulation]
frequency of a beam weapon can be]
matched lo (h.it of ,1 shield, NIC beam]
weapon ignores the s h i e l d , passing!
through it as if it did not exist. This is hard]
to do, requiring two Skill Tests:
C h a l l e n g i n g (10) Shipboard System!
(Sensors) Test, followed by a Difficult (131
Systems Engineering (Weapons) ot|
Shipboard Systems (Tactical) Test. If fc
Tests succeed, the sensor operatoi]
correctly deduces the opponent's shield]
frequency and the Tactical Officer]
successfully modulates the phasers to]
match. The attacking ship's beam!
weapons ignore any protection provided]
by the target's shields until the target ship!
alters its shields' frequency (which]
typically takes one round). Altering al
shield's frequency is a Moderate (71
Shipboard Systems (Tactical) or Systems]
Engineering (Weapons) Skill Test,
exceed the weapon's normal damage rating). For Narrators should be wary about letting the Crew]
example, a photon torpedo that normally does 20 modulate the frequency of beam weapons this ways
points of damage could be set to do only 10, but it frequent use can unbalance a game. Generally it should]
could never be set to do 30. The Power cost for arming only be allowed as a desperate, last-ditch tactic.
and l a u n c h i n g the missile does not change even if set to
cause reduced damage. Ramming
Damage that penetrates Deflector Shields is In extreme circumstances, a starship can ram i
subtracted from a ship's Structural Points. When a ship opponent. A ramming attack involves piloting onel
loses all of its Structural Points, it is completely starship directly into another in a forced collision.Hiisj
destroyed; when it loses half of them, it is half typically results in the destruction of the ramming shifj
destroyed, and so forth. At the Narrator's option, when and often the rammed ship as well. Ramming a target!
a ship loses a percentage of its Structural Points (say, requires a Shipboard Systems (Flight Control) Test!
50%), some or all systems and other functions are against a Difficulty of Moderate (7). At the Narrator's]
decreased by a like percentage (in this example, by discretion, this Difficulty may be decreased for!
half). However, it is often preferable to use the Ship Hit extremely large ships (such as Borg cubes) or increased]
Location Table to determine more precisely when for small ones (such as shuttlecraft). If the target tries to]
various systems are damaged by attacks. dodge the ramming vessel, the Test Result of the i
sets the Difficulty for the ramming attempt]
A successful ramming attempt causes]
damage equal to the number of Movement]
Units moved in the round that the ram HI
completed times the ship's Size, times •
Both ships suffer this amount of damage.]
Thus a Ga/axy-class ship which ramsn
Klingon attack cruiser at f u l l impulse]
power (.92 c) causes 144 points of damage]
to itself and its target {(9 x 8) x 2 =

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,

t's no exaggeration to say that the Narrator has


the biggest joh in the game. Often, the Narrator,
or Ciamemastet; is compared to the director of a
movie or a television show; she builds a story from
the performances of the actors (the players) that
will entertain the audience (everybody in the
game) by coordinating their actions according to
the script (the scenario or series story). This
comparison tells only the beginning of the story.
The Narrator is not only the director but the set
\ner, art director, sound effects technician and
every other joh that tells the actors, or shows the
audience, what things look and feel like. The
Narrator is also an actor --a lot of actors, in fact
- potentially every other sentient and nonsentient
being in the universe.
f iowcvcr, the Narrator is not necessarily the
scriptwriter - - she shares that responsibility with
the players. In fact, players often take a Narrator's
story in directions she had never imagined. That's
why in the Star Trek: The Next General ion
Koleplaying Gil me, we call this person the
Narrator. To "narrate" is to tell or describe, to
construct a narrative that takes everything that
happens, "on-stage" and "offstage", and transform
it into a coherent story.
If you're new to roleplaying, or a new Narrator,
please read these next two chapters carefully. No
advice can replace experience, but it can prevent
you from making some common mistakes, and
help point the way to sell-confidence without
getting sidetracked. I xpcrienccd gamemasters or
players of other roleplaying games may find much
of this advice familiar. Read these two chapters
anyway; we discuss some techniques thai make
the Star Trek: The Next Generation Roleplaying
Game special, and can help your games capture
more of a Srdr Trek feeling, liy using what works
best for you, you'll develop your own style of
narration, a storytelling style as distinctive and
effective as that of any individual writer or director
of the Star Trek movies and series.
The Narrator's Mission Players become a team by working together to defeat]
some foe or resolve some dilemma. The Narrator has!
The Narrator's real mission is to help all the players to b u i l d that team by creating those foes or devising]
enjoy themselves and the game. The Narrator does those dilemmas, while working to make sure that]
not work against the other players, scheming to everyone gets something out of the game.
defeat them. She works with the other players, Preparing the adventure, presenting tnel
attempting to entertain them, Roleplaying is not occurrences, adjusting to the players' actions and]
about winning and losing; it is an end in itself. Every adjudicating their results, and keeping everybody!
member of the Enterprise bridge crew works together coming back for more: a difficult mission, perhaps, at I
to make the mission succeed. That's how every least at first. But the rewards for the Narrator are!
player, including the Narrator, should t h i n k of the perhaps greater than for any other player: She gets to
game. see her vision enacted by her friends, gets]
The Narrator not only provides the settings and entertained by every other player's acting and hastha
helps guide the plot, but also fosters a sense of satisfaction that comes from creating something new!
comradeship among all the players. Often, the
Narrator w i l l throw challenges at the players, from
solar flares and wormholes to Cardassian battle
Preparation: Setting the Scene
fleets. These challenges are there to add to the Before setting out to run an episode, the NarratM
players' enjoyment, not to be the Narrator's proxies should prepare thoroughly. This is not "extra work'J
in some contest of wits or strength against the although it may seem like it. It's actually a vita
players. important part of making sure that everyone enjoyd
You will find, as Narrator, that judging the "threat himself. Some experienced or talented Narrators may!
level" of the players' opponents is a tricky task. be able to "wing it", running every episode on thefW
Making every obstacle too easy to overcome is just as No matter how gifted a storyteller is, however, any]
boring and just as destructive to the game as Narrator brings more to the table if he does somej
arbitrarily killing the player characters or inevitably preparation before the players get there.
overwhelming them with hordes of opponents.
KNOW THE MATERIAL
Make sure you understand the episode's storyj
line thoroughly. If using a published scenario, readB
well, and mark any places where your players mi™
have questions or p u l l the story off course. Send™
the story off course is not a bad thing, necessarily-^
but it's very important to know the material so you!
can direct them back or make up for the differencesj
in your own game. Try to "customize" it for your own I
series; if you've always had Admiral Nakamura give]
your characters their orders, and the scenario ca!k|
for Admiral Brand to deliver the briefing, change it.ll"
your series takes place on the Romulan border and
the planet in the scenario is set on the Cardassianj
border, set the scenario on a different planet, one!
near the Neutral Zone. Just make sure you don't altet j
some key element of the scenario by customizing ia
if it depends on Cardassian influence, you'll have to]
stick to the original script.
Read the scenario and try to see it from your]
players' perspective — read it with an eye towaiw
their styles of play. If none of your players portray!
experienced diplomats, for example, make surethB
scene involving tricky negotiations has a "backdoor"!
so they can solve it some other way. You don't havJ
to memorize an adventure word for word, of COUM
but you need to know the plot, the climax and any
key scenes along the way, so that a quick glancem
the text (or your notes) should be enough to get yoj
going.
If you've written the episode yourself, male]
copious notes. (See the chapter Where No OneHm
Cone Before for advice on writing your own Stal
Trek: The Next Generation Roleplaying Gatnm
episodes.) This way, you won't forget that "greB
scenario idea" after the first hour of play. Make notM
not only of the plot, but also of the names of thJ
people and beings and places the characters w i l l
encounter. Players get more enjoyment out of a
session if they encounter "Lieutenant Kostos" on
'Surimar IV" rather than "Lieutenant ... Smith" on
"Gamma ... Theta ... 2." • Describe onyttiing that would be obvious to the Crew
SCRIPTS AND PROPS AS PREPARATION '
Script the key scenes on paper; although your
players won't do exactly what you t h i n k they w i l l , •What do they hear?
you should have some idea what their reaction w i l l i
be to things like a renegade Klingon attack or a tricky her senses get/$%MggM&. • •
immediate impression
Ferertgi con man. With an idea of their likely
responses, you can determine beforehand how the • Moke sure to include pointers to the vital facts in any scene
situation might unfold, saving you time and
confusion. Depending on the complexity of the
episode, you might want to "script" a number of
scenes in advance, as well as a possible "chaser" language keep the players' interest
scene to herd the characters back onto the story line.
Fight scenes make great chasers, and are easy to everything that is both important for the story and
script in advance since all they need is an enemy. obvious to the characters.
Make the enemy powerful enough to chase the Crew As an example, let's say the scene occurs in an
in the direction you want them to go, or let the attack alien temple on the planet Locris I I I , which is
itself point the players in the proper direction using somehow connected to the Romulan Tat Shiar secret
dues like enigmatic shouts, weapons or details of the service. Start with the obvious. What can the
attackers' costumes. characters see? The temple is open to the sky, with
Present h i g h l y visual clues and scenes with some flat walls, statues in the corners, and no doors
kind of props or illustrations. Visuals set the mood besides the open front. Other impressions might
and give extra fee! or information. Whether you use include the emptiness of the surrounding area, or the
miniature figures, illustrations {such as collectable fact that the temple sits on a low h i l l . Are there
cards or simple sketches), deck plans, mood music or important noises ( l i k e the w h i r of hidden air
anything else, have it ready and know how you're recirculators), or simply an eerie stillness? If so,
going to use it. Don't slow the game down by flipping mention them as well.
through a big stack of cards looking for "just the right Some things w i l l be obvious to the characters'
Borg." Have that Borg card out, and keep it with the other senses: The temple is warmer than the outside,
scenario notes u n t i l you spring it on your players. the air smells of ozone, no breeze blows against the
Finally, it sounds obvious, but make sure to have Crew's cheek. Aliens or other beings with enhanced
plenty of paper, pens or pencils, and dice for senses (like La Forge's VISOR) might detect
everyone. Nothing slows down a dramatic phaser something else: infrared signatures on the floor above
fight like the security chief fumbling for dice. the buried Romulan powerplant, or a psychic feeling
of treachery.
Into this basic background, stir in the important
Storytelling: Running an Episode elements of the scene, the ones that drive the plot. In
Once you've prepared for the session and
the players have arrived, it's time to start the
most important part of the Narrator's job —
telling the story. Setting up the stakes,
devising the situation and presenting the
obstacles is the storytelling part of the
Narrator's mission, without which there is
no narrative and no game. You'll find advice
on the actual structure of episode and series
design in the chapter entitled Where No
One has Gone Before; this section focuses
on running the scene. Having read (or
written) the episode, the Narrator has to
transfer that information from the page to
the players, and make it come alive.
D E S C R I B I N G THE SCENE: SETTING THE STAGE
The first, and most important, way to
get the story across is to start t e l l i n g it. Tell
the players what their characters see, hear, 753
and understand about the events going on
around them. Make sure you mention
some alien idols or heroes.
Approximately the size and shape of
humans, they have pointed ears like
Romulans or Vulcans. The temple is a
smooth cul-de-sac with no other visible
exits, vulnerable to the elements because
of its missing roof. Because the temple
sits on a hilltop, you're visible to any
watchers outside. The air inside the
temple is still and warm, although a faint
hum and an acrid smell come from
somewhere. Where, you can't tell, since
there's not a scrap of anything or even a
dust speck out of place.

Notice how those two descriptions


both gave a good and accurate
description of the site and left plenty of
clues for clever players to notice, but each1
set a specific mood and tone. Not ever)
word you say as Narrator needs to setd
lone, but before describing any important
scene, person or object, consider what
our alien temple, the vital facts are the temple's subliminal message you want to send to the players.
connections to the Romulans and its use as a base for Is the Cardassian ambassador "proud" or "arrogant?"
Romulan infiltrators. However, those things may not Is the ship onscreen "peaceful" or "still?" Is the
be obvious. The Narrator might say, rather, that the neutron star "fascinating" or "enigmatic?" (For more
statues have pointed ears or that there doesn't seem detailed techniques for developing and describing
to be a lot of trash or dirt around for a deserted ruin. people and places, see Where No One Has Com
The actions of the supporting cast can also set a tone Before)
for a scene, or for the whole story. When the Your tone of voice and delivery can send the
characters mention the temple, do the Locrians make same kinds oi messages; a rapid monotone conveys
superstitious gestures, grovel and look away in fear a sense of tedious filler while a lively, emotional
and terror? Or do they simply clam up and look description signals the scene's importance. A
stupid, hiding something obviously but effectively? conspiratorial whisper gets the players in ail
Choose your words well; di-'scribe things to give investigative frame of mind, w h i l e a loud
your narrative color and feel over and above the announcement or a clipped, businesslike tone gets
characters' impressions. For example, a Narrator them ready for a confrontation. Leaning back in your
interested in emphasizing the temple's unnerving and chair and idly flipping through a rulebook indicates
mysterious danger might describe the scene this way: your boredom. Leaning forward, making eye contact
with the players and gesturing holds the players';
As you walk up the canted steps on the interest and can get them excited. Try to keep the
hillside to the yawning, pillared front of the players' attention.
temple, the still air seems to warm around you.
Blank-faced statues with vaguely pointed ears UNDERSTANDING THE SCENE
stare vacantly from the comers, any hieroglyphs Every scene exists for a dramatic purpose— to]
long ago erased by the elements from the now- create an emotional state in the players— and for J
smooth walls. The roof of the temple must have narrative purpose— to forward the plot or story line!
crumbled centuries ago, having the temple Each scene has to grab the players' attention long
open to the unfamiliar constellations of the enough to deliver those two payloads. Give them
alien sky. The site itself seems almost sterile, some question they need to answer in the first couple
devoid of stray scraps of trash or dirt, deserted of minutes: What happened to the m i n i n g colony?,
even by the ghosts of the builders. Only a low Are these animals dangerous? What does the Klingon
buzz in the air, perhaps from insects, and a captain intend to do now? Where is the admiral?
faint, sharp smell give the area any sign of life What is the secret of this temple? Know what
besides your presence. question the scene asks, and know when it's been |
answered.
A Narrator more interested in the conventional The answer to this question should lead the
dangers of the scene might describe it this way: players further into the plot; often the answer leads to .
more questions. A plague wiped out the mining.
You move slowly up the sloping steps to the colony — is it still present? The animals are indeed!
open front of the temple; the pillars are just dangerous -- how ran we stop them? (Sec. also j
wide enough to hide a man. Shadowy figures Where No One Has Cone Before for notes on scene
stand motionless in the temple's comers, but composition.) Give the players a reason to paw
upon getting A little closer they're only statues of attention in every scene; if you run a lot of scen«
that only seem l i k e filler, the players won't pay KEEP EVERYTHING MOVING
attention during the climax, and everybody will feel Of course, w h i l e juggling these issues, don't let
cheated by the game. If the Narrator doesn't care the game bog down. In roleplaying, just as in
about the scene or know what's going on, neither w i l l Starfleet, making any decision quickly is better than
the players. making the perfect decision too late. Keep the
dramatic tension high, keep the plot moving and the
UNDEKSTAMDING THE SUPPORTING CAST characters involved. Always have those questions
A similar caution applies to the supporting cast, hovering around the corner; the players should be
which is every other character besides the player asking themselves "What next?" just before the
characters. The Narrator must bring these characters Narrator begins the following scene. Each scene
to life. That's why supporting cast characters are also needs to ask a question that leads to the next scene.
called NPC's, for "Narrator Player Characters" or That scene should answer that question and pose a
"Non-Player Characters." While there w i l l always be new one.
anonymous faces in the crowd or techs in the engine The answers to the accumulated questions
room, everyone the players personally interact with should lead to the ultimate question posed by the
should be interesting and believable. If you prepare story. In standard mystery or problem-solving
the scenario ahead of time, they should all have episodes (from "Elementary, Dear Data" to
names, at the very least; it's only a little more work to "Darmok") the plot itself poses the questions. What is
give them all one-line descriptions and motives: Moriarty up to? How can we make contact with the
"Mot the Bolian is a happy barber with a lot of free Tamarians? In more action-adventure episodes such
advice." "Admiral Henry is a busy man with a as "Gambit", the question is simply "Wow, what
sense of fairness." "Satok is a coldly could possibly happen next?" Keep the
efficient Vulcan who believes his planet players asking those questions and you
is l o g i c a l l y the head of the keep their interest.
Federation." Bring those features out The characters w i l l ask their own
in play. As you do more and more questions as weil. The Narrator
narration, you should be able to should encourage the players to let
sketch NPC's in a couple of their characters react to these
minutes of roleplaying. Use situations on an i n d i v i d u a l ,
descriptive words, characteristic personal basis in addition to
actions, turns of phrase and reacting as Starfleet officers. Don't
sensible, consistent reactions to let the game slow down too much
the Crew. as the players m u l l over the
Once the players have a solid questions, of course; always be
hold on these one-dimensional ready to supply some answers in the
figures, add additional details form of a Cardassian warship
every time they reappear. coming onscreen, a transporter
Always add depths, malfunction or some other
intensities and even crisis demanding immediate
surprises to theso action.
people - - remember Many good Star
that every NPC has Trek: The Next Generation
emotions and episodes have a lot of
interests all his or her different questions and
(or its) own. Just as we crises going on at once;
discovered new facets Star Trek: The Next
of Picard, Data or Riker every few episodes of Star Generation Roleplaying Game episodes should feel
Trek: The Next Generation, let your players discover the same way. In the ideal episode, the players'
new sides of their acquaintances' personalities. This questions and the characters' answers w i l l feed
is especially true, of course, of fellow Crewmates. everybody's enjoyment; the Narrator may wind up as
But it also adds a lot to the game to bring alien surprised as anyone when the formerly nervous
leaders, Romulan enemies or recurring visitors from Engineering lieutenant takes it upon herself to act
the Q Continuum to the same sort of life. Let your decisively and create a solution to the problem with
NPC's change or be unpredictable on occasion; let the warp core.
Mot have a bad day, or Admiral Henry make an To that end, the Narrator should always provide
unfair snap decision. Use the stereotypical several different solutions to any problem, or several
characteristics of the various alien races as paths to the right solution. Even if you have to run
guidelines, not hard and fast rules. Vulcans are all scenes out of order, rapidly script an unforeseen
logical, but one Vulcan may have logically decided encounter with a useful bystander, or introduce a
on complete pacifism while another may have sudden time element to hurry the characters (and
determined that the only logical route to peace players) toward the climax, leap in and tell that story.
requires a preemptive attack on an enemy of the Your goal as Narrator should be to involve every 155
Federation. player and every player's character in the episode,
giving your group as much drama, excitement and
character-building as possible.
watches one (or two) people tell a story. With that in
mind, here's a few times when loosening the rules is
a good idea.
CLEVERNESS
Don't penalize your players for being clever or
t h i n k i n g their way through a problem and solving il
"early." Let's say, for instance, the story centers on
Cardassian attempts to infiltrate a newly discovered
planet by controlling its computer network. You had
intended the characters to spend some time
exploring the planet, interacting with the new alien
species, and only springing the truth on the players
when the Cardassian warship shows up. But one of
your players, picking up on some subtle clue or
sudden insight, taps into the planet's computer
network before the Crew beams down. Let him
uncover the Cardassian influence fairly, without any
unnecessary tests or sudden obstacles.
As the Narrator, you want to reward the players
for using their heads. Obstinately refusing to let them
profit from t h i n k i n g w i l l only encourage them to
shoot their way out of every crisis instead. The story an
is by no means over when the character discovers the
Cardassian control of the planet's computer: It's
actually taken on a new urgency. The players now
know the Cardassian are on their way — how do they
convince the planet to turn off its computer network
without violating the Prime Directive?
On a related note, don't penalize the players i
coming up with some solution that you had
considered. These flashes of creative insanity are the;
Narrator's true reward, the time when you get the rare
experience of watching an u n f a m i l i a r story unfold. If,
for instance, the players decide to hide their starship
behind an asteroid and ambush the Cardassian
warship, don't insist this system has no asteroid belt,
and don't ask for a lot of s k i l l rolls to find a suitable
rock. You can always add a second warship and turn
a "sure thing" ambush into an exciting space battle.
FOOLISHNESS
On the other hand, don't let the dice save the
players from their own foolishness. If they pull a
phaser on the Klingon ambassador, all the successful
Persuasion rolls in the galaxy shouldn't save them
from a duel (at best), a serious interstellar diplomatic
Judging: Using the Mechanics incident (most likely} or being ignominiously stunned
by the ambassador's bodyguards {who should make
Every game has rules, and the Star Trek: The Next their Disrupter rolls automatically to enforce this
Generation Roleplaying Came is no exception. salutary lesson}. Players should never count on the
Unlike chess or boardgames, however, roleplaying letter of the rules to keep them safe from the
games require cooperation. The goal is not universe's punishment for their stupidity.
"winning", but having fun. The rules aren't meant to
restrain the players, but to create an environment in COMMON S E N S E
which everyone works together to create a truly If a character made it through Starfleet Academy,
interactive, involving story. There's a time and a place he can probably walk down a starship corridor
for the rules, and a time and a place to break them in without checking his Coordination. Don't ask for die
order to maximize everybody's game fun. Sometimes rolls if the characters are doing something routine,
the spirit of the game rules means bending the letter simple or easy. Any competent science officer can
of them. extract data from the ship's computer; any competent
756 Of course, you shouldn't just ignore the rules and f l i g h t officer can plot a course to the nearest
play chaotically. Such games can become arbitrary Federation outpost; any competent botanist can
exercises in feeding the Narrator's ego, or they can recognize common plants. U n l e s s you intend
degenerate into a passive experience as everyone something tricky, don't slow the game down by
calling for needless rolls. If an alien intelligence Here's how it might be handled: "As you find the
possesses the ship's computer, an exploding nebula Romulan embassy on the readout, you hear the
interferes with the navigational sensors or those Locrian mob growling and shrieking behind you. Any
plants are actually carefully constructed duplicates, orders?" The leader of the Away Team thinks for a bit.
then a roll would be called for, even necessary, She seems to be taking a little too long, and the
tension begins to drop. The Narrator adds helpfully,
[IRRELEVANCE "The mob grows closer, and you can see that some of
Related to the common sense principle is the the leaders have some sort of antique disrupters," The
principle of irrelevance. If making a roll would threat of being shot speeds up deliberations (and note
distract from the story, or is simply unimportant to it, that the Narrator didn't call for a Perception check to
let the characters succeed and narrate the see the weapons). The leader says, "Phasers on stun,
consequences. If the characters are on their way to stay together."
the Neutral Zone The Narrator
to respond to continues: "As the
| rumors of mob boils around
R o m u I a n the corner, you fire
subversion, don't and stun some of the
make them roll leaders. This buys
Flight Control S k i l l you a couple of
Tests simply seconds to turn and
because they race down the city's
passed through twisting alleys
an uncharted toward the Romulan
region of space, or embassy. You can
even an hear the mob take
unexpected ion up the cry and
storm. The point of follow you, disruptor
the story is the blasts echoing off
arrival at the the primitive
Neutral Zone. If stonework. Their
the characters shots go wide,
somehow botch although a couple of
the roll, they've times f a l l i n g plaster
[crippled both and wood chips dust
the ship and your ^^_^^_^_^^^^^^_ your uniforms. At the
story. Players don't fountain you can
mind reversals or plot twists, but irrelevant reversals make a brief stand, the bright blue disruptor fire
and pointless sidetracks just annoy everyone and keeping the Locrians at bay long enough for you to
detract from the game's flow. topple over a cart and sprint toward the Romulan
embassy, now in sight."
PACING No real damage to anyone, the Narrator
Common sense and avoiding irrelevance assumed the leader's orders would be obeyed, and
together reinforce the concept of pacing. No matter the real climax of the scene can take place. If the
how smooth the transition, how well everyone leader had ordered the characters to make a stand
knows the rules or how adept the Narration, rolling when the mob showed up, of course, that would
dice slows down the game. At times, it's important to have created its own climax; either Persuasion or
hustle the players along, just narrate the scene as it Phaser rolls, or both, would have been called for.
occurs and don't take a breath until the climax,
where a brief pause to roll dice can add to the DRAMA
dramatic tension. Each of the previous principles together form the
For example, let's say the characters' principle of drama: The story is king. Don't call for
investigation of that alien temple somehow outrages rolls that could slow down or derail the story. Dice
native sensibilities. The clues lead to the Romulan add a random element. Don't have the players roll
embassy, so the Crew has to find the Romulan the dice if you want to keep the story on track. For
embassy on Locris III and get inside. Unfortunately, a example, let's say the characters successfully escape
mob of angry locals chases the Crew. Finding the from the Romulan embassy by using the embassy's
Romulan embassy and persuading the guards to let subspace communicator to contact their ship and
them in (or sneaking in) are the key rolls here. If the beam them out. Don't make the transporter operator
Crew happens to have a map of the Locrian capita! roll to beam them out successfully. If he succeeds,
in their tricorder, the Narrator doesn't even need the you merely added an unnecessary roll to the climax
first roll. and slowed t h i n g s down. If they fail, you've created
At all costs, don't slow down the pace to roll for an anticlimax; the Crew succeeded in their mission 757
every l i t t l e scuffle and s k i r m i s h . Ask the lead but the ignorant dice rob them of their rightful
character for her orders, and then narrate the rest, reward. Any later escape attempt w i l l be ruined for
keeping the pace fast and the tension high. the players by the memory of their clever and
dramatic plan spoiled by the dice. Identify the true GAUGE PLAYEK REACTIONS
climax points of each scene and the episode at large; Guiding players is a matter of paying attention to
ideally, you'll only call for dice rolls at those points.how they react to situations in the game, and adjusting!
Of course, some scenes, especially those at the your own narration style accordingly. Not all players
beginning of the episode, actually benefit from a lot are created equal. Part of the fun of roleplaying games!
of dice rolling, as the players get a sense of a detailedis the concept of people with different skills and
and thorough investigation. Here, rolling the dice approaches working together to help solve problernsl
actually helps the drama build; each successful roll and tell stories. Some players prefer to puzzle oulj
adds to the entire picture just as every unsuccessful intellectual puzzles but freeze up in game combat]
one raises the stakes and heightens the suspense. Others delight in negotiation and roleplaying but don'l
Like everything else in narrating, setting the scene's care about letting the story move forward. Still others
dramatic tone is a tightrope act. Use your best guess prefer combat — smooth and intelligent in fist-fights,!
and your knowledge of your players' style to tell you phaser battles or bat'leth duels but hopelessly out of 1
when to call for dice rolls and when to fade out to the their depth dickering with Ferengi or p u l l i n g strings at]
next scene or narrate a fast-paced action sequence. Starfleet.
As you get more experience, you'll get more Some gaming groups are happy with one styled]
confidence in your own judgment. This confidence play — everyone plays a phaser-toting security officer]
or s k i l l e d negotiator. As long as everyone has fun, the!
w i l l transmit itself to your players, and everyone w i l l
get more out of the game. stories are told with minimal loss of interest and]
nobody complains, then there's no need to charge.
Counseling.- Worhing with the Players strengths Design your episodes and series around your players'
and be glad that everyone is enjoying!
The last part of the Narrator's job somewhat himself. On the other hand, you can adjust your]
resembles that of Counselor Troi on the Enterprise — players' (or group's) reactions relatively easily. If you ]
he has to make sure everybody is ready and w i l l i n g notice a tendency for them to shoot their way out on
to make the game happen. This can involve providing trouble, pit them against Q, or set a scene at aa
advice to individual players, making sure nobody embassy party where they can't use phasers (even if j
brings 20th century personal issues with them to the they had them). If they're overly subtle, run a nicel
24th century, balancing the amount of action and straightforward episode. If they dawdle or argue too
attention each player receives, and keeping track of much, run an action-heavy episode with a premium
every player's attitude toward the game. However, on rapid decision-making over introspection.
the Narrator should usually do all of this in the If things go wrong for them, especially after such
background. Players don't want a baby-sitter, they a change-up session, players may ask you for a
want a game. If the Narrator has to say something to critique. Don't tell them right out; first ask them what
a disruptive player, take him aside to talk; be calm, they thought went wrong. If they can't answer, point]
fair and open to discussion. In the f i n a l analysis, them toward other, s i m i l a r episodes they resolved
though, it's the Narrator's job to make the game successfully, and ask what went right in those. AM
work, and sometimes a disruptive player has to be occasional soft-pedaled reminder that "not all
asked to leave. problems can be solved with phasers" or "not all]
decisions require ten minutes of discussion" can
work, but don't be confrontational and
don't name names. Often, simply letting
Starfleet's structure work for you can help
improve play: Put pressure on the highest-
ranking character to make decisions, and
have his superiors evaluate his
performance in briefings. Players are
more likely to accept and act on advice
delivered "in character" that they might
reject from the Narrator directly. Of]
course, you should never use this method
to humiliate a player.
TREAT PLAYERS EQUALLY
The key to helping players improve
lies in keeping them focused on the game
rather than on interpersonal issues
around the table. This is best j
accomplished by r u n n i n g the most
enthralling and exciting game possible,
The players want to "escape" into thc5iar |
Trek future; the Narrator should always
work to let that happen. Don't play
favorites. If your group includes your best
friend and someone you only see
game nights, treat them equally. Don't give one more
promotions, a better response from NPC's or other
rewards for out-of-garne considerations. This is
especially true for any romantic attachments you may
have, or make, within the game group. Reward
players based on their contribution to the game itself
and not on personal consideration.
Treating players equally is more than a matter of
die rolls and Starfleet commendations. Every player
should feel as though his character contributes to the
game and helps to tell the story. Everyone should
have a roughly equal share of the spotlight. Make
sure every episode has an opportunity for all the
characters to shine. Make sure the crisis can only be
resolved w i t h teamwork. Ideally, each episode
should depend on a different character to save the
day or contribute to the success of the climax. Give
the security officers an infiltrator to spot, the science
officer a completely unknown form of energy to
marvel at, the medical officer a bizarre disease to
diagnose. Don't let the captain gel all the attention or
solve every problem. Even if the doctor doesn't have
a disease to cure, she can still make a difference,
using other s k i l l s or s i m p l y providing a key
suggestion.
No player can shine all the time, but someone
will eventually notice if all his character does is open
hailing frequencies in episode after episode,
Naturally shy players should be encouraged to take
center stage (unless they really are happier in the
shadows). Put the character in command of an Away
Team, present a crisis that only he can solve or have
Qdemand to talk to him about his current prank. Star
Trek: The Next Generation would have suffered if
every episode focused solely on Riker or Data; don't
make that mistake in your series.

KEEP EVERYONE INTERESTED


Finally, it's up to the Narrator to make sure
everyone enjoys himself. Don't ask, "is everyone
having fun?" Watch your players play; are they
excited or just rolling dice to humor you or pass the
time? Keep an eye out for players getting bored with
. your stories, with their characters or with the game
itself. Stay excited and focused yourself; nothing
bores players faster than a bored Narrator. Let players
change characters if they wish; a character is a
personal expression, and forcing someone to play a
character he's unhappy with w i l l o n l y spoil the mood
faster. Vary your episodes: If you've done a lot of
planet stories, set some adventures on the ship. If
lately all your stories have been high-tension action
stories, do a more humorous episode. Put the Crew
in the holodeck and run something really different;
almost any k i n d of non-space story can be
constructed as a computer simulation,
In short, the Narrator should pay as much
attention to the players as the players pay to the
Narrator, Your job doesn't end with sitting at the end
of the table and making marks on a deck plan. If you
treat your players right and keep ihem in tune with
each other and with your narration, you'll find that,
like the Enterprise's warp engines, there's no place
they can't take you.
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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.

