STA Captain - S Log Solo RPG (TNG Cover) v1.41
STA Captain - S Log Solo RPG (TNG Cover) v1.41
STA Captain - S Log Solo RPG (TNG Cover) v1.41
CAP T A IN ' S
LOG
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . 01
INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
INTRODUCTION
SPACE , T H E
FINAL FRON T IE R . . .
“ . . .t o b o l d l y g o wh e r e n o one has gone before.”
— F R O M STARFLEET’S M AN D ATE
| A UNIVERSE OF POSSIBILITY
FOR MORE THAN 55 YEARS AND ACROSS 11 presenting a comprehensive and consistent setting
television series, 13 feature films, and countless in which virtually every fiction genre and type of
other forms of narrative, from novels to comic character can find a home. Any type of story you
books to games of all types, Star Trek has delighted can imagine telling can fit somewhere within the
audiences worldwide with its science-fiction expansive Star Trek universe.
storytelling in a future laced with hope, adventure,
drama, and wonder. From its conception by creator Welcome to Captain’s Log, where you can learn
Gene Roddenberry as “Wagon Train to the Stars” about the franchise, the setting, the eras and styles
(a Western series that focused on a recurring cast of play available to you, and then use the tools
exploring together) to its current life in no fewer than in this book to create a unique character and tell
five series in active production, Star Trek stands amazing Star Trek-style stories, either by yourself or
unique among science-fiction media properties, with a group of friends.
|SUPPLEMENT STRUCTURE
CAPTAIN’S LOG PROVIDES ALL THE INFORMATION makes Star Trek an amazing stage on which to tell
you’ll need to understand the essentials of the great stories.
Star Trek setting, the tools you’ll need to create
a character, and guidance on how to develop Chapter 2: The Star Trek Universe is aimed at the
satisfying stories with that character, whether you new or casual fan who might not be familiar with all
play by yourself or with a group of friends. the myriad details of the Star Trek universe and how
they might apply specifically to a solo roleplaying
Chapter 1: Star Trek Defined provides a primer on game. This chapter provides information about how
what makes Star Trek unique among science-fiction the contents of the setting operate, how beings in
media properties, including the setting’s ethos, the setting live and work, the various eras of play
mythos, expectations, assumptions, and more. In available, as well as a number of styles you can use
addition, this chapter discusses what Captain’s to set the tone of the stories you want to tell.
Log is and how it directly ties into the DNA of what
INTRODUCTION 01
YESTERDAY'S ENTERPRISE
This game can be used to tell stories in any Star where the Klingon Empire and Federation forged
Trek era, from the earliest days of the Federation peace and navigated the challenges of their new
in the 2100s to the 32nd century and beyond. alliance while also facing a variety of threats; or
You may choose to set your game at the dawn of even in the centuries following the events of Star
Earth’s tentative steps to exploring space in the Trek: Picard and into the far future depicted in
20th and 21st centuries; during the “Five Year recent seasons of Star Trek: Discovery.
Mission” period in the 2200s when illustrious
captains such as Georgiou, Pike, Kirk, and As Spock once said, “There are always
Kang commanded starships and pushed the possibilities.” Where will your imagination take
boundaries of known space; during the 2300s you?
00.101
Chapter 3: Reporting for Duty explains how to traditional three-act structure, writing log entries,
build a character for Captain’s Log, either through using the probability matrixes to ask and answer
a detailed lifepath to generate the character’s questions to add to your narrative, information
statistics and gameplay information, or via the on various narrative devices, and insights into
creation in play method, to get you into the game completing a mission.
faster. Whether you are playing a Starfleet officer,
a civilian, or an officer from any other polity, this Appendix I: Probability Matrixes provides you
chapter will enable you to create a character that with the most essential random tables you’ll use
fits right into the Star Trek universe, no matter which in Captain’s Log, including the Yes/No Probability
era of play you choose to explore. Matrix. The chapter also provides guidance on
generating mission types; creating themes,
Chapter 4: Your Home in the Stars enables you advantages, and complications; building encounters;
to build the other critical component of your stories and managing Momentum and Threat spends.
– the ship or station on which your character lives.
Starships and space stations in Star Trek are as Appendix II: Allies and Adversaries gives you a
critical as the characters, and this chapter gives wide range of random tables useful for creating the
you the tools you need to create the environment in many non-player characters you may encounter
which your character spends the bulk of their time. during any given mission. The chapter also provides
guidance on creating creatures, beasts, and
Chapter 5: Rules of Play provides all the rules you spaceborne entities for your character to encounter,
need to play in solo mode, including how to start your befriend, evade, or defeat.
mission, how to handle task attempts, and ways to
manage conflict in all its forms during the course of Appendix III: Locations and Starships offers
your mission. The chapter also discusses optional guidance and random tables designed to help
modes of play, including cooperative gameplay you create sectors, systems, planets, and moons
(gaming with fellow players without a gamemaster) to discover and explore, as well as interesting
and guided play (gaming with fellow players and a locations to serve as set-pieces for your adventures.
gamemaster serving as a narrator and guide). Also provided are tools and tables to help create
alien civilizations and add details to their form of
Chapter 6: Playing Captain’s Log offers additional government, religion, and other key societal details.
guidance on effective Star Trek-style storytelling, This appendix also offers guidance on creating
oriented toward starting, playing, and completing a random ships, stations, and related information,
Captain’s Log session. You’ll find insights into the
02
such as generating ship damage and managing appendix also includes tables to help you determine
crew casualties. where your character was injured and what type of
injury they might have sustained, should they get
Appendix IV: Additional Matrixes offers additional harmed during a physical altercation.
random tables designed to help you flesh out
your ongoing narrative, including how to manage Appendix V: Forms includes the Character and
your character’s downtime in between missions, Starship, Missions and Log Entries forms, and a
exploring time intervals, and generating names. This sample filled-out character sheet.
INTRODUCTION 03
WHERE TO START?
What if you want to play this game but you’ve STAR TREK: THE NEXT GENERATION
never watched Star Trek? Perhaps you’re Moving the franchise into a new era, The Next
a casual fan who has viewed a handful of Generation built on what came before and
episodes here and there. Maybe you’re on the added much detail to the Star Trek universe.
fence about the game and need inspiration. Some standout character-focused episodes
Perhaps you’re uncertain which handful of include “Remember Me,” “Tapestry, “Data’s
episodes out of the hundreds available might Day,” “The Inner Light,” “The Emissary,” and
help answer “Just what is Star Trek?” and “Sins of the Father.” “All Good Things” brings
“What can I do in a game of Captain’s Log?” the series to an epic conclusion and tells a
deeply personal story along the way.
Consider watching the following episodes,
which include some great character-focused STAR TREK: DEEP SPACE NINE
Star Trek episodes and exemplify what’s Deep Space Nine took a bold new approach to
possible for a typical Captain’s Log mission. As Star Trek storytelling – rather than traveling to
you watch them, imagine what your character the adventure every episode, now the adventure
might do to carry forward the Star Trek ideals would come to the station. This meant that issues
and ethos embodied in these stories. and challenges left unresolved at the end of an
episode would often still be present next time.
STAR TREK Be sure to check out the episodes “Emissary,”
The original series laid the foundation for the “Duet,” “Dax,” “The Visitor,” “Far Beyond the
entire franchise and set the tone and style Stars,” and “It’s Only a Paper Moon” for examples
for more than 55 years of science-fiction of powerful, character-driven stories.
storytelling. Episodes worth checking out
include “Amok Time,” “The Galileo Seven,” STAR TREK: VOYAGER
“The Deadly Years,” and “Wolf in the Fold.” For Voyager showed us that even if you take a crew
a good example of how to have fun within the far away from the established Star Trek universe
setting, check out “The Trouble with Tribbles.” as shown in the Alpha and Beta Quadrants,
you can still tell a wealth of stories in the Star
STAR TREK: THE ANIMATED SERIES Trek tradition. Standout character episodes
The Animated Series continues where include “Caretaker,” “Counterpoint,” “Lineage,”
the original series left off, and while the “Timeless,” and “Author, Author.”
crew composition changed somewhat,
the storytelling is as strong as ever. Three STAR TREK: ENTERPRISE
standout episodes include “The Time Trap,” Enterprise takes us to the beginning, showing
“Yesteryear,” and “The Slaver Weapon.” us what exploration was like for Starfleet in
its infancy. The Enterprise NX-01 breaks new
THE MOTION PICTURES ground episode after episode, illustrating what
While feature budgets and scope require a a deep-space exploration mission might look
refocus of intent, the Star Trek films deliver like. Check out the character development in
spectacle as well as story. The Wrath of Khan, “Carbon Creek,” “First Flight,” “Dear Doctor,”
The Search for Spock, and The Voyage Home “Similitude,” the “Affliction” and “Divergence”
present a deep, character-driven trilogy that is storyline, and “In a Mirror, Darkly.”
alternately action-packed, tragic, and humorous.
It’s worth noting that three of the feature films
involve time travel, a storytelling staple.
>>>
04
>>>
INTRODUCTION 05
CHAPTER 01.00
ST AR T R E K
DE FI N E D
01.10 WHAT IS STAR TREK? . . . . . . . . . . . . . . . . . . . . 08
S TA R T R E K D E F I N E D 07
CHAPTER 01.10
W HAT I S
STA R T RE K ?
“ A n d y o u p e o p l e, you’re all astronauts
o n som e k ind of star trek .”
– DR. Z E FRAM COCHRANE
08 CHAPTER 01.10
uniforms and civilian clothing are colorful, and 3. In Star Trek, Diversity,
Starfleet vessels almost always have brightly-lit
interiors and control panels and displays. This Equity, and Inclusion
attention to bright colors reflects the overall
positive tone of the franchise, the hope baked into
are Paramount
From the very first episode, Star Trek presents a
the concept of each series.
diverse crew representing a wide variety of Human
ethnicities, skin tones, backgrounds, histories, and
Starfleet officers live in a post-scarcity society
identities, along with one half-Human, half-Vulcan
where all basic needs are met, where all
science officer. In addition, the various series
individuals are free to pursue whatever interests
present many representatives from alien species
or careers they care to set their minds to. They
and cultures, adding to the diversity of a given cast
explore the universe not to conquer other peoples
of characters.
or to acquire land or treasure, but to expand their
understanding of themselves and the universe in
Star Trek presents a future where everyone is
which they live.
welcome, accepted, and considered equal no matter
their species, gender identity, sexual preferences,
Unlike other science fiction properties that might
faith, body shape, or other unique traits. Differences
present a dystopian future or a dark, brooding noir
among individuals are embraced and celebrated,
type of world, or settings in which endless war
and discrimination and exclusion on any basis is
is a daily fact of life, Star Trek offers a universe
prohibited. This standard of diversity, equity, and
of morality, hope, and joy in the wonders to be
inclusion provides you with the flexibility to create
explored. What do you want to explore while
any character you can imagine. They all have a
creating a Star Trek story?
home in the Star Trek setting.
S TA R T R E K D E F I N E D 09
NON-FEDERATION CHARACTERS AND CAMPAIGNS
Many Star Trek characters and cultures do To that end, if you want to play Captain’s Log
not embrace the IDIC philosophy or adhere as a Cardassian soldier based on a Galor-class
to the generally hopeful and utopian point warship, run operations as a member of a
of view portrayed in most Star Trek stories. Romulan Tal Shiar strike team, or portray a
Often, these characters and cultures are Ferengi arms dealer working every side of a
presented as antagonists for the heroes to given conflict to earn maximum latinum, there’s
battle or overcome, which in some cases can be nothing stopping you from doing so. The game’s
problematic. mechanics don’t change. What will change
are the tone and expectations of your game in
Not all Cardassians are fascistic torturers, nor comparison to what is traditionally seen as a
are all Romulans treacherous schemers. As Star Trek story. Putting aside the tenets of IDIC
with any species or culture, there are members and the Star Trek ideal of an egalitarian future
across the many spectrums, from conservative for another approach means your game will
to progressive, fascist to libertarian. Tarring an have a very different feel from the intentions
entire people with the same brush or label is as of the franchise’s creators and the game
unacceptable and intolerable in the Star Trek designers. And that’s okay – make the game
universe as it is in real life. your own and go boldly.
01.101
10 CHAPTER 01.10
6. Most Characters Starfleet is one of the primary organizations
beings of the Galaxy can join to contribute their
Live in a United talents to the furtherance of knowledge for all. Is
Federation of Planets your character a member of Starfleet? If so, what
motivated your character to join Starfleet over any
By the 24th century in Star Trek terms, the United
other profession or life interest? What skills or
Federation of Planets has grown to include more
perspectives do they have to contribute? If they’re
than 150 member worlds and protectorates, a
not a member of Starfleet, would they ever consider
conglomerate of billions of beings working toward
joining? Why or why not?
a common purpose. Allying together for mutual
protection and mutual benefit pays dividends for
the Federation, whose members know that they
are stronger together, rather than separate. There
8. Star Trek Examines
is safety in numbers, but there is also strength and the Human Condition
solidarity and shared purpose. Every Star Trek series has at least one character,
often non-Human, who serves as the means by
In addition, the Federation is grounded firmly in which the writers and the audience explore what
policies and practices that portray a grand view of it means to be Human. In some cases, it might be
ethics and morality. The Federation is aware of its a Human character who was raised in a non-
strength and potential for abuse on other worlds, traditional manner, such as in the cases of Michael
intended or otherwise, and endeavors to manage Burnham and Seven of Nine. In many ways, these
these concerns via law and order and a series of characters often have the most Human responses to
directives and policies intended to stand the test of events and are often the ones musing on the story’s
time. The Prime Directive – which focuses on non- moral in the episode’s coda.
interference with pre-warp cultures – represents the
Federation’s awareness of itself and requires all who Commander Spock, Lt. Commander Data, Constable
serve in Starfleet to follow the spirit, if not the letter, Odo, the Emergency Medical Hologram, Neelix, Kes,
of that directive. The moral challenges that arise from Dr. Phlox, Commander Saru… these characters
it are a staple of Star Trek drama. Where and how will bring a uniquely non-Human perspective to
it play a role in your stories? their series. They reveal to us, Humans here on
Earth, answers to questions and then present the
inevitable questions that arise from those answers.
7. Starfleet Characters Do you want to play such a character? What role
Blaze the Trail would they play in your game?
S TA R T R E K D E F I N E D 11
Star Trek has inspired generations of scientists, than day-to-day storylines; yet, even with the ever-
engineers, and theoreticians. Many technological present drama, somehow most of the characters
devices and concepts that once began as science seem to love their jobs, their fellow crewmates, and
fiction concepts on the show have gone on to the journey they all share. They even crack smiles
become real devices in real life. Just as modern and tell jokes along the way.
technology inspires the writers of Star Trek to think
more futuristically, Star Trek sparks innovation Many Star Trek episodes carry a tone and spirit
through inspiration. If your character isn’t a firmly planted in the comedy genre, showing that
dedicated scientist or engineer, what disciplines are even while traveling through deep space, working
they interested in? far from home, facing hundreds of possibly fatal
encounters, it’s Human nature to occasionally get
silly and stumble into comical situations. You might
10. Characters Have Some come out of them unscathed, with perhaps a bit of
Fun Along the Way replicated egg on your face and a purring tribble
perched atop your head. If it fits into your game
Star Trek is most often presented as a science
concept, remember to have fun while exploring all
fiction drama, where high stakes, danger, and
your imagination has to offer.
Galaxy-spanning events are used more frequently
|SUMMARY
NOW THAT WE’VE ESTABLISHED WHAT STAR TREK
is, or at least built a baseline to spark discussion,
let’s take that foundation and apply it to the game
you have in hand, Captain’s Log.
12 CHAPTER 01.10
CHAPTER 01.20
WH AT I S
CAP T AI N' S L O G ?
“ Ye s , y e s , y e s . N o w, where are the gam es?”
– FA L O W, MA S T E R SURCHID O F THE WAD I
S TA R T R E K D E F I N E D 13
by adding one of your character’s attributes and
disciplines together. Then, roll 2d20 and attempt to 4. Character Creation Via
roll below the target number with one or both dice.
If you learn only that core concept and can execute
a Lifepath
The primary way to create a character for Captain’s
it consistently when attempting tasks and when
Log is to work through a lifepath step by step,
in conflict, you’ll be armed with the single most
gradually building the character from childhood into
essential tool you can use to build many sessions of
their career as a Starfleet officer (or civilian, Klingon
entertaining gameplay.
warrior, or officer of another polity). At each step of
the lifepath, your character gains specific benefits
From there, you can gradually add in the rules for
and you are encouraged to begin building the story
managing Momentum and Threat; using values
of that particular character. As you progress through
and focuses; making use of your starship; and
the lifepath, you add more story elements to your
engaging in social conflict, personal combat, and
character, along with additional mechanical benefits.
starship conflict. Add additional mechanics as
Once you complete the lifepath, you’ll have a fully-
desired, adjusting the game system to the needs of
realized character ready to take their place among
your ongoing campaign and your comfort level with
the heroes of the franchise.
game mechanics.
14 CHAPTER 01.20
5. A Role for Everyone those of other characters to devise creative and,
often, effective solutions to the most seemingly-
Some players have a preferred role to play in
insurmountable challenges.
roleplaying games, while others are happy to pick
a role that best supports the needs of the game. No
Captain’s Log continues these traditions by
matter what type of player you are, or what type of
providing dozens of tables you can roll on to
character you want to play, there’s a place for them
randomly create problems and challenges for your
in Captain’s Log. If you come up with a character
character, as well as numerous options for building
concept that excites you but doesn’t reflect the
allies and adversaries to either help or hinder you as
traditional idea of a Starfleet officer, brainstorm
you strive to complete your mission. The probability
something amazing and craft a place for your
matrixes, combined with your imagination, should
character in the game.
provide you with unique story experiences every
time you conduct a new mission.
6. A Concern for the
Greater Good 8. Opportunity for
One common theme among almost all the main
characters across the various Star Trek series is
Dramatic Events
Decade after decade, series after series, Star Trek
that they all strive to work together for the benefit
serves up epic, expansive storylines packed with
of all, rather than toward their own self-interest
drama and high stakes. Captain’s Log delivers on
or personal gain. Granted, there are some notable
this promise for high drama as well. The game’s
exceptions, though even the exceptions are still
story-driven mechanics in the form of Momentum
portrayed as generally good individuals who often
and Threat allow you to alter the circumstances
try to make decisions that benefit someone other
of scenes and encounters to amplify dramatic
than themselves.
gameplay and present big, Galaxy-defining events.
S TA R T R E K D E F I N E D 15
You may play entire sessions of the game where unique traits. This concept holds true for players
you don’t roll a single die, perhaps even multiple just as it does for player characters. Captain’s Log
sessions where you don’t roll on a single matrix provides a safe space for gamers, regardless of
or attempt a task, but rather delve deeply into the their race, faith practice, sexual orientation, gender
narrative fiction in which your character is engaged. identity, or other traits. Just as any character
And, you may end up with sessions that are entirely concept can find a home in the Star Trek setting, any
task-focused or conflict-focused, where the dice player is welcome to pick up this game and play a
fall hard and heavy and resources are spent in a character in the Star Trek universe.
whirlwind of activity. All these options are possible,
so long as they serve the story you want to tell. Should you choose to play Captain’s Log with
a group, you and your fellow players should
discuss what makes for a positive and safe game
10. A Safe Space in Which experience for each person, and clearly note what
to Explore you are and are not comfortable exploring within a
game context. Just as it is essential for all Starfleet
Star Trek expresses the Vulcan term IDIC – Infinite
officers to have and follow a common code of
Diversity in Infinite Combinations – where everyone
behavior and conduct, so too should your game
is welcome, accepted, and considered equal
group have an agreed-upon set of guidelines and
no matter their species, gender identity, sexual
safety tools.
preferences, faith practice, body shape, or other
|BOLDLY GO
YOU’RE NOW PREPARED WITH A STRONGER However, if you’re already familiar with Star Trek
understanding of both Star Trek and Captain’s Log. and are ready to jump into the game and begin
Read Chapter 2 if you’d like to learn more about the creating a character, skip to Chapter 3 and get
Star Trek setting and review the eras and styles of started!
play you might choose for your game.
16 CHAPTER 01.20
CHAPTER 02.00
T HE STA R
TRE K UNI V E R S E
02.10 SOCIETY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
T H E S TA R T R E K U N I V E R S E 17
CHAPTER 02.10
SO CIE T Y
“ E ly s i a i s , i n ma n y r e s p e c t s, a perfec t soc iety. But
w it h a ll i t s v i r t u e s , i t i s n o t h om e. And hom e with all
i t s f a u l t s ... i s w here we prefer to be.”
– CAPT. JAME S T. KIRK
A WELL-WOVEN TAPESTRY
Over more than 55 years, across 11 series and feel to play in any era and portray a character in
13 feature films, Star Trek’s production and situations that could easily stand alongside the
creative teams fashioned a sprawling science many heroes and events depicted on screen and
fiction setting that has remained remarkably in print.
cohesive. Even if it occasionally stretches a
bit at the seams and allows in some minor This chapter is oriented toward fans new to Star
inconsistencies here and there, the franchise Trek or those who want more information about
and its contents as a whole hang together the Star Trek setting to serve as a foundation for
rather well. So much so that, for the purposes the stories you’ll create with this game. If you are
of Captain’s Log, there’s ample consistency in already familiar with the setting, feel free to skip
the franchise’s weft and warp that you should be to Chapter 3 to create your character and begin
able to confidently bring an authentic Star Trek playing Captain’s Log.
02.101
|A FUTURE OF HOPE
AMONG THE MANY SCIENCE FICTION PROPERTIES This hopeful outlook is most evident when Star
and franchises in popular media, Star Trek is unique Trek is examining very real modern social issues,
in that it presents an image of humanity’s future such as racism, sexism, and political unrest, or
not as a post-apocalyptic nightmare or a cynical, complex aspects of individual identity, including
dystopian cityscape, but rather as a positive, diverse, faith, disability, sexuality, and many others. Star Trek
and hopeful one. Uniforms and ship corridors carry invariably promotes a future where everyone can
bright colors and dynamic designs. Crews made live the life they want, unfettered by the 21st century
up of beings from dozens of different species and challenges of bigotry, hate, and selfishness.
cultures work together to explore the mysteries
of the universe, study scientific wonders, and still The vast majority of characters in the Star Trek
have time to explore their own rich inner worlds, to setting, especially those from the Federation,
examine what it means to be alive, to play a role in a embrace this view and fold it into everything they do,
Galaxy staggering in scope and potential. the choices they make, and the direction they choose
to pursue. Your character most likely shares this
view. What do they see when they look to the stars?
18 CHAPTER 02.10
|INFINITE DIVERSITY, INFINITE COMBINATIONS
STANDING NEXT TO THE HOPEFUL VIEW OF THE Within the Federation, all people are given the
future is the Vulcan ethos of Infinite Diversity in means and opportunity to pursue their ambitions
Infinite Combinations, or IDIC. This concept developed and realize their full potential. The differences
early on in Star Trek’s life and has grown to represent between individuals are embraced and celebrated,
a philosophy baked into virtually every Star Trek story. rather than becoming the basis for marginalization
It is made clear on screen, time and time again, that or persecution.
the United Federation of Planets, of which Starfleet is
a key component, holds dear the rights and freedoms Reflecting the strong ideal of IDIC, characters may
of all beings, even artificial life-forms. Further, the be of any species, ethnicity, faith, sexual identity,
Federation expressly prohibits unfair discrimination gender, gender expression, and so forth without limit
based on a being’s species, ethnicity, nationality, or restriction. Variations rarely have any impact upon
spiritual or political beliefs (so long as those beliefs the character in game mechanics terms, though
are not harmful to, or unjustly imposed upon, others), you may choose to highlight some key element of
gender, sexuality, or a range of other factors, such as your character mechanically, perhaps via a value or
disability or neurological variation. focus, should you so desire.
|CULTURE
THE FEDERATION, AND THE HUNDREDS OF SPECIES, of a main character) that makes them relatively
worlds, and cultures the main characters encounter easy to roleplay compared to others. Secondary
across the Star Trek universe, each have cultures canon has helped to fill in some of the blanks for
containing norms, expectations, and styles all their other species as well. If you are playing a character
own. Precious few are provided with a deep dive from a well-known Star Trek species, much of the
into their beliefs, customs, morals, and so on – the world-building has already been fleshed out for you.
stuff that roleplaying gamers rely on to deliver a Create your character on that firm foundation and
meaningful portrayal of their character at the game boldly add your own spin to an established species.
table. The most-used species – Humans, Klingons, If you are playing a character of a species that has
Vulcans, Betazoids, Cardassians, Bajorans, Ferengi, not been given much canonical cultural detail (or
and Kelpiens, among others – are given sufficient if you are creating a unique species from scratch),
cultural background (by virtue of being the species embrace the fun challenge of fleshing out that
T H E S TA R T R E K U N I V E R S E 19
species for the purposes of your campaign. Much you play. Species such as the Tellarites, Andorians,
as The Next Generation added a wealth of detail on Tiburonians, Ktarians, and Pakleds could all be
Klingon culture, and Deep Space Nine dove deeply embraced as a player character and given deeper
into the Ferengi psyche, use the opportunity to take cultural details and practices that could enhance
a canon species and build their culture as any game experience.
20 CHAPTER 02.10
FEDERATION CITIZENS AND MONEY
The United Federation of Planets is, broadly, wine, other items made the old-fashioned way
a collection of post-scarcity societies where rather than replicated, as well as a wide variety
financial success and the accrual of wealth are of trades practiced by skilled professionals.
archaic concepts consigned to history… but Starfleet personnel and citizens who travel
the exchange of resources is still managed and extensively, or who come into contact with those
accounted for. Federation citizens receive a share outside the Federation, often exchange a portion
of the economic product of their world, which is of this discretionary fund for an equivalent value
more than sufficient to provide for all their regular in latinum or other valuable commodity, allowing
needs: food, housing, clothing, education, use them to purchase goods and services from those
of public utilities, and so forth. On a day-to-day who are not part of the Federation.
basis, no citizen of the Federation needs to worry
about lacking the means to survive. For example, it is not uncommon for Starfleet
personnel stationed at a Federation station
A portion of this share is set aside as credit to be or outpost to keep a stash of Klingon darseks
traded on a discretionary basis for luxuries and or a few strips of latinum on hand for trading
extras – a visit to a restaurant, a bottle of real purposes.
02.103
|ECONOMY
ANOTHER IMPORTANT FACET OF THE STAR TREK Your character likely joined Starfleet (or whatever
universe is that, by and large, the average organization is appropriate for your game) out of
Federation citizen has left behind the need to pursue a desire to better themselves rather than feeling
a survival income or to hoard wealth. Replicator the need to earn a salary and benefits or because
technology and the realities of a post-scarcity they’re obligated to do so. Without a need to earn to
society mean that few beings in the Federation want live, free to join Starfleet to explore the Galaxy and
for any of life’s essentials, which frees people to to better themselves, what excites your character?
pursue careers or activities out of desire rather than What hobbies do they choose to pursue? Knowing
necessity. Some individuals and cultures certainly do that they can do anything they want if they put in the
pursue wealth and material possessions, but these effort to learn new skills, what do they want to do in
are seen as the exception rather than the norm. their Starfleet career? How about a second career?
Perhaps they spend 30 years at one trade and then
join Starfleet. What did they do and how does that
experience influence their decision to join Starfleet?
T H E S TA R T R E K U N I V E R S E 21
| STARDATES
TIMEKEEPING IN THE STAR TREK UNIVERSE CAN BE While not always the case, there is a rough
tricky when dealing with multiple different worlds equivalence in stardates and the calendar of Earth
that each have their own native calendar and after the 23rd century. A stardate of 44000.1 is
time systems, combined with issues that arise roughly equivalent to January 1, 2367, with one year
from relativistic effects. After the formation of the comprising 1000 stardate units. Alternate versions
Federation, a standardized system was implemented of stardates are sometimes used, including using
called stardates. All you need to remember is the calendar year as the whole number, and the
that a stardate gives an internal reference to the fraction of the year already passed as the decimal,
chronological occurrences in your game. A story that i.e., 2285.2739 is 10 April 2285. You may also
occurs after another should have a higher stardate choose to use a traditional form of dating missions
than the first. It’s up to you to figure out how you and sessions, for example, having one episode set
want to keep track of time. on May 22, 2155 and the next episode set a couple
weeks later, on June 14.
22 CHAPTER 02.10
CHAPTER 02.20
A PRIMER ON STAR
TREK TECHNOLOGY
“ I n s t r u me n t s r egister only those things
t h e y ’r e d e s i g n ed to register. S pac e still
c o n t ains infinite unk nowns.”
– LT. CMDR. SPOCK
|CLOAKING DEVICE
A CLOAKING DEVICE, REGARDLESS OF THE POLITY and impulse propulsion, leaving the cloaked vessel
producing it, is actually multiple pieces of maneuvering under thrusters only.
equipment (heat sinks for the engines, baffled
thruster ports, multispectral plating on the outer You may expect to use a cloaking device for
hull, etc.) installed on a starship that operate conducting covert missions, hiding from enemies,
together to render the vessel undetectable to or getting a starship into position to make a
most sensors. Even the most advanced forms of surprise attack. While the Klingons and Romulans
the cloaking device require significant power; use cloaking devices extensively, the Federation
therefore, vessels under cloak generally do not has treaties that prevent its use in Starfleet
have enough power to simultaneously provide for vessels, except for the U.S.S. Defiant, which was
defensive and offensive systems. More primitive destroyed during the Dominion War. Cloaking
cloaking devices may even restrict the use of warp devices are present in all eras of play.
T H E S TA R T R E K U N I V E R S E 23
| COMMUNICATIONS
THE ABILITY TO TRANSMIT INFORMATION century, real-time communications Federation-
between two points is integral to the Star Trek wide were possible due to an extensive network of
setting, be it using a personal communicator subspace communication relays and boosters.
to speak to your ship from a planet’s surface,
or connecting to computer databases light- While the Federation enjoys freedom of
years away to download the latest information communications for its population, other polities
on a wide variety of topics. Most citizens of the may not put as much significance on the use of
Federation grow up with easy access to voice subspace boosters. The Romulan Star Empire, as
and image communications to speak with family an example, may only utilize boosters to operate
and friends. An easy rule of thumb is that if you between Romulus and strategically important
can do something today with communications worlds, in order to compartmentalize and cover up
technology, you can do something equivalent rebellious actions in conquered star systems. The
with the communications technology of the Star Ferengi Alliance may have an extensive network
Trek universe. Personal communicators (from of subspace boosters so stock traders from across
any era) utilize a subspace transceiver just like the Alliance can quickly and efficiently make
ship-based subspace transceivers, but with a profits. Regardless, lightly settled or explored
more limited range due to its smaller size and sectors may not enjoy subspace relays and
energy storage. You should assume that your boosters at all, causing a communications lag.
starship’s communications array will allow you to
communicate with any world within a reasonable Communications on a planet, or even
distance and even monitor communications at the communications between a planet and orbit, may
same range as long as it isn’t encrypted. Personal not rely on subspace technology, and instead rely
communicators are able to talk to a ship in orbit or on older and less power-intensive fiber-optic wires
a crew on a nearby moon. and laser data transmission, especially in the 22nd
and 23rd centuries. This practice would become
By the 24th century, most communications redundant as power generation increased and the
occur via subspace, a layer of reality that technology for subspace communications became
exists alongside normal space-time. Within more miniaturized. In the 24th century, older
subspace there is a “spectrum,” just like in the styles of communication became niche hobbies
electromagnetic spectrum in normal space-time, and studied by historians rather than engineers,
that allows data to be transmitted at faster-than- and starships of that era would rarely monitor the
light speeds. Subspace communication utilizes normal EM spectrum. Knowledge of these older
these subspace frequencies, and like its equivalent communications styles can be useful when dealing
radio transmissions in normal space-time, allows with less technologically developed societies that
vast quantities of data to be spread across the are pre-warp, or in emergency situations where no
Galaxy at incredible speeds. This does not mean subspace communication is possible. Remember
instantaneous, as even subspace communications that old never means useless!
have an upper speed limit similar to light-speed in
normal space-time. You can expect to have communications
interrupted or made unreliable through multiple
In the 22nd century, power and technological events, such as ion storms, sheer distance to
limitations meant real-time communications, even transmit over, and enemy jamming, to name
over as little a distance as Earth to Vulcan, were just some examples. The distance that sublight
difficult without subspace boosters. In the 23rd communications can cover ranges from hundreds
century, it would be difficult to get immediate of thousands of kilometers to hundreds or
contact with Starfleet Command on Earth when thousands of light-years. You should understand
on the edges of Federation space, but by the 24th that real-time communications may only be
24 CHAPTER 02.20
possible between different star systems when this would mean a transmission from Vulcan to
there are subspace boosters in between them to Earth would take two hours and forty-five minutes
“speed up” the transmission. Outside of this, a rule to go one way. When exploring the edges of the
of thumb would be to assume it takes one hour Federation, the closest starbases may be tens of
for your transmission to travel six light-years. In light-years away or more, and calls for assistance
Captain Archer’s time of the mid-22nd century, may not be heard for days.
T H E S TA R T R E K U N I V E R S E 25
|HOLOGRAM TECHNOLOGY
HOLOGRAMS HAVE BEEN IN USE SINCE THE EARLY Many late 24th century starships are equipped
days of the Federation when holographic imaging with an Emergency Medical Hologram (EMH), an
systems were used to record and display lifelike artificial intelligence designed to mimic a humanoid
3-D representations of people, scenery, objects, being and programmed with extensive medical
strategic maps, and more (perhaps your character knowledge. An EMH can operate in sickbay (which
has a treasured holorecording of a loved one, or a has been equipped with holo-emitters) and is
place they’ve visited). Starting in the 23rd century, intended to supplement or temporarily replace the
some polities experimented with holographic medical staff in emergencies. Such holograms are
communication systems (in lieu of viewscreens), not designed to be self-aware, though there have
though they did not see widespread use. been a few notable exceptions.
However, the most significant use of holographic As depicted in Star Trek: Picard, emergency
technology came with the invention of the holodeck holograms have expanded significantly by 2399.
(or, in some places, a smaller holosuite). Developed Additional varieties in use include the Emergency
in the 2360s to address the psychological needs Engineering Hologram (EEH), Emergency Hospitality
of most organic life-forms to relax and experience Hologram (EHH), Emergency Navigational Hologram
familiar environments – and do so in a way that (ENH), and Emergency Tactical Hologram (ETH).
utilized a minimum of space in the ships they were Emergency holograms in this era can be modeled
installed in – holodecks became instantly popular on existing people, including their memories and
with Federation starship crews (despite a few personality.
technological hiccups).
Besides recreational use and emergency holograms,
Holodecks combine holographic imaging, forcefields, any ship department can make use of a holodeck
and tractor beams to create interactive environments in their day-to-day work. Science and medical
that can be touched as well as seen (and heard, officers can create working models of physical
smelled, and even tasted). Standard safety protocols compounds, spatial phenomena, and even life-forms
prevent items on a holodeck from being deadly, to test theories. Engineers and conn officers can
though accidents are still possible – for example, run lifelike simulations to try out different power
someone skiing in an Andoria simulation could still and flight configurations. Security officers train
suffer a leg injury. Adding artificial intelligence allows extensively against any conceivable simulated
for holographic characters that users can interact enemy in multiple environments. Counselors use
with, and the use of replicators allows for physical carefully-crafted holo-environments (and sometimes
objects one can use or even consume. In general, holo-characters) to aid the therapeutic process. And
objects created on a holodeck vanish when taken command officers immerse themselves in situations
beyond its doors. A holodeck program can be paused, both tactical and interpersonal that hone their
saved, and altered while in progress, using either instincts concerning following Starfleet protocol and
voice commands or by summoning the room’s exit or making effective command decisions.
“arch” (the control-laden framework around the door).
Consider coming up with a few ideas for the kinds
This technology is in use beyond the Federation as of holo-programs your character spends time in.
well, popular for recreation, as a training tool, and Are they a holo-novel fan who enjoys stepping into
as a development and simulation tool for disciplines the shoes of a fictional character? Do they spend
ranging from engineering to medicine. It has also more time in fitness and training programs than in
been used in anthropological field research, where pure recreational ones? Do they like designing their
holographic “duck blinds” hide observation posts own programs? Do they hang out with other crew
behind images of natural scenery such as cliff walls members in a simulated environment based on a
or dense vegetation. real location, or perhaps even a fictional one?
26 CHAPTER 02.20
|PROPULSION
STARSHIPS IN THE STAR TREK SETTING MOVE You can use these systems to not only propel your
among planets, systems, sectors, and quadrants vessel at sublight speeds, but also use them in
using two primary forms of propulsion: impulse ways that require thrust like a rocket or power
(sublight), and warp (faster-than-light). While like a nuclear power plant. Impulse drives are
many episodes present other forms of propulsion, used to travel within star systems, and even at
including solar sails, quantum slipstream drives, quarter impulse speed, a starship could travel from
and subspace tunnels, this primer focuses on the low Earth orbit to the Moon in 21 seconds. At full
two most common forms you’ll likely use in virtually impulse, a starship would only require around a
every adventure. half hour to go from the Earth to the Sun, and could
travel the entire diameter of Neptune’s orbit in a
little more than 33 hours. While slow compared
Impulse Drive to warp velocities, an impulse drive is able to
An impulse drive is the primary set of equipment adequately provide movement inside a star system
used to propel a starship, shuttlecraft, or probe for most of the Federation’s citizens.
at sublight speeds. United Earth, and later the
Federation as a whole, standardized impulse All impulse drives in common use have limitations
drives to use highly efficient fusion reactors that on velocity; this speed is typically between 0.25
would generate energy for ship systems and and 0.33c. This restriction is meant to address both
plasma exhaust that could be channeled through safety and relativistic effects. The faster a vessel
magnetic and subspace baffles to provide thrust goes in real space under impulse, the more damage
that resulted in propulsion. These fusion reactors any particles, dust, or larger objects impacting the
utilize deuterium reactions that produce helium and vessel will cause, requiring more power to deflector
hydrogen atoms, free neutrons, and an amazing systems to keep everyone on board safe. Time
amount of energy. In the setting, it means that a dilation becomes an issue as well: the faster a
helmsman can both accelerate and decelerate with vessel goes, the more the outside universe seems to
an impulse drive without ever having to change the speed up. While at low velocities this may not be a
orientation of their starship. large issue, at higher speeds the ship’s crew
T H E S TA R T R E K U N I V E R S E 27
may find themselves unable to react fast enough
to outside threats. Most civilizations the Federation
Warp Drive
Star Trek without warp drive would be limited to
interacts with do not like vessels continually being
being “Solar System Trek.” It is one of the most
out of sync with other ships and headquarters,
quintessential technological systems that every
so the time dilation makes coordination difficult
player character will encounter. Simply put, warp
at best. At extremely high sublight velocities, it’s
drive is a propulsion technology that warps space-
possible that characters may only feel they have
time around a vessel by producing a subspace
been traveling for days when years or decades have
bubble. This bubble allows a vessel inside of it
passed outside.
to stay at slower-than-light velocities, avoiding
relativistic effects, and moving the bubble itself at
In game play, you may find that an impulse drive
superluminal velocities. This subspace bubble is
may shut down from heavy use, or that steep gravity
produced by warp coils, pieces of technology found
wells mean the impulse drive struggles to provide
in a vessel’s warp nacelles. Most vessels keep these
enough velocity to escape. While fusion reactors are
nacelles far from the inhabited areas of the ship for
much safer than fission reactors (due to their failure
safety reasons, but this isn’t a firm design rule.
only resulting in the dissipation of high-energy
plasma out external vents), working near them still
Warp travel requires significant amounts of power,
has dangers that you can introduce to provide some
even at low speeds, and this is commonly provided
nail-biting tension, such as the plasma vents being
by matter/antimatter reactions inside of a warp
damaged, the impulse drive taking damage during
core. In Starfleet vessels, the matter and antimatter
battle when maneuvering is vital, or perhaps the
streams converge inside a chamber where a faceted
relativistic limiter failing and requiring repair before
dilithium crystal helps to focus the resultant plasma
time (in the outside universe) literally runs out.
into a ship’s warp plasma system, channeling the
high-energy material to the vessel’s warp coils.
28 CHAPTER 02.20
This form of energy generation isn’t the only means Regardless of the era, you should remember that if
of providing power to warp drives. The Romulan Star your crew is exploring deep space, help will often be
Empire builds vessels that power their propulsion weeks away.
through a naked singularity. Any kind of large power
source can provide power to drive a vessel in warp, Standard warp isn’t the only way to travel at
even fission reactions found in modern nuclear superluminal velocities. Transwarp is another form
reactors, though the lower the amount of energy of travel that is often mentioned. First theorized
provided, the lower the warp velocities. Much like in the late 23rd century, transwarp drive allows
other types of propulsion, warp coils are unable a vessel to shunt itself entirely into subspace,
to sustain their maximum power rating for long exponentially increasing the real space velocities of
durations, and vessels that have been traveling at a starship. Borg vessels use this type of propulsion,
higher than cruising speed must often slow or even in addition to normal warp propulsion, to be able
stop for a period of time to let the coils cool or to to traverse the entire Galaxy in a matter of hours,
perform maintenance. either through conduits generated by an individual
vessel, or through stable transwarp conduits, which
While warp speeds are incredibly fast by early 21st provide even higher relative velocities.
century standards, space is a very large place, and
traveling between star systems isn’t something Warp and transwarp are only two examples of
that happens in moments. During the 23rd century, faster-than-light travel in the Star Trek universe,
a ship cruising at warp 6 (216 times the speed of and there are dozens of others, each with their
light) would take 7 days and 4 hours just to travel own quirks and benefits. Maybe your character will
between Earth and its closest stellar neighbor, be able to figure out a way to introduce them to
Proxima Centauri. Even in the 24th century, when Starfleet and change the Galaxy for the better. Your
starship cruising speeds are higher and the warp characters can use warp drive systems in many
scale was reconfigured, a ship cruising at warp 6 ways, including for purposes of bending space-
(392 times the speed of light) would still take nearly time, producing localized temporal acceleration or
4 days on the same journey. The highest speeds deceleration, or even defensively to cause directed
seen on screen are achieved by the Intrepid-class energy weapons to bend around the vessel. Warp
starship, capable of emergency speeds of warp drive is a wondrous invention, and there are
9.975, or a staggering 5126 times the speed of countless opportunities for a creative player to use
light, allowing the vessel to move between Earth the technology in unique and fascinating ways.
and Proxima Centauri in a little more than 7 hours.
|SENSORS
SENSOR TECHNOLOGY IS A BROAD CATEGORY OF their surroundings. In the Star Trek universe, there
technology ranging from the “Mark 1 Eyeball” to are far more things to detect than just the visual part
the most advanced multispectral interferometric of the EM spectrum and sound in water!
wideband subspace/EM detectors of the 24th
century. Sensors are any device that can detect the The most common sensors player characters
outside universe and provide information about that will come across while on a starship are long-
occurrence to the user. Eyes see the visible portion range sensors. These are a variety of detection
of the EM spectrum and provide data to the brain to devices that operate by sending out pulses of
help a person interpret their surroundings. Dolphins wide-spectrum subspace energy and detecting the
use a form of sonar, allowing sound waves from reflected energy that returns. The most important
their chirps to travel through the water and bounce aspect of these sensors is that they use subspace;
back off objects so the dolphin can better interpret they aren’t limited by the speed of light. This is
T H E S TA R T R E K U N I V E R S E 29
why starships can detect vessels approaching from As the resolution at which a sensor is supposed
light-years away, why the bridge crew can see a to scan gets higher (i.e., moving from scanning
star collapsing as it happens even though they are something the size of a Human to a size of a cell),
light-minutes or hours distant, and how a starship the closer the sensor needs to be to function well.
navigates around obstacles in their path while at This is why patients lay down in sickbay to be
warp. These sensors operate on principles similar scanned for their injury or illness instead of being
to modern-day radar and are used to determine the diagnosed from across the ship. It’s also why stars
location of a ship or other object along with some can be scanned from quite long distances but
basic information about it, such as speed, size, and planets require closer proximity. For example, a star
mass. Operators skilled with such systems can system may be detected from dozens of light-years
tease out quite a bit of information about stars and away, a planet in that system or a starship not
planets, but detailed information is limited. In other attempting to hide may be detected from several
words, a science officer won’t be able to detect light-years away, and intelligent life on a planet
where a specific person is standing on a planet’s may be detected as far away as a few light-years.
surface from light-years away, but may be able to Determining that the life-signs are humanoid will
tell that there are many people on that world, via require the starship to be in the same star system
electromagnetic emissions typical of a technological as the world, detecting that the humanoid life-forms
society. are Romulan may mean being an AU (150 million
kilometers) away, and getting an accurate count on
Short-range sensors are similar to their long-range how many Romulans are living on the planet would
counterparts but have a larger amount of data they require the starship to be in orbit. Discovering that
can gather at a higher resolution. Many of these the Romulans on the planet are sick will require
sensors have no need to operate at faster-than-light being within tens of meters of the Romulans, and
speeds, so they do not rely on subspace to function, identifying the viral infection they are stricken with
but often can be tied into subspace devices to get will require close contact.
longer-range data than they otherwise would. These
devices include standard electromagnetic spectrum No approach yields more accurate information
detectors (cameras, as an example), particle detectors than being up close with whatever it is you are
(such as Geiger counters), and even telescopic or scanning and being able to manipulate it yourself.
microscopic equipment. Examples of short-range Exploration is far more than looking at something
sensors include tricorders, medical scanning from a distance; it is about seeing, smelling, and
equipment, diagnostic equipment in engineering, experiencing it. And that means getting off your ship
etc. A rule of thumb is that if there is a real-world and transporting down to the planet or over to that
equivalent to a sensor (an optical telescope, Doppler alien spacecraft to check things out first-hand.
radar, magnetic anomaly detector, blood pressure
monitor, etc.), then the sensor falls into the short-
range category.
|SHUTTLECRAFT
WHILE STARSHIPS MAY BE THE CAPITAL SHIPS OR warp capabilities, and while you may not want to
ocean liners of the Star Trek universe, shuttlecraft are take long journeys between star systems with them,
more akin to personal transportation. Shuttlecraft are they can reduce the time it takes to get to faraway
small, space-capable vessels that most citizens of the planetary bodies within a star system to hours. You
Federation have easy access to. They are common can use shuttlecraft in any way you can imagine
sights both in planetary atmospheres and when using an automobile, aircraft, helicopter, or short-
traveling between worlds. Some shuttles have limited range spacecraft such as the space shuttle orbiters.
30 CHAPTER 02.20
|TRACTOR BEAMS
A TRACTOR BEAM IS A PIECE OF EQUIPMENT THAT generating the tractor beam. In other words,
focuses emitted gravitons and antigravitons into a while a starship should be able to tow a smaller
coherent stream. This stream of particles is then starship, it would be entirely unable to move a
directed at a nearby object, likely less than a few planet. In combination with the Laws of Motion
thousand kilometers away, so the beam can either and deactivated inertial dampeners, you may find
bring the object closer, hold it at a set distance, interesting ways of maneuvering your starship using
or push it away. The mass of the object able to be the tractor beam to push off objects to change your
towed or moved in such a way is normally limited momentum.
to around a similar, but lower, mass as the vessel
|SHIELDS
DEFLECTOR SHIELDS (ALSO CALLED EITHER ships cannot withstand many attacks once the
deflectors or shields) are the most common type shields are down.
of defensive measure employed by starships in
the known Galaxy. Available starting around the Some shipboard activities generally cannot
2240s, shields are forcefields that surround a ship be performed while shields are up, including
or base in an invisible bubble – except when they transporting to or from the ship, launching or landing
are hit by something, at which point an observer shuttlecraft, and operating a cloaking device.
will see a multicolored flash of Cherenkov radiation. Some cultures have been able to work around this
Shields protect against both physical objects (such restriction, such as the Dominion and Borg with their
as asteroids) and many types of energy (including advanced transporter technology.
phasers and other weapons). Shields that are active
are said to be “up,” and shields that are inactive or Shields operate at a specific frequency, and
have collapsed are referred to as “down.” normally operate at the same frequency as the
ship’s own weapons so they do not interfere
Objects and weapons striking a shield reduce its with each other. Shield (and matching weapon)
effectiveness. Some interstellar phenomena can frequencies are changed regularly, because if an
also impair or disable shields, including nebulae, enemy manages to match its weapon frequency to
stellar flares, radiation storms, geomagnetic storms, that of the shields, the weapon will do the same as
novas, and black holes. Once a ship or station’s the target ship’s own weapons: bypass the shields
shields are gone, the shields collapse and offer no entirely.
further protection until restored or repaired. Most
|TIME TRAVEL
TIME TRAVEL IS A COMMON OCCURRENCE IN timeline, so extreme caution is advised for any
Star Trek stories. From the Guardian of Forever to officers who find themselves traveling into history.
the Orb of Time to the Red Angel time suit, Starfleet Indeed, in the late 24th century, the Federation
officers and members of other cultures have had instituted a Temporal Prime Directive that prohibits
many journeys into the past and future. changes to the past, in much the same way that the
original Prime Directive prohibits interfering in the
In the Star Trek universe, time is malleable. It is natural development of other worlds. Officers who
possible to change the past and affect one’s own travel through time can expect a thorough debriefing
T H E S TA R T R E K U N I V E R S E 31
by the Department of Temporal Investigations. It such phenomena as temporal distortions, tachyons,
is likely that other cultures have instituted similar and rare subatomic particles called chronitons.
directives and departments as the Federation.
(Before establishing the Temporal Prime Directive, Alterations to history during time travel sometime
the Federation experimented with missions to the create alternate timelines. These sometimes exist
past for observational purposes.) only between the time a change is made in history
and the time someone else repairs that change,
The Temporal Prime Directive has three essential but in other cases, they remain in existence as
rules: a separate reality, leaving it possible to travel
back and forth between the two timelines. This is
§ Don’t interfere with historical events. separate from the concept of parallel universes,
in that alternate timelines differ from ours only
§ Do take action to prevent historical alterations,
because of changes to historical events, whereas
if necessary.
parallel universes generally incorporate different
§ Avoid revealing information about the future that physical laws, even if the changes are minor
could itself cause interference or even generate compared to our own universe.
a time paradox.
In addition to the Federation, the Borg and Klingons
The methods employed in traveling through time are both have access to time travel technology,
quite varied, but common means to do so include and records at the Department of Temporal
the slingshot effect (warping near a powerful gravity Investigations indicate that numerous other
source, such as a star, then rapidly breaking away), civilizations do as well. The Orb of Time on Bajor
warp drive malfunctions, transporter accidents, has been used for this purpose. Some organisms
and the general (but vague) category of “temporal have even shown the ability to manipulate or travel
anomalies.” Evidence of time travel is often through time, such as the Devidians, the Q, and a
detectable by sensors and tricorders, in the form of species of quantum singularity life-forms.
|WEAPONS
THOUGH PEACE IS STARFLEET’S GOAL, IT’S A FACT
of life that combat happens. (In the Klingon Empire,
Handheld Weapons
The most common personal weapon in the
it’s an aspiration.) It helps to know the weapons
Federation and many other societies is the phaser
you will be facing as well as the ones you will be
(except in the Star Trek: Enterprise era, when it was
using, so this section offers an overview of both
the earlier-model phase pistol). Phasers are phased
handheld weapons and those installed on starships.
particle beam weapons, favored by the Federation
We won’t cover every weapon in use in Star Trek, but
because of their versatility, despite the fact that
rather present a summary of the most common or
other weapon types can more easily cause greater
noteworthy.
damage. Depending on the setting used, a phaser
can stun, heat, cut, kill, or even vaporize targets.
Note that when encountering the aftermath of
a battle, it is often possible to use sensors and
Another highly popular weapon in the Galaxy is
tricorders to determine which type of weapon was
the disruptor, favored by the Klingons, Romulans,
involved in an attack by analyzing the damage.
Gorn, Tholians, Breen, and more. Disruptors are
Sometimes even hearing the sound of a weapon
less versatile than phasers but perform well at their
can differentiate it; Federation phasers sound quite
primary task: inflicting damage. They do not have a
different than Klingon disruptors.
stun setting, though characters can still use them for
non-lethal attacks, in which case the target receives
burns that are minor but survivable.
32 CHAPTER 02.20
Other energy weapons in use in the known Galaxy are legendary bat’leth, and many warriors default to
less ubiquitous. Though the Federation discontinued these whenever possible. Similarly, the Jem’Hadar
the use of lasers, early particle beams, and phase enjoy using their kar’takins, which are like short
pistols by the early 2250s, a few civilizations still use polearms.
them. Some cultures, such as the Andorians, have
used plasma weapons, though the Dominion uses Most energy weapons have a few features in
a version that incorporates an anticoagulant effect common. They generally appear in both pistol and
that makes injuries inflicted by them far harder to rifle variants, with the rifles having greater accuracy
treat. The Federation has used a variety of grenades and the capability to inflict greater damage. They
that use phaser pulse technology to stun targets, use rechargeable power cells that can support a
collectively called pulse grenades. The Klingons have tremendous amount of sustained usage. And many
an affinity for using melee weapons in addition to have an “overload” feature that can turn the weapon
energy weapons, from their d’k tahg dagger to their into a makeshift explosive device.
T H E S TA R T R E K U N I V E R S E 33
Starship Weapons TORPEDOES
Starships in earlier eras (or modern fleets used by
Starships usually mount both energy weapons and
less-advanced civilizations) used rockets, spatial
projectile-based ones, commonly called torpedoes.
torpedoes, and then photonic torpedoes. As of
In general, energy weapons are more precise, while
the original series era, photon torpedoes became
torpedoes inflict more damage.
the most popular starship projectile weapon in
ENERGY WEAPONS the known Galaxy, and see use by the Federation,
Klingons, Orions, Gorn, Dominion, Hirogen,
Phasers are the primary starship weapon for many
Vidiians, and many others. Torpedoes are long-
cultures, including the Federation, and some use a
range projectiles that carry powerful explosive or
combination of phasers and other energy weapons,
energetic payloads. Many torpedoes can track a
such as the Cardassians, Ferengi, and Orions.
target, pursuing it at high speed until it strikes and
Shipboard phasers are similar to their handheld
detonates. Photon torpedoes contain a quantity of
counterparts and can even use the stun setting (over
antimatter that combines with matter on impact,
a large area!). Disruptors are also common starship
creating a powerful explosion. In the late 24th
weapons, equipped on Klingon, Romulan, Gorn,
century, Starfleet began equipping ships with the
Tholian, and Breen ships.
more advanced and higher-damage quantum
torpedoes, which work on a similar principle but use
Some civilizations have developed more
plasma-based warheads.
unconventional weapons. The Breen use an energy
dissipation weapon that can drain power from ships
An earlier plasma weapon still in use from the
without damaging them, and the Ferengi sometimes
original series era is the Romulan plasma torpedo.
fire an electro-magnetic pulse that combines a
This weapon is extremely powerful and can even
high-damage blast with low-level power disruption.
follow a ship into warp for short periods of time.
Jem’Hadar ships use phased polaron beams,
They require a tremendous amount of energy and
which excel at penetrating shields. One of the
have a longer charge time than most torpedoes,
most unusual weapons is the Tholian web spinner,
but when they strike, they spread a lingering field
capable of (slowly) ensnaring a ship and draining it
of plasma around the target, inflicting additional
of power.
damage over time.
|TRANSPORTER SYSTEMS
A TRANSPORTER IS A FORM OF TELEPORTATION scale, which is close enough to beam to and from
system that converts matter into a stream of a planet from standard orbit. Some advanced
energy and sends it to another location where it civilizations have transporters that can operate
is reassembled moments later. Transporters work across far vaster distances – up to thousands of
on life-forms as well as objects and are used by light-years.
most spacefaring civilizations in the Alpha and Beta
Quadrants. They are available in all eras of play, Transporters cannot normally operate through
though see the Transporter Era Notes (page 36) shields, which means sending an away team to
sidebar for comments on key changes over time. another ship would require one’s own shields to be
down as well as those of the target vessel. In rare
Traveling by transporter is commonly called circumstances this has been overcome, as when the
“beaming,” as in “beam me up.” The complete operator was familiar with the target vessel’s shield
dematerialization/rematerialization process refresh cycle, and some civilizations’ transporters
only takes a few seconds. In game terms, most have been designed to bypass shields – notably the
transporters are limited to Close range on a starship Dominion and the Borg. Beaming can be attempted
34 CHAPTER 02.20
at warp speed, but at greater difficulty, and the solid matter can block transporters as well, such
velocity of the beaming ship must be set to match as a target deep underground. Some devices can
that of the target ship. intentionally prevent nearby transporter operations,
including transporter scramblers, transport
Shipboard transporters are typically housed in one inhibitors, and particle scattering fields.
or more transporter rooms. Most transporter rooms
have six transporter pads, sufficient to transport Transporter accidents are common in Star Trek,
six individuals or an equivalent amount of cargo at though this is likely skewed due to the fact that
once, though it is possible to beam more than six viewers are often presented with the dramatic
people with an increase in Difficulty. A transporter moments rather than the countless routine times
room is normally staffed by a transporter chief who that everything works fine. In fact, engineer Geordi
specializes in the operation, maintenance, and repair La Forge once stated that transporting is the
of the system. A transporter operator commonly safest way to travel. But it is true that transporters
scans for a communicator or combadge as an easy have led to people failing to materialize properly,
way to identify and gain a sensor lock on a person materializing in the wrong location, aging in reverse,
for transport, though this is not required. visiting the Mirror Universe, duplicating, splitting into
two separate entities, merging two entities into one,
Site-to-site transport is beaming from one location and traveling through time. Perhaps it’s no wonder
to another without materializing in the transporter that some people still distrust them.
room doing the beaming. Note that the transportees
technically still pass through the transporter’s
systems on the way, they just don’t materialize until Replicators
they reach their destination. A major offshoot of transporter technology is
the replicator, a device which uses a transporter
Biofilters were developed and added to transporter to instantly recreate a wide range of inanimate
systems to scan incoming matter streams for known objects. First available in The Next Generation era,
bacteriological and viral signatures and remove replicators are popular among many societies in
them, greatly reducing the risk of an away team the Alpha and Beta Quadrants for producing tools,
bringing contaminants or diseases aboard. In a clothing, weapons, decorations, and even meals.
similar manner, a transporter operator can disable or The finished product is virtually a perfect copy of
remove weapons possessed by transportees, if they the object it was modeled on. Replicators form their
are of a known design. They can even nullify the creations from a supply of stored raw material,
effect of a weapon that has been fired during the and they can work in the other direction as well
transport sequence. – recycling waste material and other objects by
dematerializing them and storing their raw materials
These modifications to the matter stream are for later replication.
possible because of the pattern buffers that store
the stream before materialization. The transporter Replicators are useful on a ship for creating spare
system can hold a person’s pattern in stasis for parts on an as-needed basis, though crews often
short periods, typically a few minutes, before the keep important replacement parts in physical
pattern starts to degrade. Delaying a new arrival’s storage, either because they are difficult to
materialization in this way is sometimes used to replicate or because they are important enough
give security or medical officers time to reach the that they might be needed when replicators are
transporter room, depending on the situation. unavailable (such as during a loss of power).
Replicators can scan items as well, which allows
Stellar flares, radiation storms, ion storms, users to store object patterns for later replication.
and geomagnetic storms or other atmospheric Note that some substances or items have too
disturbances can stop transporter operations or complex a molecular structure to replicate. An
cause them to malfunction. Large amounts of
T H E S TA R T R E K U N I V E R S E 35
TRANSPORTER AND REPLICATOR ERA NOTES
ENTERPRISE ERA: Transporters are new in THE NEXT GENERATION ERA: Transporters are
the 22nd century and most people don’t put ubiquitous in the 24th century, and replicators
much trust in them for beaming living beings. are new. The transport process is faster than
A relatively primitive progenitor of replicators in the past, taking only a few seconds to
called protein resequencers can prepare a dematerialize and rematerialize. Transportees
limited menu of common food choices to can move and talk during transport. Intraship
supplement the galley. beaming is common and unremarkable.
Beaming patients directly to sickbay is a
THE ORIGINAL SERIES ERA: Transporters are frequent benefit.
in common use in the 23rd century, though
some traditionalists still don’t trust them. THE 32ND CENTURY: As depicted in the third
Life-forms in transit are immobilized until they and fourth seasons of Star Trek: Discovery,
fully materialize. Intraship beaming is difficult transporter technology in the 3100s advanced
and generally avoided. Replicators have not to the point that portable transporters were
been developed yet, though food synthesizers miniaturized and built directly into combadges,
replace the older protein resequencers in removing the need for transportees to go to a
supplementing shipboard meal production, often dedicated transporter room before beaming.
in the form of multicolored food cubes.
02.205
example is latinum, and this is part of the reason which means replicators are not suitable for
latinum remains valuable. recreating living things. It also means that
replicated meals are not perfect, and single-bit
One of the most popular uses for replicators is errors sometimes occur; this may be why some
for producing food, and replicators on starships users say they can distinguish replicated foods
include thousands of stored meal selections. from the “real thing.” Specialized replicators in
Replicator terminals are located in most living sickbay and various science labs have higher
quarters on a ship, as well as in lounges and resolution than most, allowing them to replicate
other common areas. Most replicated meals on pharmaceuticals and other scientific supplies, and
a Starfleet ship are designed with enhanced even create biological organs.
nutritional value as compared with their
traditionally-cooked counterparts. Klingon ships Consider what sorts of meals your character
don’t use replicators for food, instead relying on enjoys. Do they prefer dishes from home (if
the important role of the ship’s cook. available), or do they like to sample foods from
other worlds? What’s their “comfort food?” Do
Though the energy cost is significant for creating they prefer old-fashioned hand-prepared meals, or
most of the crew’s meals using transporter have they ever even experienced such a thing as
systems, the benefits are tremendous. Food traditional cooking? Have they created and shared
storage needs are reduced, as is the need for replicated meals of their own?
personnel to prepare it, and of course the crew
(and visiting guests) have access to a wide variety Besides meals, what sort of things does your
of dishes at a moment’s notice. character tend to replicate? Do they dress their
quarters with copies of art objects or other
It is important to note that replicators use decorations? Or are there certain “original”
molecular-level object imaging, rather than the keepsakes they have around for sentimental value?
quantum-level imaging employed by transporters,
36 CHAPTER 02.20
THE FINE ART OF TECHNOBABBLE
Often when Star Trek scriptwriters need to for chronitons; you can just say you’re scanning
include dialogue that sounds scientific and for evidence of time travel. If your character is
technological, they simply type “TECH” into the hiding aboard an enemy ship and trying to figure
script and let designated technical consultants fill out how to sabotage its warp drive, you don’t
in the appropriately Star Trek-sounding wording. have to know the difference between an intermix
As a player, you can operate in a similar manner. chamber and a plasma manifold – just note that
Don’t worry about the difference between baryon you’re looking for ways to force the ship to stop.
particles and tachyon particles (unless you want
to) – just think about the gist of what you want However, if you do feel like slinging technobabble
to communicate, and assume your character and like the characters on screen, go for it! One
the NPCs use the proper wording. way to do this is to find a list of words related
to the topic at hand. The following are some
For example, if you’re wondering if it’s possible examples from technological domains commonly
to detect the recent use of a time travel device in encountered in Star Trek stories.
the area, you don’t have to say you’re scanning
You can also use any number of online Don’t worry too much about believability –
technobabble generators or just throw out neither you nor any of the other players of this
whatever tech-y words sound appropriate to you. game actually went to Starfleet Academy.