Triumph of the Human Spirit


In fact, no obstacle can survive for long against 1
application of sufficient will, s k i l l and emotional
understanding. Earth
survived a nuclear
exchange, and
expanded into space
to lead a peaceful
confederation of alien
species in exploration
and defense. Wars
against the Romulans,
Klingons, Cardassians
and Borg have not
dimmed humanity's
insistence that peace,
science and open-
minded discovery are
the keys to the future.
At its base, Star Trek
stories are about the
triumph of the human
spirit, even if that
spirit is embodied by
a Vulcan, a Bajoran or
an android. Not every
story needs to
emphasize this truth,
but the Narrator and
the players should be
aware that no
problem is too big to
solve, even if one or
two of them might be a
trifle too big to solve
right now. investigations of u n i q u e interstellar phenomena. For
every mission studying gravitational flux around a
collapsing quasar there is an episode devoted to
Common Star Trek: The Next introspective self-exploration: Worf exploring the
nature of his K l i n g o n - h u m a n heritage, Picard
Generation Themes exploring the nature of leadership and his personal
demons, Data discovering what it means to be
These axioms are the metaphysical laws by w h i c h the human. These voyages of exploration are just as key
universe operates. The series, or the i n d i v i d u a l to discovering the universe of your game as any
episodes, w i l l center on more discrete themes. These number of journeys to seek out new life and new
themes resonate with the elements of the Star Trek civilizations. Sometimes both types of exploration
setting, but they answer different questions. The are served by a single story, such as when some new
axioms answer the question, "How does the universe planet d r a m a t i c a l l y illustrates some element of
work?" Themes answer the more immediate h u m a n nature that the Crew can identify in
question: "Why is this happening?" You can go an themselves.
entire series without directly referencing any of those
themes, but one of them will probably appear in Defending the Good
every episode you narrate. Not every episode needs
a theme, of course; there are plenty of episodes The other explicit theme in Star Trek: the Next
which just tell a fun story. But the thrust of the series Generation is that of defending the good. That good
should follow a theme: The Enterprise is on a can be as narrow as the personal safety or integrity of
mission, not a vacation. one Crewman or the existence of the Enterprise. On
the other end of the scale, it can encompass the
Exploration and Discovery security of the Federation, the integrity of the
timestream or the very existence of life itself. Note
The first, and most explicit, theme in Star Trek: The especially that Starfleet characters consider all of
Next Generation is one of exploration and discovery. these things worth defending with every resource at
The show's opening announces it as the very purpose the characters' disposal, and are always willing to
of the Enterprise's existence: to explore strange new sacrifice themselves in order that good may prevail.
worlds. Exploration and discovery, of course, are not Episodes thematically centering on defense can be 763
restricted to voyages to far corners of known space or simple thrillers pitting the Crew against a Romulan
plot, abstract puzzles i n v o l v i n g dangerous to test their free will, to tempt them away from in
wormholes or intense personal dramas. Many times, w i l l by offering power in exchange for service, or|
a mission of exploration becomes a mission of demonstrate that it leads to disaster. Such tests onlj
defense as the characters discover something that prove the opposite, that free will is a key part of that j
turns out to be a threat of some sort. The universe is indomitable human spirit. Time travel stories are
full of dangers, and only Starfleet can protect our another type of episode focusing on free will: The
corner of it. crew of the U.S.S. Enterprise actively decides to
restore the "original t i m e stream." Even when
Moral Dilemmas humans embrace predestination, they do so of their I
own free w i l l . Human destiny may be positive, but
Many episodes center on moral dilemmas; the theme the route we take is a personal decision and a j
involves determining the nature of the good to personal responsibility.
protect, how far to go in protecting it and similar Some people w i l l embrace exile, loneliness or!
issues. Often these moral dilemmas crop up in the even death willingly, to further one of the objectives
course of exploration and discovery, such as those mentioned earlier as main themes: exploration (aI
involving a newly discovered planet or society in scientist refusing to leave his doomed laboratory inl
mortal danger and the Prime Directive. Games order to complete his research), defense (an officer j
centering on moral dilemmas may seem unfair to sacrificing her life to preserve a universe) or moral
some players, and run the risk of bogging down in dilemma (Kamala choosing Chancellor Alric ofVarl
lengthy dialogue scenes, but if presented correctly despite her love for Captain Picard). Moral choices]
they can lead to some truly memorable and powerful based on these themes are important to 5f<ir Trek. By
roleplaying. The decisions the characters make in definition, they are part of the axiom of individual
these episodes w i l l go a long way to establishing responsibility, because you make a choice about
them as morally independent beings, bringing them your own life, and individual effectiveness, because
to life in a way that any number of phaser battles that choice influences the universe. Any choice offers ]
won't accomplish. The Narrator should always you the opportunity to play on the theme of freewill
remember to balance the moral dilemma with
attention to the axiom of cinematic morality: The IDIC
impossible choice doesn't exist in Star Trek. As
Admiral Kirk said, "1 don't believe in the no-win The last major theme of the Star Trek: The
situation." Neither should your players, and neither Generation Roleplaying Came is the cornerstone
should you. Vulcan philosophy: Infinite Diversity in Infinite]
Combinations. Seldom explicitly stated as a theme in
Free Will Star Trek, every alien being and alien viewpoint has
value, as evidenced by the sheer weight of their
In keeping with that spirit, the theme of free will is a presence. While some cultures are dangerous or
powerful one in Star Trek: The Next Generation. primitive, none should be destroyed. To do so would
Omnipotent beings repeatedly interfere with humans be immoral and would impoverish the universe.Thil
philosophy lies
behind the Prime
Directive, serving as
the centerpiece oil
Picard's decision)
against deploying!
the invasive
program that would;
eradicate the Borg
menace, and plays a I
major part in
exploration and
discovery. Part of the
destiny of mankind,'
according to Star
Trek, is to discover]
the infinitely diverse ]
panoply of the
universe and to
invite every being to j
explore the frontiers
of destiny with us. j
When you,!
as Narrator, devisea
story line for a Stari
Trek: The Next
C en era t i om
Roleplaying Game episode, try to see which
STAR TREK: THE NEXT GENERATION THEMES characteristic theme, or themes, your plot highlights.
By strengthening the aspects of your story which
Here are some sample story lines that correspond to common Star point up these themes, you make your episode part
Trek: The Next Generation themes: of the Star Trek universe and give your players a sense
EXPLORATION AND DISCOVERY of "Tightness." This w i l l , in its turn, go a long way
/MHMHMMMM^^HHMMBMM^H^HHH|MH|^^HHHMMHHMHHH|^^^HH

toward keeping the players involved and interested in


• Hie ship visits a new planet, or o planet previously encountered by the episode's progress and the series as a whole. The
on early Earth vessel. themes don't need to be thrust in the players' face
•Hie Crew encounters a life form they have never seen. every minute, of course. The episode's first job
(roleplaying or televised) should be to entertain
•Sebxploration in a Crew member to discover tier true self of her everybody. But on a deeper level, it should resonate
with the players' notion of Star Trek and the
• A new culture or a story from the holodeck throws new light on the fundamental truths on which your game world
operates. By b u i l d i n g a consistent world, in theme
human personality, even more than in technology or astropolitics, you
•Ihe Crew encounters some object or being of tremendous power, also build a more entertaining one.
sych cs the energy barrier at the edge of trie galoxy or Q.
• First contact between the Federation and some new race. Creating the Supporting Cast
DEFENDING THE GOOD
If the axioms answer the question "How?" and the
•The Crew must moke peace between warring worlds or warring themes cover "Why?", the supporting cast helps
factions. answer the question "Who is this story about?" First
• One Crewman's life is in donger and must be saved ot great risk. and foremost, of course, it's about the player
characters. Your players should portray the main
•Terrorists, rebels and renegades must be stopped. characters of every episode, the "series regulars", as
• Holodeck stories of danger and risk against great odds. it were. Just as every episode of Star Trek: The Next
Generation has its guest stars, walk-on players,
•A breakdown in ship's systems endangers the Crew. extras, etc., so your adventures wilt have their own
•Espionage stories: Federation against the Cardossians or the supporting casts. It's the Narrator's responsibility to
Romulcns. bring each member of the supporting cast to at least
transient life. Some supporting cast members will
• War stories: Federation against the Cardassians or the Borg. recur throughout the series, others w i l l show up only
sporadically and still others appear but once. All of
them play an important part in bringing the universe
•The Prime Directive prevents or hampers the defense of the good. to life for you and your players. If they seem flat and
•Ihe Q or other omniscient energy beings test the Crew os uninteresting, no exciting story and no exotic setting
w i l l make up for their lack. As wo saw earlier,
representatives of humanity. individuals matter in Star Trek - - everyone the
•A Crewman must balance duty and some other moral imperative characters interact with should be an individual.
(be, honor, ambition). Without their personalities, your players are just
talking to the scenery and to themselves,
•Mirtg peace now runs the risk of war later.
Name
•Ihe Crew or the ship is captured by some force and must escape. The first key to creating an individual, rather than a
• A time paradox forces a decision about the original timeline. cardboard cutout, is to give that NPC a name. Even if
the supporting cast member is part of a culture that
• A Crewman chooses to sacrifice himself for the greater good. rejects individual names (such as the Borg), give him
• The Q or other omniscient energy beings tempt the Crew to give up a name in your own mind, like "Three of Eight."
exploring and serve them instead. Every NPC with whom the player characters directly
interact should have a name; if it makes sense, make
IDIC sure the players learn it so that they can refer to her
•A being thought harmful becomes friendly and helpful once again. If you're stuck for a name right now, just make
understood. something up as a place holder until you flesh the
NPC out further in the process of writing the episode.
•A new planet must be guided as it joins the Federation.
•Aseemingly barbarous civilization actually holds the key to great Role
wisdom or science. The next key element is determining his, her or its
• The answer to some danger or dilemma comes from on unexpected role in the setting and your the story. What is this 165
or overlooked source. Romulan doing on the planet? What is the Starfleet
Admiral's role in the story? Plenty of NPC's don't
have a direct role; they're "assistant to the chief
Pakled" or "third victim of the core breach", or players run into her in the course of the episode, as
s i m i l a r background characters. That's s t i l l an mentioned in the previous chapter. Come up with at
important thing to remember and to write down. If least a couple of good, general adjectives to describe
you don't know what the NPC is doing there, or why her personality and general outlook on things. It's
you put htm there, take him out. You've got enough important to use more than one term. "Ambitious" is
of a job on your hands without adding stray fine, but "ambitious and greedy", "ambitious and
characters to keep track of. patriotic", and "ambitious and bureaucratic" are
vastly different in play and in their effect on the story,
Goals and Motives Each adjective you add more than doubles the depth
of your NPC's personality; it's worth the time you
Now take yourself out of the story for a minute; look spend to come up with a second descriptor,
at things from your NPC's viewpoint. He doesn't Remember, a single good sentence can serve as the
know he's just "supporting cast" in a roleplaying backbone of a good NPC.
game episode. From his point of view, he's the
central character in the most important story ever Appearance
told. What does he think is going on? When you have
to roleplay that NPC in the course of the episode, Now that you've done some work on your NPCs
you'll be able to reuse that point of view and act as interior world, take a look at his exterior appearance.
he would. In short, what does the NPC want? What What does he look like? When the players ask about
does he want to accomplish in the story? He might any given member of the supporting cast, that w i l l be
want to get rid of these disturbing foreigners, help out their first question. You can use this to bring the
his friend the Romulan ambassador, get home safely NPC's goal and personality to the forefront when
or simply to enjoy a Saurian brandy in peace. This roleplaying him. Give a corresponding marker to
motivation should be established w i t h i n the context each NPC for each element of his personality. For
of the story. instance, an "ambitious and greedy" Rornulan
On a larger scale, you might want to determine diplomat might look slightly lean and wolf-like, and
what the NPC wants out of life, what his long-range wear an expensively cut formal uniform at any
goals are. That's less important for minor characters chance. An "ambitious and patriotic" one, however,
than it is for the more important, or regularly might stare off into the middle distance, and always
appearing, supporting cast members. If you take a wear parade-crisp military garb. An "ambitious and
few seconds to determine whether a given bureaucratic" Romulan might have a bluff and
Cardassian guard is a timeserver hoping to retire with friendly manner with shrewd eyes and be a bit
all his limbs intact or a fanatical patriot serving the overweight from putting in a lot of desk time.
Union, that might become a vital element when the
Crew has him at phaser-point, Background
Personality Finally, it never hurts to come up with a bit of
background for your supporting cast member. Dees
Along the same lines, you should determine the he have some reason to like Starfleet? Maybe a
NPC's general attitude - - her personality. Is she Federation ship once saved his home planet from a
angry, cooperative, lazy, dedicated, sarcastic? This plague. Does she have a tragic past that influences ;
will affect how you roleplay her when and if the her attitudes? Perhaps our Romulan diplomat is
ambitious because her parents were poor, and she
SOME SAMPLE NPC PERSONALITIES sees rapid promotion as the key to future prosperity.
Often an NPC is introduced into the story because of
some connection to a player character, a relative or
• Subtle and manipulative human ambassador friend perhaps. That connection should be written
out beforehand, and in some detail. If you announce
• Loyal and direct Andorian security guard to the player of the First Officer that, "You have a
personal interest in the colony at Cestus III because
• Proud and stubborn Klingon pilot your brother lives there," you'd better have an answer
for the player when she asks, "When did I last see
• Conservative and family-loving Ferengi trader him and what was our childhood l i k e together?"

• Angry and resentful Romulon subcommands SHills and Attributes


• Determined and ruthless Cardassian admiral Once you've given your supporting cast member a
name, role, goal, personality, looks and a little bit of
Try mixing these twelve descriptors around, as well: Consider the background, you can assign attributes, skills and
difference between a "determined and ruthless" Cardassian other elements that fit with the description. You don't
need to f i l l out an entire character sheet for him right
admiral and a "determined ond manipulative" one, or between a away. The only attributes or skills he needs initially
"subtle and manipulative" human ambassador and a "subtle ond are those that come up in the story. Creating a
resentful" one. computer scientist for your scenario, for example,
you might need his Computer s k i l l s . If, on the other
hand, he is only important because a virtual entity For example, and most importantly, villains never
i has driven him mad, his only important s k i l l s might t h i n k of themselves as v i l l a i n s . When you're
be Fist and Kick for his maniacal attack on the player developing the motivation for your renegade Klingon
characters. In general, the statistics are the one area terrorist and Kahless cultist, you need to go beyond
of supporting cast design that you can skimp on. Just "Wants to k i l l all humans." Why? To restore the glory
rolling the dice and letting the dramatic necessity of of the Empire? To punish the heirs of Kirk? To remove
the plot decide can work just as well as obeying al I witnesses to the disgraceful era of Kl ingon
some arbitrary numbers you made up a week ago. subordination to the Federation? What positive goal
is he trying to accomplish? For your v i l l a i n to seern
l i k e more than a one-dimensional painting, he has to
Defining the Supporting Cast have some reason and some motivation behind his
actions.
The supporting cast makes up everyone else except
the players, from tiny liquid-crystal beings in the
permafrost of Velara III to enormous
Also Appearing
transdimensional energy constructs from These characters are often the other crew members
Andromeda. Hence, the Narrator should be prepared on the player characters' starship, the equivalent of
to take on the persona of anything with which the Guinan, Barclay and O'Brien. They're also the
characters interact, from their starship computer to regularly appearing NPC's who don't quite drive the
their Starfleet superiors to the ruler of an alien planet plot themselves. Q or Lore is a "special guest star",
they may never see again. Some of this preparation but the admiral who gives the player characters their
can be done ahead of time, but much of it has to he orders every four episodes only "also appears."
improvised on the spot. In the best episodes, the Finally, the main assistants, sidekicks and henchmen
Narrator w i l l get at least as much roleplaying time as of the special guest stars also fall into the "also
any player. Some individual NPC's w i l l even begin to
accumulate a lot of time, if the Narrator enjoys
playing them, they play an important role in the
episode or the series, or they're just convenient. So,
to begin with, let's look at supporting cast members
based on their screen time.

IMPORTANT NPC BACKGROUND QUESTIONS


• Whet was the most important event in this NPC's life?
• Does the NPC hove any unfinished business from her past?
• How does this NPC feel about Starfleet specifically?
• More previous meetings with strangers usually gone well?
»Does this NPC have any significant experience with people
from outside his culture?
• Has this NPC ever met any of the Crew, and, if so, what was
thot meeting like?

Special Guest Stars


These NPC's play pivotal roles in an episode. They
are the main opponents or main assistants of the
player characters. Sometimes, special guest stars also
exist to further the plot vitally: They set up the
situation, reveal a crucial clue or provide the key to
a solution. In general, if the plot line would not work
without the NPC in question, he's a special guest star.
In creating these characters, the Narrator should go
into as much detail as possible. Anyone that
important must seem real to the players, or the
episode won't seem real to them. Be sure those
details not only mesh with the NPC's role in the plot
but with actual experience.
appearing" category. These characters can eventually They're not just monsters to k i l l ; they're rndividua
develop the depth of special guest stars, of course, Treat them as such. Put as much thought into them as
s i m p l y by taking on new d i m e n s i o n s as they you do to a Rornulan, Klingon or human NPC, Of
continually reappear. In general, none of these course, nonsentient aliens can have fairly
characters should stay static over time; always add understandable "animal" motivations: eat, breed,
something new or give them some element of flee from predators, protect their young, etc, (Seethe
change. In the real world, people aren't always the Creatures Chapter for more ideas.) Many of the
same every time you see them, and they always have Enterprise's encounters with a l i e n life involved
some news if you haven't run across them for a dealing with seemingly incomprehensible behavior
couple of months. Think of these NPC's in those that, in retrospect, becomes perfectly natural. Be sure
terms. that you've established what's normal for a creature
before you introduce one that plays against type. For
Extras example, if you want the players to learn that Spican
jewel apes are somnolent but friendly, don't make
The extras are just there to f i l l out the scene. They get their first encounter one with a hyperactive, rabid
killed in the core breach, stand around in the specimen who attacks on sight.
background on the viewscreen or make up the crowd
on the streets of Rigel IV. For these NPC's, the NEW CIVILIZATIONS
Narrator only needs to come up with generalized The many isolated planetary cultures scattered
personalities and attitudes: A Vulcan crowd will be across the galaxy have whole ranges of values and
calmly efficient, a Tellarite crowd w i l l be noisy and societies. The Narrator should make sure it seems as
chaotic, a human crowd w i l l be confused but easily though the player characters have crossed the
directed. Of course, it never hurts to have a little list quadrant rather than the street. (See the Aliens
of names handy. When the warp core breaches, it Chapter for more ideas.) Many societies are based on
means a lot when the engineering chief can say, "We Earth societies directly, such as the Highland-
lost Gomez, Nguyen and Farkiss," rather than "We influenced Caldos colony. Others simply share 2
lost three techs." In any group of extras, it is a good strong resemblance to such societies (no doubt
idea to have a "sample member" drawn up in more explicable by parallel cultural evolution), such as the
detail. That way, if the players ask someone at similarities between the Romulan Empire and the
random about the alien temple, for example, the Roman and Japanese Empires. Any Narrator can
NPC can suddenly become more than just a Locrian easily develop a truly alien-seeming civilization by
face in the crowd. mixing and matching genuine human customs. Draw
upon the thousands of different cultures, customs
The Allen and Unfamiliar and beliefs that have existed on Earth throughout its
history. It's important to use the NPC's as exemplars
In addition to questions of screen time, a couple of of their alien culture. If you decide the culture of
other elements apply specifically to the Star Trek: The Palos II values introspection and calmness, make sure
Next Generation Roleplaying Game. In this game of most of the Palosian NPCs are placid, meditative
exploration and discovery, it's vital to keep the types who speak slowly and t h i n k before answering.
entities the characters encounter truly alien, not just That w i l l get your point across better and more subtly
humans in funny suits. On the other hand, given Star
Trek: The Next Generation's emphasis on
brotherhood and unity, they have to be
sympathetic, real and understandable on
their own terms. This can be a fairly tricky
tightrope to walk as Narrator. Keep in
mind that the game is the thing; don't
slow everything down to a crawl w h i l e
you meticulously explain the k i n s h i p
structures of Altair VI or how the
biochemistry of the Spican jewel apes
influences their social mores. Keep the
twin goals of alienness and sympathy in
mind; some creatures, races or cultures
w i l l tend toward one side or another, of
course, but don't make everything in the
galaxy yet another version of the same
being.
NEW L l F E F O R M S
The various alien monsters, beings,
races, etc. the characters w i l l encounter
often develop personalities of their own.

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.

Creating the Setting To Explore Strange New Worlds


The question of setting is closely related to creating Planet stories, on the other hand, put the characters
the supporting cast, especially aliens and NPC's from into a different environment, usually a new planet
newly encountered cultures. The setting of the story with a new culture and new challenges. These stories
answers the question "Where?" and sometimes can range from morality plays to mysteries to
"When?" However you answer, the setting should anything in between. Time travel stories and "mirror
eventually be understandable to the players. Usually, universe" stories are also "planet stories" since the
this means it must have sufficient detail for the emphasis is on the strange new (or old) world outside
players to imagine their characters in it, as well as the ship (even if all the action takes place on
rules and laws (whether overt or implicit) that the shipboard). Building the setting for a planet story is
characters must follow. Fainting the setting in a few very much like b u i l d i n g an NPC. (See also the Planet
words or through instructive NPC encounters is as Creation Rules on page 256.) The setting, after a l l ,
important to immersing the players in the game as w i l l be in every scene and its nature w i l l influence
describing the NPC's. The settings in a Star Trek: The the outcome of the story, often profoundly. As with
Roleplaying Came episode break down into three NPC's, naming the planet (or asteroid, space station
categories, although some stories contain elements or derelict ship) comes first. Next, determine the
of two categories at once, or introduce a second setting's role in your story. In an exploration and
setting as a subplot. discovery story, the planet might well be the central
element of the plot. The characters have to investigate
These Are the Voyages the planet in question, or its native life forms, or its
cultural mores. In a moral dilemma story, the planet's
Ship stories are stories that, logically enough, take nature may set up the dilemma (it's volcanically
place p r i m a r i l y on the ship itself. The player unstable and going to destroy itself), or its culture
characters' s h i p s h o u l d become an i n t i m a t e l y might (a planet with very little protein supports a
familiar setting. It's home base, where the characters society of cannibals). Other planets are more
live, work and play. The ship makes an excellent "supporting actors": The real story centers on chasing
backdrop for stories that center on the characters' down the Cardassian spies or the rogue Maquis ship,
interactions and personal development. On the other and the planet is just there to contain the action.
hand, of course, plenty of outward-focused stories of Planets don't really have goals or personalities,
! action and adventure can happen on the ship. although (heir cultures certainly do. Vulcan's goal is
Infiltrators can invade it, the systems can to continue to support the Federation and the cause
I mysteriously malfunction, it can pass through an of galactic civilization; its personality is logical and
energy field with profoundly odd effects and so on. traditionalist. Planets certainly have distinctive
Stories of ship-to-ship combat are also ship stories. appearances: Is it (or at least the region of it that the
Facing off against a Cardassian battle fleet or showing characters are in) rocky, lush, glacial, urban? Is the
i the flag along the Neutral Zone combine the sky red, blue or green? How many moons? How
many suns? Once again, answering these
questions can be the key to establishing
the "alienness" and "reality" of the game
world in the players' minds. Any planetary
culture has a background, of course.
Often this explains the dilemma or sets up
the conflict. Determining the relevant
history of the planet's civilization is a
crucial part of determining the role the
setting plays in the story. Was the planet
occupied by the Klingons before the
Khitomer accords? Was it neutral? Was
the first Federation contact positive? Are
outworlders common or a once-in-a-
lifetinie occurrence? Just as story
influences planet creation, so sometimes
planet creation can influence the story.
Finally, filling out a Planetary Template is
as important as f i l l i n g out a character
sheet for the main NPC, It's even more
important if the characters ever return; 769
you don't want the sky to be orange one
episode and greenish-gray the next.
Hollow Pursuits incoherent story adversely affects the whole episode.
Easy, because most stories ( u n l i k e supporting castor]
Holodeck stories can be about anything the Narrator setting) follow a fairly consistent structure.
(or the players) wish. Holodeck stories make great To begin with, every story needs a theme. Fid
opportunities to explore the characters' personalities. one from the theme section; remember, it doesn't
What programs do they enjoy? How do they react to have to be immediately obvious. Deciding the story's
a challenge when the stakes don't involve life and direction will help you keep it on track when you're
death or the survival of the Federation? Holodeck writing and narrating it. At the same time, decide
stories provide great opportunities to lighten up and what the story's central conflict w i l l be. W i l l it l>e a
let the players run wild. Run games in any genre from moral dilemma, a conflict of ideals? Will it be a
high fantasy to occult horror, and at the end the mystery, a conflict between the players and the
reassuring words "End program" let you know that unknown? A more overt conflict, perhaps between
everything is (mostly) back to normal. It s t i l l helps to the ship and an alien vessel? A conflict between the :
come up with some details for holodeck stories, characters and time, as they have to solve some
though it's less crucial to get everything perfect here problem before the ship's warp engines overload?
than it is outside, or even elsewhere on the ship. Elements of several of these conflicts could appear at
the same time, though you should pick one to start
with.
Cresting the Story
All that is left to consider is the f i n a l question, "What
Borrowing and Cliche
actually happens?" This is the plot or story line, the Especially at first, or if you're a new Narrator, don't
meat of the narrative. It's both the trickiest and the be afraid to borrow. Take a Star Trek: The Next
easiest part of b u i l d i n g an episode. Tricky, because an Generation episode you particularly enjoyed and
rework it for your series and characters. Take a story
from another Star Trek series, or from some other TV j
show entirely. Adapt the plot of a favorite movie,
novel or comic book. Plenty of Star Trek episodes
take situations and conflicts from classical sources:
Moby Dick, Milton, Shakespeare. The classic stories
are classic for a reason. Steal from them with pride,
Don't worry too much about cliches, either. The story
may seem just like any other spy, adventure, war,
mystery or love story from the outside. From the
"inside", from the players' perspective, it w i l l be new
and exciting. A certain amount of f a m i l i a r i t y can be
comforting early in the process. Also, if the
background seems f a m i l i a r to players, they can
spend a little more time examining their characters'
personalities. Cliched plots, therefore, don't
necessarily mean inferior roleplaying, or an inferior
game. As with everything else, take your cue from
your players: If they're s t u m b l i n g around lost,I
simplify the story next episode; if it seems too smooth
and predictable, add a plot twist or a subplot for j
variety.

The Purpose of the Scene


Every episode is composed of scenes. Just like the TV
show, a scene in the game takes place hetween
defined sets of characters in one location. In the
show and in the game, the job of the scene is to
deliver a piece of information, or to set a given
conflict in motion. When narrating a scene,
yourself, "What is this scene's purpose in my story?" ;
If it's meant to sot up a conflict between the
characters and an officious Andorian ambassador,
make sure the players notice the Andorian's
arrogance and bad attitude. Don't get distracted by
diversions. If the job of another scene is to unmask
the Andorian as a Cardassian spy, make sure the
elements necessary to do the unmasking are present:
a tricorder, the Betazoid character, etc. If the scene
exists to get the characters from the embassy banquel
[to the ambassador's
quarters, don't
distract the players
with options that go
nowhere, and don't
put a hundred guards
tin the corridor to
block them.
In the same vein,
end the scene when
it's job is done. Don't
linger once the
players realize that
the Andorian is
unpleasant - • have
' him storm out of the
room. Don't stay in
the corridor after the
Vulcan character
nerve-pinches the
embassy guard—
move right (o the
[ambassador's
quarters. Slowing
down a scene slows
down the game. Most . -..•^,-^:-;;^V'/'<.;y/?y+.
scenes have the job of
advancing the plot.
Some scenes serve to play up the theme by getting scenes lead the player characters in the proper
[two characters together to exchange views. Other direction. If, for example, they must visit the Locrian
j scenes serve as comic relief, as foreshadowing for a temple to find the clue to the Romulan plot, give
later episode, or as something s i m i l a r l y unrelated to every character his own reason to go. Science
this episode's story. Those scenes should be kept to a officers can be drawn there by enigmatic radiation,
I minimum. paranoid security types might follow other clues
Every scene is important; equally important, the there and other officers can follow personal interests
players should never think of a scene as trivial or (archaeology, a friend or relative in the area or orders
Her." Ask yourself when writing or deciding on any from Starfleet). Sometimes the story doesn't quite
r scene: What is the job of this scene? How w i l l it hook the Crew, or the players get distracted by some
[ move the plot forward or enhance the theme? Who element besides the crucial one. This is a good time
needs to be there for it to work? What ends the for a scripted "chaser" scene (see To Roldy Go). For
[scene? With those questions answered, you're ready example, if the characters spend all their time in the
i to put that scene into your story line. Locrian capital and show no sign of visiting the
Some scenes are vitally important to the story's temple on the outskirts, an angry local mob or
! climax. These should be scripted with one or two Rornulan provocateurs can attack them — and the
"entrances" for the players. Also make sure these Crew can find clues pointing to the temple hidden on
the stunned bodies of their attackers.
SCENE PURPOSES The Three-Act Model
Some possible purposes that a scene might serve: Virtually every screenplay follows something
called the Three-Act Model. This makes an admirable
• Identify the main antagonist or opponent. ||||| model for your Star Trek: The Next Generation
Roleplaying Game episodes, as well. In the first act,
• Set up an important character conflict, you set up the conflict to come, and get the
characters ready to begin the main story. In the
•fsteblish an atmosphere of crisis. second act, the characters determine the nature of
^Hiw?f-'-' •^BMHHHMMMMMBMiHMHMiMMMHI^H^HM
their opposition, gather resources or information and
Drop o clue needed to resolve the plot problem. struggle against their antagonists. In the third act, the
••••MMB0HMMHMBMMUM
characters (usually) triumph and the results of the
K meoning to o clue dropped earlier. conflict become apparent.

•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

"Capti to F.nsian Millard.

Millard commanded the computer to freeze the


program. "Yes, captain?" Millard replied.

ion to my ready room."

"Aye, sit'."

Millard saved the program at its current point in


the story and exited the holodeck. As he walked
along the corridor to the turbo Iiff, he ran through
his mind all the possible reasons the captain would
want to see him. In the previous seven months,
he'd seen the captain only once, and that was
during a briefing to I he entire science division. The
thought occupied his mind during the ride up to
lhe bridge — perhaps he'd done something wrong,
and he was in for a reprimand. No, that wasn't it.
His immediate su/jciiot; lieutenant Commander
I andcrs, would have done that himself. He wasn't
in trouble.

The turbolifl floors hissed open and he entered


the bridge. His certainty drained away as everyone
on the bridge- stopped what they were doing and
watched him cross to the Captain's Ready Room.
Millard felt self-conscious. Maybe he was in big
trouble, though he couldn't think what it was.

"It's not a good Idea to keep the captain


waiting, ensign," the Hrst Officer, seated at the
center chair, reminded him. Millard approached
the door, adjusted his uniform, then walked into
the captain's office.

Captain f click sat at his desk, the ship's


counselor sealed on a nearby sofa. Both stood
when he centered. Moth were smiling. "Come in,
f-nsign," the captain said.

The captain circled his desk, turning serious.


The counselor joined him as his side. "It is one of
the advantages of command that captains get to
^ nut promotions. Some captains give the duly
First Officers, but it's one of the things I like

Staffleet Command, I hereby promote Ensign


Benjamin Millard to the rank of Lieutenant, junior
grade. Congratulations, Lieutenant."
Characters are not static. Rather, they are dynamic
i n d i v i d u a l s who experience things, interact with the
world, and learn and grow from their encounters and
adventures. In game terms, this process is simulated POINTS CIRCUMSTANCE
by granting characters Experience Points. Experience
Points are used to buy new skills, improve existing to 2 Choracters accomplished the goal(s) of the episode
skills, improve attributes and edges and sometimes
even buy or improve advantages. In this way •1 Characters accomplished the goal(s) of the episode,
characters become better at what they do, learn new
things and advance through the ranks of Starfleet. but did so poorly or caused additional problems
+1 Choracters accomplished the goal(s) of the episode
Awarding Experience Points in an exemplary and clever fashion
The Narrator awards Experience at the end of each
game session (or, in the case of episodes which 1 Characters failed to accomplish the goals of the
stretch over several game sessions, at the end of the episode, but nevertheless did their best and lead
entire episode). Such awards are based on three from their failures
factors: what the characters accomplished; how well
they accomplished it; and how w e l l the players +0 Characters were roleployed properly
roleplayed their characters.
As Narrator, you should first consider whether
the characters accomplished their goals during the +1 to +2 Characters were roleployed well
episode. If they did, they deserve Experience Points,
but the number depends upon how good a job they -1 to -2 Characters were roleployed poorly
did. If, for example, they solved the primary mystery
in an episode or defused a crisis, but only barely, and +1 to +2 Choracters did or accomplished something wrili
in the process caused other problems (or even loss of was of extraordinary service or benefit to Starfleet,
life), they should get few, if any, Experience Points. the Federation or its citizens, or which reqjfred grat
Conversely, if the characters did an excellent job
during the scenario — refrained from doing stupid or personal sacrifice on the characters" part
destructive things, were clever and innovative, and
caused very few other problems - - they deserve +1 Characters triumphed against overwhelming odds«
extra Experience Points for doing so well. overcame tremendous obstacles
Failure to accomplish goals in an episode is not
a reason to deny characters Experience Points — their best, made good decisions and took appropriattl
characters (and players) often learn as much from action, yet still failed (perhaps because of some!
failure as they do from success. If the characters fail, unfortunate dice rolls or other things beyond the!
look at why they failed. If they failed because they characters' control), then there's no reason not to]
made foolish decisions or took foolish actions, did award them Experience Points. Sometimes just trying I
not act in character, overlooked t h i n g s they should is enough, provided that the characters try with heart!
not have or simply were careless, then an Experience and spirit.
Point award probably isn't justified. But if they did Roleplaying is e q u a l l y as important as j
accomplishing goals. In the Star Trek:\
The Next Generation RFC players
interact with the game setting and portray
the parts of Starfleet officers. Players who
do this well, who "get into character," act I
as their character would act, and think as
their characler would t h i n k , deserve
extra Experience Points for thtl
performance. Players who participate
perfunctorily, act out of character or do
not act in a manner befitting Starfleet
officers don't deserve as many
Experience Points. Examples of poor
roleplaying include playing a Vulcan but
acting emotionally, Starfleet off icers wh(i
resort to force at any opportunity orj
saying or doing t h i n g s that are!
inappropriate for a character's]
personality or background.
The accompanying table provides!
some guidelines for awarding ExperiencJ
Points. Note that these rewards are fairly
small - typically just a point or two]
Characters n o r m a l l y gain 1 to
•Experience Points per episode; more than that would
• indicate an extremely good performance by a
Baracter or characters. Limiting the number of
Ifeperience Points that characters receive leads to
|$Iow, fairly controlled character growth. This allows JjiM COST
llhe Narrator to keep track of character effectiveness
[ more easily. Buying a new Skill {level 1) 5
The minimum experience point award is zero,
I even if a character incurs enough penalties to take Improving a known Skill...
I his award into negative numbers. Characters cannot to level 2 3
I be forced to "give back" previously earned
Experience Points just because they performed to level 3 3
Hoorly in the current episode,
to level 4 4
Spending Experience Points to level 5 5
Experience Points are most often spent to buy new to level 6 6
I skills, improve existing s k i l l levels or buy new
specializations. This reflects the new things that a Buying a new Specialization 3
character learns and experiences during the course of (at one level higher than the governing skill)
Ms adventures. For example, during an episode a
character who knows Shipboard Systems (Sensors) Improving an existing Specialization.,,
might have made several difficult Tests to analyze a
new and unusual stellar phenomenon. The player to level 3
| decides that the character learned a lot from this to level 4
experience, so he spends his Experience Points to
increase the character's level in that s k i l l . Or perhaps to level 5
the character spent a lot of time with Vulcans during
! the episode, which sparked an interest to learn more to level 6
about their language and culture (i.e., to buy Culture Improving Attributes,.
(Vulcan) or Language (Vulcan) as new skills).
If a player wants to buy a new s k i l l , he should to level 2
I justify it in some way through game play. Characters
cannot simply learn an entire new field of knowledge to level 3
overnight. Either they have to be exposed to it at to level 4
great length during an episode, or they have to spend
time studying and practicing (the holodeck is an to level 5
[ excellent resource for this sort of study; it can help a
| dwacror Irnrn just about any s k i l l ) . The player to level 6
' should set aside the Experience Points to buy a new Improving Edges 4 per point improved
i skill and then let the Narrator know his character
j wants to learn that s k i l l . The Narrator decides how Buying a new Advantage 4 x value of Advantage
much game time is required for the character to learn
enough to buy the s k i l l . If several weeks of game Improving on existing Advantage 4 x improvement in value
| time pass between episodes, the character may very Reducing or eliminating o Disadvantage 4 x reduction in value
i well be able to put the s k i l l on his character sheet
before the beginning of the next episode. If episodes Courage Point 5
occur more closely together, it may take several
game sessions before the character actually knows wake up one morning with an Eidetic Memory, or a
the skill. Mixed Species Heritage. Certain advantages can't be
Less commonly, characters can improve gained through experience.
; attributes or edges. This isn't always appropriate - However, it is appropriate to buy certain
it's not likely that characters w i l l become smarter or advantages with Experience Points, A character
develop a more forceful personality overnight. might acquire an Ally, Patron, Contact or Favor Owed
However, a character could spend time exercising during an adventure, or become a Species Friend
and weightlifting to increase his Fitness or Strength, because he performs a great service for a particular
or participate in combat simulations to hone his species. Becoming a Department Head or earning a
Coordination, Reaction or Dexterity. Improving Promotion are also good ways to spend Experience
negative edges is often the best way to spend Points,
Experience Points in this area; t h i s reflects a At the Narrator's discretion, characters can use
character's gradual efforts to improve himself. Experience Points to reduce or e l i m i n a t e
Even less common, characters may sometimes disadvantages. It isn't appropriate to simply buy off 179
spend Experience Points to buy new advantages. a Dark Secret and claim it never existed. But
Advantages tend to represent special innate qualities, characters might be a b l e to e l i m i n a t e physical
things that can't really be learned. You don't simply problems like Physically Impaired or Poor Sight due
to Federation medical advances, or through heroic or courageous; see page 118 for details on
counseling and self-help remove harmful personality recovering spent Courage Points).
traits such as Argumentative, Arrogant, Bloodlust, Characters can buy additional Courage Points
Obsessive Tendencies or Phobia. with Experience Points. In some cases the Narrator
Experience Point costs differ significantly from may wish to give them out as a reward for good game j
the Development Point costs used during character play. However, this should be rare; Courage Points
creation. The accompanying Experience Point Cost are extraordinarily useful things, and only the most
Table lists the costs for experience-based character heroic characters should have a lot of them, [fa
improvements. character conducts himself in a particularly noble,
All costs for improving skills, attributes and edges heroic or self-sacrificing fashion, an award of art
are cumulative. Thus, improving a skill from level 3 extra Courage Point (or, at most, two) might bel
to level 5 costs a total of 9 Experience Points (4 for appropriate. Examples would include a character
rank 4, 5 for rank 5); going from Dexterity -2 to who puts himself in extreme danger to rescue people
Dexterity 0 costs 8 Experience Points (4 points for (particularly children or helpless people), who
each point of improvement). overcomes a Phobia or other personal Disadvantage
All experience point expenditures must be to accomplish some great heroic feat, who is nearly
approved by the Narrator, Renown cannot be k i l l e d when he stays behind to hold off some threat
purchased with experience. while his comrades (or those under his care) escape
to safety or who braves and overcomes incredible
Courage Points dangers and obstacles to warn the Federation of anj
impending threat.
In addition to, or in lieu of, giving out Experience Narrators should be wary of letting characters
Points to reward character conduct, Narrators may have too many Courage Points, regardless of how
give characters additional Courage Points. Each they get them. Courage Points allow a character to
character starts the game with at least 3 Courage affect his Tests directly, and often mean the difference
Points. If spent, they ''refresh," or return to the between success and failure. A character who
character, at the end of the episode (or in mid- accumulates too many of them w i l l almost never fail
episode if the character does something particularly at anything, and that makes for poor storytelling. A

RENOWN AWARDS TABLE


INCIDENT

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

Displaying skill or valor in a skirmish 1-2


ifififfli

Displaying skill or valor in a major battle 4-6


Disi e.ff., Wolf 359) Om
Successfully completing o minor diplomatic mission 1-2
HsSS^SSf fry r rVHSrsrSsSSKSfSH
Successfully completing an extremely important diplomatic mission
Successfully comoletina o dtolomfltic
wR^^W(S!w!^ffi88w«Kw™IK3WRfiBJ5F . mission whic
Making a scientific discovery of minor importance
180
Baking o scientific discovery of major frnportance .

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).

Preontares Ribbon 6 Discipline

The Aspect of a Renown award depends on the


•Circumstances surrounding the character's action. If
ihe disregarded her own prejudice against Klingons
and obeyed orders white saving the Ambassador, she
would receive Discipline Renown. If, on the other
hand, she saw the threat and acted instantly, that
would imply Initiative Renown, and so on. If no
particular Aspect seems entirely appropriate, reward
Skilf Renown.

Suggested Renown Guidelines


The Renown Awards Table provides some rough
: guidelines for character Renown awards. Of course,
almost any action taken in the proper context could
garner Renown for a character, so this list should not
' be considered exhaustive.

Commendations And Awards


Commendations, awards, medals and other such
indicia of exceptional valor, bravery or merit often
; accompany significant Renown awards. The above
table provides a list of Federation commendations,
along with suggested Renown awards (awarded for a
'. single incident) that might qualify a character as a
recipient (the names of some of the commendations
also provide some guidance as to what they should
I be awarded for).
181
Promotion And Rank
Unless your group has discussed it prior to play (and
the narrator allows it), no beginning character should
Characters should never be allowed to buy a least three other departmental s k i l l s , 1 skill
Promotion advantage or force their way up through level in the primary s k i l l of two other
the ranks of Starfleet s i m p l y by spending points. L i k e departments (Security, Engineering, Ops, •
anyone else in any other organization, they need to Science, Medical)
get the approval of t h e i r superior officers (as • Captain: 60 Renown, 45 in Starfleet-favored
represented by the Narrator). More importantly, they Aspects; Law (Starfleet Regulations) 4(5B
have to deserve the promotion. Regardless of how Command (any Specialization) 4(5),
s k i l l e d and well-known a character is, if he is not Administration (any Specialization) 3(4), 2 skill
worthy of a higher rank, he's not l i k e l y to get it in levels in the primary s k i l l of at least two other j
Starfleet. departments
The following section presents some guidelines • Admiral: 80 Renown, 60 in Starfleet-favored
for Narrators to use when considering player Aspects; Law (Starfleet Regulations) 5(61
characters for promotion. Keep in mind that these are Command (any S p e c i a l i z a t i o n ) 5(6), j
only guidelines; the circumstances surrounding any Administration (any Specialization) 4(5)
promotion should first and foremost add to the story, • Departmental Skills: The Narrator has a bit of
A suitably dramatic or important event might lead to l a t i t u d e when d e t e r m i n i n g a character's
the promotion of a character without f u l f i l l i n g all of "departmental skills." Primary s k i l l s (such as!
the criteria listed here. Of course, Starfleet expects Command, Security or the various types of
the beneficiaries of such informal f i e l d promotions to Engineering) are always required. However,]
devote much of their time to study and activities depending on a character's assignment ow
intended to bring them up to speed with their peers. mission, Persuasion could be more important
Characters should also, at the Narrator's option, for a Security officer than Espionage (if the
purchase the appropriate Promotion advantage as officer were stationed planetside on a strange
soon as possible. See the Starfleet chapter for details but friendly world, for example). Remember
on the Starfleet rank structure and the nature of field that when a rank c a l l s for "2 s k i l l levels in]
or brevet promotions. other departmental skills," this only represents j
a general guideline for Narrators and players.
*/, • primary
Lieutenant (Junior Grade): 2 s k i l l levels in the
s k i l l for their department, 1 s k i l l level
Specifics always depend on the character and
the series.
in one other departmental s k i l l
• Lieutenant: 3 skill levels in the primary s k i l l for These guidelines are for Narrators who prefera
their department, 1 s k i l l level in two or more mechanical method of promotion over a purely i
other departmental s k i l l s event-driven one. The Narrator can either have the!
• Lieutenant Commander: 25 Renown, 15 in character's superior officer (or other Starfleet official)
Starfleet-favored Aspects (Discipline, S k i l l , roll a C h a l l e n g i n g (10) Renown Test (to simulate the j
Openness); 3 s k i l l levels in the primary s k i l l for character coming to the attention of Starfleet) either
their department, 2 s k i l l levels in at least two after a Challenging (9) Administration (Starfleet j
other departmental skills, 1 s k i l l level in the Bureaucracy) Test or after a s u i t a b l y dramatic j
primary s k i l l of another department increase in character Renown. No character should
• Commander: 40 Renown, 25 in Starfleet- be promoted using t h i s method u n t i l they qualify at!
favored Aspects; 4 ski!) levels in the primary I east at the m i n i m u m levels given above; the Narrator j
s k i l l for their department, 2 s k i l l levels in at is encouraged to come up with other, additional
qualifications if she wishes. Characters '•
receiving f i e l d or brevet promotions
should not be considered for further
promotion u n t i l they meet the minimum
standards of their field or brevet rank,

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.

Assuming that the? character can meet these


requirements, his request w i l l probably be granted. If
necessary, the character can improve his chances by
making an Opposed Persuasion Test against his
; captain.

Transferring To A Larger Ship


•Characters who perform t h e i r Starfleet duties
particularly w e l l can look forward not just to being
promoted, but, in many cases, to being transferred to
a bigger, better ship. Obviously, if the characters start
I out on a Calaxy- or Ambassador-class ship, there
aren't many places for them to go, but they could s t i l l
be transferred to a s h i p commanded by a rnory
I prestigious c a p t a i n or w h i c h undertakes more
:
"glamorous" missions.
To be considered for transfer to a larger or more
prestigious ship, characters t y p i c a l l y need at least 20
Renown, 12 of it in Starfleet-favorc-d Aspects. Beyond
[ that, they need to get themselves noticed as "up-and-
I comers" by Starfleet Command or the captain {or first
officer) of the new ship. A Patron, Ally or Favor Owed
may help; so w i l l a commendation or large Renown
I award for a single incident.
The Narrator should work the transfer into the
game. Transferring to a better ship generally should
not he an exercise in game mechanics and dice-
rolling; rather, it should be roleplayed and worked
into the overall scries. Moving the characters to a
better ship is sometimes a good way to re-focus a Star
:
leel Admiral ! !isa Keil sat at her desk, storing
into the /".ic-f of Captain /,cH/ of the U.S.S.
Rcne^'idc on her computer display. He looked

"We've received additional reports of Romulan


activity, this lime near Psellus HI. A Hare/inn
merchant vessel claimed to have seen a warhird.
That's the third since the initial report from
Starhase 24." Keil leaned hack in her chair and
raised' her cup of coffee to her lips.
"f)o you think it's credible enough to warrant
an investigations" Keil knew what his answer
would he as she asked the question. Lati liked io
check things out when it came to the Komulans.
He was a bit of a hawk. "We haven't had any
reports from Startler. I Intel licence, and long range
sensors haven't delected any shift in Romulan
movements."
"Can we afford not in? What if it's a part of a
major Romulan offensive in the region f"
She shared that sentiment, though she had to
ha lance caution with instinct. Increased Federation
activity along ihe Neutral Zone would elicit a
response trom the Ronvjlans: One miscalculation
could lead to another war.
"The Renegade stands ready. I request
permission to patrol the region hetween I'sellus III
and the Romulan border." t.au added. Keil didn't
like something in his tone, a bit too eager. Yet there
was something to he said tot the argument. Three
reports of a Romulan warhird in the area couldn't
he ignored.
*

"Permission granted, captain. Hut for


investigation only. You are not authorized to cross
the zone. If you come across any warbirds, I want
to he informed of it immediately."
"Understood."
"Starhase 39-Sicrra out." she said as she cut the
connection. She took another sip of coffee, and
inwardly hoped she hadn't made a had decision.
remain unexplored, either due to fear of the
Let's apply what Rornulans or a lack of resources. The growing
Romulan threat, however, has made exploring the
we've learned. region a Starfleet priority.

Now that the players have their characters and the


Narrator is ready to run a session of Star Trek: The
The Arteline Sector
Next Generation, they need a setting — an area of
space filled with mysterious phenomena, alien
Where is the sector located?
civilizations and exciting adventure. The Arteline The Arteline Sector stretches twenty light years along
Sector provides Narrators with a starting point for the Romulan Neutral Zone, toward the galactic rim. j
their own stories. In addition, the Crew needs a ship It is part of a region of space known as 'The Frontier'.
in which to explore space — in this case, the U.S.S. Starfleet administers the area from the centrally
Discovery. The information below provides Narrators located Starbase 39-Sierra. Although present for <
with enough information to start their own Series. some 200 years. Federation starships have yet to map
(For more complete information about the Arteline and survey the region reliably, and many planets
Sector, see the upcoming supplement, A Fragile remain only lightly explored.
Peace: The Neutral Zone Campaign).
Years ago, Captain Christopher Pike partially
mapped the Arteline Sector as part of his first five- How does the sector interact in
year mission. Then, even with Federation technology, astropolitics?
information on this sector remained sketchy. At the
time, Starfleet's primary objective was simply to Prior to the Treaty of Cheron, this sector was a
patrol the Neutral Zone. Even though Federation Romulan protectorate. The sector's inhabitants were
colonies and starbases dot the sector, large parts made to serve the empire, providing labor and
resources to their Romulan overlords.
The sector became a part of Federation space
with the establishment of the Romulan Neutral Zone,
Initially, the Federation concerned itself with
establishing bases and listening posts along the
border with Romulan space, to guard against
invasion. The Federation Council approached the
indigenous populations cautiously, concerned with
appearing like another occupying force. The local
inhabitants were left to govern themselves, many for
the first time. Over the years, settlers established
colonies on uninhabited planets, and the Federation
began to institute relations with the native species.
Although the Romulans have not had an open
base in this sector for decades, their threat remains a
constant concern. There have been few proven
violations of the Neutral Zone, but rumors of
Romulan Tal Shiar spies, assassins and saboteurs
persist.

What races or cultures dominate t/ie


sector?
No one species dominates the Arteline Sector, Ttie
Artelines share the region with the Pselliads, j
inhabitants of an independent planet once a client j
world of the Romulan Star Empire. The Federation
supports a colony on Valer II, while Starfleet
maintains several starbases along the Romulan
Neutral Zone, The independent Harelians, whose ;
homeworld lies in a neighboring sector, operate j
several mining settlements, extracting dilithium,
boreHium and vionium.
At roughly the same time, both the inhabitants of
Arteline IV and Psellus 111 developed warp drive
capacity. Because no one species controls the sector,
some strategists at Starfleet Command worry about primary exception is Psellus I I I , which objected
future conflicts between the Pselliads and strenuously to any proposed Federation bases,
Artelines. The Federation Council hopes that
through membership in the UFP this can be
avoided.
The Tal Shiar
The Harelians hail from a Class M planet, and Few people know of the Tal Shiar. Those who do,
havea thriving interstellar economy specializing in fear it.
mining. Because they manage several mining The intelligence agency for the Romulan Star
operations throughout the region, the Harelians Empire, the Tal Shiar wields considerable
havea significant presence in this sector. discretionary power. Its agenda is simple: to
enforce loyalty among the Romulan citizenry and
military through espionage and intimidation. (It's
How many systems lie within the no linguistic accident that their name is very close
sector? to tal-shaya, an ancient Vulcan execution
technique.) No boundary exists between domestic
There are a total of eight systems within the and foreign operations. Agents can arrest, detain,
Arteline Sector. The inhabitants of Arteline IV only spy upon and interrogate any Romulan citizen, and
recently developed warp drive capability and often indulge in these activities with outsiders as
joined the Federation. Two decades of internal well. They are deceptive, ruthless and bound by no
debate preceded their decision to petition for ethics beyond service to the Romulan Star Empire.
membership, revolving around their desire for The Tat Shiar sets its own agenda and answers, in
neutrality. Though historically the Artelines theory, only to the Praetor and the Senate.
remained uninvolved with the sector's politics, Starfleet Intelligence can say little for certain
they begin to exercise their influence more and about the Tal Shiar operations along the Frontier.
more. Many within the Federation, however, However, rumors suggest they utilized the
consider this peaceful and spiritual race politically following strategies in previous intelligence
removed. campaigns.
The Pselliads make up the other local
spacefaring species in the sector. Evolved from • They have a broad array of interrogation
here) creatures, they retain their group mentality. techniques, including physical and
Their culture adapted easily to the authoritarian psychological torture. Some believe they use a
rule of the Rornulans, who conquered the world perversion of the Vulcan mind-meld called
centuries ago. Although the Pselliads possess warp "cerebral gutting." Fortunately, Starfleet
drive technology, internal strife has kept Psellus III Intelligence believes this technique requires
from joining the Federation, special training and is not a simple or reliable
process.
• They kidnap people in order to insert Romulan
operatives surgically modified to resemble the
Are there any unusual phenomena kidnap victim. These "doppelgangers" perform
within the sector? surveillance, sabotage and assassination

An unusual black hole, called Collapsar 49,


presents a hazard to navigation as well as
an opportunity for scientific study.
Collapsar 49 emits dangerous warp pulses
which affect subspace.

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.

Psellus III Warp System: 4.0/9.2/9.6 (12 hours) 2/warp factor


Impulse Sysfem: 7Sc/.?2c 7/9
In the centuries after they conquered Power: 190
Psellus III, the Romulans transformed
this world from a mosaic of agrarian
states into a single government based Long-Range Sensors: +2/17lighfyecrs
around mass food production and Lateral Sensors: +2/1 lighlyear
heavy industry. With the Navigational Sensors: +2
establishment of the Neutral Zone, Cloak: None
Psellus III suddenly found itself in Sensors Skill: 5
Federation space. When the
Romulans abandoned the planet,
they destroyed much of the Pselliads'
industrial capacity. The Pselliads Range: 10/30,000/100,000/300,000
spent the next few decades
rebuilding. Despite this, pro- Arc: All (720 degrees)
Romulan sentiment remains strong Accuracy: 3/4/6/9
among some Pselliads, who credit Damage: 20
their former overlords with bringing Power: 20

20
social unity and technological
achievement to their world. Using >r: 250
the remnants of Romulan technology, Launchers: 1 od, 1 fv
the Pselliads developed ships to ply Spread: 8
the trade routes throughout the Arc: Forward or aft, but ore self-guided
Frontier. Range: 15/300,000/1,000,000/3,500,000
The Pselliads evolved from herd Accuracy: 3/4/V
animals and have a hierarchical Damage: 20
society. Leaders develop thick manes Power; 5
around their heads and shoulders. Weapons Skill: 5
Pselliads see these manes as a sign of
leadership, and have a natural
tendency to obey individuals with Name/Type: Srarfleet Deflector Shield
this trait. Their physiology impacts Protection: 60/80
their emotional reactions, but it does rower, 60
not overwhelm reason, experience or
self interest.
Despite a stable world
government, a holdover from the 189
days of Romulan control, and warp
drive ability, Psellus III did not seek
Federation membership until only
recently. The government petitioned for UFP futuristic interiors or by giving the ship its owl
membership to participate in Federation trade character. The ship presented below should serve as
relations. This sparked a five-year-long terrorist a model for ships of the Narrator's design, or canbi
campaign by those who seek reunification with used as the setting for the group.
Romulus. In addition, the Federation hopes that by Not as spacious or comfortable as a Ca/axy-dass
admitting both Psellus III and Arteline IV, they can ship, the U.S.S. Discovery (NCC-62049) is a Nebula-
avert a conflict over control of the sector. class cruiser, one of the workhorses of Starfleet.
For more information about Psellus 111, see the ST? Officers receive their own cabins, and the ship
TNG RFC supplement A Fragile Peace. comes equipped with a lounge and holodeck, but
narrower corridors and cramped workstations make
Starbase 22 the Discovery feel confined. The Nebuta-class
design calls for versatility, from well equipped labs
This Starbase lies between Starbase Sierra and for scientific missions to guest quarters for visiting;
Arteline, orbiting a small, lifeless planet in an dignitaries to an array of weapons. The design!
unnamed system. It serves as an outpost, monitoring features a large upper equipment module that can be
Romulan movements on their side of the Neutral customized for a variety of mission profiles.
Zone. Though small, it's well armed and considered One of the older Nebulas in Starfleet service, the
the first l i n e of defense against an invasion. Discovery performed deep space exploration
missions w i t h i n Federation space. The ship
Starbase 25 distinguished itself in the Battle of Po Ucan IV, a;
small planet near the Cardassian Demilitarized Zone,
This tiny Starbase orbits a white dwarf star lacking where it suffered severe damage. Rather than scrap it,
other satellites. Primarily an early warning station, it Starfleet completely refitted the ship at the Utopiii
has a huge sensor array, and lies one light-year from Planitia shipyards. There, engineers replaced olderor
the Romulan border. With no nearby celestial objects damaged components with the latest designs.
to obscure its view, Starbase 25 receives remarkably Starfleet then reassigned the ship to patrol thj
clear signals from deep within Romulan space. Romulan Neutral Zone.
Like most Federation vessels, the Discovery isj
Starbase 39-Sierra not a warship, but is designed to perform a variety of
missions. Nonetheless, it can hold its own in a fight. I
The largest Starfleet facility in the region, this Starbase
serves as strategic headquarters for starships
throughout the Frontier. It lies five light-years from
The Crew
the Romulan border, and has a full-service orbital Below, Narrators w i l l find supporting-cast characters
repair platform. Ships assigned to the sector report to for every major position on the U.S.S. Discovery. Use I
Admiral Elsa Keil. these characters as needed to f i l l a position left open
by the players. If someone wants to play a character I
Valer IV assigned to a particular position, simply substitute;
the player character for one of the nnn-playei;
The most recent Federation colony in the region, the characters. (If a player character replaces one of the
inhabitants exploit the mineral resources of this Class department heads — Chief Medical Officer, Chief of
M planet. Human and Vulcan settlers share the Security, etc. — make sure they have the three point
planet with a Harelian mining operation. Many advantage Department Head. Narrators should keep!
colonists feel jumpy about the Neutral Zone, this in mind during character creation; if a player]
imagining cloaked ships behind every blip on their wants to play the Discovery's Chief Engineer, thqj
sensor screens. Some colonists agitate for a should allocate three points to this advantage.)
Federation military buildup, and a few even talk Alternately, you may prefer to include one of the j
about forming a militia to prepare for Romulan NPC's below, even though a player designed her
aggression. The Vulcan colonists argue that a militia character to f i l l the position. If the player character
would be easy for the Ta/ 5ftiarto manipulate, and so fills a mid-level position, you can have the
far no action has been taken. See the 57; TNG RFC characters share the duty - - one might be Conn
supplement A Fragile Peace: The Neutral Zone during the day shift, the other at night. If
Campaign for more information. character fills a senior staff position, keep in mind j
there can only be one Chief Engineer, Chief oil
Introducing the Security or Chief Security Officer on a given ship. You
could switch the characters' roles, "demoting" one of
Characters 'Ship the supporting-cast and allowing the Crew membei
to play the department head (be sure to adjust the
Starships serve as both home and workplace to their NPC's characteristics to reflect t h i s change).
Starfleet crews, and a large part of every adventure is Frequently, most player characters w i l l serve under
spent on the characters' ship: in this case, the U.S.S. their respective department heads. A Security officer j
Discovery, The Narrator should give the player can staff the Tactical Station on the Bridge alongside!
character's ship a concrete sense of place. You can Lieutenant Commander Korudos, for example, while;
accomplish this narratively, by describing the sleek, a doctor could work in Dr. Lukin's sickbay.
I The fatter is the best option, as it gives your Shipboard Systems (Flight Control) 1 (3)
iCrew room to grow and advance in their careers. (Command) (4)
• your characters gain experience, they will Social Science (Anthropology) 2 (4)
•eventually assume these key positions. You can (Political Science) (3)
[always have L i e u t e n a n t Commander Korudos Space Science (Astronomy) 1 (4)
I transferred to a new posting, and promote the (Stellar Cartography) (2)
[player diar.it.ler security officer to Chief of Starship Tactics (Starfleet) 2 (3)
Security. Systems Engineering (Command) 2 (3)
Vehicle Operations (Shuttlecraft) 1 (3)
IAPTAIN ANN POTRIKOS World Knowledge (Earth) 2 (3)

Image: A short, heavyset woman in her forties, ADVANTAGES/DISADVANTAGES:


[Captain I'oirrkos conveys a sense of confidence Bold
land strength. She has thick, curly hair, black except Commendation (Certificate of Merit)
lor a single streak of white. Contact (1 pt.) (Lt. Cmdr. Moore, assigned to
Personality: Ann Potrikos is an experienced Starbase 39)
IcapLiin with several years of command experience Department Head (Conn)
[under her belt. Ail business on the bridge, she Rank (Captain)
[relaxes considerably when off-duty. Her calm and Rival (2 pts.) (Captain Jellico)
I profession,! I demeanor serves her equally well in
[diplomatic negotiations and the weekly poker Courage: 5
[game, Her favorite snack is ice-cold milk and Renown: 70 Aggression: -10 Discipline: 12
•uble chocolate cookies. Initiative: 15 Openness: 14 Skill: 19
: History: Previously the captain of the U.S.S. Wound Levels: 2/2/2/2/2/2/0
\Anduril, Capt. Potrikos recently assumed
[command of the Discovery, She received a FIRST OFFICER L I E U T E N A N T COMMANDER ARAX
commendation for bravery after leading the rescue PAPAUB (AH-RACKS PAW-PAWB)
of a kidnapped Beta zo id diplomat. Graduating
p/nrnj cum Ltucio from Starfleet Academy, she Image: A Tellarite, Papaub stands somewhat
leceived a Certificate of Special Merit for her paper shorter than average for his species. He possesses a
In "The Tactical Use of Unorthodox Sensor prickly, bearish demeanor, which junior officers
•rays." find mildly intimidating.
Personality: Lieutenant Commander Papaub
FFRIBUTES: handles crises with a calm and clear-headed
Fitness 2 demeanor. Attentive and a bit demanding on duty,
Coordination 2 off duty he eagerly mingles with his friends among
Dexterity +1 the crew. He enjoys an active social life off the
Reaction +1 bridge, though it takes time to win his friendship.
Intellect 2 Although he tries not to show it, he wishes other
Perception +2 Tellarites served on board the Discovery.
Logic +1 History: Originally assigned to the
Presence 3 Engineering Division, Papaub transferred to
Willpower +1 Command during his second tour of duty. Since his
PsiO graduation from the Academy, Papaub has served
only on board the Discovery. When the captain
died during the Battle of Po Ucan IV, he
Administration (Starship) 3 (5.) distinguished himself by assuming command.
(Starfleet Bureaucracy) (5) Starfleet Command offered him a position on the
Athletics (Parrises Squares) 2 (4) U.S.S. Yamato, but he elected to remain with the
Command (Starship) 4 (5) Discovery. He has served on the ship longer than
Computer (Research) 1 (2) anyone else on the crew.
Culture (Human) 1 (2)
Diplomacy {Federation Frontier) 1 (2) ATTRIBUTES:
dge! Fitness 3
aming (Poker) 2 (3) Coordination 2
History (Federation) 1 (2) Reaction +1
(Human) (2) Intellect 3
Language Logic +1
Federation Standard 3 Presence 2
Law (Starfleet Regulations) 4 (5) Psi 0
Personal Equipment (Tricorder) 1 (2) 191
Persuasion (Negotiation) 2 (5) SKILLS;
Planetary Survival (Desert) 1 (2) Administration (Starship) 2 (3)
Planetary (Planetology) 1 (2) Athletics (Running) 1 (2)
Command (Starship) 2 (4) ATTRIBUTES:
Computer (Programming) 1 (3) Fitness 2
Culture (Tellarite) 1 (2) Coordination 2
Dodge 1 Intellect 3
History (Federation) 1 (2) Perception +1
(Tellarite) (2) Logic +1
Language Presence 3
Federation Standard 1 Willpower +1
Tellarite 2 Psi 0
Law (Starfleet Regulations) 2 (4)
Material Engineering(Metallurgical) 2 (3) SKILLS:
Personal Equipment (Tricorder) 1 (2) Athletics (Jumping) 2 (3)
Persuasion (Debate) 2 (3) Computer (Research) 2 (3)
Planetside Survival (Jungle) 1 (2) Culture (Human) 2 (3)
Security (Security Systems) 2 (4) Dodge 2
Shipboard Systems (Operations! 1 (2) Energy Weapon (Phaser) 1 (2)
(Command) (3) History (Federation) 1 (2)
(Tactical) (3) (Human) (2)
Starship Tactics (Cardassian) 2 (2) Language
(Romulan) (2) Federation Standard 3
(Starfleet) (4) Law (Starfleet Regulations) 1 (2)
Systems Engineering(Tactical) (3) Life Science (Exobiology) 2 (3)
Vehicle Operatons (Shuttlecraft) 1 (2) Personal Equipment (Tricorder) 2 (3)
Physical Science (Physics) 1 (3)
ADVANTAGES/DISADVANTAGES: Planetside Survival (Lunar) 1 (2)
Argumentative Propulsion Engineering (Warp Drive) 1 (2)
Department Head (Tactical) Shipboard Systems (Sensors) 2 (3)
Enhanced Vision Space Science (Astrophysics) 2 (3)
Promotion (Lt Crndr.) (Thermodynamics) (3)
Tactical Genius Vehicle Operations (Shuttlecraft) 1 (2)
Vengeful (2 pts.) (Cardassians) World Knowledge (Luna) 1 (2)
Zero-G Intolerance
ADVANTAGES/DISADVANTAGES:
Courage: 4 Curious
Renown: 33 Aggression: 0 Discipline: 12 Impulsive
Initiative: 6 Openness: 10 Skill: 5 Mathematical Ability
Wound Levels: 3/3/3/3/3/3/0 Innovative
Promotion (Lt.)
SCIENCE OFFICER LIEUTENANT JOAN AKSAH (AWK-SAH)
Courage: 2
Image: Lieutenant Aksah is a tall, slender Renown: 11 Aggression: 0 Discipline: -5
woman with dark skin and Arabic features. Her quiet, Initiative: 5 Openness: 0 Skill: 1
almost shy personality makes her difficult to Wound Levels: 2/2/2/2/2/2/0
approach.
Personality: A recent graduate of Starfleet CHIEF ENGINEER LIEUTENANT ALIOK (AY-LEE-OCK)
Academy, Lieutenant Aksah feels too inexperienced
for her position, and she both hopes and fears for the Image: A tall, muscular Vulcan male, Aliok
time she w i l l have to prove herself. Her dread of somehow manages to keep himself completely tidy,
failing at her job leaves her uncomfortable sharing even when crawling around in ducts or fiddling with
her scientific opinions until she's checked them dusty machines on alien planets. He exudes
thoroughly. Additionally, she has taken great risks to confidence, bordering on arrogance.
gather data and worries that she might put the ship in Personality: Aliok likes to tinker with the
danger while proving herself. various systems on board the Discovery,
History: Aksah graduated from the Academy experimenting with various theories (both his own
with honors, despite a grueling schedule that covered and those of others). He sees Main Engineering as his
two disparate fields of study — exobiology and personal laboratory, his modifications sometimes
particle physics. During her cadet cruise, she befuddling his fellow engineers. He also rejects
participated in an investigation of an irregular Vulcan psychic abilities, preferring technology to his
Cepheid variable. Her shuttlecraft became trapped in inherent abilities.
an energy burst when she flew too close to obtain History: Against his parent's wishes, Aliok
sensor data, earning herself a reprimand. Despite this joined Starfleet and studied engineering. Specializing
blemish, she received a posting to the Discovery. in warp dynamics at Starfleet Academy, he presented
a paper on transwarp dynamics at the Daystrom
Institute. During his previous assignment on board
jthe U.S.S. Lakota, he managed to perform a cold Wound Levels: 2/2/2/2/2/2/0
restart of the warp engines using an experimental
process pioneered by Ceordi La Forge. On the FLIGHT CONTROL OFFICER LIEUTENANT
flight to Starbase 39-Sierra, he spent much of his DAN CHEUNG (KEY-UNG)
time integrating the new phaser and sensor arrays.
Aliok holds the rank of Master in chess. Image; Dan Cheung is a handsome, athletic
man in his early thirties. He has a deep scar on the
ATTRIBUTES: inside of his left forearm, which is usually hidden
Fitness 2 under his uniform.
Strength +1 Personality: Cheung stops just short of being
Coordination 2 cocky — usually. He knows his s k i l l s and
Intellect 3 limitations, and feels he's got nothing to prove.
Logic +2 Even in the most hazardous situations, Cheung
Presence 2 manages to crack a joke. When not on duty, he
Empathy -1 studies the bat'leth on the holodeck.
Psi 1 History: Cheung hails from Earth, where his
Range -1 father and mother work in Starfleet Command.
Early on, he showed promise as a Starfleet officer,
SKILLS; frequently visiting the Starfleet Museum and
Administration (Logistics) 1 (2) traveling with his parents on inspection tours.
Athletics (Lifting) 1 (2) Cheung idolizes Captain Hikaru Sulu, and studied
Computer (Modeling) 2 (3) his service record meticulously. He received a
Culture (Vulcan) 1 (2) promotion to Lieutenant after his cool thinking and
Dodge 2 superb reflexes aided a Consfe//af/on-class ship in
Energy Weapon (Phaser) 1 (2) escaping two marauding Ferengi vessels. The
First Aid (Wound/Combat Trauma) 1 (3) incident left him with a healthy concern for Ferengi
History (Federation) 1 (2) activities, and he made studying the race and its
(Vulcan) (2) tactics a priority.
Gaming (Chess) 3 (4)
Language ATTRIBUTES
Federation Standard 2 Fitness 2
Vulcan 2 Vitality +1
Law (Starfleet Regulations) 1 (2) Coordination 2
Material Engineering (Spaceframe) 1 (3) Intellect 3
(Starship Design) (2) Presence 2
Mind Meld 2 Willpower + 1
Personal Equipment (Tricorder) 1 (2) Psi 0
Planetside Survival (Arctic) 1 (2)
Physical Science (Mathematics) 2 (3) SKILLS:
(Physics) {3} Administration (Starship) 2 (3)
Propulsion Engineering (Warp Drive) 2 (5) (Starfleet Bureaucracy) (2)
Shipboard Systems (Flight Control) 2 (3) Athletics (Running) 1 (2)
(Medical) (3) (Soccer) (2)
(Operations) (3) Charrn (Opposite Sex) 1 (2)
Space Science (Thermodynamics) 2 (3) Computer (Research) 1 (2)
Strategic Operations (Neutral Zone) 1 (2) Culture (Human) 2 (3)
Systems Engineering (Weapons) 2 (3) Dodge 1
Unarmed Combat (Nerve Pinch} 2 (3) Energy Weapon (Phaser) 1 (3)
Vehicle Operations (Shutt lee raft) 1 (2) History (Federation) 1 (2)
World Knowledge (Vulcan) 1 (2) (Human) (2)
Language
ADVANTAGES/DISADVANTAGES: Federation Standard 3
Arrogant Law (Starfleet Regulations) 1 (2)
Code of Honor (Vulcan) Personal Equipment (Environmental Suit) 1 (2)
Department Head (Engineering) Planetside Survival (Arctic) T (2)
Hides Emotions Shipboard Systems (Flight Control) 2 (4)
Innovative (Operations) (3)
Pacifism (-3) (Sensors) (3)
Patron (+2) (Ambassador Spock) Space Science (Astrogation) 1 (3)
Promotion (Lt.) Starship Tactics (Ferengi) 1 (2)
(Rornulan) (2) J93
Courage: .3 Systems Engineering (Flight Control) 1 (2)
Renown: 20 Aggression: -5 D i s c i p l i n e : 4 Primative Weaponry (bat'leth) 1 (2)
I n i t i a t i v e : 4 Openness: 0 Skill: 7 Vehicle Operation (Shuttlecraft) 3 (4)
World Knowledge (Earth) 1 (2) Romulan 1
(Dessica II) (2) Law (Starfleet Regulations) 3 (4)
Personal Equipment (Tricorder) 2 (4)
ADVANTAGES/DISADVANTAGES: Physical Science (Computers) 1 (2)
Contact (1 pt.) (Starfleet) Planctside Survival (Urban) 1 (2)
Promotion (Lt.) Primitive Weaponry (Chaka) 2 (4)
Rival (2 pts.) (Shuttlecraft Pilot) Security (Security Systems) 5 (6)
Rival (3 pts.) (Ferengi DaiMon) Shipboard Systems (Tactical) 2 (5)
Shrewd Systems Engineering (Security Systems) 1 (4)
Vengeful (1 pt,) (Nausicaans) Unarmed Combat (Starfleet Martial Arts) 2 (5)
Vehicle Operations (Shuttlecraft) 1 (2)
Courage: 4 World Knowledge (Andoria) 1 (2)
Renown: 10 Aggression: 2 Discipline: 6
I n i t i a t i v e : 2 Openness: 0 S k i l l : 0 ADVA N TAG ES/DIS ADVA N TAG ES:
Wound Levels: 3/3/3/3/3/3/0 Contact (+2) (Starship Captain)
Department Head (Security)
SECURITY CHIEF LIEUTENANT KORUDOS (KO-RUE-DOSE) Excellent Balance
Excellent Hearing
Image: Korudos is an Andorian. Despite his Excellent Sight
small stature, Korudos often intimidates those who Favors Owed (Orion Captain)
oppose him. He tends to glare at people, and he Obligation (-1) (to Starfleet Intelligence)
often grins sarcastically. Promotion (Lt.)
Personality: Suspicious and cynical by nature,
Korudos does not take anything at face value. Like Courage: 5
most Andorians, he is quick to anger, something he Renown: 19 Aggression: 7 D i s c i p l i n e : 2
must learn to control. He often comes across as Initiative: -3 Openness: -2 Skill: 5
abrasive, but to his friends he is ferociously loyal. Wound Levels: 4/4/4/4/4/4/0
History: Lieutenant Korudos transferred to the
Discovery from counterintelligence detail. Starfleet CHIEF MEDICAL OFFICER DOCTOR RAMONA LUKIN
Intelligence does not allow its personnel to discuss
their intelligence work, and Korudos avoids the Image: Tall, with thick light hair and bright
subject in conversation. While awaiting his new green eyes, Ramona Lukin cannot hide her striking
assignment, a Breen assassin tried to k i l l him, looks. She does little to emphasize her beauty,
apparently on orders from the Obsidian Order. believing it gets in the way of people's opinions of
Luckily, he's a crack shot with a phaser. her.
Personality; Despite her skill and compassion,
ATTRIBUTES she has a fiery temper. When patients do not take her
Fitness 3 medical advice seriously — ignoring her instructions,
Vitality + 1 for example — she becomes angry. Dr. Lukin has a
Coordination 3 sharp tongue and does not hesitate to voice her
Intellect 2 opinions.
Perception +1 History: Lukin began her career as a doctor in
Logic -1 the Rigellian System Patrol, a reserve outfit
Presence 2 responsible for policing Federation trade routes. She
Willpower +1 never attended Starfleet Academy, instead receiving
Psi 0 basic training through the RSP. Captain Potrikos
requested Lukin be assigned to the ship after meeting
SKILLS: her during a medical emergency at Rigel IV. Lukin
Athletics (Jumping) 1 (2) holds the provisionary rank of Lieutenant.
Behavior Modification (Resistance) 1 (3)
Command (Combat Leadership) 1 (3) ATTRIBUTES:
Computer (Intrusion) 1 (3) Fitness 2
Culture (Andorian) 1 (2) Coordination 2
Dodge 1 Reaction +1
Energy Weapon (Phaser) 2 (5) Intellect 2
Espionage (Traffic Analysts) 1 (2) Presence 2
(Covert Communications) (3) Willpower +1
(Intelligence Techniques) (4) Empathy +1
History (Andorian) ^ (2) Psi 0
(Federation) (2)
194 Language SKILLS:
Andorian 2 Athletics (Climbing) 2 (4)
Federation Standard 1 (Raquetball) (3)
Bargain (Haggling) 1 (2) Psi: 2
Computer (Research) 1 (2) Focus +1
Culture (Human) 1 (2) Range +1
(Vulcan) (2)
Dodge 1 SKILLS:
Energy Weapon (Phaser) 1 (2) Administration (Starship Personnel) 2 (3)
First Aid (Human) 4 (5) Athletics (Running) 1 (2)
History (Federation) 1 (2) Charm (Influence) 2 (3)
(Human) (2) Computer (Research) 1 (2)
Language Culture (Betazoid) 2 (3)
Federation Standard 3 (Human) (3)
Law (Starfleet Regulations) 1 (2) Dodge 3
Life Science (Biology) 1 (3) Energy Weapon (Phaser) 1 (2)
Medical Science (Pathology) 4 (5) First Aid (Combat/Trauma) 2 (3)
(Surgery) (5) History (Betazoid) 1 (2)
Personal Equipment (Medical Tricorder) 2 (5) (Federation) (2)
Planetside Survival (Mountain) 1 (2) Language
Search 2 Betazoid 2
Shipboard Systems (Medical) 2 (4) Federation Standard 2
Starship Tactics (Pirate) 1 (2) Klingon 1
((-erengi) (2) Law {Starfleet Regulations) 1 (2)
Vehicle Operations (Shuttlecraft) 1 (2) Medical Science (Psychology) 2 (5)
World Knowledge (Rigel IV) 1 (2) Persuasion (Counseling) 2 (4)
(Negotiation) (3)
lADVA NTAG E S/ DISA DVA N TAG IS: Planetside Survival (Ocean) 1 (2)
Bold Projective Telepathy 2
Department Head (Medical) Receptive Telepathy 4
Promotion (Lietenant) Unarmed Combat (Karate) 1 (2)
Resolute Vehicle Operations (Shuttlecraft) 1 (2)
World Knowledge (Betazed) 1 (2)
Courage: 2 (Qo'noS) (2)
Renown: 1 7 Aggression: 0 D i s c i p l i n e : 0
I n i t i a t i v e : 7 Openness: 5 S k i l l : 5 ADVANTAGES/DISADVANTAGES:
Wound Levels: 2/2/2/2/2/2/0 Promotion (Lieutenant JG)
Sexy (+2)
[COUNSELOR RIAL E L B R U N
Image: Counselor E l b r u n is a heavy-set, Courage: 1
energetic w h i t e Betazoid male. U n l i k e some Renown: 20 Aggression: -6 D i s c i p l i n e : 4
' counselors, he prefers to wear his Starflee! uniform I n i t i a t i v e : 2 Openness: 6 Skill: 2
I to emphasize his connection to the crew. Wound Levels: 2/2/2/2/2/2/0
Exuberant, E l b r u n is given to sweeping gestures
[and dramatic hyperbole,
P e r s o n a l i t y : E l b r u n is a peaceful man,
seeking nonviolent ways to resolve conflicts. He
takes his advisory role to the captain seriously,
| often p r o v i d i n g v a l u a b l e i n s i g h t on possible
• antagonists or the crew's mental state,
History: R i a l E l b r u n is the older brother of
• Tarn E l b r u n , who was unable to screen out the
telepathic noise of other people. After caring for his
younger brother, Rial chose psychology as his
profession. He applied to Starfleet Academy as a
I cadet at the age of 28, after four years as a civilian
[counselor, and holds the rank of Lieutenant.
Unknown to the rest of the crew, Elbrun is attracted
to Dr. L u k i n .