02.206
T H E S TA R T R E K U N I V E R S E 37
CHAPTER 02.30
SERV I CE
PRO T OCOLS
“ I a s s u me s h e ’ l l b e s h i p s h a p e and Bristol fashion.”
— C AP T. J EAN - LUC P ICARD
38 CHAPTER 02.30
also put in standby if the connected facility is able For most adventures, standard operations is the
to provide support for these systems. Most of the starting condition for the ship. Engineers on duty will
vessel’s primary systems, ranging from propulsion likely have a tricorder and engineering toolkit, and
to defensive and offensive systems, are either shut medical personnel in sickbay will have access to
down or put on standby. During this downtime, the medical diagnostic equipment.
player characters and other crew are likely being
shuffled off the ship for shore leave or encouraged When entering a new solar system, science
to relax elsewhere off-ship. This is also a perfect officers, especially those with physical science
time for the crew to perform vital maintenance on specialties, may want to scan the major worlds
areas that are dangerous to access during normal (planets and moons) in the system and, if time
operations, such as the warp core, warp coils, allows, the minor bodies (asteroids and comets).
damaged bulkheads, and the outer hull. Interesting geological anomalies are noted and
passed to specialists, and if life is detected on
During these times, characters aren’t usually any world, xenobiologists and perhaps medical
armed, and few characters would be carrying any personnel will be called on to assist in the analysis
specific equipment with them that isn’t personal of the data. Entering orbit around a world gives
possessions. Outside of these generalities, characters a better chance at understanding
engineers performing maintenance may carry a the long-range sensor readings. It’s here where
tricorder and engineering toolkit. Medical personnel characters with specialties can perform more
may continue performing their duties in sickbay detailed scans, perhaps pinpointing an anomaly or
and have access to the equipment normally at refining what was detected at long range.
that location, but would rarely be carrying said
equipment around the ship. Before the advent of Standard away teams (or landing parties,
replicators, a ship’s quartermaster might have found depending on the era) move to the surface to get
themselves at their busiest during this time as they better readings, if surface conditions are safe for
coordinated loading and unloading of equipment, the crew. When an away team has beamed to the
resupplied the vessel’s departments, and even surface, Starfleet typically will have a shuttlecraft
ensured that personal equipment from newly- on standby in case transportation from the
arriving officers and crew was stowed or moved to surface becomes an issue. A standard away team
their assigned quarters. composition for general exploration consists of a
command officer (often one with experience in the
type of world they are exploring), multiple science
Standard Operations division members who are specialists in relevant
During most adventures, this is the standard fields, and a single security officer. Away teams
operating mode of a starship when conditions are beaming down to worlds with life-forms will also
not out of the ordinary. Referred to as cruise mode include at least one medical officer, and often include
in the 24th century, it is also called condition a xenobiologist in case the away team encounters
green, referring to the Human tendency to use the any new pathogens or otherwise fascinating
color green to represent when a system is operating life-forms. Regardless of why the away team is
normally. On primarily Human-crewed starships, beaming to the surface, all characters are given
there are usually three shifts that total 24 hours, or communicators (if they do not already have one),
a standard Earth day. The shift schedule can vary tricorders applicable to the specialty, and the security
widely depending on the crew composition and the officer will be equipped with a sidearm (type-1
captain’s preferences. A primarily Vulcan crew and phaser, phase pistol, or disruptor pistol). Away teams
captain may keep a 24-hour standard day but only with a diplomatic assignment will rarely have any
utilize two duty shifts, while an Andorian crew may member armed unless the society being contacted
use a 32-hour day and four duty shifts. is known to put an emphasis on being armed at all
times. The captain of a vessel, in coordination with
the chief of security, may amend these procedures
T H E S TA R T R E K U N I V E R S E 39
as needed (for example, requiring all away team unable to perform their duties. Long- and short-
members to be armed with type-2 phasers). range sensor sweeps are performed around the
starship by the vessel’s tactical and science officers.
On Starfleet vessels, weapon systems are brought
Yellow Alert / Caution fully online, whereas Klingon vessels will lock
A yellow alert is called on a starship when the targets and begin combat operations immediately.
situation seems as though danger to the ship or her On larger or more tactically advanced vessels,
crew is a distinct possibility. On Starfleet vessels, some command and operations officers report to
this means that shields are raised, all shuttlecraft their duty stations on the battle bridge, or to an
are readied for use, and recreational activities (such auxiliary control center where bridge functions are
as holodeck programs) are canceled. While Starfleet duplicated. The officers there can take control of a
does not usually fully arm weapon systems at yellow ship’s operations if the bridge station or officers are
alert, Klingon vessels do but refrain from targeting unable to perform their duties. Given enough time,
nearby vessels or surface targets. The entire crew all crew arm themselves with hand weapons and
(apart from those in their sleep period) is brought security personnel prepare for possible boarding
to a ready status, and crewmembers with multiple actions when in proximity to a hostile vessel.
areas of expertise are directed to where they are
most needed. Away teams beaming into a hostile or dangerous
situation are sometimes called boarding parties
Similar precautions are taken for away teams that or tactical response teams. The only science
are moving into a potentially dangerous environment division member typically on these teams is a
or situation. Just like standard away teams, these medical officer capable of performing emergency
response teams are led by a command officer medicine, equipped with a sidearm (usually set to
who has experience in combat situations, a medical stun to preserve their Hippocratic Oath), medical
officer trained in emergency medicine, and at tricorder, emergency surgical gear, and a variety of
least two security personnel (one officer and one hypospray ampules reserved for triage situations.
enlisted). An operations or science division member The command officer of the party is always one
may be present depending on circumstances. All with some tactical training and armed with a
members of the response team are armed with hand sidearm. The remainder of the party consists of
weapons and standard tricorders, and the medical security officers armed with hand phasers and
officer carries a medical tricorder and a medkit. The possibly phaser rifles. If possible, transporter locks
response team is the standard form of away team are maintained on every member of the team,
when the environment is dangerous due to its climate and a shuttlecraft with extra security personnel is
or atmosphere, and environmental suits are issued made ready in case transport to and from the area
to the team before beam down, along with portable becomes impossible. If the party has arrived on
light sources if dark conditions are likely. While on scene in a shuttlecraft, the vehicle will be equipped
the surface, a shuttlecraft is kept in a ready launch with transport enhancers for the team to carry if
status, and ship’s sensors are kept focused on the they need to use them for emergency beam-out.
away team in case any problems arise.
Emergency Evacuation /
Red Alert / Danger Medical Emergency
When a ship is in danger, about to enter an
All starships have a maximum number of crew
emergency, or is in a combat situation, a red alert
complement they are rated to carry. This number,
is declared. The entire crew is brought to action,
ranging from a dozen to thousands for larger ships
including those who were asleep. To provide for this
built by the Federation and nearby polities, is
contingency, many positions aboard a starship have
determined by the number and quality of quarters
two personnel assigned, one of whom may take
for their crew, the volume needed for crew support
over the position if the other is injured or otherwise
40 CHAPTER 02.30
equipment, and, most importantly, the efficiency hand (viral or bacterial infections, radiation sickness,
of the vessel’s life support systems. In rare etc.). Security personnel beam down with sidearms
circumstances such as an emergency evacuation, unless hostile action is expected, in which case
a starship may take aboard far more than its normal larger rifles may be issued on the determination of
crew complement, stretching its resources to the the commanding officer. Security personnel may
breaking point to get civilians, rescued ship’s crew, also be equipped with a medical tricorder if they
or even livestock out of harm’s way. The numbers have any training. Medical personnel will each beam
vary by starship, but at least twice the number down with a medical kit, medical tricorder, and
of the standard complement of the vessel can be specialist equipment for the situation at hand. While
accommodated for short periods of up to a few days shuttlecraft are typically used to evacuate severely
to a week before a strain on ship’s systems begins wounded beings who are unable to be transported,
to show. On board a starship, the primary officer in in quarantine situations, shuttlecraft operations are
charge of evacuation operations is the chief medical halted unless the vessel has an isolated shuttlebay,
officer, as they mobilize anyone in the crew with at as on many medical vessels.
least first aid training to assist any wounded or sick
individuals. During this time, any such character will
have access to a medical kit and medical tricorder. Security Alert
Security personnel are posted around sensitive When a ship is boarded or an escaped prisoner
areas of the starship to maintain operational security or otherwise hostile entity is on board, a security
and to ensure that personnel can continue to alert is declared. All personnel are issued sidearms
perform their duties. from the ship’s armory. Security personnel are
equipped with phaser or disruptor rifles if the threat
Away teams that are responding to a medical calls for it, as determined by the chief of security
emergency have a makeup that is different than or commanding officer. Operations or science
many landing parties. The team is led by a security officers continually scan the interior of the ship
officer with an additional security officer present for the hostile force or any signs of non-standard
to provide protection for the medical personnel ship operation. Finally, security personnel are
who compose the majority of the team. Medical deployed to vital ship areas such as the bridge,
personnel include at least one general practitioner, main engineering, armory, weapon systems, and
one nurse or doctor trained in triage techniques, shuttlebays to guard the personnel and equipment
and specialists in the type of medical problem at in those areas.
|ORBITAL TYPES
WHEN ORBITING AROUND A PLANET, A STARSHIP is one in which a starship crosses over the axial
can assume any of several types of orbits, and some poles of a planet; this is a highly efficient way
are mentioned more frequently than others in the to quickly get sensor coverage across the whole
Star Trek universe. A standard orbit is one in which globe. An inclined orbit is one in which a starship
a starship continues to use propulsion to maintain moves around the planet at an angle to its equator,
a position above a specific area of a planet, often giving it a path that looks like a sine wave when
from one to ten thousand kilometers in altitude, to seen on a flattened map of a world. While not an
facilitate transporter operations, sensor sweeps of orbit, Lagrange points are nonetheless useful to
the region, etc. This is in contrast to a synchronous players who are portraying helm officers; these are
orbit, where a starship doesn’t need to maintain gravitationally stable points between two masses,
power to its propulsion systems to stay above a often quite far from either. Objects placed at
region, but is at a much higher altitude, depending Lagrange points remain stationary with respect to
on the mass and rotation of the planet. A polar orbit both the masses.
T H E S TA R T R E K U N I V E R S E 41
STAR TREK NAUTICAL LEXICON
STARFLEET’S NAVAL TRADITION
Many of the customs, regulations, trappings, and Abandon ship: Leave the (presumably doomed) ship
rituals of Starfleet originate from Earth’s nautical by previously arranged means, typically transporter,
traditions. This is especially true of the Star Trek: shuttle, or lifeboats. “All hands, abandon ship!”
Enterprise and original series eras, but it is evident
Abeam: Alongside the ship, on a line at a right angle
in later centuries as well. A key part of this is that
to the ship’s heading. “When she comes abeam of
Star Trek creator Gene Roddenberry was inspired
us, transport the survivors aboard.”
by the Horatio Hornblower novels written by C. S.
Forester, which feature the action-oriented nautical Aboard: On a ship. “We have 300 tribbles aboard.”
adventures of an introspective ship captain whose
Adrift: Unmoored and not moving under the ship’s
voyages involved both warfare and diplomacy.
own power, likely drifting. “No power readings…she
looks to be adrift.”
We can start with the “U.S.S. Enterprise,” a vessel
named after several noteworthy nautical ships from Aft: Toward the back of the ship. “Aft torpedoes,
Earth history. “U.S.S.” is a common naval ship prefix fire!”
that originally meant “United States Ship.” As was
Ahead full: Proceed at full speed, normally
common with some Earth navies, Starfleet ships are
interpreted on starships as full impulse.
traditionally referred to in the feminine.
All stop/full stop: Stop propulsion and bring the
Starfleet ranks are also modeled after Earth navies,
ship to a stop (possibly relative to some other object).
from admiral down to ensign, and even including
A common response to this order’s completion is,
midshipmen (Academy cadets receiving shipboard
“Now reading all stop.” The “all” is a throwback to
training). One notable rank holdover from Earth’s
ships that had multiple engines and would turn some
naval tradition is calling the commanding officer of
off to move slowly, or all to come to a stop.
a vessel “captain” even if they hold a lower rank
than captain. (The person in charge in other fleets is Amidships: In the middle of a ship. “The torpedo
often called “commander,” simply meaning “the one struck her amidships.”
who commands.”)
Astern: Behind or toward the rear of a ship. “The
Many shipboard positions also have naval origins. object they dropped lies astern of the ship.”
The second in command is called the first officer,
Aye: Confirms that an order has been heard an
executive officer, exec, or XO. The head of a
understood. “Aye, sir,” or the more emphatic “Aye
department is called a chief, such as the chief
aye, sir.”
engineer. In earlier eras (through the original series),
the officer piloting the ship is called the helmsman, Battle stations: Orders the crew to prepare for
and crews include the position of yeoman, which is combat immediately: “All hands to battle stations.”
an assistant to higher-ranking officers. The similar order “general quarters” does the same.
For players who wish to immerse themselves in Bearing: The direction of an object relative to a
nautical-sounding speech, consult the following starship. “Sensors are picking up an object bearing
lexicon, which lists terms and phrases useful in 245 degrees mark 18.” (Note that you would say this
giving orders and describing situations during a as “two-four-five degrees mark one-eight” rather
Captain’s Log mission. than “two hundred and forty-five degrees mark
eighteen.”)
42 CHAPTER 02.30
Bulkhead: A dividing wall between Heading: The direction a ship is moving relative to
shipboard compartments. “The enemy boarding party galactic coordinates. “The Tholian ship has a heading
is trying to cut through the bulkhead into engineering.” of 110 mark 12—directly toward the convoy.”
Captain on the bridge: A formal way of announcing Heave to: Another way of ordering a ship to stop,
a commanding officer’s arrival. Variants include often issued as a demand. “Orion vessel, heave to
other locations (“Captain on deck!”) and flag officers and prepare to be boarded.”
(“Admiral on the bridge!”).
Helm: The controls for piloting the ship (aka the conn
Clear the bridge: Orders all non-essential personnel in later eras).
to leave the bridge.
Leave / shore leave: Time off from duties, especially
Closing: Moving closer. “That sensor blip has shore leave, involving downtime on a planetary
returned, and it’s closing fast.” surface. “Looking forward to shore leave on Risa?”
Come about: Change the ship’s course to a new Maiden voyage: A vessel’s first assignment.
heading. “Come about to 045 mark 7.”
Port: To the left side of the ship. “The signal came
Course: A path set by a navigator, giving the ship from our port side, 120,000 kilometers away.”
a new heading. An intercept course is one type,
Shakedown cruise: A simple mission to test a ship
intended to meet up with a target vessel. “Set a
and her crew’s readiness for duty after first being
course for Betazed.”
constructed or after major repairs or refit.
Dead ahead: Directly in front of the ship. “The pirate
Shipshape: Functioning normally.
ship is dead ahead.” Something directly behind is
dead astern. Shipyard: A starship construction facility, which may
be on a planetary surface or may consist of orbital
Dead in the water: Disabled and incapable of
drydocks. “The newest class of cruiser is under
defending oneself. “One more hit and we’ll be dead
construction at the Utopia Planitia shipyards.”
in the water.”
Skeleton crew: The minimum number of hands
Deck: A horizontal level or “floor” of a ship. “Impact
required to operate a ship, often assuming little or no
on deck five!”
redundancy.
Drydock: A starship repair yard located in space,
Starboard: To the right side of the ship. “Starboard
away from gravitational or atmospheric interference.
shields buckling!”
“The ship will need some time in drydock to repair
those breaches.” Steady as she goes: Remain on current course;
keep doing what you’re doing.
Fore: Toward the front of the ship. Often
interchangeable with “forward.” “Report to the fore Stern: The back, or aft-most, part of the ship. “The
phaser room.” pursuing ship has struck our stern.” Something
behind the ship is called “astern,” or “dead astern” if
Hail: Initiate communications. “Hail the Romulan
it is exactly behind.
vessel” or “Open hailing frequencies.”
Take the conn: Can mean either take control of
Hand: Crew member. “All hands, brace for impact!”
piloting the helm of a starship or shuttle, or take
Hard aport / hard astarboard: Turn the ship as command of the ship (e.g., if the commanding
quickly as possible in the specified direction. “Hard officer or watch officer has to leave the bridge and
aport, get us away from that station!” turn over command to someone else).
T H E S TA R T R E K U N I V E R S E 43
|THE PRIME DIRECTIVE
STARFLEET’S GENERAL ORDER ONE, ALSO KNOWN introduce philosophical considerations into a story.
as the Prime Directive, prohibits personnel from There is often a lot of room for interpretation of
interfering in the affairs and natural development whether the Prime Directive should apply in a given
of other cultures – even if such changes are situation, and you should feel free to determine
well-intentioned. The most familiar application of whether you think it does and what you should do.
this Prime Directive involves non-warp-capable Such moral quandaries are the bread and butter of
cultures, as these are the cases where interference Star Trek.
could happen most easily and with dramatic
consequences. Even introducing a world with the Although Starfleet captains are often in the spotlight
knowledge that “aliens” exist – perhaps even for possible Prime Directive violations, every crew
accidentally – could transform a planet’s society member must do their part to apply the directive.
overnight, with end results that are not predictable. The captain won’t be the only one to suffer scrutiny
from Starfleet Command if an officer reveals
The Prime Directive is not just a rule, it is the “miraculous” capabilities to a primitive culture. Loss
guiding philosophy of Starfleet. Upholding it takes of reputation is possible, as well as demotion, or
priority over the lives of Starfleet personnel, even an even, in extreme cases, court martial. Complicating
entire crew. Unfortunately, upholding it is not always this, of course, is the fact that although every
easy, and often involves making tough decisions. Starfleet officer has sworn a vow to uphold the
Should the crew intervene to save a primitive Prime Directive, not every officer has the same
population even though the Prime Directive forbids opinions about the directive or how to interpret
it? If an allied Klingon ship asks a Starfleet crew it. This is a good thing, though, because it is an
for help against another Klingon faction, should the amazing source of drama.
player characters get involved? If crew members
themselves get into legal trouble on a developing Keep in mind that not only do most other cultures
world, do other characters dare bend the rules to not have such a noninterference directive, some of
get them out of it? them actively work to interfere with other cultures.
Indeed, a Starfleet crew might have to involve
In Captain’s Log, the Prime Directive is not meant to themselves to prevent interference from happening,
trip you up, or prevent them from doing fun things; or repair it when it already has.
instead, it is a means to increase drama and
44 CHAPTER 02.30
CHAPTER 02.40
ER AS OF PL A Y
“ H o w l i t t l e d o y o u mortals understand tim e.”
— “J UD G E” Q
T H E S TA R T R E K U N I V E R S E 45
United Earth Space Probe Agency (UESPA) and Many historians believe that much of the Vulcan
Earth’s Starfleet needed. With the construction and antagonism toward the Humans and Andorians was
launch of the NX-01 Enterprise in 2151, a new age started and supported by the Romulans in order to
of exploration began, one with a renewed Earth weaken all the nearby allies. Events quickly unfolded
looking outward, not just with wonder of all there as Romulan interference was brought forward. The
was to discover, but with hope. Coalition of Worlds was at war, and Earth was the
primary target.
Coalition and Federation During the Earth-Romulan War, bonds were forged
The exploits of Enterprise during her early voyages that bound the members of the Coalition together.
opened up the nearby Orion Spur to humanity’s eyes The war was brutal and every world lost tens
and showed how much the Vulcan High Command of thousands of officers and crew, in addition to
had been hiding from Humans. Two species had countless civilian casualties. Worlds burned from
homeworlds even closer to Earth than Vulcan: the orbital bombardments. Before, there was a loose
Andorians and the Tellarites. While the Tellarites had coalition of worlds, then the war made each member
a neutral relationship with the Vulcans, the Andorians see the others in a new light, one in which they not
were hostile and teetering on the edge of open only could, but should, cooperate. The founding of
conflict with the High Command. The increasing the United Federation of Planets on August 12, 2161,
presence of Starfleet and UESPA vessels in the with the original delegates from Vulcan, Andor, Earth,
regions near the Sol system drew attention, first from and Tellar Prime, built a framework for a government
the Suliban, then from the Xindi, both of whom struck that stabilized the region for dozens of light-years in
out at Earth and its colonies. These brief conflicts every direction. Starfleet, with the remnants of UESPA
drew together the Vulcans, Andorians, and United at its core, quickly became the Federation’s unified
Earth, and it was only a short time before Tellar Prime organization tasked with exploration and defense.
was also drawn into the burgeoning group of allies.
Following the founding of the Federation, worlds in
The addition of the trade fleets of the Tellarites to the region began clamoring for admittance to the
what was called the Coalition of Worlds was a step new government. The last half of the 22nd century
too far for the new allies’ oldest foe, the Romulan saw the Federation begin its push outward into
Star Empire. Originally a group of dissident Vulcans the Galaxy as it slowly rebuilt from the devastation
who fled their homeworld, the Romulans had been of the Earth-Romulan War. Once it was stable, the
interfering in the Vulcan government for centuries peaceful explorers in Starfleet would begin to get
in an attempt to force a return to older ways. pushback from less-cooperative galactic neighbors.
46 CHAPTER 02.40
| FEDERATION AND EMPIRE (2200-2299)
THIS ERA INCLUDES STAR TREK (THE ORIGINAL
series), Star Trek: The Animated Series, the first two
Five-Year Missions
A new age of exploration began with the
seasons of Star Trek: Discovery, Star Trek: Strange
development of the incredibly powerful duotronic
New Worlds, and all of the original series-era motion
computer by Richard Daystrom in 2243. Installed
pictures (plus the opening scene of Star Trek:
in the new Constitution-class starships, these
Generations).
computers would significantly improve sensor data
analysis. Starfleet saw the opportunity and grabbed
The Calm Before the hold. This is the era of the deep space five-year
missions where Constitution-class starships were
Storm sent out far past the Federation’s borders with the
The formation of the United Federation of Planets goal to find new civilizations, make new scientific
in the mid-22nd century led to a time of slow discoveries, and fly the flag of the Federation.
growth at the beginning of the 23rd century as Campaigns in this period are all about exploration
Starfleet rebuilt its shattered fleets and was tasked and the problems that come along with it. Diplomacy
with protecting the new borders with the Romulan on the frontier, encountering new and old threats
Star Empire and the Klingon Empire. Internally, the that are rising again, and as time goes on, another
Federation was solidifying its governance of its period of open warfare. Discarded pieces of the past
member worlds, and was slowly integrating new can come back to haunt the Federation, and the
members. Exploration had taken a back seat to long-simmering conflict with the Klingons can erupt
consolidation for the time being. Campaigns set in at any time.
this period of the 23rd century should have a focus
on diplomacy and a sense of unease. The scars from
the Earth-Romulan War are still fresh, and many On the Shoulders of Giants
worlds still have people in power who remember The cold and hot wars with the Klingon Empire of
the orbital bombardments and losing loved ones in the 2250s and 2260s would cease with the Treaty of
the conflict. While the Romulans in this time have Organia in 2267. The final opposition to the peaceful
been quiet for decades, and the construction of expansion of the Federation had ceased, and
the Neutral Zone outposts has been complete for with it the payoff to the investment in exploration
decades, there is still worry that the Romulans will and diplomacy Starfleet had undertaken through
attack again. the earlier part of the century. What the Treaty or
Organia started, the Khitomer Accords of 2293
Into the mid-23rd century, this sense of paranoia solidified into place. The Federation and Klingon
fades and worry about the rise of the Klingon threat Empire would move together into the 24th century
takes over. It’s in this era where the core worlds of as allies.
the Federation are at their strongest together, yet
still somewhat apart. It’s rare for species to serve on Campaigns set in this time are ones where
each other’s starships, but not unheard of. It’s here espionage is commonplace. Peace may mean
where you can begin to include ideas and concepts the vessels of Starfleet and the KDF aren’t facing
that may be literally alien to the players’ characters. off with each other across the Neutral Zone, but
Exploration is a common thread for Starfleet in all it does mean intelligence agents, saboteurs, and
eras, but here it is focused on ensuring the stars diplomatic backstabbing is far more common. Both
contained inside Federation space have their worlds sides distrust each other and are forced to meet at
fully charted, their resources mapped, and new the negotiation table by the Organians. The treaty
colony worlds flagged for later settlement. also made it clear that whoever could best develop
a planet would gain use of that world, so scientific
discoveries and new technologies such as the
Genesis Device were important to both polities.
T H E S TA R T R E K U N I V E R S E 47
Exploration, as always, is Starfleet’s priority, and the Klingons was important, making the treaty area
discovering new worlds in the treaty area that the one of the most charted in the region.
Federation could use to better itself and deny use to
48 CHAPTER 02.40
The largest of these was the Maquis, who continued with the Dominion is established in 2371, the
to fight against Cardassian occupation of their worlds Cardassians join the Dominion in hostilities against
until they were later wiped out by the Dominion. the Federation and its allies. The Dominion War is
fought between 2373 and 2375, resulting in horrific
The Cardassian Union, while occasionally testing losses on both sides. While the Federation and
the border patrols of the Federation, largely holds its Klingon and Romulan allies stop the Dominion
to the peace treaty, but feels the Federation is not from destroying them, each ally loses hundreds of
forceful enough in preventing continued Maquis starships and millions of lives.
raids and attacks. Between 2366 and 2373, the
Cardassian government becomes more belligerent While the 24th century starts with the hope of
with the Federation, demanding Starfleet destroy long-term peace in the local Orion Spur, it quickly
the “terrorist” group. With the discovery of the devolves to low-scale warfare, then high-intensity
Bajoran wormhole in 2369, the Union begins to conflict. Each of the major polities experiences
feel cheated and ignored by the Federation. Due to major changes in their policies that shift their gaze
these deteriorating relations, shortly after contact inward for decades to come.
T H E S TA R T R E K U N I V E R S E 49
system of the Empire is destroyed in minutes. The integrate nearly six sectors of space, including former
radiation from the event renders more than fifteen worlds inside the now-defunct Romulan Neutral Zone.
worlds uninhabitable and requires the evacuation of
billions of sentient beings. The response to the Federation’s rapid expansion
is a colossal ship-building campaign by Starfleet to
With the remaining Romulan navy distracted by better protect its new member worlds via easily-
the relief efforts, several Houses in the Klingon manufactured modular starship classes, such as
Empire begin a series of annexations of bordering the Inquiry-class. In response, multiple Romulan
star systems inside the former Romulan Empire, factions begin manufacturing swarms of smaller
expanding Klingon territory coreward. Already corvette-style birds-of-prey capable of swarming
surrounded by Federation worlds, the farthest worlds a target. Even with these new fleets, both Starfleet
of the former Romulan state are allowed membership and the Romulan factions continue to fall behind
to both protect them from hostile pirate groups in the on properly charting all of the now-open areas of
region and to ensure they do not add to the chaos space, with inhabited worlds going undiscovered
plaguing the former Empire. This rapid expansion of only light-years from long-time Federation member
the Federation means Starfleet personnel already worlds. By the end of the 24th century, the
stretched thin after the losses of the Dominion Federation firmly controls most disputed systems,
War suddenly find themselves having to patrol and and law and order returns to systems plagued by
piracy and lawlessness for a decade or more.
50 CHAPTER 02.40
The Guardian of Forever (an ancient time travel of the 26th to 32nd centuries are ones where
device and sentient being) determines that the events are unclear, a Gordian knot of cause and
timelines of multiple realities are beginning to fray effect in which even the most well-read historian or
around the edges from the constant splintering of researcher may be correct one moment and then
possibilities. A cease-fire is called in the relative wrong the next.
present while the Temporal Accords are debated.
The end result is peace as long as no new temporal The events after the signing of the Temporal Accords
warfare is waged by any current or possible current are still as much in flux as before, but careful
participant. Any polity engaging in attempts to study of the timeline by Accord Monitors existing
change history would be erased from reality. While in subspace note few incursions from possible
peace is declared, the war itself continues to be realities. Only already-departed agents, vessels, and
waged as agents, starships, and even whole worlds probes are seen moving through the continuum, and
move through space-time and appear to perform allowing them to continue to perform the missions
their duties before disappearing again into the past, they’ve already accomplished will ensure the
alternate present, or future. The primary battlefields stability of all possible futures.
T H E S TA R T R E K U N I V E R S E 51
for the changes, and active dilithium, now a rare and Emerald Chain and started destroying their ships
precious resource, skyrockets in value. and bases.
The Federation is a shell of its former self, the The Federation’s return to prominence could not
disparate pieces of it striving to hold together have come at a better time, as the next great crisis
and continue its mission. In the resulting anarchy, of the 32nd century saw the destruction of dozens
various factions, such as the Emerald Chain, rise up of planets. A massive Dark Matter Anomaly (DMA)
to gather power and influence. was discovered, using its massive gravity well to
annihilate planets within minutes. The DMA, which
With galactic travel severely limited, the foundations was over 5 light-years across, was revealed to not
of the galactic community as it had stood for just be a random anomaly but a construct created
centuries slowly collapsed. Colonies were suddenly by an unknown species known as the 10-C. The
cut off from their homeworlds, and many species 10-C, who were highly reclusive, utilized the DMA
found themselves in desperate need of medicine, to render down planets in order to retrieve the
food, and other key supplies. Several key member boromite ore within their mantles. It was thanks
species of the Federation withdrew entirely, crippling to the efforts of the crew of the U.S.S. Discovery
what remaining strength Starfleet had. When and the Federation that the 10-C’s new homeworld
Earth, once considered the heart of the Federation, was discovered and the 10-C were convinced to
withdrew its membership, the Federation could do power down the DMA. The successful negotiation
nothing but quietly remove what resources it could between the 10-C and the saving of United Earth
from the planet and withdraw. The Emerald Chain from destruction did much towards restoring the
filled the need for couriers to deliver goods between public’s trust in Starfleet and the Federation, and
systems and the criminal syndicate slowly expanded membership slowly started to grow.
its reach across the quadrants.
The 32nd century presents an entirely new stage for
When a new source of dilithium was found, the galactic intrigue and adventure. What role does your
Federation was slowly able to stop its decline and, character play in this Star Trek era? Will you play a
for the first time in centuries, began to grow once brave Starfleet officer looking to chart a new course
more. Older members were welcomed back while forward, or perhaps an independent trader seeking
newer species sought the protection and commerce their fortune? Whatever the case, the future is still
the Federation offered. With its strength renewed, being written, and there is opportunity for you to
the Federation was able to cripple the might of the blaze an all-new trail.
52 CHAPTER 02.40
CHAPTER 02.50
STYLE S OF PL A Y
“ S o m et i me s t h e o n l y wa y to find out where you fit
in is t o s t e p o u t o f t h e r o u tine, bec ause som etim es
w h e r e you r e a l l y b e l o n g wa s waiting right around the
c orner all along.”