: 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.

Act One: Arrival and Shakedown


The story begins when the Discovery picks up
her crew at Starbase 39-Sierra. Each character arrived
Ifte Mission ROLEPUYING
f y ' ' ' t y K i i S ' ' -\ i
After everyone assumes their stations, the Discovery en, publishe aventures cannot cover every possible
sets out on her shakedown cruise. Admiral Keil sends roleployirtg opportunity, due fo space constraints. For
a message wishing the ship well. Then Captain example, when o ship usually approaches a planet, the
! Potrikos orders the ship taken out of orbit. Conn officer informs the captain, saying, "Coptain, we're
Potrikos explains their mission. Because the
j Slarflect Test Fire Range lies closest to Starbase 39, approaching Detweilier III." Then the captoin might say
the Discovery is first to proceed to Uiono's Star at something like, "Take us into a standard orbit." Although
maximum warp, and identify and destroy five drones these interactions don't cppear in the adventure, think
hidden in n dense asteroid belt there. Next, they are about how chorocters handle things on on episode of Star
to move on to Collapsar 49 for routine sensor tests.
Afterwards, they are to proceed to Detweiller I I I , to
resupply a small science station there and test the
transporters. activates, performing standard evasion maneuvers.
She orders Flight Control to lay in a course for the The Difficulty to fire on a drone depends primarily on
Uiono system, at warp 9. This is a Routine (4) its distance from the ship (but also on such factors as
Shipboard Systems (Flight Control) Test. the drone's Size (most are Size 1), the amount of
cover provided by the asteroids, and the quality of
Problems the sensor locks the ship obtains on the drones; see
Rules of Engagement, page 143-145, for details).
A shakedown cruise tests a starship's systems under Thus, hitting each drone requires Shipboard Systems
• conditions of actual use. Although the Discovery (Tactical) Tests whose Difficulty ranges from
traveled from Utopia Plamtia to Starbase 39, all the Moderate to Nearly Impossible.
bjgs haven't been worked out yet. Much of the new During the tests, the phasers must be fired at
equipment has yet to be integrated fully, and new various power levels; the tactical officer should
problems crop up as the various systems interact. specify the sorting (25% power, 80% power, and so
During the adventure, the Crew must identify and forth) before making a Test to hit a drone. The new
I repair these glitches. sensors work normally, as do the phasers set at
Throughout the adventure, throw in some minor maximum power. However, when fired at anything
problems to plague the crew: Replicators that less than 40% power, the phasers "overburn" — they
produce only cold food, turbolifts that get stuck don't shut off. Furthermore, they increase their power
between decks, an unresponsive LCARS system, or by 10% every turn. If this continues unchecked, the
doors that open and close on their own. Use these as phasers burn out in ten turns and put a severe drain
(colorful digressions throughout the adventure. on the warp core.
The problems encountered below depend on the [f the tactical officer sets the phasers to their
Crew's stations. Not every accident described has to highest setting any time after "overburn", but before
! occur. You may want to discard problems that don't they completely overload on their own, they can
effect the Crew directly, though this affects the then be shut off. (Remember, the phasers worked just
adventure's fin.it outcome. If you discard one of these fine at maximum power.) Let the officer think of it on
problems, you should replace it with something his own, as he tries various ways to bring the
more appropriate. For example, if none of the players weapons under control. If after seven turns a player
portray the tactical officer, ignore the
phaser "overburn" problem and have
the ship's guidance system or EPS fail.
The ship could accidentally drift into an
asteroid field, causing the h u l l to get
pummeled with giant rocks, or phaser
fire might cause the EPS system to short
out on certain decks.

rest #/: Uiono's Star


The first major problem to occur is a
phaser malfunction. When the s h i p
reaches Uiono's Star, the captain orders
the ship to the edge of an asteroid field
at impulse speed. As the Discovery nears
the field, she tells the tactical officer to
identify and destroy the drones hidden
there,
A total of five drones lurk within the 199
field. This requires a Challenging (10)
Shipboard Systems (Sensors) Test, rolled
for each drone. As each is identified, it
doesn't think of this solution on his own,
have him make a Challenging (10) Starship
Systems (Tactical) Test. Failing this, the
character can try again, using the Additional
Attempts rules (see page 122).
You can increase the pressure on the
character by having Captain Potrikos order
the tactical officer to shut down the phasers
after five turns. She becomes increasingly
anxious with every passing turn. If the
phasers burn out, she demands an
explanation from the character, and orders a
Level 1 Diagnostic.
Once the tactical officer brings the
phasers under control, it takes a Moderate
(7) Systems Engineering (Weapons Systems)
Test to find the faulty coupling and repair it.
If the phasers burned out, the Discovery
must do without them until it can return to
Starbase 39-Sierra for repairs.
If the phascrs burn out, Captain Potrikos
w i l l decide to continue on without phasers.
In any event, when the appropriate time
comes, she orders a course for Collapsar 49
(another Routine (4) Starship Systems (Flight
Control) Test).

Test #1: Collapsar 49


When the Discovery reaches warp speed en route to MOON
Collapsar 49, the warp drive fails to shut down for
approach to the black hole. The Conn officer should PLANET NUME: P80-AS
make a Routine (4) Starship Systems (Flight Control)
Test to realize that, at the current rate of speed, the
ship w i l l plunge into the crushing heart of a black SYSTEM DATA: P80-AS is a small moon orbiting Bclin IV
hole. The ship has 30 minutes before this occurs.
Captain Potrikos asks for input from her bridge
crew. (This can happen on the bridge, or the staff
ATMOSPHERE: None

SYSTEM NAME: Balin CUMHE: None


AFFIWIION: None
SYSTEM TYPE: Type AS V (dim white main sequence star)
INHABITED PUNETS: None RESOURCES: metal-rich; nickel, iron, rodioactives, Yionium
OTHER PLANETS: five: Balin I (Class F), Bolin II {Class F), Balin III
(Class D),Bolin IV (Class H), Balin V (Class K)
all opinions, the captain chooses the consensus
OTHER SIELIAR OBJECTS: None option — even if she believes it to be the wrong one.
ARMUL OBJECTS: None She w i l l not allow the ship to be unduly endangered,
SIS: An unremarkable system containing several barren but wants the Crew to see the results of their
worlds, unsuitable even for terraforming. decision.
The possible options are: The Crew can scrub the
could retire to the ready room.) If the player mission to Collapsar 49 and change course, try to
characters play the roles of Engineering and Conn, stop the ship using the black hole's gravity, or
have them inform the captain of the three possible perform a hot shutdown of the warp core. Each
options (listed below); if not, the captain receives this option has its challenges.
information from the proper stations. However, she To change the ship's course requires a Routine (4)
wants the Crew's involvement in this important Starship Systems (Flight Control) Test, though the ship
decision. This is her chance to see how well they continues to warp out of control.
200 work together: how they argue, suggest solutions and To bring the Discovery out of warp near the
f i n a l l y choose one course from the many possible collapsar requires the use of the black hole's gravity
options — and, most importantly, how they live with well for braking. While the collapsar has more than
the consequences of their decision. After listening to enough pull for the braking maneuver, a slight
I[ miscalculation could put the ship into a flat spin.
Worse, it could stop the ship too close to the gravity
correct the spin or a Propulsion Engineering (Warp
Drive) roll to bring the engines back).
well. To stop the Discovery safely u s i n g the The other option is to shut down the warp drive,
collapsar's p u l l requires a D i f f i c u l t (13) Starship normally a gradual process. Suddenly stopping the
Systems (Flight Control) Test. The Narrator should flow of matter and antimatter to the engines can
choose the result of a failure — either a flat spin or a
dead stop in the maw of black hole. Both require
additional S k i l l Tests, as the maneuver takes the
engines off-line (another (Flight Control) roll to

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.

The Mining Colony


Whether they land next to the building or walk, the
Crew traces the source of the transmission to a small,
forgery, A successful Moderate (7} Receptive Empathy main office and recreation room — but not the mine
or Receptive Telepathy Test reveals Hoddek is lying. itself. According to Hoddek, the mine is flooded with
Hoddek has a lot of questions for the Crew as radiation from the active vionium, making it far too
well. What are they doing in the area? Why did they dangerous for anyone to visit. (Hoddek is lying
come to P80-AS? Is there anything he can do for again.)
them? Have they heard any news?
If the Crew asks about the unusual interference,
Hoddek explains that his miners hit a large vein of
Clues
vionium w i t h a positron emitter d r i l l , causing the Observant Crew members can pick up on several
vionium to emit broad-band radioactive static. clues. The sensors on the Discovery reveal that no
Asking about the strange subspace signal they vionium exists on the moon (make a Routine (4}
received, Hoddek has no explanation. Again, Shipboard Systems (Sensors) Test). With a successful
successful Moderate (7) Receptive Empathy or Moderate (7) Planetary Science (Geology) or
ceptive Telepathy Tests reveal Hoddek to be lying, (Mineralogy) Test, a character knows that, even if
: although v i o n i u m does react the way Hoddek there were v i o n i u m veins on the moon, it would be
describes (as anyone m a k i n g a Moderate (7) impossible to activate them with a m i n i n g d r i l l ; that
Planetary Science (Geology) or (Mineralogy) Test requires intense bombardment, more than a m i n i n g
knows), d r i l l produces. Furthermore, characters may notice a
If asked, Hoddek gladly shows the Crew around curious lack of m i n i n g equipment l y i n g around: No
the settlement, i n c l u d i n g the miners' quarters, galley, cargo loaders, no digging equipment, no mined ore.
F i n a l l y , a C h a l l e n g i n g (9) Personal E q u i p m e n t
(Tricorder) Test indicates a lack of dangerous
radiation coming from the mine. Instead, it appears
the interference may be caused by a transport
scrambler. A close inspection (a successful Moderate
(7) Shipboard Systems (Transporter) Test) of the
control panels in the mine reveals a transport
scrambler. A Crew member might try to deactivate
the scrambler; the panel is protected by a security
lockout, r e q u i r i n g a D i f f i c u l t ( 1 3 ) Computer
(Programming) or Security (Security Systems) Test.
This would attract the miners' attention; go to Final
Confrontation, below.
While Hoddek has a superficial knowledge of
mining, the Crew can easily trick him. For example,
if a Crew member makes up a type of m i n i n g tool —
the tribeam plasma drill, for example — he pretends
he's heard of it.

What's Really Going On


Hoddek and his "miners" actually work as spies for
the Romulan Star Empire, and the mine serves as a
front for their operation. The station on P80-AS relays
messages between Romulan space and Ta! Shiar
agents in Federation space. The Discovery
intercepted one of these messages and Hoddek
expects a reply message - - a n important one -
soon. He must figure out a way to get rid of the
Starfleet officers, so that he can keep P80-AS a secret.
Narrators should feel free to adapt to their players'
Unntages/DismlYantages: Ally (+2) (TolSbiar commander), Might actions and intentions. If the players seem interested
Won (+2) in a cat and mouse game of outwitting Hoddek, go
with that. On the other hand, if they want to draw
Ms: Espionage (Cryptography) 2 (3), Energy Weapon (Phaser) 2 (3), phasers and provoke a confrontation, that too is
Security (Security Systems) 1 (2), Computer (Programming) 1 (2), Personal acceptable. Keeping that in mind, what follows are
Equipment (environmental suit} 1 (2), Language (Romulan) 2 some guidelines for the various basic plotlines.
fffpmenf: Qltetyle Type II phaser, numerous PADOs, Environmental Suit
hleplayiag Hates: Hoddek works for the JalStm, supervising a secretive
On the Discovery
communications post. Unlike loyal Romulan agents, Hoddek does what he W h i l e the away team investigates the moon below,
does for the money. However, he knows that falling into (tie hands of the the captain orders a science officer to decode the
original transmission. Use this section if one of the
federation will mean years spent in a penal colony, and will stand his ground Crew members remained behind on the ship, to give 2Q3
B long as possible. Like many in his profession, Haddek lies whenever him something to do. If not, the ship is unable to
necessary. To outsiders, he's friendly, acting the port of a mining colony decode the message, and play should proceed to
odmioistrotor. Confronting Hoddek.
Remember, the signal seemed to possess back to the ship with the transport scrambler in
evidence of language. Working with the computer, a operation.
science or operations officer can try to narrow the Once the ship loses contact with the Away Team,
signal, then decode the rhythmic beepings. This Captain Potrikos could send another to the moon
requires either a Challenging (10) Shipboard Systems below to rescue the Crew, If any Crew members
(Communications), Computer (Programming), or remain on the ship, she orders them to beam down
Physical Science (Computer Science) Test. A science (or fly down) and find the Away Team. She assumes
officer can also trace the signal's trajectory with the worst — that the crew has fallen into the clutches
another C h a l l e n g i n g (10) Shipboard Systems of the Romulans. If all the Crew members were
(Communications) Test. The destination is included in the first away team, Commander Papaub
somewhere w i t h i n this sector, towards the Neutral leads a group of NPC security guards. Either way, the
Zone. Repeated attempts for both Skill Tests can be second away team arrives just in time for the final
made, using the Additional Attempt rules on page confrontation (see Final Confrontation below), unless
122. The character has an hour before events move a fight already broke out in the office, in which case
ahead. the Crew is triumphant or imprisoned (see Captured,
If this attempt is successful, the signal is revealed below).
as a normal subspace signal, though the message is If the ship does not translate the signal, Potrikos
encoded. To crack the code requires a Challenging does not contact the away team, and the miners don't
(11) Computer (Programming) or Espionage kidnap the Crew,
(Cryptography) Test, as the character works with the
computer to find the right cipher key. Successfully
decoding the message reveals it to be Romulan,
Confronting Hoddek
although poorly spoken, as if it is not the speaker's Taking into account the various clues — the powerful
native language. The Universal Translator translates it communications array, Hoddek's lies and physical
as follows: evidence — the Crew could decide to confront
"Greetings, servants of the emperor. I relay to you Hoddek.
important data collected from your noble agents If the Crew points out these inconsistencies to
w i t h i n enemy space. Great danger hangs on our Hoddek, he acts evasively at first. After a while, he
heads to bring you this, but courageous are we to finally sadrnits to working on a classified project for
brave it. Very useful you w i l l find the knowledge of the Federation Science Council. Although he can't
Starfleet military movements and the locations of discuss it, he is willing to show them his lab-but not
their ships," the work as evidence. Make a Moderate (6)
The message continues with a short data stream, Receptive Telepathy or Receptive Empathy Test to
detailing the location of nearby starbases and the detect this lie.
recent movements of Starfleet
starships. There is even a copy of
the highly confidential duty roster
for the U.S.S. Ajax, a starship
currently positioned in an
adjacent sector. If the classified
information in this signal were to
fall into Romulan hands,
Starfleet's m i l i t a r y defense of the
sector would be greatly
compromised. It is imperative
that it not reach enemy ears.
Captain Potrikos calls down
to the Away Team, and asks to
speak privately with whichever
character commands the team.
Hoddek offers the use of his
office, excusing himself to check
on the radiation levels in the
mine. Once the Crew is alone,
the captain reveals the nature of
the signal and warns the Crew to
beware. Just then, the office door
opens: Hoddek and three other
miners stand there, armed with old-style Type 11 Inside the mine, miners armed with old-style Type II
phasers. phasers surround the Crew. Unless the Crew fights,
If the miners catch the Crew by surprise-with the miners confiscate the group's weapons,
their phasers still in their holsters-they confiscate the tricorders, and communicators and imprison them,
group's phasers, tricorders and communicators. Hoddek figures he can use them as hostages, to
Otherwise, a firefight breaks out; see Final negotiate safe passage into Romulan space.
Confrontation, below. Remember, they can't beam
with the Crew, answering their questions and
showing them around the station -— anything to keep
them from becoming suspicious. If the Crew sticks
around for more than an hour, Hoddek and three
other miners brandish old-style Type II phasers and
try to detain the group.
Crew members might also become the
Harelians' prisoners if they follow Hoddek into the
mine or confront him with their suspicions. The
miners take the Crew to one of the empty quarters
and lock them in; Hoddek plans to use them to
negotiate with Captain Potrikos for free passage off
the moon.
At some later point, one of the miners checks on
the prisoners, providing an opportunity to
overwhelm him and escape. Or the players might
come up with their own ingenious escape plan.
Met
Final Confrontation
f Sinned
The Crew could find themselves in a fight with the
Iniored Harelian miners in one of several ways: When
tarnda) Hoddek and the miners confront them in the office
Incopodtoted (after the captain revealed the nature of the
mysterious signal), in the mine or if the Crew remains
' Nnr Death on the station for too long.

M;: Espionoge (Cryptography) 1 (2), Energy Weapon (Phaser) 1 (2),


Persoral Equipment (Environmental Suit) 1 (2)
tyipment: Old-style Type II phaser, knife, Environmental Suit
Soleplaying Notes: The Hnreliart "miners" serve under Hoddek, and are
well owore that the colony is o front for espionage. While not loyol to the
tomulon empire, they are not pleased about the prospect of losing their poy;
1
fcy'll fight to preserve their freedom, but they're unwilling to die for the
irfifc Generally, play them as o typical technician.
The Crew does not have to confront Hoddek by
calling him on his lies. As long as they play dumb
and don't do anything to arouse Hoddek's suspicions,
the group should be able to take Hoddek by surprise
and march him out of the station to beam-out
distance (or to their shuttle, if they flew down).
Although the miners outnumber the away team, they
won't shoot as long as the Crew has Hoddek.

Doing Nothing Throughout the firefight, the "miners" duck


The Crew might not figure out the meaning behind around corners, fire from behind overturned
the clues, or they could intentionally do nothing, furniture, and set up ambushes. During or after the
hoping to get back to the Discovery to advise the battle the characters can deactivate the transport
captain. The Crew leaves, returning to their original scrambler and beam back up to the ship.
beam-down point or the waiting shuttlecraft. Once fighting breaks out, Hoddek makes his way
to the "mine", the only part of the station the Crew
has yet to see. It's not a mine, of course, but the
1 Act Three: Finale control room for the communications array on the
surface. Once inside, Hoddek destroys as much
This scene can begin one of two ways: with the Crew evidence as possible, erasing computer files and
captured by the miners or with a fight between the destroying equipment, The Crew might follow him
Crew and miners. and try to stop h i m .
If the Crew took a shuttle down, they can easily 205
Captured reach it if they get to the elevator. If they beamed
down, they must travel two miles to get out of the
Hoddek knows that another message, a reply to his static before they can beam up, unless they
first one, w i l l arrive soon. So far, he's been patient successful disabled the transport scrambler.
The Second Message cloaking device, disrupters and plasma torpedoes,'
(Use the statistics in Starships, page 222, for a I
Whether the Away Team remains on P80-AS or Romulan scout ship, but add a plasma torpedo
returns to the Discovery, another message comes in. launcher mounted in the forward ventral position;
If the Crew returned to the Discovery, the ship's consider this weapon to be the same as a photon
sensors pick up the message. As before, the signal is torpedo launcher. The ship has 25 torpedoes.) The
diffuse and scrambled. Make a Challenging ( 1 1 ) Harelians' battle plan is to decloak on the first round, I
Shipboard Systems (Sensors) Test to determine the as the station drops the interference field. On the
source — from Romulan Space! The message is a second round, they keep their shields down and]
request for a password. If any miners remain on the open fire on the Discovery w h i l e they beam the'
station, they alert the Rornulans that they've been miners up from the surface of the moon, or fire on the
discovered, and the call is broken off. If the miners station. On the third round they raise their shields
are in custody, the Romulans can't receive the proper and flee. The moon base is mined, and it blows upon
password, and they break off contact. the fourth round after the miners have fled (assuming
If the Crew remains on the moon, the message one of them can m a n u a l l y trip a fuse before leaving, j
comes through the station's communications array. or send a signal from orbit to do so).
(Note: Hoddek may or may not be in custody at the It is possible that the Discovery w i l l face the
time.) Crew members with the Language (Romulan) Harelian ship w i t h its phasers broken and its warp j
S k i l l can understand the message — it asks for a core impaired, thanks to the earlier glitches. (Assume
password. Unless prevented, Hoddek yells out in that while the Crew were on the surface, the warpj
Romulan, "Shon shaya!" Even if Hoddek doesn't core has been restored to 50% of its usual capacity,
reply, the Romulans break communication when If a Crew member engineer stayed behind to work on
they don't receive the password. If Hoddek has it, it's at 75%.)
imprisoned the Crew, he gives the proper response Captain Potrikos wants to capture the Harelian
and records the message on an optical chip. He then ship, and orders the tactical officer to disable it. The!
contacts the Discovery and demands free passage out ship must not return to Romulan space. Should the
of the sector. Harelians cross the Neutral Zone, they escape. ,
Disabling the Harelian ship requires targeting its j
engineering section (Difficulty +fii
or its impulse or warp engines (both
Difficulty +7); see page 143 for I
more details on the effects of
targeting these areas of a ship.
On both the first and second rounds
of combat, the Harelians have their
shields down - - because of the
cloaking device and the transporters,
Particularly bold Starfleet officers may
decide to beam straight onto the
enemy ship. A Routine (4) Shipboard
Systems (Transporter) roll places them
right on the bridge, where they face
five Harelian insurgents. (Use the
stats for Hoddek's "miners" for four of
them, and Hoddek's stats for the
Harelian captain.)

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

He would miss them.


Then, the shuttle rounded a curve and Millard
could see sections oH/Tf Gorkon's outer hull — the
end ol a nacelle, the leading edge of the main
saucer — hidden behind another ship. He strained
from side to side to get a better view. His pulse
quickened,
He'd seen the Gorkon before, of course, in
computer files. Rut hack then, it was just a name
and an image. Now, it was his ship.
They passed under the saucer section of the
intervening ship, and he forgot about missing his
parents. It was an awesome sight, the Gorkon,,
much larger than he imagined. An Hxcelsior-c/ass
ship, it had heen named for Chancellor C,orkon, a
previous chancellor of the Klingon High Council
and one of the architects of the Khitomer Accords.
470 meters long. 30 decks. Lntered service in
2284. I-lags hip of Admiral Necheyev. Millard
rattled off these and a dosen other facts in his
head.
The shuttle drifted gently over the Gorkon's
saucer, then arced gracefully around the bridge
towards the stern. They flew between the two softly
glowing nacelles, past the ship's how. Suddenly,
they yawed sharply to the righi for approach to the
main shuttlebay.
As the shuttle touched down, excitement
grabbed his heart. Perhaps Boothhy had been right
after all — your first ship is like no other.
multiyear missions. The Ga/axy-class is the best-
What is a StarshipP known example of an Explorer.
Frigates are medium- to large-sized starships
A starship is an interstellar craft that uses warp p r i m a r i l y intended for military, patrol, interdiction
propulsion to enable it to achieve faster-than-light and related duties. However, l i k e Explorers, they can
speeds. This broad classification includes many types perform many other types of missions, such as escort
of vessel, from the old Daec/a/us-class ships to the duty or diplomatic relations. New Orleans-cats
massive Ga/axy-class ships to transwarp-capable ships are Frigates.
Borg cubes. Starfleet ships project Federation Cruisers are small- to medium-sized starships.
influence throughout the quadrant, and are capable Though designed primarily for patrol and interdiction
of handling a variety of missions — exploration, duties, they can also perform some other functions.
d i p l o m a t i c and h u m a n i t a r i a n , to name a few. Cruisers are well-armed for their size and generally
Perhaps the best known starships in Federation well-equipped for a long service life. Nebula-dast
history are the starships Enterprise. Starfleet classifies ships are Cruisers.
sub-light ships l i k e shuttles as craft, w h i l e large Scouts are small ships used to make short-range
generation ships l i k e the worldship Yonada or sleeper expeditions into unknown territory and report back
ships l i k e the 5.5.Botany Bay are usually referred to to a starbase, usually in person. Starfleet designs their
as spaceships. scout ships to be self-sufficient and capable of
sustained high-warp speeds, but they are generally
stocked only for one-year missions. Scouts are
Ship Types
I
mmmm,
usually w e l l armed for their size, but no match fora
dedicated warship. They come equipped with plenty
The Federation commonly designs ships according to of long-range probes for exploration missions, paving
intended function. This is a common practice among the way for future scouting missions.
starfaring civilizations, although some cultures use Couriers are transport vessels dedicated to
fewer designs, and a few use very generalized ships. delivering h i g h l y sensitive, rare, and valuable cargo
Most civilizations develop ships based on c u l t u r a l or diplomatic personnel. Equipped with powerfulj
imperatives. The Ferengi, for example, have only a warp engines, Couriers can achieve high warp
few warship types (mostly designed for raiding speeds. They have low mass, small crews, functional
commercial ships) but many cargo and trading passenger quarters and limited cargo space.
vessels. The Klingons have several warship designs Although not heavily armed, they often possess
but few trading ships. Starfleet starships of the last powerful deflector shields.
century have focused on exploration. Escorts tend to be small, heavily armed and
Starfleet recognizes the following ship types for shielded, combat-oriented ships. Their typical
purposes of Starfleet vessel design: mission is to protect convoys or patrol space near
Explorers are multipurpose starships capable of strategically important sectors or starbases. Because
performing a variety of duties, from p a t r o l l i n g of their small size and limited operations theater,
Federation space to exploration and diplomacy. escorts require regular resupply and maintenance at
Although t h e i r primary function is exploration, these a starbase. Escorts tend to be inexpensive to produce,
ships come heavily armed, to cope with any threat but draining in maintenance. Starfleet observers note
encountered. Explorers are among the largest that one can tell Starfleet's strategic expectations by
Federation starships in service, usually stocked for watching its escort ships: When produced in large
numbers, Starfleet expects a period of hostilities;
when being decomissioned, Starfleet expects peace.
Recently, the Defiant-class of escorts entered
development as a potential counter to Borg
incursions.
Fighters are tiny starships with short ranges,
limited warp capability, relatively powerful tactical
systems and small crews (often a single pilot).
Surveyors handle long-term scientific or cultural
studies, often dedicated to a particular broad class of
research. S t e l l a r survey ships concentrate on
astronomical phenomena and confirm or update
astro-navigational charts; science ships collect data
on known and rare physical phenomena; cultural
observers perform long-range and covert short-range
surveys on prewarp civilizations. Surveyors tend to
be equipped for long-term, short-range missions;
they have powerful sensors but weak tactical
systems. O6er(/i-class vessels are Surveyors.
210 Tankers are fuel transports, usually carrying large
amounts of deuterium. Generally slow and poorly
IGATION g|
To get from point A to point B, you need fo know where you are going. This requires the ability to navigate, which is the responsibility
of the Flight Control Officer (Conn). There ore three ways in which the Conn can input novigotional doto. Use these os color for your own
Star M episodes.
Relative bending fl»rf bearing: Starships are considered to be at the center of two 360 degree circles: the azimuth, horizontal to the
ship's gravity plane; and fhe elevafion. The ship's relative heading is defined as 000 on the azimuth and 0 on elevation, referred as a
heading of fo os 000 mark 0. Another object's bearing is defined on these planes: an object exactly 90 degrees port and 45 degrees
"above" is bearing 90 mark 45. Relative bearing can also be used fo determine flight path by ordering a heoding of, for example, 290
mark 35. Once turned and proceeding the ship's computers reorients relative heading, using the current direction as 000.0.
Absolute heading: This refers to a ship's heoding on astronomic charts. This method uses azimuth/elevation bearings based on the
center of fhe galaxy. A ship moving on heading 000 mark 0 is heading directly toward the Galactic Core. This navigational method is
useful for communicating galactic coordinates, especially fo civilizations using alien novigotion protocols,
Analog: The analog method requires fhe ship's navigational computer and database to be online. This is fhe easiest method of
navigation, as the Conn need only enter trie intended destination by name. Analog destinations can be planets, star systems, sectors,
storbases or even absfrocf areas, such as "fhe Neutral Zone."
Celestial novigotion can be a tricky business. Novigotion must fake into account changes like differential galactic rotation, stars going
supernova or collapsing info black holes and the wide array of moving stellar bodies that must be avoided in flight. Each space-faring race
compiles an enormous database of novigotional informafion to make this process easier. Exploratory croft, powerful subspace
observatories like me Argus Array and scientific exchange treaties continuously update these dotoboses. To aid in novigotion, sfarships
rely on artificial navigational devices and natural celestial objects.
NAVIGATION AIDS
Artificial navigation devices include Federation chronometric relays, novigotion buoys and subspoce radio reloys placed by Starfleet for use
by Federation ships. These aid in navigation by transmitting navigational dotafeeds on subspace radio. Each Federation sector has at least
one navigation buoy, more in hazardous sectors. Loss of contact with these navigation aids increases the navigation Difficulty by +1 or
+2. This is not crucial, as ony sforship should be able to navigafe by celestial phenomena.
iAVIGATION AIDS
% competent pilot can navigate using known celestial reference points. Ancient techniques such os navigating by the stars ore unreliable
in space, as constellations visible from forth lose their shape even a few degrees away. The most reliable method is fo use the long-range
sensors fo locate a variety of celestial navigational objects, such os stellar pairs, black holes, pulsars, nebulae and distant quasars. Storship
navigation databases include spectral signatures for thousands of known celestial objects. As long os a starship can maintain sensor contact
ffitn fhe these phenomena, it is very difficult to get lost. Navigating without natural navigation references increases the Difficulty by +6,

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,

Crew/Passengers: The normal ship's


crew complement, plus the
maximum number of passengers it
can carry if necessary. Crew levels
are fluid, as different missions
require s l i g h t l y different crew sizes.
Some starships can be manned by
as few as 20 crewmen for short
periods of time.
Crew and passengers cost
Power-power to m a i n t a i n the ship's
life support and other
environmental systems. The Power
cost per round depends on the
number of people that the ship can
carry.
If power to the life support systems
is reduced, either due to damage or
because power is diverted to other
systems, the Narrator should increase the Difficulty
of Fitness Tests (because of reduced oxygen) or PROPULSION AND POWER CHARACTERISTICS
impose other penalties or problems for the characters Perhaps the most important of a starship's
as he sees fit. systems are those which provide it with power and
the ability to move. This category of characteristics
Computers: This is the number of core computers a covers those properties.
starship possesses to support all computer functions.
A starship is considered to have one core computer Warp System: This characteristic describes the ship's
for every 2 points in t h i s catagory. All core computers warp capability (if any). Listed in order and separated
must be disabled to compromise computer control of by slashes are the ship's Standard speed (the speed at
the ship. Even then, Engineering may be able to l i n k which it commonly cruises through space), its
subprocessors throughout a s h i p to form a primitive Sustainable speed (the highest speed it can maintain
computer to keep the s h i p operating. without stressing the s h i p or its engines), and
Computers cost 1 Power per point of Computers. Maximum speed (the highest speed it can attain),
Thus, a Ca/axy-class starship, which has 6 points of Listed with the Maximum speed is the length of time
Computers, must spend 6 points of Power per round the ship can m a i n t a i n that speed. Running at
to keep all of them operating at peak efficiency, Maximum speed beyond that time risks damage to
the engines (The Narrator should roll two dice; ona
Transporters: The number of personnel, cargo and result of 2, 3 or 4, the engines are damaged and lose
emergency transporters on board the ship. Note that 25% of their speed and ability to produce Power).
emergency transporters have no receivers and can Warp System costs 2 Power per round for every
only beam out. Personnel and cargo transporters warp factor being maintained. Thus, a ship movingat
have ranges of about 40,000 kilometers, emergency warp factor 5 would have to spend 10 Power per
transporters a range of about 15,000 kilometers. round to m a i n t a i n that speed. However, since
Transporters cannot be used w h i l e a ship's shields are combat rarely takes place at warp speed, this cost
up, nor can personnel transport into any area usually does not come into consideration during
protected by shields. play.
The Power cost for Transporters varies by ship,
depending upon the number and type of transporters
it has. Typically the cost is 1 Power for every two
transporters. If power to the Transporters is reduced,
the transporters' range and a b i l i t y to "punch" through An overage, Sol-like star system can be traversed at full impulse
interference is proportionately reduced. (.25sub!ght}inaboutll hours.
Tractor Beams; The number, type and location of the DISTANCE DURATION
ship's main tractor beams ( s h u l l l e bay and Reaction 11 hours
Control System tractor beams are not included).
Cross system
Tractor beams can latch on to very large masses; Far orbit to star 5 hours
towing a b i l i t y is a function of engine power
available. Planet to moon 5.4 seconds
The Tractor Bairn Tabfc provides rough
guidelines for how much mass a tractor beam can Inner planet to inner planet 20-30 minutes
move at what ranges.
Inner planet to outer planet 1-4 hours
Multiply times by 1.75 for three-quarter impulse, 2 for
impulse, and 4 for one-quarter impulse.

Impulse System: This characteristic represents a


ship's impulse speed. This speed is expressed in terms
of the percent of c (the speed of light) that the ship
can attain. Both the Sustainable and Maximum
speeds are listed. See the Technology Chapter on
page 245 for more information on Impulse engines.
Impulse System costs 1 point of Power per round
for every .10 of lightspeed being maintained. For
example, a ship flying at .75 Impulse would spend 7
Power per round.
Although most ships can exceed .25c during
combat or in emergency situations, .25c remains the
Starfleet standard for "Full Impulse." Beyond this
speed, it is often more efficient to travel at warp
speeds (however, high impulse speeds are often
necessary during battle).
TRAVEL TIMES AT WARP
Number of Number of Earth to Moon Across Sol To nearby Across one Across To nearby
Kilometers times 400,000 system star sector Federation Galaxy
per hour speed of
4S
SPEED kilometers }2 million i 20 light- 2MOOO NOTES
light kibmetSfS ' years
Standord Orbit 9600 < 0.00001 42 142 558,335 1 million 1 billion 223 billion synchronous orbit
I SUBLIGHT hours years yeors years years years around Class-M planet
Full Impulse 270 million 0.25 5.38 44 20 80 yeors 40,000 8 million normal maximum
(1/4 light speed) SUBLIGHT seconds hours years yeors years impulse speed
Warp Factor 1 billion 1 1.34 11 5 20 yeors 10,000 2 million Warp 1 =
seconds hours yeors years years SPEED OF LIGHT
Warp factor 2 11 billion 10 0.13 1 6 3 years 992 198,425
seconds hour months years years
Wrjtp Factor 3 42 billion 39 0.03 17 2 1 year 257 51,360
seconds minutes months yeors years
Warp Factor 4 109 billion 102 0.01 7 18 2 months 98 19,686
seconds minute days years years
i -j
Worp factor 5 229 billion 214 0.006291 3 9 1 month 9,357
seconds minutes doys years years BBBBBH^BBBBBBBBBBIB
Worp Factor 6 421 billion 392 0,003426 2 5 19 days 25 5,096
seconds minutes days years years
Woip Factor 7 703 billion 656 0.002050 1 3 11 days 15 3,048
seconds minute days years years
Worp Factor 8 1.10 1,024 0,001313 39 2 7 days 10 1,953
trillion seconds second days years yeors
Worp Factor 9 1.62 1,516 0.000887 26 1 5 doys 7 1,319
trillion seconds seconds day yeors years
Warp Factor 9.2 1.77 1,649 0.000816 24 1 4 days 6 1,213 normal maximum speed
trillion seconds seconds day years years of Federation starships
Warp Factor 9.6 2.05 1,909 0.000704 20 23 4 days 5 1,048
trillion seconds seconds hours years years
Worp Factor 9.9 3.27 3,053 0.000440 13 14 2 doys 3 655
trillion seconds seconds hours years years253
Warp foctor 9.99 8.48 7,912 0.000170 5 6 22 hours 1 253 years
- trillion seconds seconds hours year
Warp Factor 9.9999 21 4 trillion 199,516 0.000007 0.2 13 53 minutes 18 doys 1 0 years subspace radio speed
seconds seconds minutes with booster relays
Warp Factor 10 <INFIN1TE> <INFINITE> o 0 0 0 0 0 Warp 10 unattainable,
• except with transwarp
Power: The warp core provides power to all ship all Tests to detect the cloaked ship with sensors or
systems, everything from the environmental systems senses. Cloaks cost 4 Power per point of effectiveness
and computers to weapons and shields. Every system per round they are in use; no ship's weapons, shields,
on a starship requires a certain amount of power or transporters may be used w h i l e a cloak is
each round to function. This is expressed as a number activated.
of points. For example, to maintain environmental
systems on a ship which carries four people costs 2 Sensors Skill: For situations when the Narrator does
Power per round of battle (see Environmental Power not know the Shipboard Systems (Sensors) skill level
Systems Table, page 213). of the persons operating a starship's sensors, use this
Power represents the amount of power the warp characteristic as a general indicator of the
core can produce per round. A ship can produce a competence level of the sensor operator. Consider it
number of points of Power per round equal to its the equivalent of a Shipboard Systems (Sensors) Skill
Power characteristic. Power can be rerouted between (assume an Intellect of 2). When using the Sensors
systems to give some systems greater power; see Skill characteristic, bonuses for the gain of a sensor
Rules of Engagement, pages 140-141, for details. The should not normally be applied.
numbers in brackets on each ship template is the
power cost of each ship system. WEAPON SYSTEMS
Starships carry two types of weapons: beam
SENSOR SYSTEMS weapons and missile weapons. Weapons are fired
These characteristics detail a ship's sensors-its using Shipboard Systems (Tactical) or (Weapons
eyes and ears in space. Sensors are rated for their Systems).
gain (which is represented by a bonus to any
Shipboard Systems (Sensors) Test Results made with Beam Weapons: Beam weapons (such as phascrs or
the sensor) and range. disrupters) are rated for five characteristics: Range
(the point-blank, short, medium, and long ranges for
Long-range Sensors: The long-range sensor array, the weapon, expressed in kilometers); Arc (the
located behind the main deflector in most starships, combined arcs of fire for the ship's beam weapons;
is a set of subspace devices which can detect things most vessels have a firing arc in all bearings, 720
at faster than the speed of light. Its range is rated in degrees around the ship); Accuracy (the Difficulty to
light-years. hit a target with the beam weapon at the various
Long-range sensors cost 6 Power per round to ranges); Damage (the amount of damage the weapon
use. For every +5 Power devoted to them, they does); and Power (the amount of Power required for
provide an additional +1 to Shipboard Systems each shot).
(Sensors) Tests. Beam weapons cost 1 Power per point of damage
done up to their maximum listed damage. They can
Lateral Sensors: The lateral sensor arrays are smaller be made to do more damage than their maximum by
sensors which usually can only sense at the speed of feeding them more Power—3 Power per additional
light (or less); their range tends to be limited to one point of damage up to 125% of their maximum listed
light-year or so. damage. This requires a Moderate (6) Systems
Lateral sensors cost 4 Power per round to use. For Engineering (Weapons Systems) or Shipboard
every +5 Power devoted to them, they provide an Systems (Operations Management) Test. See Rules of
additional +1 to Shipboard Systems (Sensors) Tests. Engagement, page 145, for details.
Navigational Sensors: These sensors collect and
process the data needed to keep a ship on the proper
course. They are tied into the long-Range and lateral
sensors; their range is based on those sensors' range.
They cost 5 Power per round to use; however, they
are rarely used during combat situations, so this cost
usually does not come into consideration during
play.
Cloak: A cloaking device is a form of electronic
countermeasure that prevents a cloaked ship from
being detected with sensors (or normal human
senses, either). Cloaking devices require enormous
amounts of power-so much so that weapons, shields
and transporters cannot be used while they are
active. Romulan and Klingon ships often have
cloaking devices; Federation ships do not, since They
are forbidden to have them by the Treaty of Algeron
(and, in any event, the devices are not to Starfleet's
liking).
Cloaks are rated in terms of a number of points of
effectiveness. Each point represents a +1 Difficulty to
____ .___,,„..„. ,Tiuaiic weapons (such as
photon torpedoes) are rated for
characteristics: Number (the typical number of
eight UFP Ships
torpedoes carried); Launchers (the number and
location of the ship's launching systems); Spread
(the maximum number of torpedoes that can be
launched simultaneously from a single launcher);
Arc (the arcs of fire for the ship's missile weapons);
Range (the point-blank, short, medium and long
ranges for the weapon, expressed in kilometers);
Accuracy (the Difficulty to hit a target with the
missile weapon at the various ranges); Damage (the
amount of damage the weapon does); and Power
(the amount of Power required to arm and fire one
or more missiles from a single launcher). Missile
weapons are typically self-guided and can correct
course to follow a moving target.
Missile weapons cost 5 Power to arm and
launch the torpedoes from a single launcher
(regardless of how many missiles are launched by
that launcher), GALAXY-CLASS STARSHIP
Class and Type: Ga/axy-class Explorer
Weapons Skill: There will be times when the Commissioning Date: 2356
Narrator does not know the skill level of the Hull Characteristics
character manning the Tactical station. For (hose Size: Q (641 meters long, 42 decks)
times, use this characteristic as a general indicator Resistance: 4
of the likely level of competence of the weapons Structural Points: 160
officer. Consider it the equivalent of a Shipboard Operations Characteristics
Systems (Tactical) s k i l l (assume an Intellect of 2); it Crew/Passengers: 1,100/5,000
could even represent automated military systems |7 pwr/round]
that attack targets without the help of living Computers: 6
operators. [6 pwr/round]
Transporters: 6 personnel, 8 cargo, 6
SYSTEMS emergency [10 pwr/round]
Defensive systems are those systems which Tractor Beams: 1 av, 1 fd, 1 fv
' protect the ship — primarily the deflector shields. [2/rating used]
They have two characteristics: Protection (the Propulsion and Power Characteristics
standard and maximum levels of protection the Warp System: 6.0/9.2/9.6 (12 hours)
shields provide, rated in terms of a number of [2/warp factor]
points), and Power cost. Deflector shields protect a Impulse System: .75 C/.92 c
starship as long as they have power, by deflecting [7/9 pwr/round]
the damage caused by weapons. When they are Power: 200
damaged, additional power can be diverted to the Sensor Systems
shields to keep them functioning. This requires a Long-range Sensors: +2/17 light-years
Moderate (6) Systems Engineering (Weapons [6 pwr/round]
i Systems) or Shipboard Systems (Operations Lateral Sensors: +2/1 light-year
[ Management) Test. See Rules of Engagement, page [4 pwr/round]
148, for details. Navigational Sensors: +2
Shields typically cost 1 Power per point of [5 pwr/round]
Protection provided per round, up to their standard Sensors Skill: 5
[level (the full cost for the Protection must be paid Weapons Systems
even if the Protection has been reduced by Type X Phaser:
incoming fire). Beyond their standard level, they Range: 10/30,000/100,000/300,000
cost 3 Power per round per point of Protection Arc: All (720 degrees)
provided up to their maximum level. This cost must Accuracy: 4/5/7/10
be paid per shield; most ships have two shields Damage: 20
1
(forward and aft). Shields' Protection cannot be Power: [20]
increased beyond their maximum level, Type II Photon Torpedoes:
Number: 250
A NOTE ON POWER COSTS Launchers: 1 ad, 1 fv, 1 aft in saucer
Whenever a Template element l i s t s a Power Spread: 10
requirement, the requirement appears in Arc: Forward or aft, but are self-guided
brackets. For example, [6 pwr/round] means Range: 15/300,000/1,000,000/3,500,000
that the system requires 6 points of Power each Accuracy: 4/5/7/7 0
round to operate at maximum efficiency. Damage: 20
Power: [5]
Weapons Skill: 5
Propulsion and Power Characteristics
Defensive Systems Warp System: 5.0/9.0/9.2 {6 hours)
Starfleet Deflector Shield [2/warp factor]
Protection: 60/80 Impulse System: .75 c/.9 c
Power: [60] [7/9 pwr/round]
Power: 175
Description And Notes Sensor Systems
fleet data: The Galaxy-class of starships represents a Long-Range Sensors: +1/15 light-years
major benchmark in Federation starship design. [6 pwr/round]
These h i g h l y u t i l i t a r i a n vessels can perform a Lateral Sensors: +1/1 light-year
m u l t i t u d e of missions. Intended for long term [4 pwr/round]
exploration, scientific investigation and defensive Navigational Sensors: +1
actions, the Ga/axy-class embodies the Starfleet [5 pwr/round]
ideal. The Ca/axy-class was b u i l t for a long service Sensors S k i l l : 5
life, and can accomodate not only a large crew Weapons Systems
complement, but also their families. In times of Type IX Phaser:
danger, the Ca/a*x- '
c ass can
separate its Saucer Range: 10/30,000/100,000/300,000
Module from the secondary h u l l to protect the Arc: All (720 degrees)
civilians on board. The saucer possesses limited Accuracy: 4/5/7/10
tactical systems and can only achieve sub-light Damage: 18
speeds; power is provided by a u x i l i a r y power Power: [18]
systems. Type II Photon Torpedoes:
Number: 250
Noteworthy vessels / service records / encounters: Launchers: 1 ad, 1 fv
U.S.S. Galaxy, prototype; U.S.S. Enterprise-D, see Spread: 8
extensive documentation; U.S.S. Yamato, destroyed Arc: Forward or aft, but are self-guided
by computer failure after contact with Iconian Range: 1 5/300,000/1,000,000/3,500,000
software weapon (2365), Accuracy: 4/5/7/10
Damage: 20
Power: [5]
Weapons Skill: 5
Defensive Systems
Starfleet Deflector Shields
Protection: 55/75
Power: [55]
Description And Notes
Fleet data: One of the more successful starship
designs of the 24th century, Starfleet intended the
Ambassador-class of exploration vessels to take over
for the older Excelsior class. The Ambassador was
launched in 2322, thirteen years before the Excelsior
class reached the end of its production life and 41
years before the launch of the Ca/axy-class, and
gradually assumed its cousin's duties exploring
unknown space. Although smaller than the Ca/axy-
class, the Ambassador-class does not lack in utility;
quite the contrary, these ships can perform many of
the same duties. The experiences of the Ambassador-
class eventually led to the inception of the Galaxy
Class Development Project. The Amba.ssador-class
AMBASSADOR-CLASS STARSHIP itself is expected to finish its production design life in
Class and Type: /\/ni>a5sador-class Explorer 2372, although the remaining ships can expect to be
Commissioning Date: 2322 refit in this era of Borg incursions.
H u l l Characteristics
Size: 8 (525 meters long, 40 decks) Noteworthy vessels / service records / encounters:
Resistance: 4 U.S.S. Ambassador,prototype; U.S.S. Adelphi,
Structural Points: 160 conducted disastrous first contact with planet
Operations Characteristics Chorusda; U.S.S. Enterprise-C, commanded by Capt,
Crew/Passengers: 900/4100 Rachel Garrett, destroyed at Narenda III while
[7 pwr/round] defending Klingon outpost against massive Romulan
Computers: 4 attack (2344); U.S.S. Excalibur, served in blockade ol
[4 pwr/round] Duras faction during Klingon c i v i l war in 2367-68;
Transporters: 4 personnel, 4 cargo, 4 emergency U.S.S. Horatio, destroyed at D y t a l l i x B by intelligent
2/fl [6 pwr/roundl alien parasites attempting to infiltrate Starfleet (2364);
Tractor Beams: 1 av, 1 fv U.S.S. Valdemar, p a t r o l l i n g Federation-Cardassian
[2/rating used] Demilitarized Zone in 2370. Also in service: U.S.S.
Gandhi, U.S.S. Zhukov.
Defensive Systems
Starfleet Deflector Shield
Protection: 48/70
Power: 148]

Description and Notes


Fleet data: Originally launched as a test-bed for the
unsuccessful transwarp drive, the U.S.S. Excelsior
and the ships which followed it became the
workhorses of Starfleet in the late 23rd and early
24th centuries. Though this class enjoyed a long
service life, thanks to its versatile design and sturdy
construction, they are no longer in production.
Many are still on active duty.

Noteworthy vessels / service records / encounters:


U.S.S. Berlin, patrolled Rornulan Neutral Zone in
2364; U.S.S. Enterprise-B, destroyed under
classified circumstances; U.S.S. Excelsior, launched
EXCELSIOR-CtASs STARSHIP in 2284 and commanded by Captain Hikaru S u l u
beginning in 2290; U.S.S. Fearless, test-bed for
Class and Type: fxce/s/or-class Cruiser failed experimental warp upgrade in 2364; U.S.S.
Commissioning Date: 2284 Intrepid, first ship to respond to Khitomer massacre
Hull Characteristics distress c a l l in 2346; U.S.S. Lakota, fought U.S.S.
Size: 7 (470 meters long, 30 decks) Defiant during attempted coup in 2372; U.S.S.
Resistance: 3 Me/bourne, lost in the Battle of Wolf 359 (2367);
Structural Points: 140 U5.5. Roosevelt, lost in the Battle of Wolf 359
Operations Characteristics (2367); Also in service: U.S.S. Charleston, U.S.S.
Crew/Passengers: 770/3,500 Crazy Horse, U.S.S. Corkon, U.S.S. Hood, U.S.S.
[7 pwr/round] Lexington, U.S.S. Tecumseh, U.S.S. Repulse.
Computers: 4
[4 pwr/round]
Transporters: 4 personnel, 5 cargo, 4 emergency
[6 pwr/round]
Tractor Beams: 1 ad, 1 fv
[2/rating usedl
Propulsion and Power Characteristics
Warp System: 5.O/9.0/9.2 (6 hours)
[2/warp factor]
Impulse System: .75 c/.9 c
[7/9 pwr/roundj
Power: 160
Sensor Systems
Long-range Sensors: +1/15 light-years
[6 pwr/round]
Lateral Sensors: +1/1 light-year
[4 pwr/round]
Navigational Sensors: +1
[5 pwr/round]
Sensors S k i l l : 5
Weapons Systems NEBULA-CiAss STARSHIP
Type VIII Phaser: Class and Type: Nebula-class Cruiser
Range: 10/30,000/100,000/300,000 Commissioning Date: 2357
Arc: All (720 degrees) Hull Characteristics
Accuracy: 5/6/8/11 Size: 7 (350 meters long, 21 decks)
Damage: 16 Resistance: 3
Power: [16] Structural Points: 140
Type II Photon Torpedoes: Operations Characteristics
Number: 200 Crew/Passengers: 550/2,000
Launchers: 1 ad, 1 fv [7 pwr/round]
Spread: 5 Computers: 6
Arc: Forward or aft, but are self-guided [6 pwr/round]
Range: 15/300,000/1,000,000/3,500,000 Transporters: 4 personnel, 4 cargo, 4
Accuracy: 4/5/7/TO emergency [6 pwr/round]
Damage: 20 Tractor Beams: 1 ad, 1 fd, 1 fv
Power: [51 [2/rating used]
Weapons S k i l l : 5
Propulsion and Power Characteristics
Warp System: 6.0/9,2/9.6 (1 2 hours)
[2/warp factor]
Impulse System: .75 C/.92 c
[7/9 pwr/round]
Power: 190
Sensor Systems
Long-range Sensors: +2/17 light-years
[6 pwr/round]
Lateral Sensors: +2/1 light-year
[4 pwr/round]
Navigational Sensors: +2
[5 pwr/round]
Sensors S k i l l : 5
Weapons Systems
Type X Phaser:
Range: 10/30,000/100,000/300,000
Arc: All (720 degrees)
Accuracy: 4/5/7/10 OBERTH-CiAss STARSHIP
Damage: 20 Class and Type: Oberth-class Surveyor
Power: [201 Commissioning Date: 2275
Type 11 Photon Torpedoes: Hull Characteristics
Number: 250 Size: 3 (160 meters long, 11 decks)
Launchers: 1 ad, 1 fv Resistance: 3
Spread: 8 Structural Points: 60
Arc: Forward or aft, but are self-guided Operations Characteristics
Range: 15/300,000/1,000,000/3,500,000 Crew/Passengers: 80/625
Accuracy: 4/5/7/10 [6 pwr/round]
Damage: 20 Computers: 4
Power: [5] [4 pwr/round]
Weapons S k i l l : 5 Transporters: 2 personnel, 2 cargo
Defensive Systems [2 pwr/round]
Starfleet Deflector Shield Tractor Beams: 1 av, 1 fv
Protection: 60/80 [2/rating used]
Power: [60] Propulsion and Power Characteristics
Warp System: 5.0/9.2/9.6 (6 hours)
Description and Notes [2/warp factor]
Fleet data: The design of the Nebu/a-class of Impulse System: .5 c/.75 c
starships is based on Galaxy Class Starship [5/7 pwr/round]
Development Project plans. Although developed Power: 115
after the Galaxy Project was under way, Nebu/a-class Sensor Systems
ships are roughly twice as numerous as the Calaxy- Long-range Sensors: +1/15 light-years
class ships. U n l i k e their cousins, Nefau/a-class ships [6 pwr/round]
undertake specific, though broadly defined, duties, Lateral Sensors: +1/1 light-year
such as s c i e n t i f i c and c u l t u r a l surveys, threat [4 pwr/round]
response, humanitarian relief and the like. Nebula - Navigational Sensors: +1
class ships feature a large upper equipment section, [5 pwr/round]
u s u a l l y used for sensor system augmentation, that Sensors S k i l l : 4
can be customized for a variety of mission profiles. Weapons Systems
(This Template assumes the module is used for sensor Type VI Phaser:
systems.) /Ve6u/a-class vessels have no saucer Range: 10/30,000/100,000/300,000
separation mode. Arc: All (720 degrees)
Accuracy: 5/6/8/11
Noteworthy vessels / service records / encounters: Damage: 12
U.S.5. Nebula, prototype; U.S.S. Monitor, sent to Power: [12]
observe suspected Romulan incursion on Nelvana III Weapons Skill: 4
in 2366; U.S.S. Phoenix, attacked Cardassian ships in Defensive Systems
2367 under command of Captain Maxwell; U.S.S. Starfleet Deflector Shield
Sutherland, participated in blockade of Duras faction Protection: 36/50
d u r i n g K l i n g o n c i v i l war under command of Power: [36]
Commander Data, 2367-2368; U.S.S. Bellerephon,
destroyed in the Battle of Wolf 359 (2367); 1/5,5.
Endeavor, served in blockade of Duras faction during
Klingon civil war, survived the Battle of Wolf 359
w i t h heavy damage; U.S.S. Hera, U.S.S. Mem'tnack,
Description and Notes Impulse System: ,5 c
Fleet data: Originally launched in the late 23rd f5 pwr/round]
century, these Surveyor ships are approaching their Power: 75
first century of service and are no longer in
production. Starfleet currently mothballs these Sensor Systems
ships for parts as they come up for refit. Typically Long-range Sensors: None
assigned to specific, long-term duties — such as Lateral Sensors: +0/1 light-year
surveying a single planet or solar system, or as a [4 pwr/round]
lab for scientific experimentation — its small size Navigational Sensors: +0
and limited capabilities hamper this class. Oberth- [5 pwr/round]
class ships feature an unusual twin h u l l design. Sensors S k i l l : 3
Some Ofae/-(/)-class ships are highly automated, Weapons Systems
requiring very small crews housed in the upper Type IV Phaser:
section, w i t h the lower section dedicated to sensor Range: 10/30,000/100,000/300,000
platforms, an additional computer core or other Arc: All (720 degrees)
specialized equipment. Currently, many of this Accuracy: 5/6/8/11
class can be found detailed to science stations and Damage: 8
research platforms. Power: [8]
Weapons S k i l l : 3
Noteworthy vessels / service records / encounters: Defensive Systems
U.S.S, Oberth, prototype; U.S.S. Grissom, Starfleet Deflector Shield
destroyed on survey mission by Klingon incursion Protection: 24/36
whiie investigating Genesis planet (2285); U.S.S. Power: [24]
Vico, lost in Black Cluster (2368); U.S.S. Description and Notes
Tsio/kovsky, crew died in 2366 under effects of Psi Fleet data: Most starships have Type 1 5 shuttlepods
2000 virus, ship recovered; U.S.S. Raman, lost in for use as crew transport and as manned probes.
atmosphere of Marijne VII (2370); U.S.S. Pegasus, Lacking warp drive capability, they are intended for
destroyed during test of illegal cloaking device short range, in-system flights. The Type 15, and its
(2358); U.S.S. Bonestell, destroyed in Battle of Wolf similar s i b l i n g s the Type 15A and Type 16, can
359(2367). Also in service: U.S.S. Cochrane, U.S.S. shuttle two individuals when transporter use is
Copernicus, U.S.S. Yosemite. either impractical or u n a v a i l a b l e . Use of
shuttlepods is not recommended beyond
rnothership retrieval range.

Personnel Shuttle Type 6


Class and Type: Shuttle, Type 6
Hull Characteristics
Size: 2 (8.5 meters long, 1 deck)
Resistance: 1
Structural Points: 40
Operations Characteristics
Crew/Passengers: 2/6 (2/2 for diplomatic ship)
[1 pwr/round]
Computers: 1
[1 pwr/round]
Transporters: None
Tractor Beams: 1 aft
[2/rating]
Propulsion and Power Characteristics
Warp System: 1.25 (48 hours)
[2/warp factor]
UFP-SHUTTLECRAFT Impulse System: .5 c/,75 c
Shuttlepod Type 15 [5/7 pwr/round]
Class and Type: Shuttlepod, Type 15 Power: 80
Hull Characteristics Sensor Systems
Size: 1 (3.6 meters long, 1 deck) Long-range Sensors: +0/5 light-years
Resistance: 1 [6 pwr/round]
Structural Points: 20 Lateral Sensors: +0/1 light-year
Operations Characteristics [4 pwr/round]
Crew/Passengers: 2 Navigational Sensors: +0
[1 pwr/round] [5 pwr/round]
Computers: 1 Sensors S k i l l : 3
[1 pwr/round] Weapons Systems
Transporters: None Type IV Phaser (special operations shuttles 221
Tractor Beams: None only):
Propulsion and Power Characteristics Range: 10/30,000/100,000/300,000
Warp System: None Arc: All (720 degrees)
Accuracy: 5/6/8/11 several species use variations on the the same basic
Damage: 8 Antares model, i n c l u d i n g Corvallans, Bajorars,
Power: [8] Talarians and Ferengi. They are typically used to
Weapons S k i l l : 3 shuttle raw materials from colonies to core worlds.
Defensive Systems
Starfleet Deflector Shield
Protection: 24/36
Power: [24]
Threat Vessels
Description and Notes The Federation generally uses the same ship-type
f/eof da(a: This is a light, short-range warp shuttle, designations for alien craft as Federation craft, but
primarily used to transport up to six passengers. An Starfleet identifies three additional Threat
upgraded version is now available with a 2100 classifications not included in the standard
millicochrane engine (Warp 2 for 36 hours). A designations for Starfleet vessels:
roomier Personnel Shuttle Type 7 is also available
with functionally identical performance statistics, RAIDER
except it has a longer range and can be armed with Ships that conduct hit-and-run attacks on civilian
a Type V phaser emitter (use Type IV statistics, but it and m i l i t a r y targets are classified as raiders.
does 10 points damage). Other shuttle types include Cardassian raids preceded major offensives, while
the Type 9 and 9A cargo shuttle, and the Type 9 prior to the Khitomer Accords Klingon raiders
personnel shuttle, none of which vary significantly p r i m a r i l y attacked colonies and outposts, Early
from the profile presented. Federation encounters with the Ferengi involved
raids of commercial traffic and unmanned outposts,
ANTARES-C\a$s Starship Raids are generally quick, with no attempt to take or
Class and Type: An tares-class Cargo Carrier keep ground. A strong resistance is often enough to
Commissioning Date: N/A dissuade a raider. Raiders are typically well armed
Hull Characteristics and shielded, but usually lack supplies for long-term
Size: 3 (200 meters long, 3 decks) operations. The Maquis Raider provides a good
Resistance: 1 example of this type vessel.
Structural Points: 60
Operations Characteristics BIRD-OF-PREY
Crew/Rassengers: 12/6 This designation was originally used to refer to
[3 pwr/round] Romulan vessels with cloaking devices — named for
Computers: 2 the birds painted on the hulls of their ships. The
[2 pwr/round] designation stuck, referring to all small, cloaked
Transporters: None ships. Currently, this refers p r i m a r i l y to Klingon ships,
Tractor Beams: 1 aft who began to use the same technology and tactic,
L2/rating used] borrowed from the Romulans during their brief
Propulsion and Power Characteristics alliance. A Bird-of-Prey typically decloaks, fires on
Warp System: 4.0/6,0/8.0 (12 hours) an unsuspecting target and vanishes.
[2/warp factor]
Impulse System: .25 c/,5 c [2/5] WARSHIP
Power: 80 A Warship describes any large, powerful starship
Sensor Systems primarily or exclusively designed for war. While most
Long-range Sensors: +0/8 light-years of the Federation's opponents construct warships —
(6 pwr/roundl Cardassian warships, Romulan warbirds, Klingon
Lateral Sensors: +0/1 light-year attack cruisers — Starfleet does not. Heavily armed
]4 pwr/round] and armored, these ships are not designed with the
Navigational Sensors: +0 flexibility of Starfleet vessels (though they do possess
[5 pwr/round] some limited exploratory capability).
Sensors S k i l l : 3 Much of the data provided below regarding
Weapons Systems Threat ships is conjectural; unfortunately, Starfleet
Type IV Phaser: lacks complete information about every type of
Range: 10/30,000/100,000/300,000 Threat ship.
Arc: 90 degrees forward, 90 degrees aft
Accuracy: 5/6/8/11
Damage: 8
Power: [8]
Weapons S k i l l : 3
Defensive Systems
Civilian Deflector Shield
Protection: 24/36
Power: 12 4]
Description and Notes
222 The Antsres class of ships represents a common
form of civilian transport in the 24th century. The
profiled ship is typical of civilian Federation cargo
carriers operating on the fringes of the UFP. Traders of
Arc: Forward or aft, but are self-guided
Romulan Ships Range: 15/300,000/1,000,000/3,500,000
Accuracy: 4/5/7/10
Damage: 20
Power: [5]
Weapons S k i l l : 5
Defensive Systems
Romulan Deflector Shield
Protection: 70/90
Power: [70]
Description and Notes
The D'deridex-class warbird is believed to be
the most powerful warship in the Romulan
Imperial fleet. Although typically encountered in
hostile situations, Starfleet Command assumes that
Warbirds perform many of the same functions of
Explorer-type Starfleet vessels. Since their first
appearance along the Romulan Neutral Zone in
2364, the D'c/e/y'dex-class is the most commonly
encountered Romulan starship.
Reliable intelligence reports that the Romulans
power these ships with an artificial quantum
singularity — a microscopic synthetic black hole.
This system generates incredible amounts of power
D'DERIDEX-CtASS WARBIRD extremely efficiently; once activated, it can never
Class and Type: Romulan D'deridex-c\ass Warship be shut off (except with catastrophic
Commis§ioning Date: Mid-24th century consequences).
Hull Characteristics Romulan warbirds rely on their cloaking
Size: 10(1,260 meters long, 83 decks) devices. Starfleet considers these to be more
Resistance: 4 efficient and effective than Klingon cloaks, though
Structural Points: 200 they still draw vast amounts of power from tactical
Operations Characteristics systems. There is typically a multi-second delay
Crew/Rassengers: 1,700/6,000 (estimated) between decloaking and shield engagement. This
[7 pwr/round] delay affords a window of opportunity in which to
Computers: 4 attack a warbird, if reaction-response time allows
[4 pwr/round] (attacking ship must make a Challenging (11)
Transporters; 8 of each type (estimated) Shipboard Systems (Sensors) roll to detect the
112 pwr/round] dec I oak ing/shield engagement as it occurs; if
Tractor Beams: 1 av, 1 fv, 1 fd successful, it adds +3 to the Difficulty of any
[2/rating used] attempt to attack the ship during this brief time
Propulsion and Power Characteristics period; if unsuccessful, attack during this interval is
Warp System: 5.0/8.2/9.1 (6 hours) not possible). Warbirds generally do not perform
[2/warp factor] typical Bird-of-Prcy tactics, such as diving in and
Impulse System: .5 c/,75 c out of cloaked state, perhaps due to power
[5/7 pwr/round] demands.
Power: 210 The great size of the Romulan warbird may be
Sensor Systems a subtle psychological weapon. Ship size can be
Long-range Sensors: +2/14 light-years intimidating, and although the warbird is thought
[6 pwr/round] to be somewhat more powerful than larger
Lateral Sensors: +2/1 light-year Federation starships, t h i s advantage is not
[4 pwr/round] considered overwhelming. The overall bubble-
Navigational Sensors: +2 shape of the warbird may somehow aid the
[5 pwr/round] cloaking system. Klingon experience with cloaking
Cloak: 10 devices leads them to believe that the curve of
[40 pwr/round] Romulan warbirds makes EM warping more
Sensors Skill: 5 efficient than the former rectilinear design of the
Weapons Systems Romulan bird-of-prey.
Type L Disruptor
Range: 10/30,000/100,000/300,000 ROMULAN SCOUT SHIP
Arc: All (720 degrees) Class and Type: Romulan Scout
Accuracy: 4/5/7/10 Commissioning Date: N/A
Damage: 24 Hull Characteristics
Power: [24] Size: 3 (100 meters long, 1 deck)
Torpedoes; Resistance: 1
Number: 300 Structural Points; GO
Launchers: 1 ad, 1 fv
Spread: 10
Operations Characteristics D'KORA-CiASS MARAUDER
Crew/Passengers: 5/0 Class and Type: D'/Cora-class ship
[2 pwr/round] Commissioning Date: Mid-24th century
Computers: 2 Hull Characteristics
[2 pwr/round] Size: 7 (630 meters long, 38 decks)
Transporters: Unknown Resistance: 3
[? pwr/round] Structural Points: 140
Tractor Beams: 1 av Operations Characteristics
[2/rating usedj Crew/Passengers: 450/2,500
Propulsion and Power Characteristics [7 pwr/round]
Warp System: 3.0/6.0/7.0 (6 hours) Computers: 4
[2/warp factor] [4 pwr/round]
Impulse System: .25 c/.5 c Transporters: 2 personnel, 4 cargo, 4 emergency
[2/5] [5 pwr/round]
Power: 1 1 5 Tractor Beams: 1 av
Sensor Systems [2/rating used]
Long-range Sensors: +0/6 light-years Propulsion and Power Characteristics
[6 pwr/round] Warp System: 6.0/8.2/9.0 (4 hours)
Lateral Sensors: +0/1 light-year [2/warp factor]
[4 pwr/round] Impulse System: .25 c/.5 c
Navigational Sensors: +0 [2/5 pwr/round]
[5 pwr/round] Power: 150
Cloak: 8 Sensor Systems
[32 pwr/round] Long-range Sensors: +2/15 light-years
Sensors S k i l l : 4 [6 pwr/round]
Weapons Systems Lateral Sensors: +2/1 light-year
Type H Disrupter [4 pwr/round]
Range: 10/30,000/100,000/300,000 Navigational Sensors: +2
Arc: F u l l forward (540 degrees) [5 pwr/round]
Accuracy: 5/6/8/11 Sensors S k i l l : 4
Damage: 12 Weapons Systems
Power: [12] Type 8 Plasma Emitter
Weapons S k i l l : 4 Range: 10/30,000/100,000/300,000
Defensive Systems Arc: F u l l forward (540 degrees)
Romulan Deflector Shield Accuracy: 4/5/7/10
Protection: 36/48 Damage: 1 6
Power: [36] Power: [16]
Description and Notes Weapons S k i l l : 4
Starfleet Intelligence believes Romulan scout ships Defensive Systems
are used in intelligence-gathering excursions across Deflector Shield
the Neutral Zone. Relatively little is known about this Protection: 48/64
Romulan ship's capabilities. Power: [48]
Description and Notes
For many years, sightings of these vessels remained
Ferengi Ships only stories and unconfirmed reports, until first
contact was made in 2364. Since then, the D'Kora-
class Marauder has become closely associated with
the Ferengi. As might be expected of a trading
species, the ship is primarily devoted to cargo space,
although the tactical systems are perfectly adequate.
D'/Cora-class cruisers seem to be under the control of
Ferenginar's equivelant of a military, though how
official (and how profitable) this organization is has
yet to be determined. Officers receive a share of the
profits from each voyage, and are thought to
purchase commissions from their DaiMon. Not
interested in exploration, but rather the exploitation
of economic opportunity, these s h i p s lack the
facilities of Federation vessels. Their interiors tend to
be lavish, at least for the commanding officer. Ferengi
captains typically modify their ships according to
their a b i l i t y to reinvest; individual ships may vary
224 significantly from this profile.
Cardassian Ships Defensive Systems
Cardassian Deflector Fiefd
Protection: 48/64
Power: [48]
Description and Notes
I n i t i a l l y encountered d u r i n g the Cardassian-
Federation conflicts of the mid-24th century, the
Cardassians closely guard the specifications of
their Ca/or-class ships. Starfleet still does not know
the interior configuration of these ships, nor
whether the class is equipped for exploration.
Current thinking at Starfleet Command, given the
Cardassians' militaristic ethos, runs that Ca/or-class
ships are b u i l t primarily for war.