— M ICHAEL BURN HAM
|ADMIRALTY CAMPAIGNS
ADMIRALTY CAMPAIGNS PUT YOU IN A HIGH- logistical constraints. In many cases, the high
ranking leadership position either within Starfleet ethical standards embraced by the Federation
or the Klingon Defense Force, allowing you to make further complicate matters. For instance, characters
big decisions that could affect billions of lives on in charge of a squadron along the Romulan Neutral
multiple worlds. Zone may feel an ethical obligation to help Romulan
refugees after the destruction of their star. How
The typical approach to an admiralty campaign will those characters respond if the very refugees
is for you to take on the role of an admiral, or they’re trying to help refuse to abandon the decades
perhaps the role of support staff, such as adjutants, of hostility and bad blood between the Federation
intelligence officers, or a Federation diplomat. This and the Star Empire? These questions, and the
sort of campaign can work across many different broad implications they have for the future of the
time periods and regions of space. A few examples Federation, form the core of an admiralty campaign.
include the birth of the Federation, the years
following the Khitomer Accords that established
peace between the Federation and the Klingons, Inside the Situation Room
and the years before and after the destruction of the The responsibilities entrusted to Starfleet admirals
Romulan star. vary widely. Some admirals command a squadron,
while others may work as administrators on a
Players in any of these eras have to balance starbase or at Starfleet Command. Some admirals
complex political considerations with challenging oversee a particular region of space, such as the
T H E S TA R T R E K U N I V E R S E 53
Cardassian border, while others work on a specific days analyzing reports from behind a desk. Rather,
portfolio of issues or operations. You should have they go out and do heroic things, often at great risk
a good understanding of what your game is about to themselves.
and make sure to create a character with relevant
expertise and skills. Accordingly, admiralty campaigns may require
potentially dangerous fact-gathering missions and
Admiralty campaigns usually involve a heavy dose maybe even covert adventures. Starfleet Command
of politics and intrigue. This may require the main usually frowns on admirals risking their lives by
characters to establish relationships with spies, personally going on such missions, so these tasks
informants, and diplomats from hostile powers. often fall to support staff. However, flag officers
Encounters with Section 31, the secret faction have wide latitude to determine the right personnel
devoted to upholding Federation security at all costs, for their operations. If a Romulan diplomat wishes
may also occur in an admiralty campaign. Often, to establish a backchannel with the Federation to
characters introduced in this style of campaign exchange vital information but insists on speaking
have ulterior motives or hide their true intentions. directly with a high-ranking Starfleet officer, it’s
Admirals and their staffs must hone their ability entirely possible that the admiral might make
to sniff out deception and cement relationships the calculation that personally traveling across
with adversaries. This creates great potential for the Neutral Zone is worth the gamble. Players in
social conflict. You may want to think of ways your this kind of campaign should remember that they
character can apply social tools effectively in high- need not spend all their time in conference rooms
stakes situations. listening to briefings and hashing out scenarios.
Admirals and their support staff should make an
Information is power in an admiralty campaign. effort to get out and experience the Galaxy.
Admirals can’t be sure they’re making the best
decisions unless they can see the full picture. Admiralty campaigns might feature diplomatic
Their support staff must make sure they’re doing summits in exotic locations, high-stakes treaty
everything they can to gather accurate and negotiations between hostile governments,
complete intelligence. They must also offer options demonstrations of innovative scientific research and
of how to proceed based on that information. technology, classified tactical briefings, and secret
exchanges with spies or double agents. Any of these
Gathering intelligence to inform the admiralty’s situations might go badly, resulting in the potential for
decisions may require support staff to attend regular action and danger. If the admiral has a squadron of
briefings or to analyze reports and data gathered ships under their command, then support staff might
by others. It’s important to remember that the main command those vessels and lead them to all manner
characters in your campaign are supposed to be the of strange new worlds on high-priority missions.
heroes of the story. Most heroes don’t spend their
54 CHAPTER 02.50
Often, the Star Trek film franchise distinguishes itself Hikaru Sulu, who received a promotion to captain
from the iterations made for television by telling and took command of the U.S.S. Excelsior between
bigger stories and leaning into action and adventure. films. Similarly, Geordi La Forge received prosthetic
Usually, this means big-budget set pieces and larger- eyes and no longer needed his VISOR between
than-life villains. Think of the destruction of the film appearances. These are significant character
Enterprise above the Genesis Planet or the menace moments, and, had those developments occurred
of Khan or the Borg Queen. Those stories can wow a during a television series, we might have expected
theater full of movie-goers, and they can inspire truly scenes devoted to exploring the ramifications they
memorable encounters in a roleplaying game. As an had for these characters. In a film series, these
added bonus, you don’t have to worry about staying developments often occur off-screen, and the
within a budget, so it doesn’t cost you anything to audience simply has to keep up.
amp up the scale and action of your game.
Cinematic campaigns give you a chance to
As a player in a movie-inspired campaign, you dramatically change your character’s circumstances
should display a willingness to go for broke and risk between adventures. Maybe they get transferred
it all to create thrilling moments. This might mean or promoted before the next adventure. Maybe
taking on the role of the action hero, such as when significant personal developments occur, such as an
Jean-Luc Picard and James Kirk team up to fight engagement or marriage. Don’t be afraid to shake
Tolian Soran on Veridian III. Or this philosophy might up your character’s status quo in big ways and
lead your character to make the ultimate sacrifice to then explore those changes during the following
save their crewmates, such as when Spock exposes adventure.
himself to lethal radiation to conduct engine repairs,
or when Data uses his emergency transporter to This same storytelling style applies to factors external
beam Picard to safety instead of himself before the to your characters as well. Significant changes to
destruction of the Scimitar. These kinds of personal your campaign’s status quo may occur off-screen. For
sacrifices should occur at crucial moments in the instance, your crew might be transferred to a newer,
story, and they should make a big difference in the more advanced ship (maybe you give your new ship
plot by saving the other main characters, or achieving the same name as your old one, adding a letter from
some other major, positive development. If you have the alphabet to the end of its registry). Or the political
doubts about your main character dying, no worries. balance of power might shift with the signing of a
They can always be resurrected in the sequel. new treaty or the outbreak of a new war. Characters
from your supporting cast might have moved on
to different things, leaving new characters with
Off-Screen Character unfamiliar faces in their old positions.
Advancement As a player, you should try to accept these sudden
A lot can happen “off-screen” in a campaign
shifts in the status quo with an open mind. After
aiming for a cinematic feel. In other campaigns, you
all, a good story pushes characters to grow and
can expect much of the character development,
change. Many entries in the Star Trek film franchise
promotions in rank, and major improvements to your
aim to tell big stories that result in sweeping
starship to occur in game. That is, these situations
changes. Characters may die, and ships may crash
largely occur during a session and your character
or explode. You needn’t feel too attached to the
will have a chance to respond to them in the
old status quo. Each of these big changes is just
moment. In a cinematic campaign, months or years
a new opportunity to tell a different story. And if
might pass between adventures, and the beginning
there’s anything that’s constant about the Star Trek
of one adventure might find your character in a
universe, it’s that there are always new stories to
dramatically different place than where they were
tell.
at the end of the previous adventure. Think of
T H E S TA R T R E K U N I V E R S E 55
|CAMPAIGNS BASED ON
SEASON-LONG STORY ARCS
SOME GAMES REVOLVE AROUND STORY ARCS Season-long story arcs involve conflicts that unfold
that play out over a series of intricately connected over a much longer period of time, and you may
sessions. These games focus on a central mystery find yourself dealing with the same conflicts from
or conflict that starts early in the campaign and one session to the next rather than starting each
doesn’t reach its conclusion until near the end, session with a clean slate. This may require some
much like the season finale of a television show. patience on the part of the players, especially
These campaigns may place less of an emphasis those keen on exploring as many strange new
on providing a resolution for individual episodes worlds and new civilizations as possible. If you’re
and save the big payoff for the end. In Star Trek playing in a campaign that focuses on season-long,
terms, you might think of this approach as similar or even campaign-long arcs, savor the sense of
to how Star Trek: Picard and Star Trek: Discovery anticipation as you build toward the conclusion. You
are structured. Think of the mystery surrounding the can devote regular scenes to having the main cast
Red Angel during the second season of Discovery of your campaign speculating on the events of the
or the real reason behind the synth attack on Utopia main story arc. If your campaign takes place on a
Planitia as depicted during the first season of Picard. starship, make a point of having the main characters
A Captain’s Log campaign can emulate this kind meet in the conference room or the crew lounge,
of storytelling by posing questions and teasing plot reviewing clues and plot points and guessing where
threads during early sessions that you may not the story is leading.
intend to answer until later.
It’s also helpful to slow down and regularly go over
This campaign structure builds tension and allows the major developments of the central story arc to
players to invest in the central themes and mystery make sure you understand what’s going on. Games
over hours of play. So, when the story finally revolving around a long-developing, central story
reaches its climax and the plot is laid bare, it can arc often involve an intricate and interconnected
be tremendously rewarding. Following are some web of characters, locations, and events. These
guidelines to keep in mind to stay engaged with the layers can build on top of one another to form a
long game of a season-long story arc. deep and engrossing story, but the big payoff at
the conclusion likely will fall flat if you don’t make
an effort to keep these elements fresh in their
Be Patient memories or record them somewhere.
Patience is a virtue in a game focused on a central
story arc. The default mode of Star Trek storytelling
showcases episodes that introduce a central Connect Your Character
conflict, allow the characters to engage with the
conflict, and then reach a resolution – all within
with the Plot
This might be good advice for many different styles
the span of about 45 minutes. Conflict, in this case,
of play across many different roleplaying games, but
simply means a problem at the core of a story
it’s especially true for a game centered on long story
that the main characters must solve. Most Star
arcs. You should try to find a way to connect your
Trek series contain episodes in which the main
character as closely as possible to the central story
characters confront a conflict and then warp off to
arc. This style of game spends a lot of time building
their next adventure where they’re likely to deal with
toward a climax that might take a dozen or more
a totally new conflict that may have no connection
sessions to reach. When you put that much time
to anything that occurred in previous episodes.
and effort into one big story, you want the resolution
to feel as impactful as possible. Making the stakes
personal for your character is one of the most
56 CHAPTER 02.50
effective ways of ensuring a meaningful conclusion. be able to challenge and change them in play as the
The last thing you want is to feel like the climax of story arc unfolds.
the season-long arc didn’t make any difference to
your character’s development. Captain’s Log offers FOCUSES
a few mechanical elements, such as a character’s Focuses are your character’s specializations and
values and focuses, that can help you tie your expertise, and represent one of the simplest ways
character into the big story arc of your campaign. to make sure your main character is in the thick
of the action when the big, season-long story arc
VALUES reaches its conclusion. Make sure you take a few
Values are perhaps the most obvious tool in weaving moments to consider your character’s focuses and
your character into a long-term plot thread. Values how they might help to connect your character with
motivate your character and provide insight into your the ongoing story arc.
character’s priorities. Values that reflect curiosity or
a commitment to scientific inquiry, for example, will CAREER EVENTS
keep your character in the mix during a season-long Elements from your character’s lifepath career
story arc that centers on a mystery. The ability to events can provide excellent fodder for long-term
challenge values over the course of a long story arc storylines. This can be especially true if you took the
also creates opportunities to develop your character, time to roleplay scenes from the main characters’
and rich character development is one of the career events. You can mine your character’s
hallmarks of season-long storytelling. If you intend career events for interesting supporting characters,
to weave a lengthy arc into your campaign, you may events, or locations that could reemerge during
want to review your character’s values early on to your campaign. Crucial points in your character’s
see if they reinforce the campaign’s themes. If so, backstory can come back to drive your current
play up those values during play. If not, you might adventures.
T H E S TA R T R E K U N I V E R S E 57
Captain Jonathan Archer and the Enterprise NX-01 prolonged relationships with any and all influential
had to build trust among the founding worlds of the factions that inhabit your chosen region of space.
Federation, planets that in some cases had been on In many cases, the motivations of these factions
the verge of war with one another. may come into conflict with each other. Your regular
presence in the area impacts the local politics and the
This close-to-home campaign approach might also balance of power. You may find that your character is
apply farther away from the core worlds. It might sympathetic to a particular faction but unable to help
be rewarding to spend an entire campaign ushering them. This might be due to Starfleet orders, the Prime
a frontier world through the process of becoming Directive, or treaty stipulations. You may find that
a member of the United Federation of Planets. This collaborating with an adversarial faction, or otherwise
could be an original world or colony that you invent. compromising your principles, may serve the greater
You might draw inspiration from watching the good of your mission. You might also find that your
crew of Deep Space 9 as they deal with the many character’s feelings about a particular character or
complications and crises that mark the Federation’s faction may shift over the course of the campaign as
relationship with Bajor. In addition to building the story evolves.
relationships with various Bajoran political factions,
the crew also has to contend with the constant Imagine the complex emotions Kira Nerys must
specter of Cardassian interference, as well as the feel as she risks her life to help the Cardassians – a
Maquis and, later, the Dominion. Throughout the people that oppressed the Bajorans for much of her
series, the characters cement relationships, make life – overthrow the Dominion during the late stages
hard decisions, and deal with the consequences of the Dominion War. This kind of textured storytelling
of everything they did to change the course of the works well in a close-to-home style game, but may
region. not work as well in a traditional Star Trek series in
which your character and crew might travel to dozens
Similarly, a Captain’s Log campaign that follows different systems but rarely spend much time at any
this model will offer you the opportunity to build single location.
58 CHAPTER 02.50
into the realm of monstrous or godlike creatures. vessel would have mission specialists well-versed in
There are things out there beyond description, and first contact protocol, diplomacy, and xenolinguistics.
hazards that have cost entire crews their lives. Still,
you dauntlessly press onward seeking to reap the Some deep space missions involve studying
rewards of knowledge that might be the key to strange anomalies, searching for lost ships, and
unraveling the ancient secrets of our universe. even crossing the boundaries of time and space.
Officers are expected to keep detailed logs of
A few varieties of deep space exploration campaigns all their findings. Every piece of data adds to
are listed below. the collective knowledge of the Federation. And,
ultimately, knowledge is power.
Scientific Missions
Most deep space exploration missions depicted in Tactical Missions
Star Trek serve the main purpose of expanding the The farther starships push into the Galaxy, the more
Federation’s knowledge of the Milky Way Galaxy. likely they are to encounter a hostile species with
Though it is rarely seen, it is logical that the Klingon designs of its own. This has switched the tone of
Empire has its own form of exploration. some deep space missions from scientific to tactical.
A good example of this is Starfleet’s explorations
Seeking out new life and new civilizations is just of the Gamma Quadrant. It was not long after the
part of deep space missions. Survey missions help Bajoran wormhole was discovered that Starfleet,
chart star systems and spatial phenomena. They Ferengi, Klingon, Romulan, Pakled, and other vessels
mark hazards that could endanger other vessels began exploring the newly-opened region of space.
that are seeking to do more detailed exploration of Within a short time, it was discovered that the
star systems or desiring to set up colonies. Survey Dominion held sway over much of the quadrant and
missions could include setting up subspace beacons they were not pleased about all the “solids” pouring
to enable long-range communications or establishing through from the Alpha Quadrant.
defense nets to protect from hostile invasions. These
missions can also help locate valuable resources that What initially was met with excitement was soon
are of use to Federation worlds and their colonies. replaced with a sense of dread. Exploring the
Gamma Quadrant was equivalent to poking a
Discovering new life could mean encountering a hornet’s nest. Before long, Starfleet and its allies
sentient species. First contact is a carefully-regulated were devoting more resources to tactical exercises
event. It is logical that any deep space exploratory
T H E S TA R T R E K U N I V E R S E 59
and intelligence-gathering missions into the Gamma If you choose to embark on a deep space mission
Quadrant than to scientific studies. that is unsanctioned by Starfleet, be prepared to
bend the rules to survive. The Prime Directive might
In a similar manner, your crew might decide on not hold much sway on the borderlands. You will
a clandestine deep space mission into Dominion, likely find yourself in backwater bars and ragtag
Romulan, Breen, Tzenkethi, or some other hostile outposts searching for supplies or information. You
species’ space. Or maybe the unexplored Shackleton may need to form alliances with non-Federation
Expanse appeals to you and your players. Tactical species to survive or integrate alien technology into
missions afford more action, tension, and suspense your starship to effect repairs. Still, some scientists,
than purely scientific missions. But, gathering archeologists, or treasure hunters brave the risks to
intelligence that will secure the borders of your reap the rewards, be they scientific or monetary.
species is essential to your survival.
60 CHAPTER 02.50
A crew might start by initializing long-range scans non-humanoid species to the adventure. Your
to locate star systems with a high probability of imagination is the limit!
having planets capable of sustaining humanoid life.
Enhanced long-range particle and field detectors and Give some thought as to why your character decided
imaging systems might chart hazards along the way to take one of the riskiest assignments in Starfleet or
like solar flares, supernovas, black holes, and a wide the Klingon Empire. What was their motivation? What
variety of radiation, geomagnetic, or ion storms. All area of study did they want to expand on during the
this information feeds the stellar cartography and continuing mission? Do they have friends aboard the
astrometric labs and is normally transmitted back to ship or will they need to reach out to others to form
the closest starbase via an encrypted subspace relay strong bonds?
network, until it finally arrives for analysis at Starfleet
Headquarters. Curiosity dictates further exploration. SENIOR OFFICERS
If your character takes on a senior staff position
Excitement grows as the vessel comes within a few assigned to a deep space mission, you can expect
light-years of the target system. Sensors may start long stretches of quiet travel through interstellar
picking up evidence of civilization. The subspace and space. It could take months merely to reach the outer
interstellar chemistry pallet could be brought online. borders of your territory and still many more weeks or
The communications and sensor arrays might start to months of high warp travel before you arrive at a new
pick up radio signals or detect signs of post-industrial star system worth exploring. During that time, senior
civilizations. Long-range sensors are now close staff members would be dedicated to making sure
enough to pick up other starships in orbit of populated staff morale is high and departmental operations are
planets or in transit through space. in top shape. These long interludes in action provide
an ample opportunity for staff members to improve
Once a starship is within a solar system, the true their expertise in their discipline of choice, learn new
work begins. More detailed planetary analysis, remote focuses, and pursue artistic and cultural endeavors.
life-form analysis, and electromagnetic scanning It is during these long periods of peace that amazing
may occur. Fully autonomous probes equipped with friendships and romantic relationships are born.
terrestrial and gas giant sensor pallets might be Adventures can be born from scientific experiments
launched to retrieve data on interstellar particles. gone awry or relationships coming to a boiling point.
Material samples can be analyzed for chemical
composition. Other probes can observe pre-warp At the same time, staff members need to be ready
civilizations and transmit the data to the main ship. to jump into action at any moment. Even wide
Multiple shuttles crewed by conn and science officers swaths of interstellar void can contain oddities worth
might strike out into the system, forming away teams dropping out of warp to inspect. Sensors might pick
to collect samples from the surface of large asteroids, up an incandescent swarm of spaceborne creatures
moons, and planets. A hustle of activity fills every migrating at sublight speed through an emission
corridor as material samples and data are brought nebula. A derelict spaceship that appears on sensors
back to the ship to be analyzed, dissected, and could be possessed by a sentient super-computer
catalogued in a variety of science labs. eager to transfer its program to a better vessel. A
cosmic entity could suddenly appear in your vessel’s
For most deep space explorers, the most valuable path, beckoning the crew to play a game of chance.
find is a new sentient species. This is a sensitive
interaction that can go amazingly well or end in utter An entirely new scope of adventure occurs when
disaster. The astonishing diversity of civilizations your the ship arrives in new areas of space. Senior staff
crew may discover can be created using the tools members are likely the first to set foot on strange
in this book. The television series had budgetary new worlds and establish first contact with new life
constraints that limited the type of aliens that could and new civilizations. Without the immediate support
be created for on-screen use. This is not the case of aligned vessels, only the most skilled officers dare
with your game. You can introduce the most obscure take lead on these missions. Starfleet Command and
T H E S TA R T R E K U N I V E R S E 61
the Klingon High Council are not quickly available for could be the difference between a promotional
consultation. Established rules and regulations cannot opportunity and career suicide. If you are playing a
possibly cover all facets of a deep space mission. junior officer, what motivated you to take the deep
Commanding officers and senior staff members must space assignment? Was it to get more experience
act independently, aware that their actions and the under your belt to further your career? Was it to
repercussions of such could be subjected to scrutiny get away from problems back home?
at the end of the mission.
CIVILIAN LIFE
JUNIOR OFFICERS There are several reasons why a civilian character
Junior officers can expect monotonous days fulfilling would want to join a deep space mission. Perhaps
their duty assignments. Staff meetings outlining they have negotiated temporary transport to get
new protocols and shift handover meetings are on to another ship, colony, or planet. Perhaps the
the daily agenda. Long hours are spent performing civilian character holds a specialty in archeology,
routine diagnostics on critical ship systems. Routine astrophysics, or geotectonic activity and they have
maintenance duties may include lonely chunks been assigned by a science council or representative
of time spent working in Jefferies tubes or in the species to participate in a research study. It could be
deepest bowels of the ship. Sensor arrays must be that they chose not to undergo the rigors of Starfleet
realigned, computer data analyzed, weapons systems Academy or Klingon training but still had the desire
tested, engines tuned, science experiments tracked, to see the stars. Hence, they may have willingly
power systems optimized, medical equipment accepted the opportunity to work in a service function
maintained, replicators reprogrammed, waste such as cook, bartender, medic, counselor, journalist,
managed, staff fed, and quarters cleaned. teacher, maintenance personnel, or quartermaster.
During breaks and off-hours, junior officers might Another possibility is that the character is the spouse
huddle together in enlisted mess halls that rarely or relative of another crew member. They may spend
boast the same views or perks of the officer’s lounge. their days attending prerecorded classes, pursuing
This is time for junior officers and enlisted crew personal hobbies and endeavors, or fulfilling another
to catch up on the day, exchange stories, discuss function on the ship. They might even be raising a
their futures, or complain about their supervisors. family and dealing with the challenges of raising
Downtime could be spent expanding knowledge in children who have never set foot on a home planet.
their areas of expertise or enjoying their hobbies.
Since junior officer crew quarters generally contain Civilians have the lowest security access than any
multiple roommates, bargaining for more time on the others aboard a starship. It might be a struggle to feel
holodeck might be a common occurrence. relevant while other crew members attend to their
duties. If you are playing a civilian, what motivated
Mission objectives and daily task lists can drastically you to join a deep space mission?
change with zero notice and little explanation. Red
alerts might have lower-ranking officers jumping out
of bed, throwing on their uniforms, and scurrying to
emergency stations with no idea of who or what is
endangering the ship. Junior officers must be ready
and willing to be transferred to other departments
that might encounter a staffing shortage.
62 CHAPTER 02.50
|FAR FROM HOME GAMES
ANY OF A VARIETY OF CIRCUMSTANCES MIGHT
cause your character and crew to be displaced
Lost in Time
Perhaps your crew has been flung far into the past
thousands of light-years from home. A chance
or thrust violently into the future. In either case,
encounter with a rogue Nacene’s new “Caretaker
familiar technology might be scant or non-existent.
array.” Flung whimsically to the other side of the
The social and political landscape of planets and
Galaxy by a Q. Caught in a spatial anomaly. Though
empires might be totally different than what you
some tales have a happy ending, very few ships have
were used to. What spatial effect or technology
the power or stalwart crew to survive such ordeals.
allowed you to break the constraints of physics and
was there a purpose for the journey? Can a way
Some vessels become generational ships, where the
be found to restore the timeline? It is possible that
offspring of the original crew have been born and
your characters have been caught in some manner
raised aboard a vessel. It has been their only home.
of temporal war. Will you be viewed as criminals by
All their training has been in the field. Life in the
temporal agents or enemies by vicious time-hopping
stars was not a dream, it was a harsh reality, one
aliens?
they have adapted to in amazing ways. Your vessel
and its crew might be caught in such unexpected
circumstances. In this case, the characters might
feel truly alone. Cut off from communications with
Other Realities
The Mirror Universe. Fluidic space. The Celestial
their people. Desperate to find resources to keep the
Temple. Some theorize that there are as many layers
ship in working order. Now they are the aliens in a
to reality as there are stars in the sky. With that,
new part of space.
other dimensions spawn all sorts of life-forms. The
laws of physics that you have come to know might
This style of campaign is well-suited for fans of
operate in a different manner. Environments might
Star Trek: Enterprise, Star Trek: Voyager, Star Trek:
be inhospitable to humanoid life. Your starship might
Prodigy, or Star Trek: Discovery. New species and
be rendered inert in such alien realms. Once again,
civilizations must be created from scratch as the
the desire to return home will be at the forefront of
dominant powers of the Alpha and Beta Quadrant
your crew’s thoughts. Will they be able to maintain
hold no claim in this uncharted region of space.
their sanity while piercing barriers that are one
Invent drastically different species and worlds, the
quantum leap away but a universe apart?
likes of which other Federation or Klingon citizens
may never encounter except through your stories
when you return home. Guidance for Far from
Home Games
Lost in Space If you decide on a far from home campaign, realize
This might be the most common form of far from that help may never come. Starfleet or the Klingon
home campaign. You will need to answer a few High Council may have been left with few clues
questions to make the premise plausible. What force as to your current whereabouts. Characters will
or technology was the catalyst for the extremely need to summon forth new levels of innovation
distant journey? Exactly how far from home are to survive what could be a decades-long ordeal.
you? How many years at maximum warp would it Moral dilemmas might arise. Should you adhere
take to get back to your native region of space? Are to the Prime Directive? How far will your crew go
you on the other side of the Galaxy or in an entirely to acquire rare resources? What will happen when
different Galaxy? What is the condition of the ship your character comes across habitable planets? Will
upon arrival? Is it lacking resources, and if so, where some crewmembers desire to transplant themselves
will you acquire them? in a new region of space, start a colony, and make
like pilgrims in a new land?
T H E S TA R T R E K U N I V E R S E 63
Being separated from your allies is dangerous; underground bartering for goods might be the
even worse when hostile species find out that order of the day to keep from arousing suspicion or
you are truly alone. It could make for hard times attracting unwanted attention.
if most of the crew’s time is spent fighting or
running from attackers who seek to pillage the Each character will react differently in this
advanced technology of your ship or enslave your extremely stressful circumstance. Realizing that
people. Xenophobic species may not be open for one may never see home again will cause many
negotiation. Friendly species might be few and far complex emotions to rise to the surface. Isolation,
between, though still boasting agendas of their own. desperation, fear, paranoia, anxiety, depression, and
anger threaten to overcome the spirit of discovery
First contact takes on an entirely new meaning in at any moment. Or perhaps the crew will triumph
this setting. More caution than normal is advised in these harsh circumstances and discover a new
as first contact could be your crew’s last chance destiny in the stars.
to get home. Scouting parties, spy missions, and
64 CHAPTER 02.50
You may be called to represent Starfleet, the
Klingon High Council, or your species during a major
interplanetary conference. Science Missions
Besides deep space missions that have already
Protection and Security been covered, other mission types are available
for the science-minded officer. You may be asked
Tactical missions are just one facet of protecting and
to survey an asteroid field, moon, or planet for
securing the rights and territories of the Federation
mineral resources or colonization. Elaborate and
or Klingon Empire. Providing aid and relief to
sensitive experiments could be the order of the day.
distressed outposts and planets is a possible
Conducting experiments in a controlled and isolated
scenario. You could be called on to coordinate mass
environment might decrease the possibility of
evacuations after a major disaster, stop a virulent
accidents that could harm large populations. Some
plague, deliver food supplies and technology, or
starships are replete with research labs wherein
perform other humanitarian deeds. Your vessel
new technologies can be developed and scientific
could be assigned to patrol a section of space along
practices can be explored. There are also an infinite
a neutral zone or ordered to provide security for a
number of stellar phenomena to survey and catalog.
diplomatic convoy. Other missions could involve
dismantling illegal trafficking cells, infiltrating criminal
organizations, or destroying enemy installations.
Also, adventure awaits at any one of the hundreds
Guidance for Spice of Life
of ports-of-call at which your ship might dock. Your Games
character might find themselves aiding any number The universe is your oyster if you choose to rotate
of starbases, relay stations, science outposts, or through different mission types. This might be the
colonies. most dynamic form of roleplaying as each character
has a chance to really engage with their background
and test their capabilities in a variety of scenarios.
T H E S TA R T R E K U N I V E R S E 65
You might choose to keep each adventure episodic family squabble than shooting it out in ship-to-ship
in nature with each plot being resolved by the end of combat.
a single session. Or you may create a story arc that
carries through multiple adventures and sessions. Does your character have a business back home? Is
This format of play allows for rich character there a conference, concert, or exhibition they want
development as you have an opportunity to interact to visit? Do they have a favorite vacation spot? These
with people from your individual’s past. These are all potential locations for memorable adventures,
relationships can be explored in greater detail. all available in your local quadrant of space.
Your character might be a little more comfortable Keep in mind, forces still exist within your borders
in this setting as surroundings are familiar, that seek to destroy the carefully constructed
relationships are established, and they have a peace. There are those trying to sow disorder and
good lay of the land (or ship). They might have the contention among allies. Spice of life games allow
opportunity to visit home and communicate with a myriad of nefarious characters to surface. Your
loved ones on a more regular basis. Generally, there adventures could reveal dark corners of the criminal
is not a state of constant war or conflict happening underworld, uncover vicious conspiracies, and root
within the protected borders of the Federation or out corruption in the highest levels of government
Empire. You might see more action engaging in a
|STATION-BASED GAMES
IT WOULD BE A GRAVE ERROR TO ASSUME THAT Some space stations, such as Regula I, act as
life on a space station, colony, or starbase lacks research laboratories where scientists and engineers
the drama and adventure of a starship duty conduct ground-breaking experiments. These
assignment. While characters on a space station research stations may support a relatively small crew
may find few opportunities for away missions on and be located in isolated regions of space.
exotic new planets every week, they’re sure to
encounter fascinating supporting characters, complex
antagonists, and challenging scientific and moral Starbases
dilemmas. Warping boldly across the vastness of Starbases built on planets, moons, or other
space in a starship might form the cornerstone of celestial bodies share many of the same qualities
Star Trek storytelling, but campaigns focused on as space stations. They may act as a crossroads
less mobile settings like starbases can make use of for a diverse array of travelers and can provide
many of the same classic themes and story elements compelling backdrops for political and diplomatic
while providing opportunities to add new twists to the stories. A starbase may reside on a planet that also
narrative. features strange scientific qualities. Such qualities
could include unique native plant or animal life,
unstable climactic or seismic conditions, or
Space Stations unpredictable temporal fluctuations.
Space stations often reside in deep space in
strategically important locations or near unusual
spatial phenomena. Space stations attract Starfleet Frontier Colonies
and civilian starship traffic alike, providing a safe Countless brave souls have set their sights on deep
port where crews can perform maintenance on their space and dreamed of carving out a new life for
vessels or resupply for long voyages. They may also themselves on a distant, uninhabited world. They
draw agents of other governmental powers, creating may be driven by the desire for freedom, scientific
the potential for political and diplomatic intrigue. curiosity, or philosophical or religious motives. In
66 CHAPTER 02.50
TOUGH LITTLE SHIPS?
Some space stations, starbases, and colonies On the other hand, some stations and colonies
have ships, or even fleets of ships, permanently have very little in the way of ship support.
assigned to support their missions. These ships These might be isolated science outposts or tiny
might take the form of shuttlecraft or runabouts, communications relay stations. These settings
or they might be Defiant-class starships or even likely depend on regular starship visits to deliver
larger vessels, depending on the circumstances. supplies or routine medical care.
In these cases, your character might spend
some time taking on exploration missions and Determine what kind of starship support your
traveling to distant sectors. character can expect on your station. These
decisions can influence the kind of missions
your character may take on.
02.503
any case, building a colony from scratch on an leaders from multiple quadrants as it is to be a
isolated world could form the basis of a tremendously meeting place for Nausicaan mercenaries or Yridian
rewarding campaign, but it also presents an endless informants with dark secrets to sell.
parade of dangers. Colonists must take on the
challenges of material scarcity and social isolation, Indeed, the sheer diversity of characters that can
compounded by the fact that many colonies are too make up the supporting cast of a station-based
distant from core worlds to receive help in a timely campaign also provides opportunities for conflict
manner. When something goes wrong – and it always and character development. Player characters in a
does – colonists can’t rely on anyone but themselves. station-based campaign are likely to encounter a
large and diverse array of recurring characters as
part of their daily lives. You might play a Starfleet
Guidance for Station- officer on a Starfleet-run space station, but your
Based Games character may live alongside and forge relationships
with civilians, or in many cases, characters who
If you’re playing in a station-based campaign, you
represent groups that have an adversarial relationship
may need to adjust some of your expectations and
with Starfleet. You might create main characters
prepare to encounter some different themes and
who aren’t affiliated with Starfleet at all. Accordingly,
tropes that may not be as prevalent in a campaign
players in station-based games should demonstrate a
aboard a starship. This section will explore some
willingness to create interesting relationships with the
ways you can engage with this kind of game to
other inhabitants of the space station. For instance,
produce a setting that’s as rich and dynamic as Star
it’s unlikely that a plain, simple tailor on a Starfleet
Trek: Deep Space Nine.
ship might also be a former Cardassian spy. On a
space station or colony, not only is that possibility
Perhaps most obviously, a campaign set on a station
more plausible, but it might be great fun for the
or colony grants characters less mobility than one
player characters to befriend this mysterious tailor, or
set on a starship. As a consequence, the action must
at least strike an uneasy alliance with them. In this
often come to you, rather than vice versa. In no way
sense, station-based games spotlight the importance
does this diminish a campaign’s level of excitement,
of IDIC, one of the core principles of
because starbases and colonies are, almost by
Star Trek storytelling.
definition, remarkable settings that attract remarkable
people and events. You should keep an open mind
The vibrant diversity of life on a station, starbase, or
when strangers pay a visit. A space station is just as
colony is also a terrific means to create meaningful
likely to host a diplomatic confab involving political
T H E S TA R T R E K U N I V E R S E 67
non-player characters. You can build supporting your character’s values, goals, and perspective. A
characters who get increasingly more developed as vibrant setting like a space station is sure to provide
they make additional appearances in your game. a different kind of insight and experience than a
Before long, you’ll have a colorful recurring cast of Federation starship, where many of the characters
merchants, priests, pirates, mercenaries, spies, or are likely to have similar goals and operate under the
whatever else fits your campaign. These supporting same command structure.
characters can act as trusted friends or infuriating
foils to your main character. Games set on starships likely hop from one planetary
system to another from session to session. This often
Also, be ready to engage with the setting in such a creates an episodic rhythm to the campaign as the
manner as to bring it to life. Your setting isn’t just characters confront a challenge on one planet, bring
a workplace. It’s also a community where perhaps the story to a resolution, and then warp off to the next
tens of thousands of beings from across the Galaxy planet the following session. Station-based games,
live side by side. How does your character fit into by contrast, create excellent backdrops for serialized
this complex social fabric? How does your character story arcs where plot threads extend for multiple
spend their off-duty hours? Playing darts on the sessions. When so much of the story takes place in
Promenade, taking a Klingon cooking course, training a single location, as it does in a station-based game,
in the anbo-jyutsu arena? Embed your character into your character can drive much of the plot, leading
the life of the station’s community. to deep and interesting character development that
unfolds naturally over the course of a campaign.
Your character, and the decisions they make, can
have a real effect on the development of the setting What can you do to make sure you’ve created a
through their interactions with the characters around character well-suited to life on a station or outpost?
them. The inverse is true as well. As your character You might consider how your character ended up on
gains experience with the setting and the people and this station. Were they ordered there, as Commander
beings that live there, consider how exposure to such Sisko was? Or are they drawn by the romantic allure
a wide variety of supporting characters challenges of the frontier, like Dr. Bashir?
|UNSANCTIONED MISSIONS
THE CREW OF THE U.S.S. ENTERPRISE LED BY governmental red tape to save the day. Maybe
James T. Kirk defy Starfleet orders and return to the sabotage, infiltration, theft, and assassination are the
Genesis planet to rescue Spock. Worf resigns his only ways to preserve the peace or tip the balance of
Starfleet commission to join the Klingon Defense power.
Force during a civil war. Jean-Luc Picard assembles
a ragtag band to unravel the mystery of the Zhat Unsanctioned missions give characters the
Vash. opportunity to slip out from the Prime Directive and
see the sometimes-unsettling reality of life without
In all these cases, the characters marshalled together regulations. This style of campaign is well-suited for
what resources they could and struck out on their fans of Star Trek: Picard. If you are planning to play
own without the support of a larger organization. this style of game, it might end with your character
In some cases, they openly defied direct orders to saving a friend’s life, exposing a galactic conspiracy,
accomplish their objectives. Your character might feel or discovering a valuable treasure. Conversely, you
forced to do the same. Maybe a friend or colleague might end up losing all rank and privilege, wasting
is in trouble. Maybe it is time to repay a debt. away in a dank prison, or dead at the bottom of a
Perhaps your characters are aware of a Galaxy- ravine on a backwater planetoid.
spanning danger and you cannot wait to cut through
68 CHAPTER 02.50
A DEBT OWED
Guidance
A call from help has come from a person or a
civilization. The situation is dire. Perhaps Starfleet for Unsanctioned
or the KDF is deliberating on the matter, mired in
politics and treaties, but you need to act now. Or your
Missions Games
Traveling the Galaxy without the backing or protection
character may be currently serving aboard a starship
of Starfleet or the Klingon Empire is one of the riskiest
when someone from the past reaches out to your
endeavors a being can undertake! Your character
character. You need to do something unscrupulous
can easily drop into danger if you fall off the grid.
or off-the-record before an opportunity is missed.
Villainous people, nefarious crime syndicates, and
Whatever the ask, your character feels compelled
desperate individuals are all too eager to take
to break protocol, grant the favor, or pay back the
advantage of you. Goodwill is a rare commodity
debt. Once they go down this road, their future with
during unsanctioned missions, so you better have
Starfleet or the KDF is uncertain.
a chest full of gold-pressed latinum, hard-to-find
VIGILANTES technology, or valuable intel to exchange if you are
going to keep moving toward your goal.
The Maquis. Ferengi eliminator Leck. The Fenris
Rangers. Starfleet and the Klingon High Council do
If you are designing an unsanctioned campaign, there
not even play into the equation. Your character got fed
are some things that might be helpful to map out.
up with the rules a long time ago. It is time to do what
is right or in their own best interest. Dare anyone CONTACTS
to try to get in their way. Your character might go it
Contacts that can provide information and resources
alone or join like-minded individuals to achieve their
are valuable assets in an unsanctioned campaign.
goals. Vigilantes might be out for justice, revenge, or
These contacts can work for the government.
a pile of gold-pressed latinum. They are familiar with
They could be businesspersons, bartenders, local
hideouts, outposts, and safehouses used by illegal
celebrities, or criminals. In any case, they can help
traffickers and traders. Anything or anyone can be
you cover your tracks or get a lead on someone or
bought for a price in this underworld environment.
something. They may not have the exact information
Vigilantes might be acquiring or exchanging
or technology you are looking for, but they know
information like the location of archaeological
someone who does. Of course, if other people come
treasures, banned weapon technology, or security
asking, they never saw you. Well, maybe they did see
access data to some of the quadrant’s most powerful
you… for a price.
figures.
STARSHIPS
ESPIONAGE
Unfortunately, unsanctioned missions are rarely
Your character could be working for a secret
accomplished by staying on one planet. Transport
organization like Section 31, the Tal Shiar, or the
is often required. It is highly unlikely that you will
Obsidian Order. You are one thread in a tangle of lies
get your hands on an Intrepid-class science vessel
and cover-ups. You have some of the information, but
or Pach’Nom-class escort. Hitching a ride on an
never all the information. You meet with disguised
interstellar cargo freighter, mercenary shuttle,
agents and counteragents in shadowy alleys,
or luxury commercial cruiser are more plausible
crowded marketplaces, and over encrypted comm
scenarios. If you are even more gutsy and have high-
lines. The lines of morality are blurred but your
quality forged documentation, you may manage a ride
mission directives are clear. Perhaps you are an
on a Federation or Klingon vessel. The best scenario,
enlisted officer, but you know Starfleet could never
of course, is if your character and crew can afford
support such a questionable mission. Nonetheless,
to rent, borrow, or buy their own vessel. Most likely,
your character is willing to put their career and life on
it will be an unregistered warp-capable vessel built
the line to do that which Starfleet or the KDF would
by a private supplier or a third-generation retrofitted
never allow a sanctioned officer to do.
spaceship held together by self-sealing stem bolts
T H E S TA R T R E K U N I V E R S E 69
and chicken wire. If you are fortunate, fate may drop your goals. If your character is playing an undercover
into your lap a Kaplan F17 Speed Freighter or some officer, decisions will have to be made on when to
other modern ship. If none of these ideas work, you cross the line. You may simply want to accomplish
could always just try to hijack someone to get where your unsanctioned mission as quickly and neatly as
you need to go. possible then head back to your normal life.
WEAPONS AND TECHNOLOGY If your character has chosen the life of a vigilante,
If you are going it alone, you will want a trusty you will need to decide where the character lives,
sidearm… or maybe three. You may seek to hide who they spend most of their time with, and how
weapon caches in cities, outposts, and planets you they pick up new missions. Do they live by an
frequent. Your character will want to know one or ethical code? What are their political views? Do they
more weapons dealers who can come through in hold a particular view of the Federation or Klingon
a pinch. Of course, you run the risk of being sold a High Council? Do they have a criminal record? Will
dud. And Starfleet will not treat you kindly if they find someone be pursuing them while they are pursuing
you in possession of an illegal weapon. Additionally, their goal?
each mission often requires specialized technology.
Vigilantes rarely have access to industrial replicators You may want to run an unsanctioned storyline
or starship cargo bays stuffed with useful gear. You for a brief period before moving on to a different
may need to build, barter, or steal what you need. style of play. If so, did your character take on the
unsanctioned mission for sport, adventure, money,
UNSANCTIONED MISSIONS loyalty, love, thrills, or something else? When and
A player character could easily get lost in the chaotic under what circumstances do they eventually want
environment of an unsanctioned game. Individuals out of the game? Are their friends and families
might have contrasting objectives and you may need endangered or did they cut all ties long ago?
to adopt a win some / lose some attitude to obtain
70 CHAPTER 02.50
CHAPTER 03.00
R E P ORT IN G
FOR DU TY
03.10 A CAREER IN STARFLEET. . . . . . . . . . . . . . . . . 72
A C ARE E R IN
STA RFLE E T
“ Captain on the bridge!”
– LT. SY LV IA T ILLY
|CREATING A CHARACTER
WELCOME ABOARD! WHOEVER YOU ARE, AND and full capabilities during play. You will choose
wherever you’ve come from, Starfleet has seen fit to a few initial elements and use a framework to
entrust you with an awesome responsibility. There’s fill in the blanks as you need them. This process
no telling what challenges you may encounter on is covered in detail starting on page 133 and
your assignment, except for this: they will not be takes anywhere from 15 to 30 minutes to
boring, you will not emerge unchanged, and your complete, depending on how many details you
logs will tell the story of what it all means. Your logs are willing to let unfold during gameplay.
may chronicle your first post as commanding officer
of a starship or recount a final voyage in which your
accumulated experience was put to the test.
72 CHAPTER 03.10
Each method results in a character equally character creation might take a few hours as
empowered to undertake tasks and evolve through several people are generating player characters
their story arc. You only need to use this chapter together during Session 0. See Chapter 5, starting
once for each new character you generate. If you on page 219, for more details about running a
are playing in a cooperative or guided session, cooperative or guided game experience.
Your character may begin play with traits in addition Traits of this sort should be neutral where possible
to their species. These should have a clear place – either rarely applicable outside of exceptional
in representing the nature and experiences of circumstances, or applicable in both positive
the character, reflecting definitive facets of the and negative ways. If a trait is purely negative –
character’s existence that are unlikely or even essentially a potential complication – consider a
impossible to change. This might be something potential advantage to balance it out. For disabilities
like a disability or injury, such as Geordi La Forge’s like La Forge’s blindness, this can take the form of a
blindness or Jean-Luc Picard’s heart trauma, piece of equipment that not only helps the character
which requires the use of specialized equipment to operate normally but gives them some other
overcome. It might be something secret or shameful, benefit too.
|ATTRIBUTES
YOUR CHARACTER HAS SIX ATTRIBUTES, EMBODYING to serving as rough benchmarks for the intrinsic
their physical and mental capabilities and tendencies. physical and mental abilities of a character, they
These attributes are Control, Daring, Fitness, also reflect the way your character thinks about
Insight, Presence, and Reason. Each attribute has a problems and the approaches they apply to solving
rating, with higher numbers reflecting greater ability. those problems.
For humanoids, these attributes range from 7 to 12,
with 8 representing average capabilities. As a result, the attribute scores a character
possesses are a valuable roleplaying guide, and they
Your character’s attributes define much about who can shape the way a character is played and how
they are and what they are good at. In addition other aspects of that character’s nature and identity
74 CHAPTER 03.10
play out. They also reflect a character’s priorities: When faced with a physical problem, a character
a character’s better attributes require upkeep may use Daring to respond to an urgent danger, or
and practice, so the attributes with higher scores to act quickly before the situation deteriorates.
represent where a character is putting their efforts.
When faced with an intellectual or emotional
Attributes are not purely physical or mental, and they problem, a character may use Daring to find the
are not absolutes. A Vulcan or a Klingon is significantly quickest solution, rather than waiting around to find
stronger than a Human, but this is not reflected only in a perfect solution, or to overcome any doubts or
the characters’ Fitness scores (which might be a little hesitation that they might be feeling.
higher than that of an average Human character), as a
Fitness score reflects how a character applies strength When faced with a social problem, a character
as well as how strong they are. may use Daring to lead by example, or to break
tension by speaking first without hesitation.
Control
Control defines characters who are precise, orderly, Fitness
disciplined, highly coordinated, and who possess Fitness defines characters by their physical
well-developed fine motor skills. prowess, athleticism, and endurance. While no
attribute is purely physical or purely mental,
When faced with violence, a character may use Fitness is the closest to being a physical attribute.
Control to shoot at enemies, or to focus on a difficult A character with high Fitness is also more able to
problem despite the battle raging nearby. weather attacks and hazards.
When faced with a physical problem, a character When faced with violence, a character may use
may use Control to overcome the problem with Fitness to restrain a foe, resist a hazard, or to move
careful application of force, typically requiring finesse quickly around the battlefield.
or accuracy, or with precision movement such as
remaining stealthy or traversing precarious terrain. When faced with a physical problem, a character
may use Fitness to apply a solution relying on raw
When faced with an intellectual or emotional physical strength or repetitive actions requiring
problem, a character may use Control to center considerable stamina.
themselves and maintain their concentration, or to find
a solution that relies on precision or attention to detail. When faced with an intellectual or emotional
problem, a character may use Fitness to resist
When faced with a social problem, a character physical hardship when attempting to focus on the
may use Control to remain calm, break down problem at hand.
complex or intricate situations, and give detailed
instructions clearly. When faced with a social problem, a character may
use Fitness to control the situation through physical
presence and body language rather than social skill.
Daring
Daring defines characters who are decisive and
fearless. When the adrenaline (or equivalent) Insight
starts pumping, a Daring character can act swiftly Insight defines characters by their instincts and their
and confidently. perceptiveness. Insightful characters often have a
good sense of the moods and feelings of others, but
When faced with violence, a character may use have also learned to trust their own feelings when it
Daring to strike in hand-to-hand combat, or to comes to the decisions they make and the problems
provide urgent first aid to an injured comrade. they are confronted with.
You always maintain perfect control over yourself. You are not one to lose focus or get
distracted, you are keenly aware of pertinent details, and you are incredibly precise
11–12
and efficient in everything you do. You might also be very serious and dedicated, rarely
allowing yourself to relax, as that might mean giving up some of your self-control.
DARING
Rating Meaning
You are overly cautious, or you find yourself frozen and unable to act when faced with
7 or less a difficult or dangerous situation. You might find yourself becoming uneasy in
non-threatening situations.
8 You are not overly hesitant, but you are not especially courageous either.
You are confident and decisive, able to act quickly and effectively when placed
9–10
under pressure.
You are fearless, and often the first to confront a difficult or dangerous challenge. You don’t
11–12 hesitate when the action starts, and you don’t doubt the decisions you make in the heat of
the moment. Some might consider you reckless or hasty for rushing into danger.
FITNESS
Rating Meaning
You are disinclined to rely on strength to solve your problems and may be somewhat unfit.
7 or less You probably lack stamina and struggle to resist the effects of physical hardships such as
extremes of temperature.
8 You are not unfit, but your fitness is unexceptional.
You are healthy and strong and have a good appreciation for how to use and maintain your
9–10
body. You have considerable stamina, and a good understanding of kinesthetics.
You are a prime example of physical conditioning, with plenty of practical understanding for
how to employ your strength, speed, and endurance to best effect. You may seem tireless,
11–12 though you understand the value of rest better than most. Others may pre-judge you based
on your physical presence, perhaps dismissing your intellectual abilities, or seeing your
stature as imposing.
76 CHAPTER 03.10
INSIGHT
Rating Meaning
You are not accustomed to trusting your instincts, or your instincts are not well-honed. You
7 or less may not be particularly observant of moods and behaviors in others, or you may hesitate
because of doubts about reaching the wrong conclusion.
Your judgement is not particularly poor, but neither do you rely overmuch on
8
your instincts.
You have good instincts about other people and about situations and have a reasonable
9–10
sense of when to rely on your gut, though you do not do so all the time.
You are deeply empathetic and can often pick up things about a person’s state of mind
that even they didn’t realize. You have great instincts and rely on them even in the face
11–12
of hard evidence to the contrary. More logical colleagues might consider you overly
emotional and your judgements irrational.
PRESENCE
Rating Meaning
You are somewhat shy and reserved, unable or unwilling to command attention. Your
7 or less manner of speech may be awkward, you might be wary of raising your voice, or you may
trip over your words.
While you are not particularly shy or awkward, neither is your charisma
8
particularly noteworthy.
You have a strong sense of self, and your confidence comes out in your body language and
9–10
the way you speak. You can hold the attention of a room and get your point across effectively.
You seem almost larger-than-life at times. You are the center of attention, and your voice
11–12 cuts through the clamor of a crisis, so others reflexively look to you when danger is near. You
may sometimes be viewed as overbearing.
REASON
Rating Meaning
You do not have much patience for logic and meticulous analysis, or you frequently find
7 or less your biases and your instinctive responses overwhelm your attempts to approach a
problem dispassionately.
You can sit down and research a problem or devise a theory well enough, but you don’t
8
excel at those things.
You have a clear mind, and you can set aside snap judgements to pursue the truth with a
9–10
rational, logical mindset.
You are adept at approaching problems, perils, and the unknown with a dispassionate mind
11–12 that studies them from all angles before reaching a conclusion. Others might regard you as
cold, unfeeling, or even machine-like. You don’t allow their opinions to bother you.
78 CHAPTER 03.10
|DISCIPLINES
IN ADDITION TO THEIR SIX ATTRIBUTES, YOUR of new theories and breakthroughs in Engineering,
character is trained in six disciplines. Whereas Science, and Medicine, to leading and delegating
attributes show a character’s natural proclivities and with Command.
preferred approaches, disciplines show the areas of
a character’s expertise. Each discipline is rated from 0 to 5, with each
rating representing a differing level of training,
The six disciplines are Command, Conn, expertise, and natural aptitude. Your character will
Engineering, Security, Science, and Medicine possess at least a 1 in every discipline – Starfleet
– representing the departments aboard a provides extensive training and expects its officers
Federation starship. It’s worth noting that many to have at least basic proficiency in every discipline.
of the disciplines overlap in a few ways. Each If playing a civilian or an officer from another polity,
discipline covers perception, social interaction, and you’ll also possess at least 1 in every discipline,
knowledge to some extent, but which discipline is representing the training your character received
most applicable to any of those things will depend over the course of their existence.
on circumstances more than anything else – a
character with a high Security is quite adept at When your story prompts your character to
spotting ambushes and other dangers, but may undertake a task, choose a single attribute and a
be less adept at analyzing probe telemetry or single discipline and add their ratings together. This
experimental data. creates the target number, and each d20 that rolls
equal to or less than this number scores a success.
The kind of skill represented by a discipline requires If your character also has an applicable focus, your
work. Disciplines take time and effort to maintain, character may roll on the Advantages table on page
from practice with precision and reflexes for those 268 or select an advantage.
specializing in Conn or Security, to regular reading
80 CHAPTER 03.10
can diagnose a problem with their own ship by the crawling through a Jefferies tube, recalibrating
vibrations in the deck plating and the sound of the plasma conduits and microcircuits one at a time.
warp core. They’re the ones who don’t shy away from the
hard work. They’re the ones covered in stains and
A character with high Conn and high Presence smudges from their work, and who know that
knows procedure, protocol, and tradition, and old ships sometimes require care, attention, and
understands the importance of a crew presenting occasional “percussive maintenance.”
itself properly when greeting outsiders.
A character with high Engineering and high
A character with high Conn and high Reason is Insight has an instinctive knack for machines, able
an excellent navigator, skilled at plotting the most to judge “moods” and “feelings” in sophisticated
effective route through the most difficult regions equipment in the way that a counselor detects
of space, and no less capable of tracking the signs those things in people. They can normally diagnose
other ships leave behind to locate and pursue them a technical problem quickly, and their gut feelings
across space. about why something isn’t working tend to be right.
A character with high Engineering and high A character with high Security and high Control
Fitness is the one with their sleeves rolled up, is probably an expert sharpshooter. But more than
82 CHAPTER 03.10
pure scientific work, this is valuable for the science and emergency first responders, and can excel as
officers employed by Starfleet and in militaries, who trauma specialists, racing against the clock to save
can present their commanders with options when a life. They need to remain calm and collected and
facing the unknown. make the right decisions under intense pressure.
A character with high Science and high Presence A character with high Medicine and high Fitness
are effective science communicators, skilled at is prepared for the worst. They are well-suited to
explaining complex subjects in an effective and taking precautions and preventative measures
engaging manner to people who may not have the to protect themselves and resist environmental
same depth of understanding. This is especially hazards such as poisons, diseases, and radiation.
valuable in Starfleet and military environments, The character is also highly adept at the more
where unknown threats may need to be studied and physical sides of medicine: moving a sick or
explained quickly so that the proper action can be injured patient safely, restraining a patient who is
taken to defend against or avoid them. struggling, and guiding a patient through physical
therapy.
A character with high Science and high Reason
is perhaps the archetypal scientist. Rational and A character with high Medicine and high Insight
logical, the character seeks to understand things by are good at interacting with patients, figuring out
piecing together the facts and evidence carefully to problems by interpreting patient complaints and
reach a conclusion. They consider every available testimonies, or providing counseling and psychiatric
variable, every likely possibility (and the unlikely care. They also have a good intuitive grasp of
ones too, if the likely ones don’t fit), and can medicine, and they have a knack for making the
produce mathematical proofs and solid hypotheses intuitive leaps when diagnosing a problem that can
with the kind of speed and accuracy one might mean the difference between life and death.
expect from an advanced computer.
A character with high Medicine and high Presence
often leads teams of medical personnel, directing
Medicine groups of emergency responders or overseeing a
Medicine, while a subset of science, is important staff of doctors and nurses. They are also good at
enough to stand on its own as a distinct discipline communicating the nature of a disease or injury
and field of study, much as there is some overlap to their patients (and their patients’ families,
between Science and Engineering. Medicine, at its if necessary), and conveying complex details
heart, is less about knowledge and more about the effectively to those who may not understand the
result: healing those who are injured or sick. medical science, such as when giving a briefing
about a virulent plague spreading across a world.
A character with high Medicine and high Control
is likely to excel as a surgeon, where steady hands, A character with high Medicine and high Reason
finesse, and precision are necessary to do the most is more likely to be involved in the research or
good. Alternatively, they may study genetics or diagnostic side of medicine. They study diseases in
pharmacology, where tiny chemical variations can depth, relying on medical scans, biopsies, laboratory
have major effects, and finding the balance that is testing, simulations, and other methods to seek to
most likely to help a patient is delicate work. understand an illness or condition as thoroughly as
possible to determine the most effective treatment.
A character with high Medicine and high Daring is They are a vital part of medical care, but may not
a life-saver, well-suited to providing care in life-or- necessarily deal with patients directly.
death situations. They are effective combat medics
84 CHAPTER 03.10
survival, energy weapons, and basic hand-to-hand FOCUS DIVISION
combat. Focuses are merely areas of “focused” d20 Division
knowledge that makes your character a specialist
1-3 Command
in that field of study. And in the end – focus or no
focus – a roll of the dice decides success or failure. 4-6 Conn
7-9 Security
When fully created, your character will have 10-12 Engineering
six focuses. 13-15 Science
16-18 Medicine
Use the following probability matrixes to generate
focuses. You can roll on the Focus Division matrix 19-20 Pick one or reroll
then either select or randomly roll a specific focus. Of
course, feel free to tweak these in any way you like to
For each focus table, roll a d20. On a result of 1-10,
create a distinct area of expertise.
roll a d20 on first half of the table; on a result of
11-20, roll a d20 on the second half.
COMMAND FOCUSES
d20 Focus d20 Focus
1 Art 1 Law
2 Bargain 2 Lead by Example
3 Call to Action 3 Linguistics
4 Cold Reading 4 Mental Discipline
5 Composure 5 Multi-Discipline
6 Coordinated Efforts 6 Negotiation
7 Courting Rituals 7 Oratory
8 Cultural Expert 8 Performer
9 Debate 9 Persuasion
10 Deception 10 Philosophy
11 Decisive Leadership 11 Politics
12 Diplomacy 12 Prime Directive
13 Emotional Intelligence 13 Reporting Procedures
14 Etiquette 14 Rhetoric
15 Fleet Commander 15 Starfleet Protocol
16 Gambling 16 Station Operations
17 History 17 Strategy/Tactics
18 Inspiration 18 Teaching
19 Intimidation 19 Team Dynamics
20 Journalism 20 Time Management
86 CHAPTER 03.10
ENGINEERING FOCUSES SCIENCE FOCUSES
d20 Focus d20 Focus
1 Advanced Holograms 1 Animal Behavior
2 Artificial Intelligence Systems 2 Anthropology
3 Cybernetics 3 Archaeology
4 Deflector Systems 4 Astrometrics
5 Diagnostics 5 Biochemistry
6 Electro-Plasma Systems 6 Biology/Xenobiology
7 Emergency Repairs 7 Botany/Xenobotany
8 Energy Weapons 8 Catastrophism
9 EVA Suits 9 Chemistry
10 Experimental Device (specify type) 10 Computer Science
11 Exploit Engineering Flaw 11 Deflector Operations
12 Flight Control Systems 12 Ecology
13 Force Fields 13 Expedition Expert
14 Holodeck Programming 14 Galactic History
15 Imaging Equipment 15 Geology
16 Impulse Fundamentals 16 Laboratory Maintenance
17 Jury-Rigging 17 Marine Biology
18 Locksmith 18 Matter/Antimatter
19 Maintenance Specialist 19 Meteorology
20 Manufacturing 20 Microbiology
1 Meticulous 1 Nanotechnology
2 Mining Operations 2 Photonic Applications
3 Modeling & Design 3 Physics
4 Percussive Maintenance 4 Prototyping
5 Procedural Compliance 5 Quantum Consciousness
6 Propulsion 6 Quantum Mechanics
7 Repair Team Leader 7 Rapid Analysis
8 Reverse Engineering 8 Research
9 Saboteur 9 Sensor Operations
10 Salvage 10 Sociology
11 Sensor Calibration 11 Specific Historical Time Period
12 Shuttlecraft Maintenance 12 Starfleet Programming
13 Space Stations 13 Subspace Theory
14 Structural Engineering 14 Temporal Mechanics
15 Subspace Mechanics 15 Terraforming
16 System Maintenance 16 Unconventional Thinking
17 Transporters/Replicators 17 Unified Field Theory
18 Troubleshooting 18 Unorthodox Mathematics
19 Warp Core Mechanics 19 Walking Encyclopedia
20 Weapons Engineering 20 Warp Theory
|VALUES
WHEN YOU CREATE A CHARACTER, CREATE Whether you choose to create your character
several short statements that describe their core through the lifepath or create them in play, write
beliefs and convictions. These are not simply your character’s values on your character sheet. Use
opinions, but the fundamental structure of your the guidance below to craft values that reveal your
character’s morals, ethics, and behavior. They are character, help them prevail, and are open to being
the things that define who they are as a person, why challenged. Your values can help your character in
they behave the way they do, and what drives them difficult situations. They often provide an additional
during times of struggle and hardship. push to succeed, as the character’s convictions
drive them to achieve more than they might have
A character’s values are not static. People evolve done otherwise.
and grow with their experiences, and in many
cases, things that once felt like unshakeable beliefs
may come to be seen differently as time passes.
There will be opportunities during play to alter a
character’s values, and values are an important part
of how characters grow and develop over time.
88 CHAPTER 03.10
Make Values that are double-edged swords, which could help or
hinder the character, but these can be a bit more
Understandable challenging to write.
The actual text of a value is no good if you cannot
understand or remember what you intended it to EXAMPLES:
mean. You need to be able to read the value and § If you punch me, I punch back twice
quickly determine whether it applies to the current § Never trust a Romulan
situation. If you cannot do that, that value is just § I hate Admiral Nechayev
taking up space on your character sheet.
You might even want to have several troublesome
Keep the statement simple. A single word might values that can give you the chance to earn
work, but that might not be specific enough, so Momentum or to remove Threat.
a short phrase often works well, perhaps in the
form of a motto or quote you think reflects your
intent, or perhaps a line taken from an oath (such Make Values Beneficial
as a doctor with “First, do no harm” as a value). Employing a value is powerful, and it can help you
Characters in Star Trek episodes often use strong overcome even the toughest of obstacles. You will
statements that define them. want at least one value which is helpful to you in
some way. Ideally, you will want more than one
EXAMPLES: beneficial value. This will offer you multiple chances
§ I want to be the best captain to sway the story in your favor.
§ My life before the life of my crew
§ Everything can be solved with diplomacy Again, the ideal value is one that is a help or a
hindrance in different circumstances, but that is
tricky to write, so do not worry if it takes you a few
Allow Values tries, especially if you’re new to Captain’s Log.
to Cause Trouble EXAMPLES:
One of the purposes of values is to cause problems.
§ When things get stressful, I get calm
Your values might keep you from taking actions that
§ I was the number one pilot at Starfleet Academy
you do not believe in, or it might force you to act
§ A kind touch is often enough to make peace
when it might be better not to.
EXAMPLES:
§ I am in love with my former enemy, a Romulan
§ I was shot in the back once; never again
§ Listen to my crew before making decisions
VALUES MATRIX
Here are sample values you could use for your
character. Feel free to adjust them until they are the
perfect fit for your character.
90 CHAPTER 03.10
CHAPTER 03.20
LIFEPATH CREATION
“ I w ill f e e l i t f o r b o t h o f u s … thank you for m y life.”
– LAL
|LIFEPATH CREATION
THE DEFAULT METHOD OF CREATING YOUR
character for Captain’s Log is the lifepath. This is
Step One: Species
Choose, or randomly determine, your character’s species
a series of steps that represent important events
from the matrixes on pages 93-94. Each species option
of your character’s life, each of which shapes the
provides a +1 bonus to three different attributes.
elements of their character sheet.
Starting Points
All characters begin with a score of 7 for each
attribute and 1 for each discipline. These will be MIXED-HERITAGE
increased during the character’s lifepath. A finished
starting character cannot have more than 12 in any
CHARACTERS
Many Starfleet officers have parents from
attribute, may only have one attribute at 12, cannot
different species. When creating such a
have more than 5 in any discipline, and may only
character, you may choose three different
have one discipline with a score of 5. During the
attribute bonuses from across both species.
character creation steps a character may end up
Roll twice on the species tables provided
with scores above these limits, but this will be fixed
on pages 93-94.
during Step Seven: Finishing Touches, detailed on 03.202
page 129.