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,

FLIGHT CONTROL (CONN)


The Flight Control console i
where the actual navigation
and piloting of the spacecraft
takes place. From this control
panel, a flight officer
can access the warp
drive and impulse
systems controls that
direct a ship's flight,
input flight information
and supervise automatic
flight operations. It
displays navigational
information from the
long-range and
navigational sensors,
and monitors a ship's
subspace field geometry.
Using the manual
sequence controls, the
Conn can modify the
flight plan to adjust for
minor variations in
course and compensate
for navigational hazards.
Manual control seldom
occurs outside of
emergencies or other
precise and difficult
situations. Shipboard
Systems (Flight Control)
[ is used to operate this
station.
TACTICAL
OPERATIONS MANAGER STATION (OPS) The tactical station controls the ship's
This station controls and oversees the weapons, including the main phasers, photon
coordination of different departments on the ship. torpedoes and deflector shields. Displays provide
Shipboard operations require the allocation of status reports on the various defensive systems
resources (such as power or sensor use) that affect (such as the current power levels of the deflectors),
a number of departments, sometimes resulting in while the targeting computer translates incoming
conflicting requirements. This console presents the sensor data into a tactical display. Using this
duty officer with a continually updated list of console, the tactical officer can identify external
current major shipboard activities and status threats using the main sensors, monitor internal
reports by department. The Ops computer threats, and dispatch on-ship security teams. Other
programs automatically handle routine scheduling systems that can be accessed from this control
and resource allocation, freeing up the officer to panel i n c l u d e long- and short-range sensors,
make decisions beyond the capability of a communications, sensor probes and tractor beams.
computer. This may include requesting emergency Shipboard Systems (Tactical) is used to operate this
power from engineering or shutting down all station,
nonessential systems. Shipboard Systems
(Operations Management) is the Skill used to work OTHER STATIONS
this station. Larger ships often contain both a bridge
engineering station and an environmental station.
SCIENCE The engineering station allows the ship's engineer
The science station panels provide real-time to oversee and control engineering operations
scientific data gathered from the ship's sensors and while on the bridge. The environmental station
probes, and allow science personnel to reconfigure a l l o w s the Environmental Systems Officer to
and recalibrate sensor systems as needed. oversee and control the life support system of the
Information from various science laboratories and entire ship. Since the ship's life support system is
other departments feeds into this station, as well. highly automated, this station is generally manned
The LCARS (Library Computer Access and Retrieval only in emergencies. The mission ops control
System) can be accessed through this terminal, station provides additional support to the
which also provides back-up to Conn, Ops and Operations Manager, and is specifically
Tactical. Isolinear chips containing specialized responsible for monitoring secondary missions
mission profile programs can be loaded as needed. (such as Away Teams or nonessential sensor usage).
unknown situation, including
combats. Since the computer is
actually sentient, it is incapable
making complex judgments o
anticipating the wants and desired
the crew unless it has been
specifically instructed to performs
task. Hor example, the ship's
computer will instantly know if I
crew member vanishes from her
quarters once her combadge cuts off]
but it would not necessarily notify
anyone unless asked. If instructed,!]
will report any occurrence of specific
phenomena. All starship computers
w i l l instantly respond to and nefl
the crew about obvious emergencies]
such as life support failures, but or™
because they have already beem
programmed to do so.
The computer also contains!
universal translator program. I
universal translator analyze!
languages and compares them toil
linguistic databank. lnstarj|
translation is available between any
of the many thousands of language
stored in the translator. This translation is fully two-way,
The Computer Core so each party can hear the other's speech in his am
language. The universal translator can also analyzi
A starship computer is a marvel of isolinear technology. unknown languages and usually deliver a reasonable
While f u l l y sentient computers have proved unreliable, translation w i t h i n minutes after exposure to a nevj
starship computers contain sophisticated if language.
nonsentient — artificial intelligence programs which
allow them tn understand and respond using ordinary
speech. The primary interface between the computer
Control Panels
and the crew is the Library Computer Access and Control panels are found at every work station andi
Retrieval System (LCARS). This system allows crew most hallways throughout a ship. Each control panel!
members to use voice commands and uses multilayered flat screen technologytoj
graphic interfaces to access the computer. display graphic and audio information,Hwl
The computer continuously monitors entire surface of the panel is touch sensitive!
everything inside the ship, including the and can be configured into hundreds of j
location of all crew members. The separate touch-pads. Ops and Engineer^
computer either deals with any emergency control panels are optimized to display!
that occurs inside the ship on its own or it relevant information and to provide a usefjj
immediately notifies all command array of controls. However, almost every!
personnel,The computer's programs can be control panel on the ship can be config
accessed using any of the configurable to control any system on the ship andtoj
display panels found throughout the ship. display any desired information. In short,a
The computer's databanks are extremely functions of the ship can be monitored atidJ
large, containing the equivalent of many controlled from a single control panel,!
t r i l l i o n s of pages of text. However, only members of the command]
The heart of all Federation computers is staff have the required authorization to|
the isolinear optical chip. Roughly the size control critical systems. Most Starfleet |
and shape of a microscope slide, these chips can each configure their work stations best to suit their
hold up to 2.15 kiloquads of data. On large starships, once programmed into the ship's computer, a
each computer core is a cylinder approximately 20 configuration can be activated with a simple
meters tall and 12 meters in diameter, and contains command.
more than 200,000 isolinear chips. Every starship
contains at least one backup computer core in case the
primary core is damaged.
Holodecks
In spite of its vast resources, a computer is All but the smallest starships contain at least
incapable of operating a ship without human control holodeck to assist with crew training and to alk
except during extremely routine maneuvers. The ship expanded possibilities for recreation. On the holodedt]
requires human control during any emergency or users can take part in interactive holonovels, travel!
COMMON HOLODECK PROGRAMS implications of creating sentient life using the
holodeck. While it is possible to create a holodeck
simulation of a living person using the visual
Holoded programs are created or initiated using the panel image, voice recordings and personality profile
outside the holotteck doors. Programs con be stopped at records of that person, it is considered unethical.
onvtime by stating "Freeze program." They can also be saved All holodecks are equipped with safety
of any point and will begin at that save point once reinitiated. overrides which protect users from harm. Potential
damage to users is limited to light blows and the
Here are a number of popular types of programs crew equivalent of level 1 phaser blasts. While it is
members often use during recreation: possible to turn off these safety features, it is not
recommended. Nonetheless, these features have
• A variety of mystery and adventure scenarios are available been known to fail if the starship is damaged or if
the s h i p is exposed to unusual high-energy
wherein the user becomes on important spy or detective, phenomena. With the safeties off, a holodeck-
including the popular Oixon Hill detective hobnoveis. created pistol or sword can seriously injure or k i l l
a user. When such malfunctions occur, it is even
• Outdoor hiking, mountain climbing or kayaking scenorios. possible that the user w i l l be unable to end the
program or leave the holodeck.
• A variety of personal combot scenarios with a wide range A well made holodeck program is sometimes
of real and imaginary opponents and weaponry. indistinguishable from reality. If someone has been
unknowingly beamed onto a holodeck, he may
• Dinner at famous restaurants or locales from across known literally be unable to tell that his experiences are
space illusory. The Romulans have been known to use
holodecks to reveal spies and traitors, by dropping
distant locations, perform elaborate t r a i n i n g them into fictitious situations which they believe to
simulations or simply enjoy a vigorous physical be real. Using a holodeck in this fashion is, of
workout. A holodeck is a square room, generally at course, considered unethical within the
least 8 meters on a side. The walls, floor and ceiling Federation.
of the room contain a complex array of sensors,
holographic generators, force field projectors, Life Support
miniature tractor beams and rnicrotransporters.
Civilian holodecks are often known as holosuites. Life support systems are one of the most critical on
Holodecks can produce images of any desired board starships, maintaining a breathable oxygen-
landscape or environment. While most of the nitrogen atmosphere and a comfortable
"terrain" is composed of force fields covered by temperature and humidity. B u i l t with multiple
holograms, important objects or devices are redundancies, ships rarely run out of oxygen, and
actually created by replicators and beamed into the personnel do not have to worry about freezing in
room. Holodeck force fields create the sensation of the extreme coldness of space. Even in the event of
movement by producing a treadmill-1 ike effect on a total life support systems failure, emergency
the floor. A hoiodeck can even create holographic backups should ensure crew safety. Although
characters ("puppets") and
other seemingly animate
beings. These beings are made
of holodeck matter, a form of
matter requiring continual
force field stabilization and
input from microtransporters.
If this matter is removed from
the holodeck, it disintegrates
within a few seconds.
Characters created by a
holodeck respond l i k e normal
people but are programmed to
respond to a crew member's
holodeck persona as if it were
real, Holodeck creations "live
out" their roles completely
unaware that they are
holographic simulations.
However, on at least one
occasion, a holodeck created
a character which seemed to
be f u l l y sentient and aware of
its status. The Federation has
yet to work out the full moral
member's quarters as well as in most lounges
recreation areas.
There are only three major limits on replicator]
technology. First, replicating large objects requires a
large amount of energy: It is standard procedure to
replicate, for instance, a new sensor coil instead ofan
entirely new medical biobed. Second, replicators can
only produce copies of objects stored in a computer's
memory banks. While the computer contains templates
for all components on the ship, as well as 4,500!
different food and drink selections, new items can only
be made once scanned in. A replicator cannot creates •
new type of phaser without an existing one to scan,In
short, a replicator can only create a duplicate of the
specific cup of coffee or plate of scrambled eggs which
were scanned into the memory bank. Finally, dueto
the limitations of computer storage, it is impossibleto
replicate an object down to the exact quantum level
used by transporters. Replicators only reproduce
objects down to the molecular level. W h i l e replicated!
food is n u t r i t i o u s and is close to the original,'
reproduction errors do occur. Most people can tell the!
supervision of the environmental systems is handled difference between replicated food and the natural
automatically by the computer, the Environmental kind.
Systems station on the bridge provides human For diplomatic and special occasions, most'
oversight. starships carry small stores of natural high-quality foods
Atmospheric processors are located throughout the and drinks like caviar, gourmet coffee, or well ag
ship, constantly recycling the air by removing CC>2 and Vulcan port. Because of the detail l i m i t s of replicators,
other waste gases, and replenishing 02. Starship living beings cannot be created using a replicator; all
operational protocols specify a 96-hour duty cycle attempts have resulted in a dead or dying being.
before switching between parallel atmospheric In spite of the limitations on replicators, their use j
processors, to allow for routine maintenance. has radically transformed life in the Federation. The
Gravity is provided by a network of small gravity basic necessities of life can be cheaply and easily]
generators. This ensures the proper sense of "down" manufactured, effectively eliminating poverty from j
and allows the crew to move about the ship with most advanced Federation worlds. However, demand i :
constant gravity holding them on deck. The principle for original, unreplicated luxury items continues to be
behind the gravity network is the same as the tractor high, and forms a basis for trade between most!
beam — both create a controlled stream of gravitons. Federation worlds.
This system is tied to the inertial dampening system, to Safety interlocks exist on all replicators to prevent j
minimize motion shock during flight, Fven then, the anyone from producing poisons, weapons, or other
inertial potential can vary from one location to another, dangerous substances or objects without special
especially during sudden shifts {such as those resulting authorization. A few substances, such as latinuni,
from a sudden turn or space combat). cannot be replicated, w h i c h explains latin urn's
In the event of a catastrophic failure of the primary popularity as currency outside the Federation. Also,
and backup environmental systems, a separate reserve certain highly complex compounds, including some
system provides life support to emergency support medicines, cannot be effectively replicated. Such;
shelters located ship-wide. medicines must be created by conventional means and :
then delivered to their destinations. Delivery to planets
Replicators with medical emergencies is one of the many
important functions performed by Starfleet starships,
An advanced variant of transporter technology,
replicators can make everything from spare parts to
dinner. Replicators transform energy into matter to
Sensors
create any object stored in their memory banks. Instead Sensors are vital to starship operations, providing the
of storing food, energy and recycled matter is ability to detect phenomena at great distances. They'
transformed into new food. Similarly, instead of storing have wide application in scientific, engineering, i
literally thousands of spare parts and personal devices, medical and defensive endeavors. There is no single
any device or part found on a starship can be all-purpose sensor on a ship; rather, they tend lobe;
replicated on demand. grouped together in sensor arrays. Most sensors work
There are two types of replicator systems on a by detecting various energy fluctuations, such as
starshipi industrial replicators and food replicators. electromagnetic oscillations, spectral wavelengths and
Industrial replicators make spare parts and replacement gravimetric distortions, which are then interpreted by
devices. Food replicators are found in each crew the main computer into usable information.
Starfleet vessels have three primary sensor can be used at warp speeds, although they are
types: long-range, lateral (short-range) and increasingly restricted in angle of detection at
navigational sensors. The main sensors are located warp speed, leading to "tunnel vision" at high
at the front of the ship, designed to sweep far ahead warp. Long-range sensor pulses propagate at
to gather navigational and scientific information. warp 9.9997, slightly slower than subspace
The lateral sensors provide coverage in other radio. Refer to the Warp Factor Chart in the
directions — aft, port, starboard and so on. Both Starships Chapter to determine how long it takes
are tied into the science stations and various for a long-range scan to contact and return (use
laboratories on board. The final group is the the warp 9.9999 row; it's easier).
navigational sensors, which keep track of the ship's • Lateral sensor arrays can detect scientific data
position and velocity, and are tied directly to the from numerous directions up to a range of
Conn's flight control systems. This combination approximately 1 light-year. Each sensor array is
provides starship crews with extensive capability composed of several i n d i v i d u a l detection
for astronomical observation, planetary analysis devices, such as wide-angle EM scanners,
and remote life-form analysis. parametric subspace field stress sensors and low-
level thermal imaging sensors {to name a few),
• Long-range sensors actively scan for subspace arranged into a pallet. Starfleet lateral arrays
EM emissions, gravimetric particles, neutrino include six standard science platforms able to
tracks and thermal images. At sublight speeds detect a wide range of phenomena. The majority
long-range sensors in mediurn-to-low resolution of pallets are standard Starfleet packages, with
are able to detect activity up to 1 7 light-years the remaining positions available for mission-
away with up to 45 degrees of detectable arc specific packages. Lateral sensor systems are
from the front of the ship. High resolution scans highly redundant and widely spread over a ship's
can detect contacts up to 5 light-years away with h u l l surface to maximize signal gain,
a very high level of accuracy. Long-range sensors • Navigational sensors process incoming sensor
data through a number of processors,
such as Federation chronometric relays,
PROBES passive subspace multibeacon receivers
and stellar graviton detectors. They are
TYPE SPEED RANGE LONG LATERAL NAVIG. designed to gather i n c o m i n g data
constantly, which the computer
200,000 km +2 - processes into usable information using
Ctnssl .5c three- and four-dimensional flight
Closs II .65 c 400,000 km +2 - motion software. They feed directly into
the flight control system, this isolation
Closs III .65 c 1,200,000km - +2 • providing for more rapid processing. The
navigational sensors are c r i t i c a l for
Closs IV .6c 3,500,000 km - +2 - keeping a starship on course and
warning of intervening space debris.
Class V Warp 2, .5 c 430 billion km +3 -
Although modern sensor
Closs VI ,8c 430 billion km +1 +3 technology is extremely sensitive, some
Closs VII Warpl,5,.5c 450,000,000km - +3 - 15,000 substances are not detectable by
standard Starflcet sensor systems.
Closs VIII Warp 8/9 See Notes +3 +3 - Unusual, rare and exotic materials are
not included in standard analysis
Class IX Warp 8/9 See Notes +3 +3 routines because of the low incidence of
occurrence. Recalibration of sensor
Notes systems can allow detection of many of
these substances, although this generally
1. Class V and Class VII probes ore built with "steohV technology that renders the pallet b l i n d to other
substances. Detecting the remaining
makes them harder to detect with sensors. This is the equivalent to a particles requires specialized sensor
Cloak 2, but costs no Power. pallets and/or analysis programming.
2. A Closs VIH's range depends upon which speed it uses. It can use warp
8 to travel o distance of about 12 light-years. At warp 9, it con trove! for Probes
o maximum of 6.5 hours. A Closs VIII probe's long-range sensors hove a Probes are automated sensor platforms
range of 6 light-years, propelled by microfusion reactors or
3. A Class IX's range depends upon which speed it uses. It con use worp 8 warp field sustainers, used to extend a
to travel a distance of obout 76 light-years. At warp 9, it can travel for starship's sensor range and sensitivity, to
o maximum of 12 hours. A Closs IX probe's long-range sensors have a perform routine surveys, or to
reconnoiter an area where a threat may
range of 12 light-years. exist. Probes can be rctasked and piloted
from the mothership, although specialized scans
t y p i c a l l y require m a n u a l replacement of sensor
Common Probe Characteristics
pallets. All probes are roughly c y l i n d r i c a l and All probes have the f o l l o w i n g characteristics in
approximately 2 meters long, about the same size as common:
a photon torpedo, and are launched using a photon Size: 1
torpedo launcher. Resistance: 0
There are nine classes of probes, classified by Crew/Passengers: None
mission type. Increase in class number does not Computers: 1
necessarily indicate a corresponding increase in For explanations of probe characteristics, see the
utility, although it does usually indicate an increase Starships Chapter.
in speed and range.
Listed probe ranges indicate the expected
distance before the probe ceases to function. This
Sickbay
range can usually be extended by limiting velocity or A ship's sickbay contains a clinic, medical research
thrust time. laboratory and intensive care unit. Most medical
Listed sensors indicate the probe's individual treatments occur in the ICU. Each ICU has several
sensor capacity in the noted scan types. The probe's biobeds, which can perform all the functions of a
sensor capacity is listed as a bonus to the operator's medical trtcorder's MP unit.
Shipboard Systems (Sensors) S k i l l , since sensor For surgery or more detailed diagnoses, the
telemetry is returned to the mothership constantly. arching surgical support frame (SSF) can be attached
Probes have no Power characteristic; they are to the top of a biobed. The SSF contains more
assumed to have sufficient internal power to run their sophisticated sensors, as well as equipment capable
systems until they reach their maximum range or of automatically performing simple medical
otherwise cease to function. procedures, such as administering drugs and basic
trauma stabilization. The SSF can also generate a
» Class I & II probes are short-range astronomical force field to isolate contagious patients and help
probes capable of analyzing EM radiation, maintain a sterile environment.
interstellar chemistry and subspace fields. In the sickbay almost all wounds which do not
• Class III & V probes are designed to land on planets instantly k i l l a patient can be rapidly treated. Broker
and return samples, providing a detailed on-site bones and other injuries can be repaired in a matter
analysis of the planet. of minutes using the SSF's bioregenerative field, and
• Class IV probes are used to perform close m i l l i o n s of diseases can be easily cured using a
observation of stars and other high-energy combination of drugs and nanites. With the
phenomena. exception of severe neural damage and unknown
• Class VI probes are communicator relays and diseases or poisons, almost any condition can be
emergency beacons. The beacon has no warp cured as long as the patient is still alive when he is
capability (to l i m i t detection by subspace sensors) brought into sickbay.
but has a high relativistic velocity. Once the
probe's fuel is exhausted it coasts at speed,
broadcasting a recovery
signal toward Federation
space. The probe has a
navigational module to
facilitate recovery and
trajectory tracking.
• Class VII probes are
designed to orbit an
inhabited planet for up to
three months, gathering
data about the inhabitants
and relaying it to a ship.
They are designed to be
invisible to all sensors used
by prestellar civilizations.
• Class VIM & IX probes are
long-range sensor probes
which can travel at warp 9
for up to twelve hours. On
rare occasions, a Class VIM
or IX probe has been used
to ferry a lone passenger on
an emergency mission.
Transporters
The primary method for
entering and leaving a
ship is the transporter. The
standard personnel
transporter can "beam"
six people and their
equipment to and from
the ship at a range of up to
40,000 km in a single
activation. All but the
smallest starships contain
multiple personnel
transporters. Larger ships
also carry cargo
transporters (range:
40,000 km) and
emergency transporters
capable of beaming
people from the ship (but
not to the ship) (range:
15,000km). _
Transporters work by
dematerializing a subject
from matter into energy,
broadcasting that energized matter stream down a pattern buffer while the doppler compensators
narrow-focus subspace carrier wave, then adjust the matter stream to counteract any relative
reassembling the energy back into matter. Each motion between the transporter and the target.
transport carries with it a transporter ID trace, a Patterns may safely be stored in the pattern
computer log of all that occurred during transport. buffer for up to seven minutes. All transporters
Ordinary transport takes approximately five contain m u l t i p l e pattern buffers in case one buffer
seconds, but the process may take somewhat fails. If there is a minor failure in both pattern
longer if there are problems. Transporters are buffers, transporter psychosis can result. This
unable to function through deflector shields or a treatable but dangerous syndrome produces
cloak. hallucinations and paranoid delusions, but can
Transporters consist of six primary take several hours to manifest.
components: It is possible, but extremely dangerous, to store
1) The control station monitors and controls the a matter stream for long periods of time by
operation of the transporter. Ordinary operation of shuttling it back and forth between m u l t i p l e pattern
the transporter is extremely routine and can even buffers. Chief Engineer Montgomery Scott
be preset on a time delay to transport a particular managed to survive for 75 years in this fashion.
subject at a particular time in the future. If 6) The emitter and receiver arrays on the
problems develop d u r i n g transport, a h i g h l y outside of the ship are responsible for transmitting
trained transporter operator is essential to ensure and receiving matter streams to and from the ship
the safety of the i n d i v i d u a l s being transported. to the target.
2) Scanners on the transporter pad analyze the Because of the complexity of the process,
subject down to a subatomic level. Other scanners transporter operation is a very delicate task. W h i l e
on the outside of the ship control the destination of most transports are routine and uneventful, even
transport beams and scan subjects for transport to m i l d ion storms or other high-energy phenomena
the ship. These scanners can lock on to combadge subtle enough to go unnoticed by sensors or
signals or can be used with other ship sensors to communicators can make transport unsafe. In
lock on to life signs. situations where it is hazardous not to beam
3) The energizing and transition coils are something away, command personnel can override
responsible for the actual dematerialization and the safety interlocks. Doing so, however, risks
materialization of the subject. having the subject's molecules dispersed into deep
4) The transporter biofilters scan all transported space or fused to rock deep w i t h i n a planetary
matter for known harmful bacteria and viruses. If mantle. Also, transport during risky conditions can
such agents are found, they are edited out of the produce numerous unusual problems. On at least
subject's matter stream. one occasion a tragic systems failure resulted in the
5) The pattern buffer is a magnetic holding tank loss of crew life as their patterns overlapped and
where the subject's pattern is held before the actual failed to properly re-integrate.
transport begins. The matter stream is stored in the
One-quarter the speed of light is the Federation
standard for full impulse speed. Ships can exceed this
speed, but u s u a l l y do not; it's more energy efficient
to go to warp speed. Vessels typically travel at slower
speeds, usually three-quarters, half or one-quarter
impulse. Impulse drives are used for orbital parking
maneuvers and atmospheric travel, but low-powered
thrusters are used for delicate maneuvers such as
docking and landing. For travel times at full impulse,
see Impulse Travel Times, page 214.
Starships typically drop to sublight speeds when
encountering another vessel, either to establish
contact or fight. Because phaser beams also travel at
the speed of light, they are relatively ineffective at
warp speeds; if a captain wishes to employ the ship's
phasers, he should go to impulse. For more
information about ship-to-ship battles, see the Rules
of Engagement Chapter.

Warp Propulsion System


The warp engines are powered by matter/antimatter
annihilation, this reaction mediated and controlled
by specially shaped d i l i t h i u m crystals. D i l i t h i u m is
the only known substance which can interact with
and control this reaction in a nondestructive way. The
matter/antimatter reaction occurs in the main engine
core, where the reaction is transformed into highly
charged plasma. This plasma is channeled into Kro
power transfer conduits (PTC's) which direct the
plasma into the two warp nacelles, where it is used
to energize the warp coils and generate the warp
field w h i c h propels the ship faster than light,
The antimatter is stored in special magnetized
storage pods and must be periodically replenished.
This refueling can be done at any Federation
starbase, though all but the smallest ships have an
emergency antimatter generator. The matter used is
deuterium, an isotope of hydrogen, which is kept
partially fro/en. Deuterium can also be replenished
at a starbase, as well as collected from interstellar
Impulse Drives gases using the Bussard collectors on the front of
each warp nacelle.
When sub l i g h t speeds are called for, starships To repair or service the main warp core, the warp
employ impulse engines. engines must be deactivated for the duration of the
An impulse drive describes various propulsion repairs. This is normally done at a starbase, but in
systems w h i c h provide thrust for sublight travel. emergencies may be done in the field. This type of
Impulse engines work much like conventional rocket shutdown is necessary to replace the d i l i t h i u m
motors, though tu propel a vessel the size of a crystals or to service the matter or antimatter
starship requires enormous amounts of power. injectors, the PTC' or the interior of the warp coils.
Modern engines achieve the necessary thrust by A network of access tubes is provided in the warp
employing a number of linked fusion reactors. The nacelles, so that other components i n c l u d i n g the
high-energy plasma exhaust is fed through an exterior of the warp coils can be accessed without
accelerator/generator, driver coil assembly and taking the warp engines off-line. Heavy protective
vectored exhaust director. garments must be worn to access the matter fuel
Traveling at warp speed inside a star's gravity tanks and to prevent damage from the extremely
well can be dangerous to both the ship and nearby cold, partially frozen deuterium. The exterior of the
planets, since the gravitational potentials must be antimatter pods can be examined at any time; this is
precisely taken into account (this requires a Nearly done periodically to make sure that the pods'
Impossible Starship Systems ( F l i g h t Control) or containment fields are stable.
Science (Astronomy) S k i l l Test). Impulse speeds are While Federation warp engines are extremely
commonly used when entering, leaving or traveling reliable, problems do occur. The main engineering
w i t h i n a solar system. control center is located next to the main engine
core, to allow the engineers to observe any possible
problems. The di l i t h i u m
crystals are the heart of the
warp engines and they must
be immediately replaced if
they crack or become
damaged. Also, any
potential leaks in the
antimatter pods or conduits
could easily destroy the
ship and must be repaired
at once. Finally, little is
known about the exact
nature of subspace, but it
seems that some varieties of
energy beings are attracted
to operating warp fields,
Suuh beings can damage
the engines or possibly the
entire ship. Also, some
noncorporeal entities feed
off of high-energy plasma
and, on at least one
occasion, such creatures
actually infested a ship's
PTC's, drastically lowering
the efficiency of its warp
drive,

Ship Weapon Systems Deflector Shields


Starships and starbases have a number of weapons A starship's deflector shields are powerful force
systems used to defend themselves or others fields which protect against interstellar particles
against aggression. and debris as well as against hostile actions. The
navigational deflector operates continuously,
PHASERS creating a force field designed specifically to
Phasers are the standard starship weapons on protect Starships from low-level radiation and small
Starfleet vessels, and are found on almost every particles. Transporter operation is not effected by
Federation ship. Phasers are powerful and highly use of the navigational deflectors.
versatile weapons which can be used as tools to The main deflector shields are only activated
excavate and reshape terrain, as well as to remove when a threat is perceived. They protect the ship
obstacles from a ship's path. Phaser beams, from the vast majority of beams, particles and
however, travel at the speed of light, so they are radiations directed against it. However, prolonged
useless in combat against warp-speed targets, attack by powerful weaponry can weaken or even
unless both ships match speeds (a Difficult temporarily disrupt shield operation, leaving the
maneuver). ship vulnerable to harm.
For more details on using phasers in starship
combats, see the Rules of Engagement Chapter,
Technotopia
PHOTON TORPEDOES There are many more examples of advanced
Photon torpedoes are Starfleet's heavy ship-to- technologies in the Star Trek universe. Future Last
ship armaments. They are self-propelled torpedoes Unicorn Games Star Trek supplements will detail
equipped with several kilograms of antimatter. some of these, but it is not possible to publish every
They are effective for planetary bombardment, single technological artifact in creation. From alien
often seeing use in limited terraforming and mining tech to the forgotten relics of long-vanished, highly
applications. Photon torpedoes are capable of advanced races, the universe hosts many scientific
speeds in excess of warp 9, allowing them to be mysteries. Narrators should feel free to create their
used against all but the fastest vessels. Since every own technologies and pseudoscience excuses for
torpedo has its own internal guidance system, it their workings.
can be independently targeted (even if many
torpedoes are fired in a single volley), and it can
follow a moving target.
r
Even after exploring the reaches of space for ALPHA QUADRANT
centuries, Starfleet has only charted a small portion This quadrant holds the Cardassian Union, the
of the Galaxy. Although the Federation encompasses planet Bajor and the space station Deep Space Nine
over 150 member planets and still more colony outside the Bajoran Wormhole. It also holds the
worlds, scientific outposts and starbases, and "spinward" half of the Federation, the half positioned
stretches across over 8,000 light-years, "Federation in the direction of galactic spin. This section of the
space" covers roughly two percent of the Galaxy, Federation ranges from thickly populated worlds to
Even within the boundaries of the Federation, the frontier Badlands abutting on Cardassian space.
thousands of star systems and tens of thousands of The Orion Syndicate operates primarily in the Alpha
worlds remain uncharted. Starfleet's mission is to Quadrant, as does the Ferengi Alliance.
explore and defend these regions, while always
expanding the sphere of space known to mankind. BETA QUADRANT
This chapter describes the Galaxy as Starfleet knows The Romulan Star Empire contests this quadrant
it. It also gives the Star Trek: The Next Generation with the Federation and with the Klingon Empire to
Roleplaying Came Narrator some methods and rimward. The "antispinward" half of the Federation
advice for designing sectors, star systems and extends into Beta Quadrant along the Rornulan
planets. Neutral Zone and up to the Federation's boundaries
with the Klingons at Narendra and Khitomer. Rigel
and Alpha Centauri are only two of the important
The Milky Way Galaxy Federation stars in Beta Quadrant. This quadrant may
be the most thickly settled and well charted in the
Earth's sun, along with 100 b i l l i o n other stars, Galaxy, but even now it holds billions of stars the
constitutes the Milky Way Galaxy. The Galaxy looks Federation has never visited.
like a flattened version of the saucer section of the
Enterprise 100,000 light-years across and perhaps GAMMA QUADRANT
6,000 light-years thick at the center. Immense Little is known of the Gamma Quadrant. The
streamers of stars trail out from the center of the immense distance of even its closest stars from
Galaxy in "spiral arms" many thousands of light- Federation space would render it a complete mystery
years thick. Earth orbits near the "coreward" edge of were it not for the Bajoran Wormhole. Discovered in
the Orion Arm, but the Sagittarius Arm lies between 2369, this wormhole connects Bajor and a sector of
Earth and the Galactic Core over 40,000 light-years the Gamrna Quadrant over 40,000 light-years away,
away. The Perseus Arm is "rimward" from Earth, Federation ships have tentative plans to explore this
between it and the energy barrier at the edge of the new frontier, although the tense situation near Bajof
Galaxy 10,000 light-years away. makes large-scale expeditions risky at present.

OTHER GAUXIES DELTA QUADRANT


Delta Quadrant remains even more of an enigma
than Gamma Quadrant, although Starfleet believes
that the central systems of the Borg Collective lie
The Miiky Way is only one of hundreds of thousands of golaxies somewhere within it. The Barzan Wormhole opens
scattered throughout space. Dense globular clusters of stars and erratically in the Delta Quadrant, but it behaves too
dumps of interstellar matter cling to the holo around the edges of unpredictably for exploratory voyages. The shortest
every galaxy, but even the nearest golaxies are millions of light-years routes to the Delta Quadrant lead through Romulan
distant — over a millennium away even at maximum warp. Even space, and would take decades to reach even at
Warp 9, so it is uncharted for now.
the Kelvart civilization of Andromeda, the regular galaxy closest to
ours and possessing a higher level of technology, can only limp
across these vast distances, which require the powers of ttie Traveler Sectors and Sector Design
or the Q to span. Starfleet's stellar cartographers divide each quadrant
into sectors. Most sectors are cubes of space
approximately 20 light-years on a side (800 cubic
The Four Quadrants light-years), although some sectors with particularly
important or interesting features might be smaller or
Starfleet divides the Galaxy into four enormous larger. A given sector contains, on average, about a
quadrants, labeled Alpha, Beta, Gamma and Delta, hundred stars, between six and ten of which have
These quadrants cover about eight b i l l i o n cubic light- potentially life-bearing planets. Sectors near the
years each. Vast rimward sections of even the two Galactic Core, in star clusters, or in the heart of spiral
"home" quadrants (Alpha and Beta) remain arms often have many more, and sectors between
unexplored, and the Gamma and Delta Quadrants spiral arms, in nebulae or in gravitationally empty
remain almost completely unknown territory. The zones, might have fewer or none at a l l . Starfleet
border between Alpha and Beta Quadrants lies on numbers the hundreds of thousands of sectors with
the axis running from Sol to the center of the Galaxy; three- to six-digit numbers: Earth lies in Sector 001,
the other two quadrants lie on the other side of a line for example. Some sectors have older numbers from
perpendicular to this axis at the Galactic Core. the early days of stellar cartography, especially in
Beta Quadrant (Romulan Neutral Zone sectors are
numbered 3-0, 3-1, etc.), and most inhabited sectors
isucn as me rtryus, odinmm ui .?s_yn« j^v-mia/
share colloquial names with the major stars or with such empires.
planets within their confines. Conflict makes for good stories, especially
For a variety of reasons, a sector makes an political conflict. You should determine the burning
ideal roleplaying environment. It is big enough to political issues in this sector and which factions
play an important role in galactic politics, but small support each side. These issues w i l l likely involve
enough for easy design and short travel times. It the relationships among the sector's planets, so this
can support a wide variety of system types and is a good chance to map them out. In-sector
planets, not to mention lifeforms and cultures, and politics can also reflect the bigger picture. For
can provide a coherent background for a series of instance, if the dominant planet of the sector is a
adventures. The creation of sectors for your Federation ally, its rivals w i l l be more likely to a l l y
campaign is thus of crucial importance. themselves with the Rornulans or Cardassians.
Creating a sector involves answering some
essential questions. These questions w i l l help you
focus and flesh out your ideas and can serve as What species or cultures dominate
seeds for countless adventures. For the details of the sector?
star systems and planets within sectors, see the
sections later in this chapter on system and planet This should follow from the first two questions, but
creation. now you need to decide the racial and cultural
makeup of the sector. Was it colonized by humans
Where is the sector located? or Klingons, or is it the home of a native species?
Even if the planets' inhabitants are human, they
The sector's location w i l l have a large impact on its may be another one of the many human offshoot
politics and situation. You needn't pinpoint the cultures such as the Ligonians, the Aldeans or the
sector on a galactic map, but you should have an Coalition of Madena. You may also decide to make
idea of its general location. If the sector is near a up your own alien race. Perhaps they are
border, which border is it along? Cardassian border petitioning to join the Federation and this will be a
sectors might be war-ravaged, f u l l of refugees and recurring storyline in your game.
petty c r i m i n a l s , or even under martial law. It's a good idea to talk to your players about the
Romulan border sectors might be tense and kinds of characters they'd like to play before fully
paranoid or thriving with black-market arms traders answering this question, since it can help you
and shipyards. Klingon border sectors might be decide some of the sector's key points. If you know
newly prosperous and optimistic from the recent in advance that someone wants to play a Vulcan
peace, or jumpy with increased tensions and archaeologist, for instance, you can work Vulcan,
Starfleet deployments there. Frontier sectors may Debrune or Romulan ruins into the sector, which
hold plenty of surprises for the Crew; adventures in w i l l mean that the sector should be in Beta
core sectors at the heart of the Federation center on Quadrant somewhere. The more you think about
the politics of integrating diversity and maintaining issues l i k e this before the game, the more
the peace. Most sectors in the Star Trek: The Next thematically and dramatically unified your game
Generation Roleplaying Came lie in Alpha or Beta w i l l be.
Quadrants.

Wow does the sector


interact in astropolitics?
You should decide if the planets in
the sector owe allegiance to any
political power. Since sectors
normally contain between six and
ten star systems, there may very well
be planets of different affiliations.
Don't shy away from this, since it
provides good fodder for stories.
While sector politics often involve
the Federation and empires l i k e the
Klingons and the Romulans, don't be
afraid to try something new. Many
Star Trek: The Next Generation
episodes feature new systems and
local p o l i t i c a l struggles. These
struggles can be used to pull the
characters into the story. You can
also create new and previously
unknown empires. These empires
may span an entire sector or just a
few systems. The Breen and the
UNUSUAL STELLAR PHENOMENA
Antimatter Body: Although cosmologists believe that mast of the Galaxy's Pulsar: A rapidly-spinning neutron star emits o powerful pulse of energy (in
original store of antimotter was annihilated early in the creation of the universe, any wavelength from radio to X-rays including visible light) at a regular
ctumps of antimatter might survive in the interstellar vacuum. Obviously, any (although slowly-increasing) rate os it spins, throwing off energy. Pulsar spin
normal matter such as starships or crew members corning into contact with on periods range from a millisecond to nearly five seconds. Star-faring races often
antimatter body would annihilate themselves; the antimatter body will emit use pulsars as navigational beocons because of their regularity ond their
gamma roys from such annihilations. relatively even spacing.
Black Hole: Stars of sufficient mass continue to collapse post neutron star Quasar: Quasars are superbright objects several light-hours across, emitting
stage into black boles with gravity so intense (a hundred billion Eartti gravities) more light than o hundred galaxies. Quasars ore most likely the nearly-solid
that light cannot escape. An accretion disk of dust, gas and radiation surrounds accretion globe of light energy around a black hole the mass of a billion suns.
many black holes; os this matter falls into the block hole, gravity waves and Although 20ttKentury astronomers never located a quasar in our Galaxy, the
powerful X-rays radiate outward, endangering starships or even nearby worlds. t/.S.S. fntecpnifrO began charting the Merkorio Quasar in 2370, and the
Moving into a black hole's gravity field runs the risk of a relativistic one-way Federation has been studying the Murasaki 312 protoquosar near Taurus II
trip up to a billion years into the future. since 2267. These quasars lie behind thick veils of interstellar dark matter.
(luster: A clump of stars close enough together (usually in the same sector) Rogue Planet: A rapidly-passing neutron star or black hole can easily rip a
to remain mutually gravitationally influenced becomes a cluster; most stars in planet out of its orbit and send it spinning into interstellar space. Since rogue
a cluster are the same age. Some clusters, such as the Pleiodes, contain planets hove no intrinsic light, detecting them in deep space is almost
thousands of stars. Planetary formation, high levels of radiation and impossible. This makes rogue planets excellent locations for secret military
gravitational anomalies (such as those in the Block Cluster} are among the bases or research labs.
interesting features of clusters.
f Tatiri Star: Yellow stars pass through the T Tauri stage very early in their
Cosmit Strings: Incredibly long and incredibly dense, cosmic strings, or stellar evolution, losing much of their solar lithium and other light metals in a
superstrings, may make up the majority of the dark matter in the Galaxy, A vost "T Tauri wind" blowing billions of kilometers into space. Although virtually
cosmic string resembles o black hole one proton in diameter but light-years all T Tauri stars are too young to have planets, the stnrsbip fntefprori)
wide. Lost alien races might have used cosmic strings for cosmologicol discovered a rare Class M planet around o T Tauri star in the Ngame Nebula.
engineering, or as unstoppable weapons since a single supersrring could slice
Temporal Rift: In many cases sufficient stress to the fabric of space in o
worships, planets or entire stars nearly in half.
sector con create a temporal rift. Depending on the circumstances, as tittle as
Lazarus Star: Some supergiant stars survive their first supernova, expand a photon torpedo barrage can open o temporal rift. The vehicles of many time-
again, then collapse into a second supernova. Nested shells of ionized gas hoveling cultures create temporal rifts. When rifts fold upon themselves,
surround these "Lazarus stars" in miniature nebulas. Any surviving planers or causality loops, such as the one that trapped the U.5.S. Bozeman from 227B
asteroids around Lozorus stars would be rich in heavy metals, radioactives and to 2368, can form where time either does not pass at all or loops back upon
exotic compounds such os dilithium. Mining expeditions might prove worth the itself so that the same minutes or hours repeat endlessly. Some temporal rifts,
dangers such systems pose, especially in times of crisis. The Kavis Alpha especially those associated with quantum fissures, wormholes or ion storms,
neutron star is an amazingly regular and powerful Lazarus star, exploding every con also open gateways to parallel universes.
196 years.
Variable Stars: Some stars alter their energy output, either their brightness,
Hebala: Any large interstellar cloud of gas or dust can be called a nebula. rotation, spectrography or surface change in o relatively brief period of time (os
Most nebulas result either from massive supernova explosions or from the short as days or even minutes). Cepheid variables release built-up stellar energy
emissions of protostars. Nebulas range from 1 to 200 light-years across; many in o nova-like explosion; flore stars simply shoot out giant solar flares which
nebulas block Federation sensors and subspace radio signals. Some nebulas might endanger a ship in orbit or burn some luckless planet to toast.
contain radioactive contaminants or energy fields that interfere with warp
engines, computer systems or even human metobolic processes. Some nebulas Wormhole: A wormhole is a subspace tunnel connecting two points in normrjl
hold so much interstellar hydrogen ond dust particles that they block starlight space-time. Wormholes con span tens of thousands of light-years, although
entirely; these "dark nebulas" moke especially fertile grounds for star they often prove unstable and fluctuate wildly. Worp engines can destabilize a
wormhole, and a sufficiently unbalanced warp engine will occasionally create a
formation.
dangerous microwormhole. Highly advanced races may create wormholes; the
Plasma field: In sectors where the space-time continuum is particularly Bajoran Wormhole is one such artificial construct.
unstable, the interstellar hydrogen often accretes into dangerous plasma
disruptions, discharging across porsecs in a shower of fiery energy. Wormholes
may be associated with these phenomena; in some sectors (such os the
Cordossian border Badlands) the plasma disruptions make up a continuous
plasma field which becomes a grave hazard to navigation.
How many systems lie within the
sector? SECTOR DESIGN EXAMPLE: BUCK WIDOW SECTOR
You should have a good idea by now of the kinds Ted wonts to design o sector to start off his Star Trek: The Next
of things you want in the sector. This w i l l help you Generation Roleplaying Game series. As Narrator, he feels more
decide how big it needs to be to encompass comfortable with stories of new worlds, strange civilizations and
everything you want. Although most sectors have discovery, so he will work to build those kinds of stories into his
between six and ten important systems, they can
hold more if you feel you need them (the Dorias
sector.
Cluster, for instance, has at least twenty star
systems). Also remember that not every system is
going to be inhabited, or even support life, so don't Although there are plenty of unexplored sectors in Beto Quadrant,
feel that you need to come up with details for all the boundaries of the Federation seem too firmly fixed against
the systems in your sector. Romuian and Klingon space. Ted sets his sector in Alpha Quadrant,
well coreward from the Cardasstan border. Ted wants this to feel
Are there any unusual phenomena like the real frontier.
within the sector?
Many sectors hold items of interest besides stars So far out from the heart of the UFP, this sector won't interact
and planets. These phenomena can be natural much if! major affairs. It's always possible to have a Cordassian
phenomena of purely scientific interest (a pulsar, cmiser lurking around in Alpha Quadrant, if the series needs some
for example, or a very rare q u i n t u p l e star system),
natural phenomena of military or technical interest
space battles or an established enemy. led decides that one
(a nebula that masks sensors and subspace radio, system will be a Cardassian trading partner, but that the
or an asteroid swarm rich in d i l i t h i u m ) or even Cardassian presence here is minimal. Ted also likes the Breen as
enigmas such as worm holes or a derelict villains, and decides that there might be a planet occupied by
spaceship. You can always introduce these kinds of Breen pirates in the area.
things later, if you don't have a story in mind
immediately for them. • Whol rotes of (iritofss ootninole the sttfot,
Since this is a new, unexplored sector, Ted thinks that no race or
Sector Design Hints culture really dominates it. Most of the systems will have human
You can use sectors in two basic ways. The simplest or closely-human residents, but each system will likely have a
is the classic Star Trek: The Next Generation culture of its own. Ted decides that there may be some human
mission, or the "episodic visitation." The Crew
visits the sector, finds the problem, fixes it and colonies here, but this far from Starfleet, they write their own
moves on. If your plans run only this far, you rules. Some may evert deal with the Breen.
needn't t h i n k too deeply about the sector. Give it a
name, figure out what details you'll need to know
for the story, and then run your adventure. You can Ted wants enough systems to tell o few episodes; he'll start by
use the names of the sector and its systems for plotting out five systems (the Cordassian trading partner, the
color, but the main action will take place in space world occupied by Breen pirates, a human colony or two, and o
or on a single planet. If the adventure goes well,
and the players seem interested in what you've rea! mystery world), but the sector will hold ten or even twelve
done, you can always return to the sector and map systems. Ted decides his sector had better lie within a spiral arm
it out in greater detail. if it has that dense a population of stars.
The other way to use a sector is to set a story !
r ufffteunJ n&AMAfifpfifi within f/M
arc, or even a series (see the chapter Where No ' vr)V*uifi ffribuvifitii'v
vni«*ir r»r*» <

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.

A R T I F I C I A L OBJECTS key points of your system when f i l i n g through your


These can range from immense space-based notes, or when a player mentions it in passing. Try to
shipyards such as Utopia Planitia or Antares, to space t h i n k of the one thing that most defines the system,
or research stations such as Federation Starbases or whether social, political or military, and write it
Cardassian Sector Commands, down to tachyon grid down. For instance, the SIS for the Malcor system
relays and subspace relay probes. This heading also (from "First Contact" (5tar Trek: The Next
covers derelict or lost spacecraft and space probes. Generation)) would be "Planet of humanoid race on
F i n a l l y , many systems contain q u i e t l y o r b i t i n g the verge of inventing starflight wracked by resulting
remnants of ancient civilizations. Some of these, social stress."
such as the Dyson Sphere near the Norpin Colony,
can be used as settings for a number of adventures. Planets and Planetary Design
OTHER STELLAR OBJECTS A planetary template is s i m i l a r to a system template,
Anything else unusual or notable about the but describes one world instead of an entire star
system falls under this heading. If the system holds a system. You can use these templates to detail all the
particularly thick asteroid field, a cometary Oort important worlds w i t h i n the sectors and systems you
cloud rich in rare organics, a plasma field, a design. This w i l l help flesh out a detailed series or
wormhole or any other interstellar wonder, note it story arc background, and help you plan stories well
here. (See Unusual Stellar Phenomena, page 252.) in advance. Or, of course, you can concentrate on
Often these objects serve as jumping-off points for designing only one world and leave the system
whole story lines of their own. material vague. If, as with many Star Trek: Trie Next
Generation episodes, your story focuses only on one
SIS (SYSTEM IN A SENTENCE) world, this may prove the most efficient method. We
This one-sentence summation of the system has give the template entries, and some details on their
two purposes. First, it lets you determine the most meanings and possible uses in the game, in the
important thing about the system; why does it exist in following sections.
your game? Second, it lets you q u i c k l y remember the
PIANET NAME an inhabited moon, such as Luna in the Sol System,
Many times, the planet's name derives simply rather than a true planet, note that here. Rings
from its position in the solar system: Deneb IV is seem limited to Class J planets, although some
the fourth planet out from Deneb, for example. scattered exceptions exist, especially on very old
(Moons work analogously: Deneb IV's second Class M or Class H worlds.
moon would be Deneb IV b, for example.) Many GRAVITY
planets have local names, bestowed by their Unless you feel an urgent need for density-
discoverer or by their residents. Some planets have volume formulae, gravity can simply be expressed
more than one name: Earth, for example, is also relative to Earth (human-normal) gravity. Humans
called Terra, or Sol III or Manhome. Planets can be can survive at any gravity from zero to three times
named after their discoverer (Sherman's Planet), a Earth's (0 to 3 G), although long-term human
famous hero (Gagarin IV) or god (Jupiter), their settlement is unlikely on planets with gravities
purpose (Parliament), a place on another planet higher than 1.25 G. Class M planets usually have
(New Gaul), their physical nature (Pacifica) or gravities between .75 and 2 G. Planets with
anything at a l l . gravities higher than 3 G require the use of
specialized environment suits. Usually, higher-
CLASS gravity terrestrial planets are either larger in size
Starfleet classifies planets by their (such as Vulcan) or contain more metals in their
environments (see the Planetary Classification box). core. Lower-gravity planets the size of Earth or
Since colonization and potential colonization larger have fewer metals in their core.
makes up a major portion of Star-fleet's exploratory
mission, t h i s classification is specifically YEAR AND DAY
concerned with human habitability. Specialized The numeral before the slash is the number of
planetologists have other methods of classification Earth days in the planet's year and the numeral
based on core density and makeup, tectonic after it is the Earth hours in the day. For example,
potential, etc. Virtually all the planets the Crew w i l l Earth's listing would read 365.25/24, A year is
operate on for any great length of time w i l l be Class defined as the amount of time it takes the planet to
M worlds. Starfleet tends not to terraform planets travel around its star. The closer a planet is to its
far from the Class M ideal. star, the shorter the year; outer planets have very
long years. The length of the day is the amount of
SYSTEM DATA time it takes a planet to rotate on its axis. When
This heading covers the planetary system: its designing planets, remember that the shorter the
moons or smaller satellites, a ring system (if any), day, the more intense the Coriolis forces, and the
greatly eccentric orbit, ionized gas torus and stronger the winds and storms. Moons slow
similar astrophysical data. If this template profiles rotation and lengthen the day. Ten hours is a good
minimum for Class M planets; the year
can be almost any length. Very old
planets, or planets close to a massive
primary, can become tide-locked (like
Earth's moon); they always keep one face
to the star, and thus have an infinite day in
one hemisphere and an infinite night in
the other. Tide-locked planets are Class F
or D worlds.
ATMOSPHERE
Atmosphere has two important
components: composition and pressure. If
either is too far from Earthlike norms,
human life (and organic life as we know
it) cannot flourish. Class M planets need
oxygen, but if oxygen makes up over 30%
of the atmosphere, it w i l l be too
flammable, reactive and corrosive to
breathe. Most Class M worlds have
nitrogen-oxygen atmospheres. Class J
worlds normally have reducing
atmospheres high in hydrogen- he Mum or
hydrogen-methane. Starfleet has
encountered methane-breathing life, but
not methane-breathing sentient life. Class K worlds poisonous atmospheres tainted with deadly fluorine
might have corrosive atmospheres high in caustic or chlorine gas, or intense greenhouse atmospheres
nitric or sulfuric acid vapor and sulfur dioxide, high in carbon dioxide or carbon monoxide. Class H
worlds are likely to have thin atmospheres, usually of
FEDERATION TECHNOLOGICAL CLASSIFICATIONS inert gases like nitrogen, carbon dioxide or argon.
Class G or distant Class K worlds might even have
These brood classification levels exist primarily as "shorthand" for nonspecialist ammonia atmospheres. Class M planets will have
reference. Anthropologists, sociologists and other specialists hove a vastly atmospheric pressures between three-quarters and
mace nuanced matrix for classifying technological progress and capability. one and a half times Earth's. Higher-pressure
atmospheres occur on some Class K worlds, and the
level One: human power only; no domesticated animals ot agriculture atmospheric pressure on some Class ] worlds can
(Neolithic and earlier cultures) liquefy gases and disintegrate metals.
Level Two: human and animal power; domesticated animals, agriculture; HYDROSPHERE
iron-metallurgy common at this level (Increasing regions of This covers the amount (in percentage of surface
Earth from 5000 B.C. tot 00 A.D.) area) and nature of the water on the planet. Class H
worlds have water over less than 25% of their surface
Level Three: wind and water power; sailing ships, windmills, watermills; area; on Class H worlds without Federation oxide-
large empires common ot this level (Various Earth cultures cracking fusion plants, water often serves as the
fromraughly10QA.D.tol75G) currency or as a black-market commodity (or both).
Class M worlds can have anywhere from 25% water
Level Four: steom, fossil, and electrical power; industrial civilization, cover (desert worlds like Vulcan) to near-100% water
heovier-thcrrcir flight (Europe and North America from 1750 cover (ocean worlds like Pacifica). On cold planets
(such as Class C or similar worlds), the water cover
might be entirely or mostly ice cap. Even Class M
Level Five: fission and fusion power; early spaceflight (ion drive) possible, worlds suffering ice ages see as much as 25% to 30%
nuclear weapons, electronics and computers (Earth from of their surface covered in glaciers, lowering the sea
level elsewhere on the planet. Water oceans can be
roughly 1950 to Wodd War Three} toxic to humanoids depending on the level of
, pollutants or suspended metal salts. Note any
Level Six: antimatter power; starflight, impulse and worp drives, energy significant contaminants on a Class M world.
weapons, teleporters common (the Federation, Klingans,
Romulons and others are at this level) CLIMATE
Climate depends upon the planet's distance from
Level Seven: directed transmutation power; although vast effects are the sun, atmospheric thickness, water cover, gravity
possible, the culture may still depend on physical and hundreds of other variables. The only climate
instrumentality to operate (such os the Traveler, or the builders that matters in game terms is the relatively narrow
of the Bajoran Wormhole) band of climate on Class M worlds (and, to a lesser
extent, that on Class L and H worlds). As a general
Level Eight: total conversion power; any amount of energy, including a rule, the two variables to consider are temperature
single thought, can be translated into any effect without any and rainfall: Deserts can be cold and dry (the Gobi
intervening instrumentality (such as the Q).
GOVERNMENT TYPES Federation technology, and lost human colonies
might actually have regressed to industrial or even
.::;;r.
preindustrial levels. Use the Federation
Anarchy: No formalized government; this ton lead to a savage Technological Classification (see box) as a first
war of aS against oil, as in the gang cultures of Turkona IV, or to approximation, and go into detail where necessary.
peaceful interaction on a purely voluntary basis, as in the Q Usually, the technologies immediately important
for a game episode are military, followed by
transport, repair and medical,
Democracy: Rule by the people, either directly (as on Breen) or
through elected representatives (as on Earth). GOVERNMENT
Most planets that Starfleet interacts with have a
Feudalism: Rule by local authorities, usually family-based or reasonably unified world government (in fact, a
world government is a prerequisite for Federation
least hereditary; the Mausicaans ore on extreme example, admission). For "balkanized" worlds s t i l l s p l i t
although the Klingon House structure retoins many feudal traits. among many different tribes, cultures or nations,
give the government form practiced by the majority
Oligarchy: Rule by o small ruling doss. A hereditary oligarchy, of countries, by the dominant power on the planet
such as the Klingon Empire, is an aristocracy. A military oligarchy, or by the culture the Crew will interact with in the
such as the Cardassian Union, is a hoplocracy. An economic episode (see box). Many planets have mixed or
oligarchy, such as the Ferengi Alliance, is a plutocracy. Most hybrid forms; the Klingon Empire is theoretically a
monarchy, but is actually a feudal hoplocracy. The
oligarchies become hoplocrades and plutocracies by default, current Provisional Government of Bajor arose
regardless of their origin. from the rebel command structure (a hoplocracy),
but the Kai retains great influence, giving Bajor

§ 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.

Cardassians STORY NOTES


Cardassians pose an interesting threat at least
HOMEWORLD in part because their warlike behavior stems not
Cardassia (also known as Cardassia Prime), a from cultural tradition, but from politics and
resource-poor world dotted with the plundered economics. Once a peaceful and spiritual people,
archaeological sites of an ancient golden era, is the the Cardassians turned to a dictatorial, military
capital planet of the Cardassian Union. style of government in hopes of rising out of
poverty so profound that it threatened their very
HOME REGION OR SOVEREIGN TERRITORY survival. Plots involving the Cardassians may
The Cardassian U n i o n is an interstellar s i m p l y be encounters with ruthless enemies
civilization located in the Alpha Quadrant, determined to succeed, or they might include hints
bordering both Romulan and Federation space. at the possibility of lasting peace between the
Federation and their longtime enemies, or at the
SUGGESTED ATTRIBUTE AND EDGE RANGES prospect of reform of Cardassia's oppressive
Fitness 2 [5] political system.
Coordination 2 [5\
Intellect 3 [51 DESCRIPTION
Perception +1 Cardassians are motivated by c u l t u r a l
Presence 2 [3] memories of misery and mass starvation on their
Willpower +1 homeworSd. Cardassia Prime, although the home
Psi 0 [6] of an ethically advanced, spiritual civilization,
didn't provide enough resources to supply its
SPECIAL OR U N I Q U E ABILITIES population. Driven by desperation and a sense of
Many Cardassians have eidetic memories. shame at their pathetic conditions, the Cardassians
Trained in mental disciplines from an early age, remade themselves into a mighty military power
many excel in tasks requiring focus and willpower. with little regard for the individual rights either of
They are comfortable in environments too hot for Cardassia's own citizens or of conquered peoples.
human comfort, but are more vulnerable to cold The new Cardassian ideology was based on the
conditions. simple observation that the strong prosper and that
the weak must naturally follow the strong. The
SPECIAL OR U N I Q U E SKILLS Cardassians redesigned their legal system to favor
For years, Cardassian society has channeled its social stability over justice; trials begin with a
most promising young
people into careers in
the m i l i t a r y and
i n t e l l i g e n c e
establishments. The
average Cardassian is
l i k e l y to be well
acquainted with s k i l l s
relating to these
pursuits, and below
average in other
areas.
SIZE
Cardassians are
roughly the same
average height and
mass as humans.
TRAITS COMMON TO
THE SPECIES
Cardassians are
notable for their
enormous, scaled 289
neck structures,
which are supported
by elongated
determination of guilt, require the defendant to testify A fragile peace followed the treaties of 2366 and
against himself, and invariably end with the 2367.
assurance that an outlaw has been brought to heel by Cardassian society shows a strong sex bias; the
the all-powerful state. Even noncriminals are soldiers and politicians are men, and it is they who
required to submit to the needs of the state security hold power. Cardassians display a strong sense of
apparatus; for example, at the age of ten, every family and respect for elders; multigenerational
Cardassian citizen must surrender a molar to the state households are the norm.
identification bureau. Cardassian design is as oppressive as its
The ruling government body is the Detapa government; from the body armor of its soldiers to
Council, a civilian body of appointed officials. The the look of its space stations, it is gray, blocky, and
Council has reigned for the last five centuries, but at bluntly functional. Cardassians s t i l l show a reverence
times its authority has existed only on paper, with for the arts, especially poetry and drawing. These
two supposedly subservient bodies, the Obsidian traditions draw on the looted and defiled past of
Order and the Cardassian Central Command Cardassia's classical era.
(representing the intelligence and m i l i t a r y The Cardassian war with the Federation began in
establishments, respectively), engaged in a 2347 and has been an on-and-off affair ever since.
seesawing, internecine struggle for the real power. Relations with Klingons and Romulans are tense but
The fortunes of these three organizations have waxed not openly hostile. Cardassian and Breen ships
and waned over the centuries, and the recent war engage in piratical raids against each other. Cardassia
with the Federation and evacuation from Bajor threw maintains neutral relationships with the other
their tenuous balance into turmoil. starfaring powers. Oddly enough, Cardassians arc
The Federation first encountered Cardassian tolerant of Ferengi, who act as go-betweens for them
vessels in 2335. After initial diplomatic approaches in various trade arrangements,
by the UFP failed, the Cardassians attacked
Federation ships and outposts, and the two powers Romulans
went to war following the Setlik III massacre in 2347.
HOMEWORLD
The twin homeworlds of the Romulan people are
the planets Romulus and Remus, both settled by
Vulcan expatriates over two thousand years ago.
Romulus in particular is known for natural landmarks
of breathtaking beauty,
HOME REGION OR SOVEREIGN TERRITORY
The Romulan Star Empire is a large cluster of
planets straddling the dividing line between the
Alpha and Beta Quadrants.
SUGGESTED ATTRIBUTE AND EDGE RANGES
Fitness 2 [6]
Strength +1
Coordination 2 [5]
Intellect 2 [5]
Perception +1
Presence 2 [51
Empathy -1
Psi 0 [6]
SIZE
Romulans are roughly the same average height
and mass as humans.
TRAITS COMMON TO THE SPECIES
Romulans are humanoids with pointed ears and
bony protrusions over their frontal lobes.
STORY NOTES
When you need a subtle threat to challenge your
crew, or want to create an adventure in which the
suspense arises from a tense stand-off rather than an
all-out space battle, the Romulans are the obvious
choice. They are also suitable for plots which require
adversaries who are sane and honorable, yet still
dangerous.
DESCRIPTION Although the Romulans intrigue against the
The Romulans are an offshoot of the Vulcan Klingons and Federation, they are too calculating
race. They abandoned their world of origin two to risk all-out conflict. The Romulans look upon the
thousand years ago, rejecting the ideology of other starfaring races with steely disregard. They
pacifism and logic introduced by the Vulcan social see the Ferengi as obnoxious clowns, the
reformer Surak. They wanted to preserve the Nausicaans (their former clients) as idiotic (hugs,
warrior ethic and passionate emotions that Surak and the Orions as occasionally useful pawns.
sought to eradicate. The expatriates found new Romulans do not trust the Breen; one of their
homes on the planets of Romulus and Remus, and, proverbs warns against turning one's back on
after settling these worlds, embarked on a program members of that mercenary race.
of imperial expansion. To this day, their
descendants maintain a sizable empire. Although Ferengi
the Vulcans and Romulans fought a series of brush-
fire conflicts and deep-space actions from 1270 to HOMEWORLD
1370, they did not make face-to-face contact again The Ferengi homeworld is Ferenginar, a place
until 2266, so wet that the Ferengi language has one hundred
The authoritarian, hierarchical society of the seventy-eight different synonyms for "rain."
Romulans rewards success and encourages a sense
of personal honor. Romulan characters can be HOME REGION OR SOVEREIGN TERRITORY
expected to follow orders, even though they might The Ferengi influence a number of worlds in
voice disagreement with those orders. They the Alpha Quadrant. Their home region lies
typically display a sense of confidence bordering spin ward from that of the Federation and
on arrogance. Romulan officers expect to be Cardassians.
rewarded when they prevail, and punished when
they lose. They are taught to react to the moves of SUGGESTED ATTRIBUTE AND EDGE RANGES
their adversaries; like the birds of prey emblazoned
on their early ships, Romulans are adept at waiting Fitness 1 [5]
for the best moment to strike. Strength -1
In interstellar politics, the Romulan Star Empire Vitality +1
alternates between isolationism and expansionism. Coordination 2 [3]
Its gambits tend toward carefully crafted operations Intellect 2 [6]
with covert political objectives. Although capable Logic +1
of acting swiftly when conditions change or their Perception +1
interests are suddenly threatened, they think in the Presence 2 [5]
long term, and in layers of subterfuge. Willpower -1
Romulan society is extremely conservative, Empathy -1
insular and secretive. Despite centuries of contact, Psi 0 [0]
the Federation is still not privy to many basic facts
about Romulan private life. It is known that
Romulan society offers equal opportunities to men
and to women.
The Romulan ruling body is called the Senate.
Positions on the Senate are given to those with long
records of meritorious service to the Empire; it is
not an elected body. The Praetor serves as the head
of the Empire, although as chief officer of the
Senate, Proconsul Neral wields great power in all
spheres of Romulan life.
Internal dissent is ruthlessly suppressed.
Despite the vigilance of Romulan security forces, a
dissident underground has sprung up in the last
decade or so. These Romulans chafe at the
authoritarianism of their government and long for a
more relaxed regime with a more open
relationship to other interstellar societies. They
especially want a reconciliation with the Vulcan
people, a desire that prompted Federation
Ambassador Spock to embark on a clandestine
diplomatic mission to Romulus.
The most characteristic item of Romulan
technology is the cloaking device, which
effectively makes ships invisible to most scanning
technologies.
SPECIAL OR U N I Q U E ABILITIES
The four-lobed brain of the Ferengi
makes them immune to the empathic
abilities of Betazoids and many other
telepathic species.
SPECIAL OR U N I Q U E SKILLS
The typical Ferengi is skilled in areas
related to commerce, including lying.
SIZE
Ferengi are on average four inches
shorter than the human norm.
TRAITS COMMON TO THE SPECIES
Ferengi are humanoids with pumpkin-
colored skins and large, protuberant crania.
Surrounding these s k u l l s are large,
multilobed ears; in extreme old age these
become spectacularly hirsute. Ferengi teeth
are small and pointed.
STORY NOTES
Ferengi can serve either as ridiculously weasely for life make some Ferengi oddly likable. Use them
v i l l a i n s or as comic antiheroes. While their greed and for lighter adventures, in storylines where less than
selfishness are in direct contrast to the Utopian values the fate of the quadrant is at stake. On the other
of the Federation, their utter shamelessness and zest hand, you can always surprise your players by
confronting them with a truly sadistic and dangerous
Ferengi adversary.
DESCRIPTION
Acquisition is everything! Creed is the noblest
virtue. "Once you have their money, you never give
it back." These are the watchwords of the Ferengi, a
technologically advanced people proudly carrying
the banner of unfettered capitalism into the 24th
century.
The basic unit of Ferengi society is the family
business, run by a male head of household who is
encouraged and expected to exploit the labor of the
rest of his family. Low-status Ferengi work as
employees in the operations of others u n t i l they can
afford to establish their own businesses. As
employees, they expect to be exploited as flagrantly
as members of their employer's own family. Ferengi
society is shamelessly male-dominated; women are
not allowed to conduct business, cite the revered
Laws of Acquisition or wear clothing.
The head of state of the Ferengi Alliance is its
master of commerce, called the Grand Nagus. The
Grand Nagus is much feared, because the
assignment of exclusive trade territories, monopolies
and other lucrative business opportunities are his
sole prerogative. When dealing with the Grand
Nagus, Ferengi know that there is never such a thing
as too much groveling. The Grand Nagus appoints his
own successor before dying, a right that allows him
to pit his cronies against one another, encouraging
them to outdo one another in kowtowing to h i m . The
succession often passes from father to son, keeping
the lucrative position of Grand Nagus in the family,
but no clever Nagus— and the Nagus is always
clever— shows his cards before the final hand is
dealt. The current Grand Nagus, Zek, is an avuncular
and highly accomplished schemer who loves the
toadying of his subjects almost as much as he does Ferengi look down on most other civilizations
his vast stores of gold-pressed latinum. for their foolish obsessions w i t h u n p r o f i t a b l e
The dreaded Ferengi Commerce Authority pursuits such as justice, compassion, honor, logic
(FCA), a regulatory body which is a secret police or warrior pride. As far as most other civilizations
force in all but name, keeps the Ferengi in l i n e . Its are concerned, the feeling is mutual. Ferengi see
agents, called Liquidators, cultivate a reputation for the Nausicaans and Breen as occasionally useful, if
ruthlessness, h a r s h l y punishing Alliance citizens thick-headed, hirelings. The FCA in particular
who violate the Ferengi Code. The Liquidators recommends that its agents hire Nausicaans as
pursue w i t h special vigilance those who violate henchmen and bodyguards. They have mixed
contracts between Ferengi, negotiate less-than- feelings about the Orions; many Ferengi would
onerous labor agreements with their employees, or delightedly join the Orion Syndicate if they could
allow female relatives to engage in business afford the entrance fee, but remain puzzled by the
activities. FCA officers have wide latitude, and may Orion disinterest in their ideology of acquisition.
use violence against suspects, or s u m m a r i l y strip In 2364, investigating the theft of an energy
them of their assets and the right to do business converter from an unmanned Federation outpost,
with other Ferengi. the Enterprise-D made the first face-to-face contact
Ferengi get what they want by being smarter with the Ferengi. The Ferengi destroyed the U.S.S.
and sneakier than everyone around them. When Stargazer in 2355, however, and no doubt possess
that fails, they wheedle. When wheedling fails, some responsibility for other mysterious ship losses
they emit a piercing distress signal. Some are quick in that period.
to use violence when they have the upper hand,
but in general force is not a Ferengi
strong suit.
The Rules of Acquisition sum up
Neutral Races
the central beliefs of the Ferengi
people. The Rules, a lengthy set of
Orions
entrepreneurial h o m i l i e s first HOMEWORLD
established by Cint, the original The Orion horneworld is likely Rigel V I I , the
Grand Nagus, expanded over reputed headquarters of the Orion Syndicate,
the years. In addition to the First although the Orions can be found on many of the
Rule, given above, they include worlds orbiting Rigel and nearby stars. R u i n s in the
such pearls of wisdom as, Rigelian system are inconclusive. Rigel Vll is often
"Opportunity p l u s instinct also called "Orion", since Rigel has twelve other
equals profit" and "New planets, many of them also inhabited. Rigel Vll has
customers are l i k e razor- a p u r p l i s h sky and a large nearby moon.
toothed greeworms. Thuy can be
succulent, but sometimes they HOME REGION OR SOVEREIGN TERRITORY
bite back." There are at least two Orions are scattered among the various planets
hundred eighty-five Rules of of the Orion sector, named after a constellation
Acquisition, and you as including the stars Rigel and Betelguese, and
Narrator should always feel elsewhere in the Alpha Quadrant. They are not the
free to add your own to the list. sole hurnanoid occupants of these planets, and the
Ferengi believe in an afterlife; Orions are not an imperial power.
dead souls go to the D i v i n e
Treasury, where they compete at auction SUGGESTED ATTRIBUTE AND EDGE RANGES
for a sharply limited number of new lives. Those
who were prosperous in life win the auction and Fitness 2 [6]
are reincarnated; those who lose the auction are Strength +1
consigned to the Vault of Eternal Destitution. As Coordination 2 [5]
this is going on, survivors slice up the dead Intellect 2 [5]
Ferengi's mortal remains, vacuum-seal them in Perception +1
decorative containers, and s e l l them as Presence 2 [5|
collectables. Psi 0 [6]
Male Ferengi are libidinous creatures; their
tastes are not limited to their own species. Ferengi SPECIAL OR UNIQUE ABILITIES
earlobes are h i g h l y erogenous; the practice of A subcaste of the Orion race possesses
stroking them is called oo-mox, and often serves as a n i m a l i s t i c traits; it is unknown whether these traits
a feature of negotiations between Ferengi males indicate a subspecies or genetic alterations.
and seductive females of other species.
Ferengi are interested in art p r i m a r i l y as a SPECIAL OR U N I Q U E SKILLS
commodity. In matters of clothing and decor, the Orions encountered by Federation characters
Ferengi have no concept of bad taste. The more are likely to be good at tasks related to commerce
gaudy, opulent and excessive a jacket or piece of and crime.
furniture, the better.
SIZE allowing Orion women to join their men as criminals
Orions range from s l i g h t l y smaller than h u m a n and freebooters.
normal to somewhat taller and more massive. U n l i k e the Ferengi, the Orions have not created
an entire philosophy to justify and celebrate their
TRAITS COMMON TO THE SPECIES way of life. They tend to be realists and pragmatists
Orions are green-skinned humanoids. Their who scoff at all ideologies. The few customs and
physical characteristics are close to h u m a n norms, traditions they see fit to maintain encourage group
although their physiology is closer to that of the loyalty and mutual protection in a region of space
Vulcans. overrun with do-gooders. T h e i r ships are
undistinctive, cobbled together from salvage or
STORY NOTES purchased o u t r i g h t from the s u r p l u s of more
If you're looking for legitimate starfaring nations.
antagonists w i t h a c r i m i n a l or It is widely assumed, though unproven, that the
predatory bent, and your players Orions are powerful w i t h i n the Orion Syndicate, the
have a hard time either fearing A l p h a Quadrant's most secretive and feared
or loathing the Ferengi, take a organized criminal operation. Membership in the
look at the shadowy Orions, Syndicate is certainly open to other races besides
who have been m a k i n g Orions; anyone who can afford the steep entrance
trouble around and w i t h i n fee can join. It is unknown if Starfleet Intelligence has
Federation territory since the ever penetrated the upper echelons of the Syndicate;
23rd century. The p r i m a r y it is just as likely that its founders are not Orions, but
duties of a starship do not chose to use the name of a race i n d e l i b l y associated
involve policing criminals, with c r i m i n a l activities as a way of confusing law
however, from t i m e to time enforcement authorities. (As Narrator, you can
even the Federation's finest step decide w h i c h theory is true, and allow your player
in to help local law enforcement. characters to learn the facts through investigation.)
Orions m a i n t a i n a policy of neutrality towards
DESCRIPTION the great starfaring c i v i l i z a t i o n s , but are not all above
Orions have been a thorn $ discreet piracy to protect their markets.
in the side of the Federation
since its formation in 2161. Long
a c i v i l i z a t i o n on the decline, the Nausicaans
Orions had fallen into decadence
and social breakdown by the time that the alliance HOMEWORLD
that would eventually become the UFP made contact Nausicaa III, in the Nausicaa solar system, is the
with them at the end of the 2 1 s t century. At the time, Nausicaan planet of origin.
Orions were l i v i n g on a number of planets in the
Orion sector, many of them m a k i n g a l i v i n g as HOME REGION OR SOVEREIGN TERRITORY
criminals on the fringes of other societies, catering to Nausicaan colonies and outposts are found on
the illegal desires of the weak and corrupt. At the the several other i n h a b i t a b l e planets in their own
founding of the Federation, member races offered to solar system, and in a few neighboring solar systems.
help the Orions reform themselves and join the new D u r i n g t h e i r brief period of expansion, they
currency-free economy they proposed to b u i l d . The subjugated a number of nontechnological humanoid
Orions rejected this offer, reckoning that the ideals of races.
the Federation were ripe for subversion; even in a
new era of interstellar peace and cooperation they SUGGESTED ATTRIBUTE AND EDGE RANGES
calculated that there would always be a covert Fitness 3 [6]
demand for the services of b l a c k marketeers, Strength +2
smugglers, slavers, assassins and other professional V i t a l i t y +1
c r i m i n a l s . Not all Orions are criminals; most are Coordination 2 [6)
honest, u n a s s u m i n g f o l k who mind t h e i r own Reaction +1
business in simple settlements throughout the sector. Intellect 1 [5]
Starfaring Orions might be comparatively honest Presence 1 [5]
merchants, or may fit the above description. Without Psi 0 [5]
the existence of law-abiding Orions, the crooks
would have no cover to hide behind. SIZE
Orions join together in business organizations or Nausicaans are taller and more massive than the
gangs. Orion society is anarchic; various bodies human average.
c l a i m authority over the Orion people, but none are
powerful enough a c t u a l l y to exert it. As late as the T R A I T S COMMON TO THE SPECIES
23rd century, Orions sold their own women as Nausicaans are extremely t a l l humanoids with
concubines, encouraging the belief that Orion s k u l l - l i k e faces and extended, canine-type snouts.
women were sensual creatures who wanted n o t h i n g They typically affect shaggy hair, adorned with the
more than to serve men's desires. Starfleet eradicated occasional side braid.
this practice w i t h i n the boundaries of the Federation,
STORY NOTES space. Like bullies everywhere, the Nausicaans
Use Nausicaans when you need big, strong, know a bigger b u l l y when they see one. They
ugly had guys to threaten the heroes. After you've accepted their lot as a minor power and settled into
done so a couple of times, you might want to echo a policy of neutrality that remains in force today,
a traditional Star Trek theme and show that every Nausicaans live in small marauding bands
race has redeeming qualities, presenting individual centered around a charismatic head man or
Nausicaans who rise above the brutal traditions of woman. "Charismatic" to Nausicaans is defined as
their culture. "being able to beat up all of the other members of
the band, if necessary," Although they often bluster
DESCRIPTION and threaten one another, Nausicaans of the same
Although the Nausicaans are the thugs and marauder band rarely come to blows; they are
ruffians of the Alpha Quadrant, their homeworld adept at determining dominance without actually
lies in the Beta Quadrant, near Romulan and fighting. Although most starfaring Nausicaans
Klingon space. They did not develop starfaring make their l i v i n g hiring themselves out as
technology on their own, but were quickly bodyguards and commandos, Nausicaans do not
advanced from a primitive, tribal state by the subscribe to the warrior ethic of other martial
Romulans during their 21st-century war with the races. They fight because it is what they are good
Klingons. Nausicaans served as clients of the at, not because combat is an end in itself,
Romulans, dutifully battling the Klingons until the Nausicaans see no dishonor in fighting unfairly,
two civilizations made peace. The Romulans then defeating an inferior opponent or submitting to a
ignored them, retreating into one of their periodic superior one. They fight when the odds are in their
bouts of isolationism. Using their newfound favor and the pay is good. The sole exception to
technology, the Nausicaans expanded from their their policy of calculated risk occurs when an
homeworld, creating a very modest empire for employer fails to pay; Nausicaans fight to the last
themselves. They aroused the attention of the drop of blood to recover pay owed to them—with
Klingons, who threatened them with war if they did i nterest.
not withdraw from the outposts nearest Klingon Nausicaans get what they want by threatening
people with physical harm. They're always ready to
make good on those threats—provided they're
reasonably assured of victory.
Nausicaans aren't much interested in the arts,
or in activities beyond the enjoyment of their hard-
earned pay. Most of them wear the barbaric outfits
of their tribal ancestors, because clients want them
to look as intimidating as possible,
Nausicaans stay out of interstellar politics.
They hire out to anyone w i l l i n g to pay them and to
tolerate their bad tempers. Ferengi are among their
best clients, although it is often necessary to grab
them by the lobes to ensure prompt payment for
services rendered.