SPECIES
1 +1 to three Attributes
ENVIRONMENT:
SETTING OR CONDITIONS
+1 to one Attribute
+1 to one Discipline
2 +1 Value
CAREER LENGTH
EARLY OUTLOOK:
+1 Value
5
UPBRINGING, CASTE,
OR ASPIRATION
CAREER EVENTS
+3 to Attributes
+1 to one Discipline
+1 to one Attribute X2
3
+1 to one Discipline
+1 Focus
6
+1 Focus
EDUCATION: STARFLEET
ACADEMY OR OTHER TRAINING FINISHING TOUCHES
+3 to Attributes +2 to Attributes
+4 to Disciplines +2 to Discipline
92 CHAPTER 03.20
RANDOM SPECIES BY ERA What if you are playing in a different era, or what
if a new species is introduced? For example,
You may select the species of your preference, or
Star Trek: Discovery introduced the Alshain,
you may roll on the Random Era matrix then the
a humanoid civilization with a symbiotic relationship
subsequent matrix, to generate a species other than
with butterfly-like life-forms, along with the Kwejian,
Human. If you prefer to play in a particular era, for
a species boasting animal empathy. In those cases,
example, The Next Generation era, go directly to that
model the character on whichever species you
matrix and roll a random species, assuming you do
desire and distribute attribute and discipline points
not wish to play a Human.
as appropriate.
d20 Random Era
1-6 Enterprise Era
7-12 The Original Series Era
13-18 Next Generation Era
19-20 Roll again
AENAR ARBAZAN
The Aenar were a subspecies of Andorians who Like many Humanoid species within the Federation,
were on the verge of extinction by the mid-22nd the Arbazan are physically similar to Humans, though
century. They had two antennae and no skin or hair the forward portion of their skulls have slightly raised
pigmentation. Their most distinctive trait was their plates that reinforce their brows. Arbazan have been
telepathic abilities, which included reading minds Federation members since shortly after its founding
and psychically projecting themselves into the and are found throughout Federation space, often
minds of other humanoids. serving as ambassadors, attaches, advisors, and
Attributes +1 Insight +1 Control +1 Presence negotiators – though there have also been several
well-known scientific discoveries and engineering
ANDORIAN advancements by dedicated Arbazan.
94 CHAPTER 03.20
BAJORAN BARZAN
A spiritual, dauntless people who suffered under A diligent, determined people from a resource-poor
Cardassian occupation. They worship celestial beings world. Joined the Federation in the 25th century,
residing in the Bajoran wormhole. They are much like though individuals were known to serve in Starfleet
Humans in appearance, with nose ridges and often prior. Very similar to Humans in appearance, with
wear an elaborate earring on their right ear. unique forehead ridges and often equipped with a
Attributes +1 Control +1 Daring +1 Insight specialized breathing apparatus.
Attributes +1 Daring +1 Fitness +1 Presence
BENZITE
Benzite physiology gives this species’ skin a
hairless blue-to-green complexion. The Benzite
skull has a thick protrusion that extends over the
brow and nose, with two facial tendrils above the
lip. A Benzite’s average body temperature is several
degrees lower than an average, warm-blooded
Humanoid, though the Benzites themselves are not
cold-blooded. Until 2370, most Benzites in Starfleet
had trouble breathing a standard nitrogen/oxygen
atmosphere and relied on breathing apparatus.
Attributes +1 Control +1 Insight +1 Reason
CHANGELING
A Changeling is naturally a gelatinous, morphogenic,
orange-brown fluid, which can adopt the form and
structure of any solid object, including other living
creatures and diffuse substances like fog. While
BORG (LIBERATED) they cannot become energy, a Changeling’s ability
Individuals who broke free from the Borg Collective to assume other forms is limited more by skill and
became referred to as liberated Borg or “xBs” by experience than by physical capacity: it is theorized
the late 2390s. xBs came from a wide variety of that they transfer mass to and from subspace
formerly assimilated species found in the Alpha, to change size and density. Many Changelings
Beta, and Delta Quadrants. If you choose to play find themselves persecuted by “solids” for their
an xB, select a species to be your original species shapeshifting ability, and often crave a sense
and add that as a second species trait alongside of order and justice in the universe, with a rigid
Liberated Borg. attitude at odds with their fluid forms.
Attributes +1 Control +1 Fitness +1 Reason Attributes +1 Control +1 Fitness +1 Presence
96 CHAPTER 03.20
CYBERNETICALLY ENHANCED EDOSIAN
First, select a species for your character and apply A long-lived, meticulous, and reflective people.
those traits. Though most cyborgs still consider Loosely allied with the Federation, with service in
themselves to be members of their original species, Starfleet rare but not unknown. Tripedal and three-
there are some who cannot help but face the limbed, more stable and capable of multi-tasking
reality that every day they are alive is thanks to the than Humans, even if a bit slower.
machinery installed in their bodies. They embrace Attributes +1 Fitness +1 Insight +1 Reason
their reality with stoicism and with determination
to prove to others that they are more than just a EFROSIAN
combination of organic and cybernetic parts but are
A musical people from a frozen world devoted
living beings in their own rights. Some even come to
to history. Often sought as helm officers
fully embrace the advantages their new components
and navigators, as well as translators and
can offer them and use it to leverage an advantage
communications officers thanks to their emphasis
over others.
on linguistics and oral tradition. Notable in
Attributes +1 Control +1 Fitness +1 Reason appearance for intense tufts of hair and mustaches.
Attributes +1 Fitness +1 Presence +1 Reason
DELTAN
Deltans are beautiful individuals, with powerful
empathic abilities and heightened sensuality. The
pheromones they excrete are a natural aphrodisiac
in most species throughout the Federation, and
while serving aboard Starfleet they must be very
careful with their natural physiology, using chemical
suppressants to cancel the effect.
FERENGI
Attributes +1 Control +1 Insight +1 Presence
An enterprising people devoted to applying their
DENOBULAN considerable technology toward the acquisition
of wealth. Encountered by Starfleet in 2364 and
A gregarious, inquisitive people allied with humanity
forming a wide variety of relationships to the
since the 2130s. Often at ease encountering new
Federation, being organized as a collection of private
cultures and collaborating within large social
businesses. Possessed of large, sensitive ears which
groups. Robust physiology, similar to Humans in
supply an acute sense of hearing and the lobes for
appearance, with facial ridges.
business acumen.
Attributes +1 Fitness +1 Insight +1 Reason
Attributes +1 Control +1 Insight +1 Presence
DOOPLER
GORN
A humanoid species known for involuntarily
Gorn are large and powerfully-built, even more
duplicating themselves (dooplercating) as a defense
so than other famously-mighty species such as
mechanism against uncomfortable emotions such
the Klingons or Nausicaans. They are many times
as embarrassment. Once a Doopler gains control
stronger than a Human being, and resilient enough
of their emotions, they can re-merge back into one
to ignore massive blunt force trauma or even short
being (de-dooplercating).
periods in hard vacuum. However, Gorn are not
Attributes +1 Fitness +1 Presence +1 Insight especially agile or fast. Gorn are ectothermic – cold-
blooded – with their body temperature varying by
external factors, and thus favor warm environments
where they can be most active and effective.
Attributes +1 Daring +1 Fitness +1 Reason
Attributes +1 to any three attributes An aggressive warrior species from the Delta
Quadrant divided into eighteen different sects that
HORTA war over resources. They have intricate head ridges
and thick, coral-shaped hair.
The Horta is a highly intelligent, silicon-based
species capable of tunneling through solid rock. Attributes +1 Daring +1 Fitness +1 Presence
KLINGON
A proud, warrior species centered in the Beta
Quadrant. There is a great redundancy in Klingon
organs, with two livers, multiple stomachs, three
lungs, and an eight-chambered heart. Their skeletal
structure also has several redundancies that
mitigate injuries that would prove fatal to other
humanoids.
Attributes +1 Daring +1 Fitness +1 Presence
98 CHAPTER 03.20
KZINTI OSNULLUS
A species of aggressive, cat-like humanoids with The Osnullus hail from a homeworld that has only
orange fur, yellow eyes, pronounced fangs, ears recently begun to shed their caste-based society.
resembling bat wings, four-fingered hands, and long Once beholden biologically to queens who governed
tails, Kzinti are native to the Alpha Quadrant planet their individual colonies, Osnullus have evolved to
Kzin. With much effort, some male Kzinti are capable a stage where they are more independent minded
of reading minds. and are capable of breaking away from their
Attributes +1 Daring +1 Fitness +1 Control colonies. Though some still prefer to cling to the
castes of their births, the Osnullus have embraced
LURIAN independence and the concept of the individual.
Since joining Starfleet, the Osnullus can now
Lurians have multiple hearts, lungs, and two
be seen across the Alpha Quadrant where they
stomachs, and are thus more resistant to injury
embrace the close communities of their starships as
than other species. They can withstand many
new colonies for them to live in.
poisons and toxins. They have grayish or tan skin, a
wide mouth, a puggish nose, and deep-set, beady Attributes +1 Daring +1 Fitness +1 Reason
eyes. Lurians are a passionate people, and never
do anything by half measure. Lurians are always PAKLED
great thinkers and dreamers, and even though they A stocky humanoid species capable of surviving
are frequently talkative to the point of babbling, the vacuum of space for a limited amount of time.
their minds are often on important matters and on They have a rudimentary class system where an
formulating plans for their futures. individual’s status was indicated by the size of their
Attributes +1 Control +1 Fitness +1 Presence helmet. Their speech patterns are simple, but they
are not unintelligent by any means.
OCAMPA Attributes +1 Daring +1 Fitness +1 Insight
A short-lived people from the Delta Quadrant with
latent psychic abilities emerging from a history of PARADAN
natural disaster and the cautious oversight of an alien This Gamma Quadrant species relies upon their
Caretaker. Very similar to Humans in appearance, with olfactory glands to help determine the mood of
insect-like lifecycles split between rapid bursts of whomever they are speaking with, and they possess
aging and development, and short stable periods. scent glands around their bodies that release
Attributes +1 Control +1 Insight +1 Presence potent odors. The Paradans are also physically
imposing, and are able to survive comfortably in hot
ORION environments.
RISIAN
Risians appear much like Humans, save for a
decorative gold emblem in the center of the
forehead. They have open and adventurous
personalities but also have a great patience with
others. Risians have an honest and open attitude to
sexuality that is renowned throughout the Galaxy.
Potential mates with a sexual appetite display
ceremonial icons, called horga’hn, that invite
partners to participate in the sexual rite jamaharon.
Attributes +1 Control +1 Insight +1 Presence
ROMULAN
Romulan physiology is not meaningfully different
from that of Vulcans, though a portion of the
Romulan species exhibits a V-shaped forehead
ridge not evident in Vulcans. The largest differences
are that most Romulans lack the intense mental
discipline common to Vulcans, and do not develop
their psychic abilities. Psychologically and culturally,
Romulans prize cunning and strength of will, and
are distrustful of other species: this opinion is
reciprocated, as Romulans have a reputation for
manipulation, deception, and betrayal.
SAURIAN
Attributes +1 Control +1 Fitness +1 Reason
Saurians possess enhanced senses that are
often superior to their colleagues. With six nasal
canals, they can pick up scents from kilometers
away and their sharp fangs and claws make them
imposing. As a civilization, they respect strength
and decisiveness but prefer to avoid aggression if
possible. Saurians also possess a high tolerance for
alcohol, and Saurian brandy is prized throughout the
Alpha and Beta Quadrants.
Attributes +1 Daring +1 Fitness +1 Reason
VULCAN
The Vulcans are a stoic, rational people. Widely
claimed to be emotionless, in truth the Vulcans
feel deeply and intensely, to their own detriment.
Their stoicism comes from a culture of logic and
self-discipline, where emotions are analyzed and
dissected to rob them of their potency, so that they
cannot overwhelm or control the individual. Vulcans
UNUSUAL OR
embrace science and reason, but their lives are UNIQUE CHARACTERS
not purely devoted to logic: they also have a deeply Starfleet Academy attracts applicants from
philosophical side, with art and music as vital to many worlds, including some that aren’t a
their culture as logic. They are also an intensely part of the United Federation of Planets. Even
private people, with many aspects of their culture the species well known to Star Trek viewers
– such as the rites of pon farr – which are not contain tremendous individual diversity.
discussed amongst outsiders.
Attributes +1 Control +1 Fitness +1 Reason Instead of constraining yourself to the
matrixes in this rulebook, you might choose
XAHEAN to add +1 to any three attributes of your
choice, representing a unique individual or
The Xaheans are technologically gifted as a species,
new species.
to the point that they often appear smug in the face
of technological advancements by other species.
Solo mode represents an opportunity for
Their innate ability to manipulate energy fields allows
the unbounded creation of new species
them to activate many different types of machinery in
and vantage points on the Star Trek
their proximity, and their ability to shroud themselves
universe. If you choose to create a new
in a field that obscures their appearance allows them
species for cooperative mode or guided
to remain undetected from pursuers.
mode, make sure to discuss this with your
Attributes +1 Control +1 Insight +1 Reason fellow players during Session 0 to ensure
that your group is aligned on the inclusion
of this new concept in the Star Trek stories
you collectively create.
03.203
Driving them into their education and career, your 10-12 Science and Technology
character formed an early outlook that shaped 13-15 Artistic and Creative
them in many ways. You may choose from three 16-18 Diplomacy and Politics
approaches of how to determine the impact of
19-20 Pick one or reroll
this outlook. The first is to select their upbringing,
and determine whether they accepted or rebelled
against it. The second – applying to Klingon STARFLEET
characters or those raised in a Klingon household – Your character’s family may have a strong
is to select their caste, and whether they accepted tradition of Starfleet service, with at least one
or rejected its expectations. The last option is to member of the family in every generation serving
simply choose an aspiration which drove your the Federation in this way. Perhaps both the
character onto their journey, and whether they character’s parents were Starfleet officers who met
pursued or gave up on it. in service. Either way, the character’s formative
years were influenced by Starfleet.
Choose the approach that makes the most sense
for your character and storytelling style. Once the Attributes: If your character accepted this
approach is chosen, you may select or randomly upbringing, the orderly, purposeful life increases
determine the specific option within that approach, their Control by 2 and their Fitness by 1.
and adjust your character sheet accordingly.
If your character rebelled against this upbringing,
their bold and self-determined living increase their
Upbringings Daring by 2 and their Insight by 1.
The nature of a person’s family and their
surroundings as they grow up can have a massive Discipline: Your character’s exposure to the ways
impact upon them. Whether they accept this influence and traditions of Starfleet allows them to increase
or rebel against it will shape the rest of their lives. any one discipline.
Your character’s upbringing provides them with Focuses: Your character gains a single focus
three points spread across two attributes, a that should relate to their connection to Starfleet,
single point to add to one of their disciplines, covering skills learned during the character’s
and a single focus, which should relate in some formative years. Examples: Astronavigation,
way to the upbringing chosen. When adding your Composure, Extra-Vehicular Activity, Hand-to-Hand
character’s focus, you may choose one of the Combat (may be renamed to a specific martial
provided examples, randomly select a focus using art), Hand Phasers, History, Small Craft, Starfleet
Protocol, Starship Recognition.
Attributes: If your character accepted this Attributes: If your character accepted this
upbringing, a cosmopolitan, ambitious lifestyle upbringing, the tough, practical life on the land
increases their Daring by 1 and their Presence by 2. breeds a strong work ethic and a healthy body,
increasing their Control by 1 and their Fitness by 2.
If your character rebelled against this upbringing,
stepping away from the family business to find their If your character rebelled against this upbringing,
own identity increases their Insight by 2 and their they are likely to have embraced science,
Reason by 1. technology, and the fruits of civilization, increasing
their Presence by 1 and their Reason by 2.
Discipline: Your character’s experiences with their
family business allows them to increase any one of Discipline: Your character’s living off the land and
Command, Engineering, or Science. growing up on the edge of civilization allows them
to increase one of Conn, Security, or Medicine.
Focuses: Your character gains a single focus that
should relate to the nature of their family’s business, Focuses: Your character gains a single focus that
covering skills that are valuable during trade, or should relate to the character’s rural lifestyle,
which were useful to the family business in other and the skills they learned there. Examples:
ways. Examples: Finances, Geology, Linguistics, Animal Handling, Athletics, Emergency Medicine,
Manufacturing, Metallurgy, Negotiation, Survey. Endurance, Ground Vehicles, Infectious Diseases,
Navigation, Survival Training, Toxicology.
Attributes: If your character accepted this upbringing, Attributes: If your character accepted this
they are rational, methodical, and precise, increasing upbringing, they develop a greater understanding of
their Control by 2 and their Reason by 1. emotion and communication, increasing their Insight
by 1 and their Presence by 2.
If your character rebelled against this upbringing,
they don’t lack for technical talent, but they haven’t If your character rebelled against this upbringing,
developed that talent and instead rely more on the character is more inclined to action than to
instinct, increasing their Daring by 1 and their Insight expression, increasing their Daring by 1 and their
by 2. Fitness by 2.
Discipline: Your character’s familiarity with cutting- Disciplines: Your character’s ease with creativity
edge science and the latest research allows them and self-expression facilitates many pursuits,
to increase one of Conn, Engineering, Science, or allowing the character to increase one of Command,
Medicine. Engineering, or Science.
Focuses: Your character gains a single focus that Focuses: Your character gains a single focus that
should relate to the character’s favored fields of study should relate to the character’s preferred way of
and inquiry. Examples: Astronavigation, Astrophysics, applying their skills. Examples: Botany, Cultural
Computers, Cybernetics, Genetics, Physics, Studies, Holoprogramming, Linguistics, Music,
Power Systems, Quantum Mechanics, Subspace Observation, Persuasion, Psychology.
Communications, Surgery, Warp Field Dynamics,
Xenobiology.
Focus: Your focus should relate to your upbringing, Attributes: If you accepted your caste, then you’ve
covering skills learned during your formative years. had a tough, practical upbringing and gained a
Examples: Composure, Disruptors, Hand-to-Hand strong work ethic. Increase your Control by 1 and
Combat (may be renamed to a particular style or your Fitness by 2.
weapon), Intimidation, Military History, Small Craft,
Starship Recognition, Survival. If you rebelled against your caste, then you likely
embraced science, technology, and the fruits of an
MERCHANT advanced civilization. Increase your Presence by 1
Your family members are traders, with connections and your Reason by 2.
on countless worlds, buying, moving, and selling
goods across the Empire and to distant trading Disciplines: Your rural upbringing allows you to
partners. You may have been raised into the world of increase any one of Conn, Security, or Medicine
commerce and trade or grown up on an interstellar by 1.
freighter carrying vital cargo. Regardless, you’ve
grown up encountering people from all walks of life, Focus: Your focus should relate to your upbringing,
including those from outside the Empire, and your covering skills learned during your formative years.
outlook on life has been shaped accordingly. Examples: Animal Handling, Athletics, Emergency
Medicine, Endurance, Ground Vehicles, Infectious
Attributes: If you accepted your caste, then a Diseases, Navigation, Toxicology, Survival Training.
cosmopolitan, ambitious lifestyle seems natural.
Increase your Daring by 1 and your Presence by 2.
Focus: Your focus should relate to your creativity, Disciplines: You have either learned how to defend
which is likely to relate to art or engineering. others, or how to care for them after the fact,
Examples: Art, Computers, Cybernetics, increasing your Security or Medicine by 1.
Holoprogramming, Literature, Structural Engineering,
Theatre, Transporters & Replicators, Warp Field Focus: Your focus should relate to the skills you
Dynamics. honed protecting and caring for others. Examples:
Emergency Medicine, Hand-to-Hand Combat (may
TO DISCOVER rename as a specific Martial Art), Hand Phasers,
You want to know what’s out there. “Out there” Survival, Threat Awareness, Triage.
might be the farthest reaches of unexplored space,
or it might be the tiniest subatomic realms, or the TO PROSPER
depths of the mind, or the myriad complexities of Success is your goal. This might mean fame or
the body, or some other field. Your drive is to find recognition in a particular field, or it might mean
that which is unknown and to make it known. wealth, or influence, or power. There may be some
noble agenda behind this – a desire to overcome
Attributes: If you pursued this aspiration, your being powerless or to escape hardship, or to be
enthusiastic curiosity increases your Reason by 2 able to provide for family – or it may just be pure
and your Presence by 1. ambition, even greed. In whatever ways you seek to
prosper, you have the drive to seize the chances you
If you eventually gave up on this aspiration, your get, and, as the Ferengi say, the lobes to hear the
long hours of study and hard work increase your opportunities coming your way.
Fitness by 2 and your Insight by 1.
Attributes: If you pursued this aspiration, your
Disciplines: Your pursuit of knowledge and ambition and opportunism increase your Presence
discovery increases either your Science or your by 2 and your Daring by 1.
Medicine by 1.
Focuses: You select three focuses. Examples: Focuses: You select three focuses. Examples:
Diplomacy, Disruptors, Hand-to-Hand Combat, Computers, Espionage, Infiltration, Interrogation,
Hand Phasers, History, Inspiration, Military Protocol, Linguistics, Persuasion, Threat Analysis.
Politics, Shipboard Tactical Systems, Strategy &
Tactics. MILITIA AND GUERILLAS
You didn’t have any formal training. Rather, you
INTELLIGENCE TRAINING learned to fight out of necessity, to defend your
You applied to join your nation’s military or some home from aggressors and invaders, or to try and
other civil service, and they found that your talents liberate it from those who were oppressing your
could be put to good use in intelligence. While you people. Frontier colonies, worlds where society
might have an official posting as ordinary personnel has collapsed into feuding factions, and conquered
aboard a ship or a starbase, or an office in some planets often produce these kinds of fighters.
government bureau, your true duties are both loftier
and more clandestine. You may be part of a citizen militia, an impromptu
force that takes up arms when necessary but does
Every civilization has civil and military intelligence not serve as part of a permanent standing army.
apparatus, a term covering a range of operatives, You may be part of a resistance movement such
analysts, informants, and activities which as those seen on Bajor during the Cardassian
necessarily remain secret. Personnel are trained Occupation, or the Maquis who fought the
to serve either as operatives – working in the field Cardassians in the late 2360s and early 2370s.
under cover identities to gather information and
cultivate networks of informants – or as analysts In some cases, these improvised armies can grow or
who study the information gathered, searching for evolve into full professional militaries. Local defense
patterns and reporting on noteworthy findings to militias can grow into a standing security force if a
their superiors. community grows large enough to support one. The
Bajoran Militia initially consisted entirely of former
Many intelligence services will recruit personnel resistance fighters who were given uniforms, ranks,
from military (or Starfleet) service on an ad-hoc and a proper chain of command to serve as Bajor’s
basis for individual operations, but selecting this security force.
option means that your character is an intelligence
operative first, even if you do not advertise that fact. Value: You gain a single value, which should reflect
the reason the character chooses to fight.
Value: You gain a single value, which should reflect
the character’s beliefs as they developed during Attributes: You gain three points, which may be
intelligence training, or which guides them during divided among two or three attributes freely (either
their operations. one gets +2 and the other gets +1, or all three get
+1). You must select either Daring or Fitness as one
of the attributes increased; you don’t get far without
being bold or tough.
d20 Type
1-10 Diplomatic Corps
11-20 Honorary Status
DIPLOMATIC CORPS
You pursued diplomacy as a vocation early in life,
and you have spent years or more rising from the
staff of senior diplomats to your own postings in
later life. You might serve within the Federation
Diplomatic Corps, or as a representative on behalf
of a specific world (typically your own homeworld).
Either way, your role is a respected one, and you
have considerable professional and personal
influence.
§ Who was the enemy in this battle? Why did the § What happened to your character during the
battle occur? Was it fought in space, on the accident? Were there any lasting repercussions?
ground, or both?
§ How does they feel about transporters now?
§ What did your character have to do to survive?
Was the battle won or lost? Attributes: The character is cautious and careful
after their experiences, increasing Control by 1.
Attributes: Your character needed to be tough to
survive in battle, increasing Fitness by 1. Disciplines: The experience means the character
takes shuttles more often now than the transporter,
Disciplines: The harrowing experiences of battle increasing Conn by 1.
have increased your character’s Security by 1.
Focuses: Add a focus reflecting something they
Focuses: Add a focus reflecting skills they honed learned either because of the accident, or in the
during the fighting. Examples: Hand Phasers, Hand- aftermath. Examples include Quantum Mechanics,
to-Hand Combat, or Shipboard Tactical Systems. Small Craft, or Transporters & Replicators.
Attributes: Your character learned a lot from the Disciplines: Your character’s combat experience
superior on how to command respect, increasing increases their Security by 1.
Presence by 1.
Focuses: Your character gains a focus, reflecting
Disciplines: Difficult decisions are part of being a their decisive battlefield leadership. Examples:
leader; your character increases their Command by 1. Combat Tactics, Hazard Awareness, or Leading by
Example.
Focuses: Add a focus reflecting the event and its
aftermath. Examples: Inspiration, Investigation, 15. LEARNED UNIQUE LANGUAGE
Persuasion. Your character encountered a species with an
unusual form of communication and learned to
13. CALLED OUT A SUPERIOR communicate with them.
Your character was placed in a situation where they
had to make a choice between a trusted superior and § Who were the aliens they encountered? Was the
their own ideals, and chose to follow their ideals. encounter tense, or peaceful?
§ What method of communication do the aliens
§ Who was the superior? What did they ask
use? How did your character learn it?
your character to do? How does your character
feel now?
Attributes: Your character learned a lot about
§ What were the repercussions of this? Are understanding others from the experience,
the details of this event on record? Was your increasing Insight by 1.
character right?
Disciplines: Your character gains new knowledge
Attributes: Your character learned to evaluate and new understanding, increasing Science by 1.
situations on their own merit, rather than blindly
trusting others, increasing Reason by 1. Focuses: Add a focus reflecting what they learned
from the event. Examples: Cultural Studies,
Disciplines: The legal proceedings that followed Linguistics, or Negotiations.
gave your character a greater insight into
organizational protocol, increasing Conn by 1.
§ What did this piece of technology do? § What technology had malfunctioned, and why
was it dangerous?
§ What is known about the civilization that
made it? § How did your character solve the problem?
Attributes: Your character’s studies of the Attributes: Your character’s precision when dealing
technology produced numerous theories, increasing with complex technology increases their Control by 1.
Reason by 1.
Disciplines: Your character’s familiarity with
Disciplines: Your character is more able to technology increases their Engineering by 1.
understand unfamiliar technology, increasing
Engineering by 1. Focuses: Add a focus, reflecting the technology
involved in the event. Examples: Electro-Plasma
Focuses: Add a focus reflecting the event and Power Systems, Fusion Reactors, or Warp Engines.
its aftermath. Examples: Ancient Technology,
Computers, Reverse Engineering. 19. BREAKTHROUGH OR INVENTION
Your character made an important technological
17. SPECIAL COMMENDATION discovery, devised a new way of using a particular
During a crisis, your character saved the lives of technology, or invented some new technology that
several colleagues, helping them to safety. This will be invaluable in the future.
earned your character a special commendation.
§ What was the discovery, breakthrough, or
§ What was the crisis? Why was the mission in invention? How will it be useful?
danger?
Attributes: An achievement of this nature often
§ What were the repercussions of this? Are the
comes from an unexpected direction; increase any
details of this event on record?
one Attribute by 1.
Step Six Example: With the character mostly Disciplines: Increase two disciplines by 1 each.
complete, it’s now time to roll for a couple of
career events. Nathan rolls a 13 (“Called Out a Your character may not have any disciplines above
Superior”) and an 18 (“Solved an Engineering 5, and only one discipline with a score of 5.
Crisis”), but isn’t sure about the 18, so rolls
that one again, getting an 8 (“Conflict with a For any discipline which has a rating above and
Hostile Culture”). His “Conflict with a Hostile beyond those limits, reduce it until it is within
Culture” increases his Fitness to 8, and his the limit. For each point reduced on a discipline,
Security to 2, and gives him a focus of Hand increase another discipline by one, obeying the
Phasers, representing skills honed during the above limits.
fighting. Meanwhile, the time he “Called Out a
Superior” increases his Reason to 12, and his Your complete character should have the following
Conn to 2, and gives him a focus of Starfleet elements:
Uniform Code of Justice, from the disciplinary
hearings that followed. § Your character’s attributes, added together,
should total 56.
§ Your character’s disciplines added together
should total 16.
§ Your character should have four values and six
focuses.
Commanding Officer: Command department only. Flight Controller or Helmsman: Conn department
The captain. Even if the commanding officer does only. Not a typical senior staff role, some captains,
not hold the rank of captain, they will be referred to particularly those operating in uncharted space,
as captain by their subordinates. Every starship and choose the most senior helmsman or flight control
starbase must have a commanding officer. officer to serve as senior staff as well.
In solo mode, giving your character this assignment In solo mode, giving your character this assignment
will facilitate iconic Star Trek stories centered will facilitate classic “ace pilot” stories, and
around its classic protagonists: captains. Making the chronicles of young officers taking their first steps in
difficult calls, overseeing first contact, conducting a promising career.
tense negotiations, and seizing the initiative in a
cat-and-mouse starship battle are all part of the Chief Engineer: Engineering department only.
scenery, with your character in the driver’s seat. The chief engineer is responsible for ensuring that
the ship remains operational and functional and
Executive Officer: Command department only. Also commands the engineering department.
known as the “first officer,” the executive officer is
the captain’s chief advisor and takes command in In solo mode, giving your character this assignment
situations where the captain is unable to. If a ship will facilitate “hard” science fiction stories of
does not have a dedicated executive officer, an officer technological advancements and dramatic
in another role will be designated as first officer. portrayals of a devoted team called to make great
sacrifices to keep the vessel operating.
CREAT I ON I N P L A Y
“ T h e on l y p e r s o n y o u ’r e t r u ly c om peting against…
is yourself.”
— CAPT. J EAN - LUC PICARD
1. Choose your character’s rank and assignment. Give your character a rank that makes sense for the
assignment, using the guidance on page 132.
2. Assign your character’s attributes.
3. Choose your character’s species, name, You should also determine the character’s
and pronouns. department at this stage, picking from one of the six
disciplines.
4. Assign two of your character’s disciplines.
6. Begin play!
CHARACT E R
DEV E LOP M EN T
“ I k n o w I ’ v e got som ething to offer.
I j u s t n e e d the c hanc e to prove it.”
— NOG
| CHARACTER DEVELOPMENT
YOUR CHARACTER WILL NOT REMAIN UNCHANGED their arc will add net new capabilities and priorities,
throughout their career. As they explore strange new preparing your character for even more challenging
worlds and seek out new life and new civilizations, situations as they grow.
they will be changed by what they learn and they
will grow from their experiences. The adversity Milestones can also be used to change and enhance
your character overcomes and the challenges they your ship and crew. When making such changes in
confront will invariably shape them. cooperative or guided play, these changes should
be discussed with the entire group. They belong to
Character development in Captain’s Log occurs in everyone, so everyone should have a say.
milestones along an ever-evolving character arc.
Some milestones will allow your character to shift
their priorities, further developing some capabilities Focuses and Values
while focusing less on others. Major milestones on Can Change
A significant way to track the evolution of your
character is by eventually changing focuses and
values. The focuses and values that your select
THE JOYS OF CHARACTER during initial character creation are not set in stone.
DEVELOPMENT Characters evolve and change. They learn new skills
and new life lessons. Use focuses and values to
It may take a few missions for your character
reflect your character’s expertise and ever-changing
to be fully fleshed out. Do not feel like you
viewpoint on life.
must jam every detail about the character
into your first mission. In television and
At the end of each mission, characters get a
movies, the viewer gets to gradually know
chance to swap out one focus for another. Also,
the character as they develop in a story. The
game mechanics encourage you to challenge your
same will go for your captain. You might find
character’s values. Once a value is challenged, it
yourself pleasantly surprised with things you
should be crossed out and replaced with a new or
learn about them as you use your imagination
altered value. This represents how your character
and probability matrixes to fill in the gaps.
03.401
faces adversities and how such adversities change
their perspective on the universe.
Milestones are connected to a character’s values. In addition, if you challenged a value, you may
They can sometimes be connected to mission types, rewrite that value. The new value should relate
which could sometimes be viewed as directives somehow to what it was before, and how the
from Starfleet Command. Values and mission character’s views have changed because of the
directives are what drive a character’s actions, and situation that caused the challenge. It does not
a milestone is a significant point reached because have to be a big difference – and often, it will not
of those actions. Has a value been challenged be – but the new value should demonstrate how the
or changed? Was the mission successful or not? character’s perspectives have shifted.
Milestones vary in significance. A lot depends on
how much your life changed after the adventure.
Reaching a Milestone
Finally, if you used or challenged any of your values
Log Entries during that adventure, you may also make an
To reach milestones and have your character grow, adjustment to your character. This is considered a
you should maintain a log. (You’ll find a sample Log milestone. This could also happen depending on if
Entries Form in Appendix V, page 321, and additional the mission profile was successfully accomplished
guidance on how to write log entries in Chapter 6. or not. This is optional, but it allows characters to
The log is a record of your main character’s adjust and shift in small ways over time. You may do
adventures, and thus it serves as an accounting of one of the following:
the character’s history in play. You gain milestones
whenever you make a significant change to a value. § ADJUST ATTRIBUTES: Reduce one attribute
by 1 and increase another by 1. You may not
At the end of each adventure, create a brief increase an attribute to above 12, nor may you
description of the mission itself and how your reduce an attribute to below 7.
character was involved. You might choose to identify
§ ADJUST DISCIPLINES: Reduce one discipline
the missions by their order (e.g., “1,” “2,” etc.), by
by 1 and increase another by 1. You can’t
an episodic shorthand (e.g., “S1E4” for “Season
increase any discipline to more than 5 in this
1, Episode 4”), or by a short title (e.g., “Balance of
way, nor can you reduce a discipline below 1.
Terror”). One or two sentences should be the most
you need. Alongside this, note down which, if any, of § SWAP A FOCUS: Change a specialization by
your values you used or challenged. studying a different one. Choose one of your
focuses and replace it with a different focus.
CHARACT E R
CON VE RSI O N
“ T h i s i s ... j u s t a f o r m I borrowed. I c ould just as
e a s i l y b e s o meone or som ething else.”
— ODO
Session Zero Point One § Is your character appropriate for the era and
In either game system, when bringing a pre-existing setting of the new story? If the new story takes
character to a new table, a new group, and a new place in a different time and place, how did your
gamemaster, it’s best to hold another Session 0 character get there?
to build consensus about the new storyline, your
§ Is your character’s story compatible with the
character concept, and how they will fit together.
background events of the new storyline? Are
there any notable, non-canonical events in
To help this discussion, note that the compatibility of
either storyline for which you might consider
characters between the two games makes it likely
a “retcon”? Is your character a traveler from a
that your character’s capabilities will be balanced
parallel timeline?
within the new system. Even beyond your initial
character creation, the benefits your character § Does your character have any talents,
receives through their milestones and arcs in equipment, or other rules-related elements
Captain’s Log are equivalent to those of Star Trek which do not fit the new group’s choices for
Adventures. If your Captain’s Log character has play? Is any further balancing required?
received increases in their attributes, disciplines,
YOUR HO M E
AM ONG T HE S TA R S
04.10 CREATING YOUR HOME. . . . . . . . . . . . . . . . . . 140
Y O U R H O M E A M O N G T H E S TA R S 139
CHAPTER 04.10
CR EA T I NG
YO UR HOM E
“ I’ m g o in g t o a s k a l l o f y o u t o think bac k to the day
w h e n t h is s h i p wa s f i r s t l a u n c h ed. We were explorers
t h e n . Wh e n a l l t h i s i s o v e r, wh en Earth is safe, I want
y o u to get bac k to that job”
– CAPT. JONAT HAN ARCHE R
You may already have in mind the type of vessel you SELECTING YOUR STARSHIP
want to command or serve upon. If so, see the ships When selecting your ship, there are several questions
listed on pages 143-165 and select one. Or you can you must answer. These questions will help you
roll on the Random Starship Probability Matrixes envision the story setting better, since captains spend
that begin on page 143. After your selection, feel a lot of time on the bridge of their ship.
1 ROLL OR SELECT
AN ERA
2
ROLL OR SELECT
A SHIP CLASS
3
ASSIGN TRAIT BY POLITY
(e.g., “Federation Starship”)
4
CONSIDER A UNIQUE TRAIT
(e.g., “Flagship”)
5
CHOOSE A NUMBER OF SHIP
TALENTS EQUAL TO SCALE
6
ASSIGN NAME AND REGISTRY
(e.g., U.S.S. Enterprise, NCC-1701)
Y O U R H O M E A M O N G T H E S TA R S 141
|CHOOSE ERA
SIX BROAD ERAS OF PLAY ARE AVAILABLE IN THE RANDOM ERA MATRIX
Star Trek franchise and Captain’s Log. Each era
of play includes vessels that were produced and d20 Random Era
implemented during those times. Most ships have a 1-4 Enterprise
limited amount of time that they see service based Discovery, Strange New Worlds, Star
5-9
on how adaptable they are, but in general, ships are Trek, The Animated Series
in active service for about a century before they are The Next Generation, Deep Space
10-14
phased out for newer, more advanced models. Nine, Voyager, Lower Decks
15-18 Picard, Prodigy
RANDOM STARSHIPS BY ERA 19-20 Discovery (32nd century)
You may select the era and starship of your
preference, or you may roll on the Random Era Matrix, These dates are just guide points as it is entirely
then the subsequent era matrix, to select a starship. If possible for a prototype ship to appear before the
you prefer to play in a particular era, for example, The dates or a heavily refit ship to exist after them. Be
Next Generation era, go directly to that matrix and roll creative explaining why your ship is more or less
a random class of starship if you don’t want to select advanced than others of its era.
a specific starship. Sometimes Starfleet officers don’t
get to pick which ship they serve on. Example: U.S.S. Discovery was thrust far into
the future wherein its class was far behind
Starship statistics, including most common talents, the times except for her spore drive and the
are listed later in this chapter, starting on page 170. sentient artificial intelligence integrated into the
Of course, feel free to modify your vessel to suit your computer core.
playing style and campaign.
ERAS OF PLAY
This list can be used for quick reference during § 2300–2379: Galaxy class, Intrepid class,
ship creation. The list includes several ships that Defiant class, Ambassador class, Nova
were used during each era. Refer to pages class, Luna class
144-165 for more vessels for each era of play.
§ 2380–2399: Parliament class, Vesta class,
Inquiry class, California class
§ 2063–2199: J-class Freighter, Warp Delta,
Daedalus class, Intrepid class, NX class § 2400–2410: Ross class, Reliant class,
Sutherland class, Gagarin class, Pathfinder
§ 2200–2299: Engle class, Nimitz class,
class
Constitution class, Crossfield class, Miranda
class, Excelsior class § 3100+: Eisenberg class, Kirk class, Angelou
class, Janeway class, Friendship class.
04.102
GEN E RAT I N G A
RA NDOM STA R S H IP
“ Wel l , t hi s i s a n e w s h i p , but she’s got the right
n a me . N o w y o u r e m em ber that, you hear?”
– ADMIRAL LE ONARD M CCOY
DON'T WANT A 2
3
Archer
Cardenas
FEDERATION SHIP? 4 Constellation
You may have noticed that the collection of 5 Constitution
starship options available in Captain’s Log
6 Crossfield
is not an exhaustive list of every ship from
every polity seen in Star Trek. It would be 7 Engle
impossible to contain every vessel ever 8 Excelsior
seen on screen in a comprehensive digest. 9 Hiawatha
As such, you may modify any of the ship 10 Hoover
block stats provided herein to represent
11 Magee
vessels from different polities like
Klingons, Romulans, Cardassians, Gorn, 12 Malachowski
or Pakleds. Use a combination of talents 13 Miranda
provided on pages 170-173 or make up 14 Nimitz
new talents that fit your narrative.
04.201 15 Oberth
16 Scout type
Y O U R H O M E A M O N G T H E S TA R S 143
d20 The Original Series Era d20 Picard Era
17 Shepard 1-2 Gagarin
18 Soyuz 3-5 Inquiry
19 Sydney 6 Luna
20 Walker 7 Odyssey
8-11 Pathfinder
d20 The Next Generation Era 12-13 Prometheus
1 Akira 14-15 Reliant
2 Ambassador 16-17 Ross
3 Challenger 18 Sovereign
4 Cheyenne 19 Sutherland
5 Defiant 20 Vesta
6-7 Freedom
8 Galaxy d20 Discovery (32nd Century) Era
9 Intrepid 1-4 Angelou
10 Nebula 5-8 Eisenberg
11 New Orleans 9-12 Friendship
12 Niagara 13-16 Janeway
13 Norway 17-20 Kirk
14 Nova
The following is a sample list of starships. Once your
15 Olympic ship is selected, refer to this section to review the
16 Raven vessel description, traits, systems, departments, and
17 Saber Scale.
18-19 Springfield
Please note that the images provided are
20 Steamrunner
representative of the class and are not to scale with
each other.
|ENTERPRISE ERA
Daedalus Class
The Daedalus class served Starfleet as its primary patrol, colony SYSTEMS
support, and exploration craft prior to the introduction of the NX COMMS 07 ENGINES 07 STRUCTURE 10
class. The success of this class during the Earth-Romulan War,
and its amazing adaptability, meant that it would continue to COMPUTERS 07 SENSORS 08 WEAPONS 10
serve actively in Starfleet into the mid-23rd century, and in civilian
support roles into the late 24th century. DEPARTMENTS
COMMAND 02 SECURITY 01 SCIENCE 04
TRAITS: United Earth
/ Federation Starship CONN 02 ENGINEERING 05 MEDICINE 02
SCALE: 3
SCALE: 3
J-Class / Y-Class
UESPA needed a cargo hauler of its own, and the Y-class and its SYSTEMS
variawnts would solve many of the growing pains United Earth felt COMMS 05 ENGINES 06 STRUCTURE 08
in the early years of the 22nd century. Easy to build and maintain,
whole families would live and operate the vessels, often spending COMPUTERS 05 SENSORS 07 WEAPONS 04
months or years between trade stops. The merchant families
operating these vessels, known as “boomers,” made each ship DEPARTMENTS
their own.
COMMAND 01 SECURITY 01 SCIENCE 01
TRAITS: United Earth Starship, CONN 03 ENGINEERING 04 MEDICINE 04
Civilian Starship
SCALE: 2
NX Class
The NX served United Earth’s Starfleet during the Earth-Romulan SYSTEMS
War, but the complexity of the design and its high resource demand COMMS 06 ENGINES 06 STRUCTURE 06
meant the vessels saw limited service after the war, being phased
out of service as Starfleet combined technologies and vessels from COMPUTERS 06 SENSORS 06 WEAPONS 06
all of its member fleets.
DEPARTMENTS
TRAITS: United Earth / Federation Starship,
State of the Art COMMAND 03 SECURITY 02 SCIENCE 03
CONN 02 ENGINEERING 03 MEDICINE 02
SCALE: 3
Y O U R H O M E A M O N G T H E S TA R S 145
WHAT ABOUT MY SHIP'S RESISTANCE, POWER,
WEAPONS, AND SHIELDS?
For players used to Star Trek Adventures, the in Captain’s Log. This includes when and if your
absence of a starship’s Resistance, Power, and ship takes damage. Hits can be tracked and
Shields might be quite noticeable. You will also damage sustained using the ship combat system.
notice that starships do not have attacks that Still, it is up to you to decide what impact ship-
utilize 6-sided dice to determine damage as in to-ship combat has on the outcome of battles.
Star Trek Adventures. Various matrixes have been included in Appendix
III , pages 308-310. These random matrixes
Captain’s Log plays along a different premise. can help you determine system damage, crew
The rules have been modified to make for a more casualties, and repair time.
narrative approach to ship actions and combat.
Some players may decide to make the rules
Just like the television shows do not keep a more detailed, perhaps modifying the Star Trek
detailed account of the state of ship systems, Adventures rules to provide more detailed
Captain’s Log encourages you to create the coverage of ship-to-ship battles. That is fine. The
scenarios in which your starship acts or receives most important thing is that your imagination
damage. Most ships come armed with weapons goes wild as you spin tales about battles in
systems like torpedoes, phaser arrays, and such. the cold of space, your starship’s amazing
Chapter 5 outlines how starship combat occurs technological achievements, and more!
04.202
SCALE: 3
SCALE: 2
Archer class
The Archer class was designed to be a next-generation SYSTEMS
pathfinder, intended for long-range scouting missions and for COMMS 09 ENGINES 10 STRUCTURE 06
pushing the boundaries of the Federation out farther and faster
than any other Starfleet ship class resulting from the Archer-class COMPUTERS 08 SENSORS 09 WEAPONS 06
boasting some of the most advanced impulse drives and RCS
thruster suites yet installed on a Starfleet vessel. DEPARTMENTS
COMMAND 02 SECURITY 02 SCIENCE 03
TRAIT: Federation Starship
CONN 04 ENGINEERING 02 MEDICINE 01
SCALE: 3
Cardenas Class
The Cardenas class became one of the more prestigious postings a SYSTEMS
person could gain in the early 23rd century. The speed that it was COMMS 07 ENGINES 09 STRUCTURE 06
designed to utilize saw the vessel being dispatched to star systems
along the Klingon and Romulan Neutral Zones for intercepts or COMPUTERS 06 SENSORS 08 WEAPONS 07
chasing sensor shadows. If Starfleet needed a vessel to get to a
deep space location quickly to observe a phenomenon, or if a first DEPARTMENTS
contact was needed and no other starship was in range, these
vessels would become the first choice. COMMAND 02 SECURITY 03 SCIENCE 03
CONN 03 ENGINEERING 02 MEDICINE 01
TRAIT: Federation Starship
SCALE: 4
Y O U R H O M E A M O N G T H E S TA R S 147
Constellation Class
The Constellation class was developed in the mid 2280s as a SYSTEMS
response to both the increasing tension with the Klingon Empire COMMS 10 ENGINES 11 STRUCTURE 09
and the difficulties in the development of the new transwarp
system for Excelsior-class vessels. Constellation-class vessels COMPUTERS 09 SENSORS 11 WEAPONS 08
were intended to be able to intercept incursions from the Empire at
high warp speeds and survive until heavier reinforcements could DEPARTMENTS
arrive.
COMMAND 02 SECURITY 03 SCIENCE 02
TRAIT: Federation CONN 04 ENGINEERING 02 MEDICINE 01
Starship
SCALE: 4
Constitution Class
The Constitution class would become legendary across the Orion SYSTEMS
Spur due to its five-year missions, and go onto define Starfleet COMMS 08 ENGINES 08 STRUCTURE 07
to many polities. After the initial block of vessels was completed
and the first five-year missions were at an end, spaceframes were COMPUTERS 08 SENSORS 08 WEAPONS 07
manufactured in other core world systems capable of handling the
large spaceframe. The Constitution class would become the testbed DEPARTMENTS
for new technologies in the early 2270s that were developed out of
the same classes’ five-year missions and lessons learned from the COMMAND 03 SECURITY 03 SCIENCE 03
brief war with the Klingon Empire. CONN 02 ENGINEERING 02 MEDICINE 02
Crossfield Class
Designed and produced in secret, the Crossfield class was SYSTEMS
produced solely to test the theoretical “displacement-activated COMMS 07 ENGINES 08 STRUCTURE 08
spore hub drive” developed by Doctors Paul Stamets and Justin
Straal. The launch of U.S.S. Crossfield in 2255 was a success for COMPUTERS 08 SENSORS 08 WEAPONS 07
starship research and development for Starfleet.
DEPARTMENTS
TRAITS: Federation Starship,
Experimental COMMAND 01 SECURITY 02 SCIENCE 04
CONN 02 ENGINEERING 04 MEDICINE 02
SCALE: 4
TRAIT: Federation
Starship SCALE: 3
Excelsior Class
The “Great Experiment” was seen as a disaster after the complete SYSTEMS
failure of Excelsior’s propulsion systems in 2285. After a total COMMS 08 ENGINES 10 STRUCTURE 09
redesign was performed on nearly all ship’s systems, the transwarp
propulsion was replaced with standard warp propulsion. The COMPUTERS 08 SENSORS 10 WEAPONS 08
replacement systems were highly modular, over-engineered, and
made future improvements and modifications to the spaceframe a DEPARTMENTS
simple task at even the newest Federation member worlds.
COMMAND 04 SECURITY 02 SCIENCE 02
TRAITS: Federation Starship, CONN 01 ENGINEERING 04 MEDICINE 02
The Great Experiment
SCALE: 5
Hiawatha Class
Extraordinarily successful, the Hiawatha class was integral to SYSTEMS
Starfleet’s response to a global outbreak of Saurian meningitis in COMMS 08 ENGINES 06 STRUCTURE 08
2238 and the Kzinti attack on Aaamazzara in late 2239. The ease of
construction and highly modular design would prove popular, and COMPUTERS 08 SENSORS 09 WEAPONS 05
some member worlds began construction of merchant variants.
The Hiawatha would continue active service in Starfleet through the DEPARTMENTS
end of the 23rd century, with new spaceframes ceasing production
in 2303. COMMAND 02 SECURITY 02 SCIENCE 03
CONN 02 ENGINEERING 01 MEDICINE 05
TRAIT: Federation Starship
SCALE: 3
Y O U R H O M E A M O N G T H E S TA R S 149
Hoover Class
The Hoover-class destroyer consisted of an elongated saucer SYSTEMS
section with a small underslung engineering and support section COMMS 06 ENGINES 08 STRUCTURE 07
that supported two widely splayed warp nacelles. Over its decades
of service, the Hoover class would become the spaceframe to test COMPUTERS 08 SENSORS 07 WEAPONS 08
new technologies and engineering techniques, and their crews
would by necessity become experts in their systems. By the late DEPARTMENTS
2260s, the Hoover class became far more widely known for its
versatility to the Starship Design Bureau than to the public as a COMMAND 01 SECURITY 03 SCIENCE 03
symbol of Starfleet. CONN 02 ENGINEERING 04 MEDICINE 02
Magee Class
The Magee class was an experiment in many ways, utilizing new SYSTEMS
warp coil repeaters that allowed the coils to have little to no mass COMMS 07 ENGINES 07 STRUCTURE 06
between them to operate. Unlike many Starfleet vessels, the
Magee class would see a longer active service in civilian use than COMPUTERS 09 SENSORS 10 WEAPONS 05
in its original role. As the limitations of the design began to unfold,
Starfleet began a demobilization project on all Magee hulls built DEPARTMENTS
and halted construction of new spaceframes by 2245.
COMMAND 02 SECURITY 01 SCIENCE 05
TRAIT: Federation Starship CONN 02 ENGINEERING 04 MEDICINE 02
SCALE: 3
Malachowski Class
The Malachowski-class escort was designed alongside the Hoover SYSTEMS
class and benefited from many of the design elements that went COMMS 07 ENGINES 06 STRUCTURE 08
into its sister class. Malachowski-class escorts were built in small
numbers at shipyards around colony worlds, giving the class an COMPUTERS 06 SENSORS 08 WEAPONS 10
almost-immediate widespread use. The shipyards at Mizar and
the fleet yards in the Alpha Fornacis system produced the majority DEPARTMENTS
of these spaceframes for use along the Klingon Neutral Zone and
for protecting trade routes near the new border with the Tzenkethi COMMAND 02 SECURITY 05 SCIENCE 02
Coalition. CONN 02 ENGINEERING 03 MEDICINE 01
TRAIT:
Federation SCALE: 3
Starship
SCALE: 4
Nimitz Class
Engineers at the New Berlin Shipyards around Luna dusted off SYSTEMS
design work from Operation Next Step decades previous that COMMS 10 ENGINES 07 STRUCTURE 07
had proposed a large single-hulled starship with heavy weapon
emplacements. Regardless of their complexity and resource use, COMPUTERS 07 SENSORS 07 WEAPONS 07
Nimitz-class vessels were highly prized by commodores along
the Klingon Neutral Zone, with many claiming that their size and DEPARTMENTS
firepower helped keep the peace with the Empire. These vessels
would see extensive use in the brief Federation-Klingon War of the COMMAND 05 SECURITY 03 SCIENCE 03
late 2250s. CONN 01 ENGINEERING 01 MEDICINE 01
Oberth Class
Launched in 2269, the Oberth class was seen as a resounding SYSTEMS
success, but one that was short-lived. The rapid advancements in COMMS 08 ENGINES 08 STRUCTURE 07
technology and engineering techniques for starship construction
in the late 2290s meant the Oberth class became increasingly COMPUTERS 09 SENSORS 09 WEAPONS 06
difficult to refit. Oberth-class vessels would more commonly be
seen in operation by civilian organizations as research vessels, DEPARTMENTS
or the Advanced Starship Design Bureau as a test platform for
experimental technologies. COMMAND 01 SECURITY 02 SCIENCE 04
CONN 03 ENGINEERING 03 MEDICINE 02
TRAIT: Federation Starship
SCALE: 3
Y O U R H O M E A M O N G T H E S TA R S 151
Scout type
The Scout type was designed in conjunction with the SYSTEMS
Constitution-class spaceframe, and benefitted from the research COMMS 07 ENGINES 09 STRUCTURE 08
and development choices that went into improving her sister class.
The class would become a highly successful short mission duration COMPUTERS 09 SENSORS 10 WEAPONS 06
vessel. Like the Constitution class, the Scout type had the same
saucer-like primary hull and “neck,” but instead of a secondary hull DEPARTMENTS
that allowed that legendary class to perform so well on its five-year
missions, it connected to the vessel’s single large warp nacelle. COMMAND 02 SECURITY 01 SCIENCE 04
CONN 04 ENGINEERING 03 MEDICINE 02
TRAIT: Federation Starship
SCALE: 4
Shepard Class
The Shepard class was developed alongside the Walker class SYSTEMS
during the initial phases of Operation Next Step. With the Walker COMMS 06 ENGINES 09 STRUCTURE 08
class set to replace the aging Daedalus vessels, Starfleet
understood that a more compact and lower-mass vessel would COMPUTERS 07 SENSORS 08 WEAPONS 07
be useful to be able to build in greater numbers than the larger
Walker class. While the end result was a ship that was longer than DEPARTMENTS
the Walker class, Shepard-class vessels were able to slip out of
existing drydocks with ease. COMMAND 02 SECURITY 03 SCIENCE 03
CONN 02 ENGINEERING 03 MEDICINE 02
TRAIT: Federation
Starship
SCALE: 3
Soyuz Class
The Soyuz class was an impressive ship of war, but also one that SYSTEMS
could be used for Starfleet’s primary purpose of exploration. The COMMS 08 ENGINES 09 STRUCTURE 10
spaceframe was typically assigned to border starbases for security
purposes, or kept in active reserve status at member worlds near COMPUTERS 10 SENSORS 10 WEAPONS 10
the borders of the Klingon or Romulan Empires in case of hostilities.
DEPARTMENTS
TRAIT: Federation
COMMAND 02 SECURITY 04 SCIENCE 03
Starship
CONN 02 ENGINEERING 02 MEDICINE 02
SCALE: 4
Walker Class
United Earth began a program called “Operation Next Step,” SYSTEMS
in which the Walker class was one of the first spaceframes COMMS 07 ENGINES 07 STRUCTURE 07
developed. U.S.S. Walker would launch in late 2195 as a multirole
explorer. These vessels were tasked with the same duties that later COMPUTERS 08 SENSORS 10 WEAPONS 06
Constitution- and Galaxy-class vessels would become famous for,
and they set the stage for the Federation to expand from barely DEPARTMENTS
twenty allied species to over seventy by the time the spaceframe
retired from active service in 2265. COMMAND 02 SECURITY 02 SCIENCE 03
CONN 02 ENGINEERING 03 MEDICINE 03
TRAIT: Federation
Starship
SCALE: 3
Y O U R H O M E A M O N G T H E S TA R S 153
Ambassador Class
The Ambassador class was developed and launched in 2335, SYSTEMS
becoming indispensable for exploration assignments by COMMS 09 ENGINES 09 STRUCTURE 10
Starfleet. Many of the engineering techniques, design ideas, and
technologies created for this starship would continue to be refined COMPUTERS 10 SENSORS 11 WEAPONS 09
over the coming decades and become the basis for the Galaxy
class. DEPARTMENTS
COMMAND 03 SECURITY 02 SCIENCE 03
CONN 03 ENGINEERING 02 MEDICINE 02
Challenger Class
The Challenger class was one of the first designs to use advanced SYSTEMS
warp field repeaters, and Starfleet quickly began to assign the COMMS 08 ENGINES 12 STRUCTURE 09
spaceframe to exploration duties in regions of space where it was
important to minimize subspace disturbance. These vessels were COMPUTERS 10 SENSORS 11 WEAPONS 08
some of the first to demonstrate a lack of subspace damage at
high warp velocities, and many systems and procedures developed DEPARTMENTS
for this class would assist in the design of later, more subspace-
friendly designs. COMMAND 01 SECURITY 02 SCIENCE 03
CONN 03 ENGINEERING 04 MEDICINE 02
TRAIT: Federation
Starship
SCALE: 4
Cheyenne Class
The Cheyenne class was initially intended as a proof of concept, SYSTEMS
attempting to bring the aging Constellation-class starship into COMMS 10 ENGINES 10 STRUCTURE 09
the 24th century. The new starship was surprisingly versatile, so
much so that at first Starfleet ordered three produced to act as COMPUTERS 10 SENSORS 09 WEAPONS 09
high-speed couriers to move between Human colonies in the core
worlds region of the Federation. DEPARTMENTS
COMMAND 01 SECURITY 02 SCIENCE 02
TRAIT: Federation
Starship CONN 04 ENGINEERING 04 MEDICINE 02
SCALE: 4
SCALE: 3
Freedom Class
The Freedom class would see extensive use during the Dominion SYSTEMS
War and later inside the remnants of the Romulan Star Empire after COMMS 10 ENGINES 11 STRUCTURE 08
the supernova that caused that polity to collapse. The majority of
these vessels serve in the Andorian and Tellar Prime Fleets, but COMPUTERS 09 SENSORS 11 WEAPONS 10
those in Starfleet service are expected to remain active until at
least 2450. DEPARTMENTS
COMMAND 03 SECURITY 03 SCIENCE 03
TRAIT: Federation
Starship CONN 02 ENGINEERING 02 MEDICINE 01
SCALE: 4
Galaxy Class
The Galaxy class was designed to surpass any exploration and SYSTEMS
science vessel ever developed by Starfleet, including the most COMMS 09 ENGINES 10 STRUCTURE 10
advanced technologies of the 2350s. This spaceframe also
represented a totally new philosophy for crew mental well-being COMPUTERS 11 SENSORS 10 WEAPONS 10
on long duration, deep space assignments, as it saw Starfleet
providing facilities and living quarters for civilian dependents and DEPARTMENTS
volunteers.
COMMAND 03 SECURITY 02 SCIENCE 03
TRAIT: Federation CONN 02 ENGINEERING 02 MEDICINE 03
Starship
SCALE: 6
Y O U R H O M E A M O N G T H E S TA R S 155
Intrepid Class
The Intrepid class was a symbol of the Federation Science Council’s SYSTEMS
intent to have Starfleet return to its stated goals of exploration COMMS 09 ENGINES 11 STRUCTURE 08
and science. The Dominion War would reduce the number of hulls
constructed, but the end of the war – and the return of U.S.S. COMPUTERS 11 SENSORS 10 WEAPONS 08
Voyager to Federation space in 2378 – meant renewed passion for
this spaceframe. DEPARTMENTS
COMMAND 02 SECURITY 02 SCIENCE 04
TRAITS: Federation Starship,
Top of the Line (2370s) CONN 04 ENGINEERING 02 MEDICINE 01
SCALE: 4
Nebula Class
The initial design and production contracts for the Nebula class SYSTEMS
were awarded to Yoyodyne Propulsion Systems, the company COMMS 11 ENGINES 10 STRUCTURE 09
ensuring that the best elements of the Miranda class were kept,
such as the modularity of its systems. The Nebula would prove COMPUTERS 11 SENSORS 08 WEAPONS 09
to be even more adaptable than the aging Miranda, but full-scale
replacement of the older class would become impossible with the DEPARTMENTS
outbreak of the Dominion War.
COMMAND 04 SECURITY 02 SCIENCE 02
TRAIT: Federation Starship CONN 01 ENGINEERING 04 MEDICINE 02
SCALE: 5
SCALE: 4
SCALE: 5
Norway Class
Starfleet saw a lack of rapid medical and emergency responders SYSTEMS
and filled the need with the Norway class, a new design with a COMMS 09 ENGINES 10 STRUCTURE 10
compact wedge-shaped hull and an engineering section located
in the aft portion of the ship. The class had capabilities as a COMPUTERS 09 SENSORS 11 WEAPONS 09
generalized cruiser as well, and Starfleet approved the design to be
produced at all Federation shipyards. DEPARTMENTS
COMMAND 02 SECURITY 02 SCIENCE 02
TRAIT: Federation
Starship CONN 02 ENGINEERING 03 MEDICINE 04
SCALE: 4
Nova Class
In the mid-24th century, Starfleet required a new science and SYSTEMS
exploration vessel that was small and easy to maintain but with COMMS 10 ENGINES 10 STRUCTURE 08
the best sensor and scientific equipment possible in a small
spaceframe. The Nova class would go on to be the inspiration for COMPUTERS 10 SENSORS 10 WEAPONS 08
the Intrepid class, and lessons learned in its design would influence
Starfleet designers for decades to come. DEPARTMENTS
COMMAND 02 SECURITY 02 SCIENCE 04
TRAIT: Federation Starship
CONN 02 ENGINEERING 02 MEDICINE 03
SCALE: 3
Y O U R H O M E A M O N G T H E S TA R S 157
Olympic Class
A vessel that was a non-combatant and solely used for SYSTEMS
humanitarian efforts could help diplomatically with neutral systems COMMS 10 ENGINES 10 STRUCTURE 09
that were wavering between joining the Federation or other
polities. The Olympic class, a new medical vessel, began limited COMPUTERS 11 SENSORS 11 WEAPONS 07
production at various shipyards across the Federation in 2368, and
immediately began to impact fleet operations during the height DEPARTMENTS
of the Dominion War and during the disasters of the following
decades. COMMAND 02 SECURITY 02 SCIENCE 03
CONN 02 ENGINEERING 01 MEDICINE 05
TRAITS: Federation Starship,
Non-Combatant
SCALE: 4
Raven Type
The Federation Science Council wanted to have a vessel capable of SYSTEMS
housing scientists, students, and a limited number of dependents COMMS 11 ENGINES 08 STRUCTURE 07
on deep space missions. They felt this kind of starship was needed
as cutting-edge research stemming from exploration had become COMPUTERS 11 SENSORS 11 WEAPONS 05
almost entirely the realm of Starfleet, and civilian scientists had a
unique perspective on problems. DEPARTMENTS
COMMAND 02 SECURITY 01 SCIENCE 05
TRAIT: Federation Starship
CONN 02 ENGINEERING 03 MEDICINE 03
SCALE: 2
Saber Class
Starfleet felt the need to design and produce a patrol vessel SYSTEMS
dedicated to maintaining a presence on the edges of Federation COMMS 10 ENGINES 11 STRUCTURE 09
space to better respond to raiders and piracy, but one that could
also perform basic survey duties. This hybrid vessel was the Saber COMPUTERS 09 SENSORS 10 WEAPONS 09
class.
DEPARTMENTS
TRAIT: Federation
Starship COMMAND 02 SECURITY 04 SCIENCE 01
CONN 04 ENGINEERING 02 MEDICINE 02
SCALE: 3
SCALE: 4
Steamrunner Class
Low-mass and fast, the Steamrunner class filled multiple roles in SYSTEMS
Starfleet, including light escort, interceptor, electronic warfare, and COMMS 09 ENGINES 11 STRUCTURE 09
surveillance/intelligence. The design consisted of an angular saucer
for a primary hull containing all vital systems, and a detached COMPUTERS 09 SENSORS 10 WEAPONS 09
secondary hull that was suspended between the starship’s two
warp nacelles. DEPARTMENTS
COMMAND 01 SECURITY 03 SCIENCE 03
TRAIT:
Federation CONN 03 ENGINEERING 03 MEDICINE 02
Starship
SCALE: 4
|PICARD ERA
Gagarin Class
The Gagarin-class battlecruiser is one of several designs ordered SYSTEMS
by a Starfleet shedding its isolationism and preparing to face a new COMMS 09 ENGINES 12 STRUCTURE 09
century of uncertainty.