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

Other Alien Races


Antedeans
HOMEWORLD
The Antedeans h a i l from the ocean planet of
Antede I I I .

SUGGESTED ATTRIBUTE AND EDGE RANGES


Fitness 1 [4|
Strength -1
Vitality -2
Coordination 1 |5J
Intellect 2 [5]
Presence 2 [5]
Psi 0 [5]

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.

TRAITS COMMON TO THE SPECIES


Antedeans are icthyohumanoids, or fish-men.
They are blue in coloration, w i t h large, down-
turned lips, small eyes, and a l i n e of long fins
jutting out from the tops of their heads. Their
features look mournful to human eyes, but are not
in fact expressive of any particular emotion.
neighboring cultures, as well as a sense of shame at STORY NOTES
their i n a b i l i t y to bear the rigors of spaceflight. These It's hard to sympathize with a sentient parasite,
feelings of sharne feed into a movement that urges and the Devidians w i l l most likely appear in your
withdrawal from interstellar affairs. Only a small, series as v i l l a i n s . However, a Devidian might argue
radical element of this movement supports terrorism. that they have no conscious choice as to how they
The majority of Antedeans wish to open their society feed, and that they prey only on life forms who are
to the advantages of trade and cultural exchange. dying anyway. Is the Federation capable of reaching
some kind of accord even with these non-corporeal
Devltilans vampires?
HOMEWORLD DESCRIPTION
The home of the Devidians is Devidia II. Devidians are motivated by the desire to feed.
They show no indication of compassion for their
SUGGESTED ATTRIBUTE AND EDGE RANGES victims. They seek out situations in which there are
Fitness 1 [4] large numbers of dying lifeforrns to drain of energy,
Coordination 2 [5] such as a cholera epidemic in 19th-century San
Intellect 2 [5] Francisco. They possess undefined abilities to create
Presence 2 [5] or take advantage of time-travel rifts, at least one
Psi 0 [5] method u t i l i z i n g the snake-like ophidians. They may
also possess either shape-shifting technology or
SPECIAL OR U N I Q U E A B I L I T I E S natural shape-shifting ability. As they are almost
Devidians exist in a time continuum marginally impossible to interact with, we leave Devidian
different from our own, and can barely be perceived culture and social structure as a blank slate for
by inhabitants of standard time. In order to confront Narrators looking for a bizarre alien species they can
them physically, the Crew must somehow devise a develop themselves.
technology that harmonizes their temporal vibrations
with those of the Devidians.
Devidians feed by draining the neural energy
Bynars
from the dying and converting it to their own use. HOMEWORLD
Bynars are from Bynaus. Their c i v i l i z a t i o n
SIZE survived the death of Beta Magellan, a star in that
Devidians seem roughly the same size and shape system.
as humans.
SUGGESTED ATTRIBUTE AND EDGE RANGES
TRAITS COMMON TO THE S P E C I E S
When v i s i b l e , D e v i d i a n s look l i k e ghostly, Fitness 1 |3|
insubstantial humanoids g i v i n g off a blue-white Coordination 2 [41
luminescence. Their facial features appear distorted, Reaction +1
but seem to be dominated by prominent ridges of Intellect 5
boric ur bmif-likt- material. Logic +2
Perception +1
Presence 1 [3]
Psi 0 [0]

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.

Cresting Alien Races


of the fun of running the Star Trek: The
Next Generation Roleplaying Game lies in adding
your own creations to the classic story elements of
the Star Trek universe. This section shows you how
to create alien races in keeping with the spirit of
Star Trek: The Next Generation.

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.

Diane decides the R'akaa excel in


group tasks like starship construction,
building immense ships in very short
periods of time. The R'akaa also
specialize in administration and
logistics. This might make them either
skilled strategists or predictable foes who
simply swarm their enemies into
submission; Diane decides to wait and
decide this detail later, if necessary.

Again, in the case of recurring races, you w i l l


eventually want to introduce a d d i t i o n a l mental
details for the sake of verisimilitude. Some of these
might even provide comic contrast to the traits you
might expect. Perhaps a race with a rigid sense of
discipline is unable to resist the taste of strawberries.
Members of a cruel and calculating race might melt
into soft-hearted sentimentalists in the presence of
fribbles. The a l i e n race might regard these traits as a
source of shame or embarrassment, and therefore
conceal them from the Crew until they can win the
trust of some of its members.

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,

Diane knows that the R'akaa should


be able to fly; to give them a little help,
she makes their homeworld a light-
gravity planet with a relatively dense
atmosphere. Perhaps heavy storms and
unpredictable weather patterns in that
atmosphere forced the R'akaa to
evolve their collective approach to
survival, subordinating individual
interests to assuring group success,
If you decide to give a technologically
advanced race a difficult homeworld environment,
you should also figure out how they were able to
overcome this drawback and reach the stars. In
general, societies don't advance past the simple
t r i b a l stage u n t i l they develop the basics of
horticulture. When a culture learns how to farm, it
becomes committed to a particular place. It also
becomes prosperous enough to support economic
specialists— that is, people who spend most of
their time at tasks other than the production of
food. Although the first specialists are usually
craftsmen and priests, this process leads, over
thousands of years, to the development of science
and of the manufacturing technology required if a
culture is eventually to discover how to make
starships, phasers, computers, and all of the other
trappings of a starfaring race. In the case of the
Breen, for example, it was tough to extrapolate Social Unit
how they developed a technologically Every society has a basic social unit which
sophisticated c i v i l i z a t i o n on a planet seemingly too people identify with, work for, and sometimes fight
cold to support agriculture. We solved this problem or even die for. The Ferengi social unit is the s m a l l
by extrapolating an agriculture based on algae business. The Nausicaan social u n i t is the
found under ice caps. mercenary band.
The ecological profile of a planet can change In many cultures ( i n c l u d i n g late 20th-century
over time; if the ecosystem of a race's homeworld Western culture), that unit is the family. Note,
has changed since their ascent to the stars, those however, that there are as many definitions of
changes may have in turn altered their culture. A "family" as there are cultures. One culture may
race that developed on a verdant planet may define a f a m i l y as i n c l u d i n g o n l y a few
become suddenly m i l i t a r i s t i c {or apathetic) if their generations, w h i l e another (especially if the race is
resources suddenly dry up. A tough race used to long-lived) might extend the definition of family
the hardships of a hostile environment might over many generations. Some may consider only
advance rapidly from a tribal state to one of h i g h l y close kin ties when d e f i n i n g the family; others may
developed technology if c o n d i t i o n s suddenly include many degrees of relationship. How exotic
improve, without enjoying the moderating effects a family structure can you dream up?
of civilized laws or morality, The family is not the only possible social u n i t .
A culture may force its members to focus their
Political/Cultural sense of belonging on a constructed social unit
If it's important to your story, figure out how the such as a m i l i t a r y organization. Or i n d i v i d u a l s
society is organized. Decide what the basic social might select their own social units based on
unit is, how the society is governed, and what the economic advantage, ideology, religion or other
policies of its leaders are. Make some basic shared interests.
decisions about culture as well.
status, or another difficult-to-attain qualification. A
democratic government allows the governed to
choose those who govern them, and to hold them
accountable when things go wrong. A theocracy is
governed by priests or other clerics, according to the
laws of a particular religion. An anarchic government
may be no government at a l l , or it may be an
extremely decentralized system that relies on
members of each social unit to act in accordance
with the goals of the society. A monarchy places
authority in the hands of a hereditary ruler; the
degree of authority might be absolute or partial.
Military governments are run by h i g h - r a n k i n g
military officers. Plutocracies are run by commercial
operations or the rich. Alien governments don't need
to follow the examples of Earth history; you might
have cultures ruled by top scientists, the best artists,
individuals with perfect DNA structures, or governors
chosen by lottery. As an exercise, see how many
possible governments you can t h i n k of that we
haven't listed here; try to invent alien races with
premises based on those choices.
Diane decides that R'akaa make
decisions collectively, after building a
rapid vocal consensus. The flock settles
somewhere, its members caw back and
forth, and a plan spontaneously emerges
out of the deliberation. R'akaa politics
has no concept of "loyal opposition"',
and considers rebellion or questioning
the group a sign of mental illness.
Design
Production designers on Star Trek use costuming,
prosthetic make-up and set design to convey visually
a great deal of information about alien races. The
body armor of the Cardassians, or the barbaric outfits
Diane began by assuming that the favored by Nausicaans, convey as much about their
R'akaa social unit is the flock. Flocks cultures as fifteen minutes of explanatory dialogue.
coalesce around dominant R'akaa The good news is that, u n l i k e a production
(probably pheromonally selected at first, designer, you have no budget limitations when
although by now age and status play a describing the look of a race, its equipment and its
large parti and the larger the flock the costuming. We were free to describe the Jaradans as
harder it is for any other R'akaa to nonhumanoid; presenting them on a TV series would
disagree with it. Wars on the R'akaa require expensive computer-generated effects.
world must be short, and perhaps very The bad news is that you have to convey all of
formalized: The instant one side gains a this information with words, with no actors and
clear advantage, the other flock joins it technicians to help your players picture what their
instinctively. characters are seeing. You should spend a few
minutes thinking about what the race would look like
Governance after a talented production designer brought its
Decide how the society is governed, and how premise to life visually. Describe the clothing worn
the culture defines good government. These choices by the race, the look of its spaceships and
should definitely reflect the premise of your race. For technological items, and of course the appearance of
example, the Klingons are governed by a Chancellor the species itself.
who presides over a Council dominated by
representatives of powerful families; as a warrior Diane wants the R'akaa to be birdlike,
culture, they consider a government that brings so she gives them feathered skins. R'akaa
victory in battle to be a good one. wear no clothes, but the flock together
An authoritarian government permits a single makes up a gorgeous tapestry of color
'88 leader, or elite class, to make decisions for everyone and pattern. Their spaceships look like
else. !t may also be an oligarchy, restricting gigantic, many-branched trees, as do
membership in its elite class on grounds of wealth,
their open-air palaces and other Although they can complete large
meeting places. projects rapidly, the R'akaa remain a
new starfaring race with poorer
Arts and Leisure technology than the Federation. Of
Cap off your alien race with a few thoughts course, if the flock decides that they
about its artistic expression (or lack thereof). Ask must improve their technology to
yourself how members of this species spend their survive, they may advance very rapidly
spare time. What do they enjoy? What kind of food indeed.
do they prefer? For example, we know that
Klingons favor alarming opera and food squirming
with live worms and insects.
Templates and Overlays
Once you've fleshed the basic ideas behind
Diane decides that R'akaa do your new race, it's time to translate them into game
everything in groups, including mating, terms. Write up your race using the template
raising young and feeding. For format given on page 266 of this section.
humans, being with the R'akaa will
seem like being at a very loud, never- SPECIES AVERAGES
ending family reunion, wedding, and Work out what an average member of the race
wake all at once. R'akaa play team can do. Remember that the human average for
sports as an even more formalized attributes is 2, and compare accordingly. Assign
version of combat: Seeing the R'akaa edges as appropriate. Decide if there are skills that
teams wheel in precision should give the race specializes in, and give them bonuses in
the characters a hint about the R'akaa these areas. Also consider if there are Skills or
society, and perhaps how dangerous Attributes that they are below average in, and
an enemy a flock of R'akaa might adjust accordingly.
become.
Diane assigns the R'akaa a Fitness
Social/Outside Interaction rating of 1 13], so that the most fit R'akaa
Decide how the race relates to its neighbors, to is only slightly better than the average
the Federation and to other major starfaring races. human. She assigns them a Vitality edge
Think about the premises of other races, and of +1, however; flying takes stamina.
determine whether these w i l l bring your race into She leaves the Coordination rating
conflict with them. Similar premises might lead to alone; there's no reason why they'd be
conflict just as easily as opposed ones. A new uncoordinated as well as weak, but she
warrior race is likely to see other warrior cultures gives them a +2 Reaction Edge; they are
as its rivals. Peaceful races won't get a pass, uncommonly agile and quick to react.
though; they'll be seen as possible targets. She decides the R'akaa Intellect and
Presence attributes depend on the flock;
Diane decides that the R'akaa have individual R'akaa have a 1 131 in each,
/ust begun to explore spare, and Lhat and the attribute increases by 1 for each
their encounter with the Crew will be a twenty R'akaa in the flock (to a
first contact. Rela tions with other maximum of 6). She adds the Perception
cultures might go any way; Diane +1 edge, as well,
decides that the characters' actions
may determine whether the R'akaa BALANCE
accept the notion of outsiders or turn Be conservative when assigning abilities; resist
hostile to every being outside the flock. the temptation to make your creation more
powerful than the existing races. Deviate from
Technological human norms only when you must do so to realize
Determine the race's level of technological your concept. Don't make all of the attributes
achievement. If it is preindustrial, determine the better than human; concentrate on one or two
race's highest level of economic development: areas in which the new race is substantially better
hunting and gathering, agricultural or a trade- (or worse) than the average humanoid. After all, if
based economy with large settlements. The race the race is better than most others in all areas, it
might be industrialized, but not yet capable of would have conquered most of the galaxy already.
spaceflight. It might be a starfaring race with Likewise, the race must be balanced against
technology less advanced than the Federation, the established races in story terms. If you decide
about as advanced as the Federation, or more that your new species is more logical than the
advanced. A race's technology may range ahead in Vulcans, more barbaric than the Klingons, and
some areas and lag in others; the Breen are noted more acquisitive than the Ferengi, you've just run
for their armaments manufacture and use of roughshod over the setting that your players expect
biotechnology. to take part in. Create races that haven't been done
before; avoid "bigger and badder" copies of
existing ones.
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Intelligence may be overrated. Certainly the vast BEASTS OF B U R D E N
majority of species in the galaxy manage to get along Animals are the oldest and most reliable form of
without it. For every planet with intelligent life, there transportation, and are s t i l l used on many worlds.
are dozens which are inhabited only by nonsentient Starfleet characters may often find themselves using
creatures. Animals have played important parts in native animals to get around. Riding animals is a
Star Trek episodes, and can do the same in your popular form of recreation — Captain Picard is an
roleplaying advenlures. avid horseman when he can find the time.
Animals in Star Trek FOOD ANIMALS
Although most meat comes from replicators,
Despite the popular notion that Starfleet personnel there are s t i l l places where animals are an important
spend all of their time in the confines of giant source of food. On frontier worlds or in emergency
starships, they actually run into animals more often situations, being able to catch dinner can make the
than most city-dwellers on 20th-century Earth. difference between starvation and survival. Hunting
Creatures can be encountered in a variety of roles. has recreational and cultural importance for many
Some of these are listed below as guidelines for the races. And some foods just can't be replicated -
Narrator. These categories are not r i g i d l y defined, Klingon gagh is best when eaten alive.
however. It is quite possible for a creature to be both
a pet and a guardian, or a symbol and a source of SYMBOLS
food, or all four at once. Animals can have tremendous symbolic power.
Many cultures — even starfaring ones — have sacred
PETS animals. These are generally important domestic
Most hurnanoids enjoy the company of animals, animals (like cattle in H i n d u religion) or impressive
so pets are fairly common in the Star Trek universe. local predators. It may be forbidden to harm or
Commander Data's cat Spot is one well—known consume certain creatures; conversely, it may be
example. Pets are generally fairly harmless creatures, necessary to slay a sacred beast as part of a ritual.
although one cannot depend on this — consider the Often creatures with symbolic importance are very
Vulcan sehtat, a frequent companion of small rare, and problems can arise when tradition conflicts
children even though it is armed with six-inch fangs. with conservation. Sometimes what appears as
merely symbolic custom can actually
be important to a race's survival.
THREATS
Animals can s t i l l be quite dangerous.
Explorers on strange new worlds
often have to protect themselves from
hostile creatures, and sometimes
advanced weapons are no help.
Animal threats can be divided further
into two subcategories -- predators
and guardians. Predators are naturally
dangerous animals, acting out of
instinct. Often characters can learn
enough about a predator's habits to
evade it without a fight. Guardians
arc animals trained by intelligent
beings to fight. They are much more
aggressive than a w i l d predator
would be, and may even know how
to fight an armed opponent.

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.

Creature Attributes INSTINCT


Instinct is the measure of a creature's cleverness.
Creatures have five basic attributes, just like human The difference between creatures and characters is
characters. The chief difference between creature the ability to reason abstractly — if an organism is
attributes and character attributes is that creatures sentient, it's a non-player character. A creature's
don't have an Intellect score, but instead use an Instinct attribute measures how well it copes with
attribute called Instinct. Otherwise, creature new situations and learns from experience. Creatures
attributes are the same as human ones. with a low Instinct attribute tend to act in very
predictable patterns, almost like machines. Smarter
FITNESS ones can adapt q u i c k l y to a strange situation.
Fitness measures a creature's strength and Animals with "preprogrammed" behavior patterns,
stamina, just as it does for humans. For most like ants or dung beetles, have an Instinct of 0. Very
creatures Fitness won't be more than 3 or 4 - clever creatures verging on sentience have an Instinct
humans are actually rather exceptional in their Attribute of 5.
stamina and endurance l i m i t s . Large animals,
however, get enormous bonuses to their Strength Psi
edges (see Size, below). Most creatures have no psSonic ability, and so
have a Psi rating of 0 unless otherwise noted. Psi
COORDINATION powers are described in the section on Anomalies,
For creatures, the Coordination attribute below.
generally measures body agility and speed, rather
than fine manipulation. Only if a creature is CREATURE EDGES
described as having hands (or some equivalent) can Just l i k e human characters, creatures can have
a creature's Coordination be used for tinkering. Some normal edges in their Fitness, Coordination, Presence
and Psi attributes. The Instinct attribute replaces
Logic with an edge unique to creatures: Ferocity.
Perception remains as the second Instinct edge.
Creatures are often highly specialized, and so the
To show how to use the Creature Template, we proudly possible range of edges is much greater than human
present Commander Data's pet cot Spot, written up in the norms. A creature's Template description w i l l list its
proper format. possible edge ranges.

Name: Spot Creature Templates


Type; House cat Use the following traits to describe creatures:
Size: 5 kilograms, 0.5 meters long NAME
Obviously, this is what the creature is called; it
Form: Four legs, two eyes, large ears, furry skin can be either a species name, l i k e "black bear" or
"Talarian hook spider," or the creature's individual
Attributes: Fitness 3 (Strength 1), Coordination 5, name.
Presence 2 (Perception 4, Empathy 1), Instinct 3
TYPE
Base Movement: 10 Species, breed and so forth. You may also list
whether the creature is s i m i l a r to a mammal, reptile
Resistance: 1 or fish, but this is usually necessary only if it is a new
or weird life-form, such as a silicon-based animal.
Special Abilities/Unusual skills: Cats hove excellent
night vision, defined as the Night Vision (+2) Advantage. SIZE
The creature's mass in kilograms and its longest
Weapons: Bite and clows (do 1 point of damage each) dimension in meters.
Description and additional notes: Spot is Commander FORM
Data's pet cat. She is a small mammal who lives on a diet of Form describes the creature's basic body plan.
cat food, table scraps, and occasional insects. Like most The Form entry should be brief but descriptive, t e l l i n g
how many limbs the subject has, any notable
house cots, Spot spends a great deal of time sleeping.
features, and its overall appearance, preferably DESCRIPTION AND ADDITIONAL NOTES
described in one sentence. A n y t h i n g else useful for describing the
animal's traits or behavior, such as "Andosian
ATTRIBUTES snakes only attack moving targets ...."
Includes any edges.
MOVEMENT Designing Creatures
Provides a creature's base movement rates
and movement types (i.e. flying, slithering, and so The most important question to ask before
forth), expressed as a number of meters per round. designing a creature is: What is its purpose in a
Just as characters can, creatures may move faster scene or episode? Is it there to guard a treasure or
or slower than these base rates depending on the important person? Has it been loosed on the Crew
situation. Refer to the Tactical Chapter for by an alien scientist attempting to test their mettle?
modifiers to character movement and use these as Or is it meant to evoke smiles by bounding over to
general guidelines. Remember that the maximum the Crew to lick their hands and faces?
movement rates of certain types of creatures — Whatever the purpose, the creature should
pouncing hunters, for example — are physically represent it. If, l i k e a large mammal or
proportionately m u c h higher than those of poisonous reptile, it's there to pose a threat, then it
humans. Conversely, animals such as filters w i l l should have vicious natural weaponry (unless its
have lower proportionate rates (if any). Keep tactic is to appear harmless before pouncing). If it's
biological considerations in mind when assigning meant to convey that the Crew has beamed into
movement rates to your creations. paradise, perhaps a flock of brightly colored
songbirds is more appropriate. However, if it is
RESISTANCE meant to signal a decaying world, a glimpse of
A creature's Resistance e q u a l s its something horribly wrong — a mutated songbird,
Fitness+Vitality, plus a Size Modifier. See the for instance — may be required.
accompanying Size Table on page 297 for a list of Creatures should not just randomly drop out of
modifiers. Otherwise, creature Resistance works trees; there should be a dramatic reason for their
exactly as it does in humans and other species. appearance, even if it is only to display
Creatures use the same seven Wound Levels, and verisimilitude, to build up the believability of an
can take damage in each level equal to their environment. Verisimilitude in Star Trek is just as
Resistance plus any armor. Creatures also suffer important as it is in literature; the more details one
the same penalties at each Wound Level that can muster to describe a scene to the players, the
sentient species do, although in certain situations more real that scene w i l l become in their minds. A
the Narrator may allow a creature to make an new and unknown animal is one of the most
Instinct Test (modified by Ferocity) to temporarily v i s u a l l y captivating ways to grab a player's
overcome these penalties. A creature always has a attention.
Resistance of at least one, regardless of any size Toward this end, creatures should be
modifiers or other penalties. believable, although they can still be baffling and
seemingly incomprehensible at first. The cues
SPECIAL ABILITIES/UNUSUAL SKILLS guiding these animals' instinctual behaviors may
Features such as night vision, sonar hearing, be hidden, but they should not be nonexistent.
broad-spectrum eyesight and the like. Rules for Indeed, the core of a Star Trek: The Next
using these u n i q u e exceptions should he Generation RPC episode could be b u i l t around
included. puzzling out the clues to a creature's behavior.
While it may take the Crew a few hours to figure
WEAPONS out why that strange beast is stalking them, once
Usually an animal's natural weaponry, such as they realize that the rock sample the doctor placed
teeth, claws or poison stinger. This section should in his medical bag is the creature's egg, they can
provide ihe creature's s k i l l with its weapons and rectify the situation without violence.
the damage each weapon inflicts. Animals with The following section gives helpful categories
h i g h I n s t i n c t s (4-5) may occasionally adopt for designing creatures and adding believability to
"found" tools -- a chimp may pick up a fallen them without offending science — although in Star
branch to use as a club, or throw a rock. You Trek, the vast universe displays more exceptions
should also include normal Difficulty Numbers than rules. Don't be afraid to stray from these
for each attack type. If a creature employs guidelines; they're here to give the whys and
m u l t i p l e attack methods, its primary attack might wherefores of natural life as far as we know it in the
be made at a Difficulty of Moderate (6), while its 20th century, not to c h a i n imagination to
secondary attacks are made at a Difficulty of unbreakable laws. However, realizing why a
Challenging (9). If Difficulty is not listed, assume creature breaks the so-called laws of nature can
a Difficulty of Moderate (6). help fend off any player's disgusted whine of, "It's a
herd animal! It can't act on its own!", to which the
Narrator replies, "Maybe you should check your
tricorder logs ...", knowing that the Icaran grass-
stomper is descended from a chasing hunter
a n i m a l and still bears some of its ancestor's defensive what they eat, so most of them have digestive systems
instincts. that can handle a wide range of foods.
Most filter feeders are fairly small, limited by the
Biology amount of food available. In a very rich environment
they can get to respectable size — sponges in
Biology is a vast and complicated science; there's no tropical waters can be human-sized or bigger, and
way to boil it all down to a chapter in a roleplaying clams can get up to a meter across.
game. Fortunately, one can devise some rules of Since filters don't move around much, the main
thumb to help in designing creatures. Besides the danger they pose is catching a character unaware.
story considerations listed above, the Narrator should Many of them have defenses to ward off bigger
make three decisions about his alien beast: creatures. Oysters and clams use impenetrable shells,
but spiders and jellyfish arm themselves with poison.
• What or how does it eat? This determines a Alien filter creatures might use long spines, electric
creature's role in its environment, and thus is a shocks or other exotic defenses.
major clue to its role in a story — a pouncing It doesn't take much brains to sit in one place
hunter is more likely to be a threat to the Crew than and eat whatever drifts into your mouth. Filters
a pet. A creature's feeding strategy in its particular generally have an Instinct rating of 1. Presence is
environment can help answer the following two u n l i k e l y to be more than 1. Fitness can be fairly high,
questions: but only for specialized tasks: Oysters can't move at
• How big is it? A pouncing hunter in a world of all, but they are very good at keeping their shells
large, armored grazers also needs to be large, as its closed when predators are about. Coordination is
solitary tactics are useless if it can't take down prey. low, but filters that use some sort of trap might have
Chasing hunters don't need to be as big, since a a high Reaction edge.
pack of them can gang up on their meal. Likewise,
grazers — the usual prey for predators — need to Grazers
be long-legged and fast so they have a fighting Grazers consume food sources that are
chance against their attackers. constantly renewed, like grass or leaves. In the
• Is it warm-blooded? This final question gives an ocean, whales eating k r i l l are essentially grazing.
idea of the creature's range in its habitat and its Often these food sources are energy-poor, so grazers
hunting times — cold-blooded reptiles get sluggish have to make up for it by eating constantly. They
in the cold night of a desert, for example. don't have to h u n t down food or subdue it; they just
have to shovel it in as fast as they can.
Pretty much everything else about a creature can Warm-blooded grazers tend to be big, because a
be determined on the basis of those three questions. large creature can extract energy from food more
After that it's just a matter of f i l l i n g in the details. efficiently, and because smal! mammals need high-
More scientific issues are covered further down. Note energy food to keep their temperature up.
that this discussion is mostly concerned with animals Cold-blooded grazers can be any size, from
on Earthlike worlds; more alien types of organisms dinosaurs on down to mites.
are in the section on Anomalies, below. In rich surroundings, grazers can live in great
herds, sometimes w i l h thousands of members.
FEEDING STRATEGIES Harsher environments tend to have solitary grazers.
How a creature makes its l i v i n g will affect nearly Animals l i v i n g in herds tend to be protective of
everything about it. For the purposes of the game, we young, and males may defend their mates against
can divide organisms into six categories, based on rival males, but their main defense against predators
what they eat. These classifications are is speed and numbers. Solitary grazers, on the other
oversimplified, but they cover the main strategies hand, tend to be tough and territorial, ready and able
used by l i v i n g t h i n g s to keep fed. to take on all comers.
They also provide some idea of the various roles Few grazers are very smart. They typically have
such animals can f i l l in a story. That monkey-like an Instinct attribute of no more than 2 or 3. Solitary
animal who ran off with Ensign Alessara's tricorder is grazers tend to be brighter than herd animals.
probably a gatherer; following it back to its tree-top Presence is low in small grazers and most herd
roost reveals a treasure-trove of c u l t u r a l items it once creatures, although the creatures may have a
stole but threw to the ground once they proved substantial edge in Perception. Big male herd
useless as food. Among the detritus is the alien data animals can have a decent Presence in order to
chip the Crew has been looking for. intimidate rivals during mating season. Coordination
and Fitness are about average for a grazer's size.
Fitters
Filters are the "couch potatoes" of the animal Gatherers
kingdom. They let the food come to them. Obviously Gatherers are more picky than grazers. Instead of
a filter needs to live in a fairly rich environment — on eating large amounts of poor quality food, they spend
Earth most of them live in the ocean, which is just a the time to look for foods rich in energy. The effort in
soup of nulrients. Oysters, sponges and clams are all getting dinner is greater, but so is the payoff. They are
ocean filter creatures. There are a few filters that generally smaller than grazers, and are more active
don't live in the sea, however. Spiders use their webs and i n t e l l i g e n t . They may be quite clever at getting
to sieve the air. Filters can't afford to be picky about food, with sharp beaks or agile paws to open tough
fruit, or else keen senses to locate hidden Because it's hard to coordinate several
delicacies. Gathering herbivores sometimes also simultaneous attacks, pouncers are frequently
eat small insects or scavenge dead animals. solitary. Sometimes they work together in small
Because their food may be hard to find, they are groups, with one or two acting as "beaters" to drive
often solitary, or live in small groups. Often the the prey toward a designated k i l l e r lying in wait.
plants on which they feed are equipped with Characters attacked by a pouncing carnivore are
chemical defenses, so gatherers may have very l i k e l y to have a brief but intense fight on their
specialized digestive systems. Some species eat hands. If the creature doesn't win right away, it is
only a specific part of one kind of plant, l i k e the l i a b l e to give up and go elsewhere in search of
Koala. easier pickings.
Mineral-eating organisms like the Horta are Pouncing carnivores have some of the most
similar to gathering herbivores in their habits. The effective natural weapons anywhere. They use
minerals they consume are incredibly rich in teeth, claws, poison or constriction and
energy, but it takes a lot of searching to find useful occasionally even swallow their prey whole. The
veins of ore. whole idea is to k i l l or incapacitate the prey
Gatherers can have an Instinct attribute of 3 to suddenly, before it can escape or fight back.
5, and frequently have special abilities related to A pouncer is likely to have a pretty good
getting food. Their Presence is usually proportional Instinct, at least 2 or 3. Those that work in groups
to their size — a small gatherer l i k e a mouse has a often have an Instinct of 4 or 5, because of the
very low Presence, but apes can be fairly imposing. need to communicate and coordinate attacks.
Most gatherers have a good edge in Perception, Dolphins are an example of very clever pouncers
Gatherers have an average Fitness, but tend to have who work in groups. Pouncing hunters are l i k e l y to
low to average Vitality. Coordination tends to be have an edge in Ferocity, to reflect the sudden,
either very low or very high. The slow ones usually devastating nature of their attacks. Fitness w i l l be
have some kind of natural defenses, or else breed good, with an edge in Strength, although pouncers
very quickly. generally don't have a particularly good
endurance. Coordination can be very high, with
Scavengers good edges in both Dexterity and Reaction.
For game purposes the term "scavengers" Carnivores can add 1 or 2 to their basic Presence,
covers all carnivores that live on helpless prey or since they don't have much to be afraid of; they
food that cannot fight back. Vultures are often have a good edge in Perception.
scavengers, and so are anteaters. They are much
like gathering herbivores, in that the main problem Chasing Hunters
facing a scavenger is where to find its food. It may The creatures which put the most time and
take a little time and trouble to get the food, but its effort into getting fed are the chasing hunters. They
meal isn't going to fight back. Often scavengers don't make as many attempts to catch prey as
moonlight as gatherers when there isn't any meat pouncers do, but their attempts almost always
to be had. succeed. Chasers can keep after a prey animal for
In game terms, scavengers follow the same hours or even days at a time, wearing it down until
pattern as gatherers: fairly good Instinct, Fitness the hunters can make the k i l l .
and Presence proportional to size, and either very While speed is useful, stamina is the key for
low or very high Coordination. They are more chasing hunters. Even a fairly slow creature l i k e the
likely to have claws, sharp teeth or other natural Komodo dragon can make a living as a chaser
weapons. \ because it can keep tracking its prey for days at a
time. Most creatures don't have much stamina, but
Pouncing Hunters chasers are the endurance champs. A horse that
Pouncers lie in wait for prey to corne by, then gallops twenty miles at top speed w i l l die; a human
attack suddenly. They can move very fast for short can run a marathon race for fun. That's because
periods, but can't keep up a long chase. Cheetahs, humans arc descended from chasing hunters.
alligators and sehlat are pouncers.

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.

Ecologies and Environments


Creatures never exist alone. All animals are part of an
ecology -- a whole system of plants and animals.
When designing a creature, the Narrator should give
at least some thought to the entire ecosystem in
which it lives. Ecologies vary depending on the
conditions. In an environment rich in energy and
resources, the ecology w i l l be very complex, with
dozens or hundreds of species existing together. Rich
ecologies can support very specialized creatures.
Harsher environments have simpler ecologies.
On most Earthlike worlds, plants form the basis
of all ecologies. They turn energy and raw materials
into food, and their production supports all other
living things. Not all plants get their energy from
sunlight. Bacteria in Earth's deep ocean vents get antennae. Dolphins and bats use sound to locate
their energy from chemical reactions. Fungi and prey, but they rely on their eyes when closing in for
some bacteria get their energy from the decay of the k i l l . Chemical senses like taste and smell are
other l i v i n g things. On a l i e n worlds plants could good for tracking and sniffing out predators, but are
tap magnetic fields, radioactivity, volcanic heat or lousy for targeting a leap or avoiding a p i t f a l l .
l i g h t n i n g . The source isn't as important as the fact
that all systems must have some outside source of
energy. This is the fundamental question any
Animal Weapons and Defenses
Narrator should consider when creating an Animals on Earth have developed an incredible
ecology —• where does the energy come from? variety of devices to k i l l prey and keep from being
Herbivores I ive on plants. Even the most k i l l e d . A l i e n creatures might w e l l add a few items
efficient herbivores require a lot of plants to to the arsenal. Narrators are encouraged to come
support them. In a rich environment an herbivore up with their own ways for creatures to commit
needs about ten square meters of grazing space per mayhem.
kilogram of body mass (this is a very rough figure). Each attack type below lists the n o r m a l
Since different species tend to eat different things, damage caused by the attack. The Difficulty of a
most creatures have larger territories than this, and creature's primary attack form is usually Moderate
share the plant production with other animals. So a (6), while the Difficulty of secondary attack forms
square k i l o m e t e r of African savannah m i g h t is often somewhat higher. Remember that each
support two elephants, ten giraffes, a hundred creature and attack type is different; the Narrator
gazelles and thousands of mice, birds and insects. should feel free to vary Difficulty according to the
Carnivores eat the herbivores. It takes about a situation ur ecology involved. Generally, it is more
hundred kilograms of herbivore to support one difficult to hit with b i t i n g or constriction attacks
kilogram of carnivore, so that slice of Africa might than w i t h a h i t t i n g , slashing or ramming attack.
support a couple of hyenas, a cheetah and maybe
a crocodile. Carnivores are scarce, so if your BITING
characters keep encountering big fierce animals, Any attack w h i c h relies on sharp edges and
something is definitely wrong w i t h the ecology - pressure is a bite. A dog's teeth, a bird's beak and a
which could be the Crew's clue to a major story crab's claws are all forms of biting attacks. The
point, leading them to the ancient a l i e n zoo from basic damage from a bite is equal to the creature's
which many animals not meant to live together are Strength. If the teeth, beak or pincers are
escaping. With their captors long gone and the especially sharp or long, the Narrator should add
advanced force fields guarding their environments +1 db or more to the damage; teeth tend to do more
now decayed, havoc rules, damage than beaks or pincers.

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 *. .

ATTRIBUTES GROUND HISTORY


FITNESS PRESENCE STAGI
SIHNGIH WILLPOWER $| EARLY LIFE:
VITALITY EMPATHY 41 ACADEMY 14) (
• CADET CRIM^C
TOURS OF DUTY:
REACTION
INTELLECT
LOGIC P
PERCEPTION

RENOWN
AGGRESSION HEALTHY ooooooo
DISCIPI STUNNED (+1) ooooooo
INJURED (+1) ooooooo
WOUNDED (+2) ooooooo
INCAPACITATED (•) ooooooo
NEAR DEATH (•)
KILLED
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STAR TREK<R> and alt related marks H
® & O 1998 Paramount Pictures. All Rights Reserved. Lasl Unicorn Games authorized user. CD 199B Las: Unicorn
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