COMPUTERS 09 SENSORS 10 WEAPONS 12
TRAIT: Federation Starship
DEPARTMENTS
COMMAND 02 SECURITY 04 SCIENCE 01
CONN 03 ENGINEERING 03 MEDICINE 02
SCALE: 5
Y O U R H O M E A M O N G T H E S TA R S 159
Inquiry Class
The success of the Vesta class had Starfleet attempting to build SYSTEMS
a more automated and adaptive spaceframe capable of using COMMS 10 ENGINES 10 STRUCTURE 10
quantum slipstream, and to be as modular as the Nebula and Luna
classes. It was determined that installing a QSD would require COMPUTERS 10 SENSORS 11 WEAPONS 09
far too many crew members to operate, and instead focus was
put upon improving the vessel’s sustained cruising velocity. The DEPARTMENTS
Inquiry-class exploration cruiser was the result, and it began
replacing Miranda-class vessels almost immediately. COMMAND 04 SECURITY 02 SCIENCE 03
CONN 02 ENGINEERING 02 MEDICINE 02
TRAIT: Federation
Starship
SCALE: 5
Luna Class
With the design success of the Intrepid class, Starfleet immediately SYSTEMS
began the parallel development of a heavy explorer capable of all COMMS 10 ENGINES 10 STRUCTURE 08
the same exploratory and scientific assignments of an Intrepid
class, but with larger research facilities, more computer processing COMPUTERS 10 SENSORS 12 WEAPONS 08
power, and longer mission duration. The Luna class exited its
design phase eight months after her sister class. DEPARTMENTS
COMMAND 02 SECURITY 02 SCIENCE 04
TRAIT: Federation Starship
CONN 02 ENGINEERING 03 MEDICINE 02
SCALE: 5
Odyssey Class
Following encounters with the massive starships fielded by SYSTEMS
the Borg, Dominion, and the Remans, Starfleet planners were COMMS 11 ENGINES 10 STRUCTURE 11
concerned that the Federation’s heavy cruisers were falling behind
the curve on defensive and offensive capability. In response, the COMPUTERS 11 SENSORS 10 WEAPONS 10
Admiralty decided to invest in an ambitious design program.
DEPARTMENTS
TRAIT: Federation Starship
COMMAND 03 SECURITY 04 SCIENCE 02
CONN 02 ENGINEERING 03 MEDICINE 02
SCALE: 7
04.203
Pathfinder Class
While the turn of the 25th century has certainly seen a shift in SYSTEMS
new construction away from pure research ships into cruisers and COMMS 09 ENGINES 11 STRUCTURE 09
escorts, the Admiralty continues to pursue ways to build versatile
starships that are useful as defense platforms but also excel at COMPUTERS 11 SENSORS 11 WEAPONS 09
research and exploration. The Pathfinder class is the result.
DEPARTMENTS
TRAITS: Federation
Starship COMMAND 02 SECURITY 02 SCIENCE 04
CONN 04 ENGINEERING 02 MEDICINE 01
SCALE: 4
Y O U R H O M E A M O N G T H E S TA R S 161
SHIP SCALES
Here is a short list of some of the more common § Scale 3: Defiant class, Saber class, NX
Starfleet spaceframes for each Scale. You may class, Oberth class, Nova class
scour the web for pictures of your selected ship
§ Scale 4: Constitution class, Miranda class,
or pick up a guide like the Utopia Planitia Starfleet
Constellation class, Intrepid class, Olympic
Sourcebook for more details.
class, Prometheus class
§ Scale 2: Danube class, Captain’s Yacht, § Scale 5: Excelsior class, Ambassador class,
Delta Flyer Nebula class, Luna class, Inquiry class
§ Scale 6: Galaxy class, Sovereign class
04.204
Prometheus Class
The Prometheus class was a drastic step away from conventional SYSTEMS
Starfleet designs of the late 24th century. It was a tactical combat COMMS 09 ENGINES 10 STRUCTURE 10
vessel, similar to the Defiant class, but also able to operate
independently in deep space for extended periods of time. The COMPUTERS 09 SENSORS 09 WEAPONS 12
Prometheus-class vessels are highly effective warships, and
Starfleet sees no reason to decommission the vessels in the near DEPARTMENTS
future.
COMMAND 03 SECURITY 04 SCIENCE 02
TRAITS: CONN 01 ENGINEERING 03 MEDICINE 02
Federation
Starship,
Top of the Line SCALE: 4
(2375–2380)
Reliant Class
The Admiralty needed a replacement that could serve as the SYSTEMS
backbone of Starfleet’s logistical and operational support corps. COMMS 10 ENGINES 10 STRUCTURE 10
Unlike the Miranda, which began life as a long-range cruiser
and transitioned to logistical and support duties as it became COMPUTERS 10 SENSORS 10 WEAPONS 10
outclassed by newer constructions, the Reliant was designed as
a support ship from its inception. DEPARTMENTS
COMMAND 02 SECURITY 02 SCIENCE 02
TRAIT: Federation
Starship CONN 03 ENGINEERING 02 MEDICINE 04
SCALE: 4
SCALE: 6
Sovereign Class
The Sovereign class began development in 2368 after Starfleet SYSTEMS
Command felt that starships probing deep space would need to COMMS 10 ENGINES 10 STRUCTURE 09
be better equipped to handle hostile and more technologically
advanced powers such as the Borg. Rising tensions with the COMPUTERS 09 SENSORS 10 WEAPONS 10
Dominion and Klingon Empire also rushed the development of this
design. DEPARTMENTS
COMMAND 04 SECURITY 03 SCIENCE 03
TRAIT: Federation
Starship CONN 01 ENGINEERING 02 MEDICINE 02
SCALE: 6
Sutherland Class
The Sutherland-class research vessel is a long-range starship that SYSTEMS
is a medium exploration and survey cruiser, in the tradition of the COMMS 11 ENGINES 10 STRUCTURE 10
Miranda, Constellation, and Nebula classes. It is a generational
evolution from its Nebula-class predecessor and brings a selection COMPUTERS 11 SENSORS 14 WEAPONS 10
of turn-of-the-century technologies to the long-range surveyor
mission profile. DEPARTMENTS
COMMAND 02 SECURITY 02 SCIENCE 03
TRAITS: Federation
Starship CONN 02 ENGINEERING 04 MEDICINE 02
SCALE: 5
Y O U R H O M E A M O N G T H E S TA R S 163
Vesta Class
Production of the Vesta class had only begun to fully get underway SYSTEMS
when the Utopia Planitia Fleet Yards were destroyed around Mars COMMS 10 ENGINES 12 STRUCTURE 09
in 2385, but other Federation ship-building concerns began to pick
up the needed spaceframes by 2390. As of that date, Starfleet COMPUTERS 12 SENSORS 10 WEAPONS 09
assigned a Vesta to explore outward from the Federation borders
in each of the cardinal directions, going as far as their quantum DEPARTMENTS
slipstream drives can take them.
COMMAND 02 SECURITY 02 SCIENCE 03
TRAITS: CONN 03 ENGINEERING 03 MEDICINE 02
Federation
Starship,
State of the Art SCALE: 6
(2380s)
Angelou Class
Intended initially as deep space colonization ships, the Angelou- SYSTEMS
class vessels are designed around a large, enclosed biosphere COMMS 07 ENGINES 06 STRUCTURE 08
capable of reproducing any number of planetary conditions found
on the worlds of the Federation. COMPUTERS 06 SENSORS 07 WEAPONS 06
TRAITS: DEPARTMENTS
Federation Starship, COMMAND 02 SECURITY 02 SCIENCE 03
IMT-C
CONN 02 ENGINEERING 03 MEDICINE 03
SCALE: 5
Eisenberg Class
The Eisenberg class is a vessel designed to improve the SYSTEMS
Federation’s ability to project both diplomatic power and its martial COMMS 07 ENGINES 07 STRUCTURE 06
strength when needed.
COMPUTERS 07 SENSORS 06 WEAPONS 06
TRAITS: Federation
Starship, DEPARTMENTS
IMT-C
COMMAND 04 SECURITY 02 SCIENCE 02
CONN 02 ENGINEERING 03 MEDICINE 02
SCALE: 4
SCALE: 4
Janeway Class
The new Janeway class is a state-of-the-art deep space explorer SYSTEMS
capable of utilizing advanced multi-vector slipstream propulsion, COMMS 07 ENGINES 07 STRUCTURE 06
allowing it to be the first vessel to leave the Galaxy in an attempt to
re-contact Federation colony and exploration vessels dispatched to COMPUTERS 06 SENSORS 08 WEAPONS 05
the nearby Magellanic Clouds in the 28th century.
DEPARTMENTS
TRAITS: Federation Starship,
IMT-C COMMAND 02 SECURITY 02 SCIENCE 04
CONN 02 ENGINEERING 03 MEDICINE 02
SCALE: 4
Kirk Class
Intended as the core of Starfleet battle squadrons, the Kirk-class SYSTEMS
battlecruiser has taken lessons from multiple polities’ martial COMMS 06 ENGINES 07 STRUCTURE 06
traditions that have been integrated into the 32nd century
Federation. COMPUTERS 06 SENSORS 06 WEAPONS 08
SCALE: 4
Y O U R H O M E A M O N G T H E S TA R S 165
|WHAT IS YOUR SHIP'S BACKSTORY?
ONCE YOU HAVE CHOSEN YOUR SHIP, YOU SHOULD Smaller Scale ships require much smaller crews
create a short backstory for it. When determining than those with a larger Scale. A Scale 2 ship
what battles the ship was a part of or events can usually be operated by a handful of officers,
it participated in, consider the year it was whereas Scale 5 and 6 ships can house up to a
commissioned and the year your game is set. The thousand passengers or more. This should give you
major events your ship has seen adds to its mythos an idea of how many crewmembers serve under
and prestige. your captain. (See Ship Scales on page 162.)
Ask questions like: With size comes durability and adaptability. Because
larger ships have so many more trained individuals,
§ Are you the first captain of this vessel? they have more ship talents than smaller ships.
These talents can often make larger vessels more
§ If not, who were its commanding officers before
durable and efficient than smaller ones. You may
you? Did they leave their mark on the crew?
want to include these facts in your narration of ship-
§ What key battles has your vessel been involved to-ship battle.
in?
WHAT DOES THE INTERIOR
§ Where was your vessel built? OF THE SHIP LOOK LIKE?
§ What makes your vessel stand out from others As one might imagine, being constrained to a few
in its class? hundred meters of livable space within a starship
for a prolonged period could drive anyone to feeling
§ What is the farthest your ship has traveled?
claustrophobic. Such is the case for individuals who
§ What are your favorite parts of the ship to visit? opt out of planetary life to serve aboard a starship.
Why? Fortunately, ships have various interesting areas
for spending one’s time while on and off duty. Of
§ What mementos decorate your office? What are
course, the size of the ship dictates what may be
their meanings and are they connected to the
available for exploration. Take time to familiarize
ship’s story?
yourself with the different sections of your
§ What quirks does your vessel have? (See the spacefaring vessel. It is an embryo of protection
Ship Idiosyncrasies matrix on page 161.) from the harshness of space, a haven from certain
and instantaneous death.
A great way to show the ship’s story is by using
traits, which will be discussed in the next section. Players should have their characters routinely visit
By determining the ship’s backstory, characters can more areas than just the bridge, engineering, their
then narratively connect themselves to the ship and duty station, or their private quarters. Game scenes
its history. are more interesting when character interactions
take place in a variety of settings. It is common for
HOW BIG IS YOUR SHIP? department heads to tour the ship to visit personnel
Captain’s Log uses Scale to represent the size of a or conduct routine inspections. Therefore, create
ship and how many people are needed to operate scenes in a variety of locations, perhaps tossing in a
it. Use the concept of Scale to envision how big and little technobabble to enhance the scene.
hustling and bustling your vessel is. In addition,
ship Scale is used to determine how many hits your Many online and published sources provide deck-
starship can take before it is destroyed. Chapter 5 by-deck ship plans, too. These could prove useful
provides details on how starship combat works. as you imagine locations that your captain might
frequent – their ready room, private quarters, mess
hall, holodeck, engine room, bridge, etc.
SHIP TRAITS
AND TALENTS
“ De s i g n i n g a s t a r s h i p i s n ’t j ust about warp c ores and
s t r u c t u r a l me mb e r s , i t ’s a bout breathing life into a
p i e c e o f b e a u t y. B u i l d i n g a s t arship is an ac t of love.”
– LT. C MDR. MONT GOME RY SCOT T
You now should know your era and the type of ship traits and talents. And then the fun part – naming
you will be commanding. It is time to select your your soon-to-be legendary vessel.
Y O U R H O M E A M O N G T H E S TA R S 167
You may choose to delete or add other traits as with the trait of Second Contact Specialists.
mission types change. These are considered She is afraid negotiations regarding annexation
traits that could allow you to roll advantages (or of a newly discovered world will go poorly,
complications) under certain circumstances. A but knows that her ship of second contact
vessel that is Outfitted for War might face difficulty specialists may have an advantage with that
in convincing an alien civilization to agree to peace. trait. She decides to see if such is the case
A starbase that is Humble might require extra work and rolls a 6 on the Advantages table, Helpful
to prepare to host negotiations. Species. Sanada is pleased when a local
species one planet over begs the Cardassians to
Example: Captain Sanada is entertaining allow the Federation to have oversight over the
Cardassian representatives aboard her vessel, system, promising the Cardassians access to
the U.S.S. Castro Valley, a California-class vessel 25% of their resources if they acquiesce.
Y O U R H O M E A M O N G T H E S TA R S 169
List of Ship Talents ADVANCED RESEARCH FACILITIES
The vessel is equipped with additional laboratories
Below is a list of talents and their definitions.
and long-term research facilities, which allow the
Remember you can always make more to suit
crew to study phenomena over a protracted period,
your needs. In some cases, you will note that
and thus generate a wealth of useful information.
some technology is not available until later years.
However, you may adapt these as you wish if it ADVANCED SENSOR SUITES
works better for your game. A matrix is provided on
The vessel’s sensors are among the most
page 174 in the event you want to randomly roll for
sophisticated and advanced available in the fleet.
ship talents.
ADVANCED SHIELDS
ABLATIVE ARMOR
The vessel’s shields are state-of-the-art, using
The vessel’s hull plating has an additional ablative
developments that other cultures have not yet
layer that disintegrates slowly under extreme
learned to overcome, or which simply provide
temperatures, such as those caused by energy
greater protection for the same power expenditure.
weapons and torpedo blasts, dissipating the energy
and protecting the ship. This plating is replaced ADVANCED TRANSPORTERS
periodically.
24th Century or later
ABLATIVE FIELD PROJECTOR The ship is outfitted with dozens of transporter
25th Century or later emitter array pads, allowing targeting scanners to
lock on to their targets and destination more easily.
The ship’s shield emitters are combined with an
ablative field projector that allows its graviton field AUTOMATED DEFENSES
to be shared with another target in close range.
23rd Century or later
Complications could mean shield failure or power
loss to key systems. The ship’s weapons systems can automatically
lock on to a target and fire even if the crew is
ADAPTABLE ENERGY WEAPONS incapacitated or unavailable.
24th Century or later
BACKUP EPS CONDUITS
The ship’s weapon delivery systems are enhanced
The ship’s power conduits have additional
by multiparticle emitters. These emitters allow for
redundancies, which can be activated to reroute
the ship’s energy weapon capabilities to be modified
power more easily in case of emergency, keeping it
when fired. This could create distinct advantages
from being lost when the ship is damaged.
during a battle.
CAPTAIN’S YACHT
ADVANCED EMERGENCY CREW HOLOGRAMS
The vessel has a single additional support craft,
2380 onward
normally mounted in a dedicated port under the
The starship has the entirety of its interior spaces saucer section of the ship. These craft, larger
and some critical areas on its exterior outfitted than most shuttles, are often used for diplomatic
with holoemitters, allowing the computer to project missions and special excursions by the commanding
simulated personnel during emergencies. They officer and are often known as the Captain’s Yacht.
cannot operate away from the ship.
CLOAKED MINES
ADVANCED MEDICAL WARD/SICKBAY Non-Federation vessels
The ship’s medical ward or sickbay is well equipped,
The ship’s mines are equipped with state-of-
and larger than normal for a ship of this size.
the-art cloaking technology, making them almost
impossible to detect.
While any ship can be fitted with a cloaking You will determine whether such technology is
device, they are illegal in many places, and fitting or appropriate for the game being played; a
they are extremely rare outside of the Klingon ship with an illegal cloak could be an interesting
Empire or Romulan Star Empire, mainly traded plot point in some games, but unsuitable in
on the black market for large quantities of others. Further, if a cloaking device has a different
latinum and occasionally found in the hands of technological base than the rest of the ship,
pirates, smugglers, or dubious entrepreneurs. integrating it could produce all manner of quirks,
Starfleet has occasionally made use of them, oddities, or even complications, as occurred
sometimes illicitly developing their own (as was from time to time with the U.S.S. Defiant and her
the case with the U.S.S. Pegasus), or sometimes Romulan-made cloaking device. 04.302
Y O U R H O M E A M O N G T H E S TA R S 171
the necessary liquids or gases run parallel to all IMPROVED IMPULSE DRIVE
passages in the ship, allowing these crew members The ship’s Impulse drives are more powerful than
to move freely throughout. on most ships, allowing the ship to accelerate much
more quickly.
ELECTRONIC WARFARE SYSTEMS
The ship’s communications systems have been IMPROVED POWER SYSTEMS
specially designed to intercept and disrupt enemy The ship’s power systems are extremely efficient,
communications in battle. allowing power to be redirected and rerouted from
different systems very quickly.
EMERGENCY MEDICAL HOLOGRAM
2370 or later IMPROVED REACTION CONTROL SYSTEM
The ship’s maneuvering thrusters operate with
The ship’s sickbay is equipped with holoemitters
greater precision, allowing the ship to adjust its
and a state-of-the-art holographic doctor, able to
course more carefully.
assist medical personnel during emergencies. This
character cannot go into any location not equipped IMPROVED SHIELD RECHARGE
with holoemitters.
The ship’s deflector shields have redundant
EXTENSIVE SHUTTLEBAYS capacitors and emitter arrays that allow the shields to
be recharged and replenished much more efficiently.
The vessel’s shuttlebays are large, well-supplied,
and able to support a larger number of active shuttle IMPROVED WARP DRIVE
missions simultaneously.
The ship’s warp drive is more efficient, capitalizing
FAST TARGETING SYSTEMS on improved field dynamics, better control of
antimatter flow rates, or some other advancement
The ship’s targeting systems can lock weapons on
that allows the ship to expend less energy when
target much faster and more accurately than other
traveling at warp.
ships of its class, giving it an edge in battle.
INDEPENDENT PHASER SUPPLY
HIGH-RESOLUTION SENSORS
The ship’s phasers use an independent power
The vessel’s sensors can gain large amounts of
supply, rather than drawing directly from the ship’s
accurate data, though they are extremely sensitive.
other power sources.
HIGH-POWER TRACTOR BEAM
MODULAR LABORATORIES
The ship’s tractor beam systems channel far greater
The ship has considerable numbers of empty, multi-
quantities of power and exert much more force on
purpose compartments that can be converted to
the target.
laboratories as and when required.
IMPROVED DAMAGE CONTROL
MULTI-VECTOR ASSAULT MODE
The ship has more efficient damage reporting
The vessel can split apart into three distinct
systems, and better-trained teams of technicians,
sections. Each section has the same systems and
allowing the crew to respond more quickly to
departments scores as the original fully integrated
damage during a crisis.
starship, but each individual section has less
IMPROVED HULL INTEGRITY power than when the ship is integrated. Use this
in narration to create interesting advantages or
The ship’s hull has been reinforced to hold together
complications.
better under stress and damage.
POINT DEFENSE SYSTEM
The ship is equipped with a system of small energy
weapon emitters that operates independently from
The ship’s hull is infused with reverse-engineered VARIABLE GEOMETRY WARP FIELD
Borg nanite technology that seeks out and repairs An extension of the variable pitch warp nacelles
the hull immediately when it is damaged, often seen on the Intrepid-class and the warp vector
preventing a breach before it can happen. technology found on many Vulcan-designed
starships, a ship with a variable geometry warp
RUGGED DESIGN field can adjust its subspace field in highly turbulent
The ship is designed with the frontier in mind, with spacetime and can continue to provide propulsive
a durable construction and easy access to critical force even then.
systems that allow repairs to be made easily.
VERSATILE TRACTOR BEAM
SAUCER SEPARATION 25th Century or later
The ship is designed so that the saucer section
The ship has exotic particle emitters integrated
can be separated from the engineering section, to
with its tractor beam system. With a few simple
operate as two distinct ships. Each section has the
adjustments, the tractor beam can become even
same Systems and Departments, as well as the
more useful against ships trapped within. The
same weapons. The saucer section, which contains
tractor beam can even deplete energy from a vessel
the crew quarters and recreational areas, does not
trapped in its field.
have the capacity to go to warp.
WORMHOLE RELAY SYSTEM
SECONDARY REACTORS
2371 or later
The ship has additional impulse and fusion reactors,
that allow the ship to generate far greater quantities The ship has an additional sensor system outfitted
of energy. with high-energy transceivers, verteron sensors,
and neutrino sensors. These sensors, combined with
SELF-REPLICATING MINES field-generation devices, allow the ship to send and
2371 or later receive data streams through wormholes.
Refits
Starships receive refits and upgrades throughout spacedocks, taking from days to months of work.
the ship’s service life. Most of these are small In some cases, ships that have served for decades
adjustments to non-critical systems. Others are may receive substantial overhauls, taking a year or
significant overhauls performed at starbases and more to complete.
CR EA T I NG A
STA RBASE O R
STA T I ON
“ S o w h y c a n ’ t we l i v e o n t h e planet instead of som e
old spac e station?”
— J AKE SISKO
Y O U R H O M E A M O N G T H E S TA R S 177
CHAPTER 05.00
RU LE S OF PL A Y
05.10 RULES OF PLAY . . . . . . . . . . . . . . . . . . . . . . . 180
R U L E S O F P L AY 179
CHAPTER 05.10
RU LE S OF P L A Y
“ Wh y t h e s e g a me s ? W h y, t h e play is the thing. And
I ’ m s u r p r i s e d y o u h a v e t o ask when your Hum an,
S h a k e s p e a r e , e xplained it all so well.”
– Q
|REQUIREMENTS
TO PLAY CAPTAIN’S LOG, YOU’LL WANT THE In this chapter, we’ll examine the rules required
following items: to create your own captain’s log. You’ll learn how
to embark on missions through the stars, leading
§ A notepad, either a pen and paper or digital. your crew into the great unknown and possibly, if
you survive, emerge as a leader worthy of Starfleet!
§ This book, in particular the random tables
In Chapter 6, you will see how to put the rules to
starting on page 254.
the most effective use, using them to narrate your
§ A pair of 20-sided dice. amazing adventures.
Example: This is Sylvan’s first time playing Captain’s Log. They decide to use the “Creation
in Play” option presented on page 133 to make their captain. They end up with Captain Jilel of
the U.S.S. Pioneer, the first Romulan male to be appointed captain of a Starfleet vessel. Jilel
has the Command and Engineering disciplines and is assigned the single value of “Suspicion
is a Great Place to Start.”
Example: Sylvan grabs their dice and rolls up the mission type. They end up with
Command→Research and Development→Engine Upgrade. Sylvan decides that Starfleet has
ordered the Pioneer to observe the development of some sort of new engine. They will decide
the details after a few more rolls.
Example: Sylvan rolls up their Incident Theme as Save/Quarantine Zone. They therefore determine
that the development of this engine might endanger some protected area. Sylvan rolls a d20
to determine if there is an advantage or complication attached to the Incident Theme. They roll
a 4, which is an even number. This means Sylvan can roll an Advantage. They roll a 2, Surplus
Components. Sylvan imagines that their ship, the U.S.S. Pioneer, has been equipped with emergency
replacement parts should something go wrong during the development of this new engine.
R U L E S O F P L AY 181
<<<
Example: Sylvan rolls their d20 again and ends up with Abandoned Places→Haunting Figures
Appear and Disappear Randomly. This roll really sparks Sylvan’s imagination as they think back
to the Incident Theme of Save/Quarantine Zone. Could it be that the quarantine zone was needed
to keep unsuspecting spacefarers away from the site of the last failed engine test? Is it possible
that the species who is performing this test again is not allied with the Federation and has
ignored all warnings to cease and desist in the development of this experimental engine?
However, Pioneer is carrying replacement parts. So perhaps the accident happened 100 years
ago and the species has made new developments since then. Now, the Federation is happy to
observe and help. But, someone appears – a haunting figure – to warn them that things are
not what they seem. Sylvan decides to roll on the Yes/No Probability Matrix to determine if the
haunting figure is hostile or not. They think there is a 50/50 chance that they are hostile. Sylvan
rolls “Yes.” The entity that appears will be hostile to the development of this engine. And they
will emanate from the quarantine zone.
Example: Sylvan decides they need a non-Federation species to represent the aliens developing
this new engine. For the sake of the story, Sylvan decides the Non-Player Character Archetype to
be Engineer, but randomly rolls the NPC Upbringing Environment as Military Colony. They roll on
NPC Characters’ Goals and generate Escape from their Past. Sylvan decides that they are trying to
escape the horrible legacy of their first failed test.
In addition, Sylvan decides to add some desperation to the mix. The species needs this engine to
facilitate mass evacuation of their colony before the fallout from their first experiment wipes them
out. Sylvan rolls on the Random Radiation Matrix on page 314 and determines the fallout to be
chroniton radiation. The affected area prevents warp travel, and only this new prototype engine
can handle the evacuation. They roll on the Alien Name Generator Matrix on page 315 and end
up calling this species the Vi’ali. Sylvan decides not to roll a specific location in space to start
the adventure. It is enough to know that the Vi’ali star system has a quarantine zone, which they
determine to be a large region of a solar system that was affected by the first failed engine test. If
needed, they can roll on the probability matrixes in Appendix IV to provide more details about the
strange new worlds, ships, and locations located in the system.
Example: Sylvan is excited about this mission. They write, “Captain’s Log, June 1, 2388.
Starfleet has ordered us to the Vi’ali System to observe the testing of a new prototype FTL
engine. One hundred years ago, the non-Federation Vi’ali conducted a test that failed and ended
up inundating their system with chroniton particles that prevent warp travel. This area has been
determined a no-fly zone by Starfleet, but a new problem has popped up. The Vi’ali have learned
that the chroniton particle waves are still traveling through their star system. They will impact
and destabilize the rest of the system in ten years’ time. Their main colony on Vi’ali V boasts
a population of 800,000 people who have no means of evacuation unless the anti-chroniton
engine is successful. This would lead to rapid production of a new fleet of FTL engines to aid in
the mass evacuation. However, recent incidents have led us to believe that the Vi’ali’s efforts are
being sabotaged. Exactly who or what is behind a recent set of deaths in their prototype ship’s
engine room is the mystery, so our mission to observe has suddenly turned into a forensics
investigation.”
Example: Sylvan decides to launch the opening scene in the captain’s ready room aboard the
U.S.S. Pioneer, where Captain Jilel will meet the Vi’ali representative named Jal. Sylvan realizes
they had not chosen a spaceframe yet, so they roll on the Random Spaceframe (The Next
Generation era) matrix on page 144. It comes up as Intrepid class. Jal walks into the ready room
alone and begins to implore the captain to lend Starfleet’s expertise to their efforts, beginning
with investigating why their engineers keep dying when they try to test the engine.
05.102
R U L E S O F P L AY 183
GETTING STARTED
GENERATE INCIDENT
Begin on page 257.
2
THEME, ADVANTAGES,
AND COMPLICATIONS
as found in Appendix I.30 ROLL YOUR ENCOUNTER.
START PLAYING
concludes the scene.
6
With your mission directives,
setting, and inciting incident
firm in mind, it is time for
your opening scene!
Follow the guidance in
Chapter 6 on how to
R U L E S O F P L AY 185
Throughout gameplay, use the Mission Tracker Mission Tracker is composed of a series of deltas: five
(below) to determine how successfully you handle the for each of the acts, for a total of 15 boxes. Each delta
challenges during each of the three acts of play. The symbol represents a single scene from your mission.
MISSION TRACKER
||||| ||||| |||||
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
R U L E S O F P L AY 187
EXAMPLE OF GAMEPLAY
Miranda is playing as Captain Singh, a fresh- put on a loud bluster to persuade the drunken
faced young captain with a background in ambassador into behaving himself.
diplomatic relations. The captain isn’t used
to violent confrontations. So, when a Klingon Adding Presence and Command, Miranda’s
ambassador has a little too much bloodwine target number is 13; significantly better than
and starts trashing the ship’s lounge bar, the total of her Security and Fitness, which
Singh’s unsure how is best to handle the would have been an 8.
situation. However, Miranda (as the player)
knows the best way to handle the situation may With that target number set, Miranda rolls
be for Singh to assert dominance by knocking 2d20. She scores a 14 and a 7. As the 7 is
some sense into the Klingon, but this isn’t the under her target number, this is a success.
captain’s oeuvre (and her score in Fitness and Captain Singh gets up into the Klingon’s face
Security are somewhat lacking). So, instead she and bellows, convincing the ambassador to sit
opts to use Presence and Command, hoping to down and behave.
05.107
Consider this carefully when you approach each of If you feel your captain is more likely to use different
the tasks you intend to attempt. abilities that are more appropriate to their problem-
solving style, pick the attribute and discipline that
To determine if a course of action would be a task, suits your character the best. Depending on the
ask yourself, “Is there a reasonable chance that situation, some may be more relevant than others.
this task could succeed or fail?” If the answer is For example, facing down a Gorn armada may not
“yes,” you can make a task roll. If you are not sure, immediately require a medical approach, although
consult the Yes/No Probability Matrix on page 254 to taking care of any casualties afterwards may very
determine if a roll would be necessary or not. well demand such a task
When you succeed at a task, the adventure When you have decided which attributes and
continues regardless of success or failure. It is up to disciplines you wish to use, add both numbers
you to determine what the next steps are. Is this a together. This creates your target number. Try to roll
great place to end the scene? Or do follow-up tasks equal to or under this target number with each d20
and narrative need to happen before the scene you roll.
ends?
SUCCESS: Your roll succeeds if you roll equal to
RESOLVING TASKS or under the target number on one or more d20.
When you use a task to resolve a situation, you will However, if both d20s roll under your target number,
need to roll dice. The results of your roll determine you not only succeed but also gain Momentum.
not only if you and your crew succeed, but how
efficiently they do! All tasks in Captain’s Log are FAILURE: Your roll fails if you roll over the target
resolved by rolling 2d20. number on both d20s. Any time you roll a 20, you
also gain Threat.
Before you attempt your roll, you should first
decide which of your captain’s attributes and SUCCESS AT COST
disciplines you will be using. Sometimes, the task At times, failure at a roll will not simply make the
will recommend which ones should be used. See action challenging or exciting; it could be disastrous.
page 79-83 for guidance on which attribute + If a failure might result in derailing the game,
disciplines to use for certain tasks. breaking the adventure, or causing your captain to
R U L E S O F P L AY 189
|ABOUT THE PROBABILITY MATRIXES
What Is the Yes/No What Are the Other
Probability Matrix for? Random Matrixes for?
When playing a solo RPG like Captain’s Log, In Captain’s Log, you are provided a wealth of
players will need to act as their own guide through random tables – referred to as Probability Matrixes
the universe. At times, your captain will be able to – that can be found throughout the book. Many of
complete their tasks without any problem; but at them have been adapted from various Star Trek
other times there will be an element of doubt. Adventures rulebooks and supplements. View this as
the ultimate compendium of these tables…and more!
For actions in which there is no chance of failure or
antagonistic force acting against you, it is generally These matrixes generate random results to help
fine for the action to succeed without any problem. establish scenes, determine the outcome of tasks,
For example, you will more than likely be able to go and provide narrative prompts to add flavor to
to Ten Forward and order a drink without requiring your epic adventure. You can use none, some, or
a task. However, the story may lead you to question all the matrixes while playing the game. All the
whether or not you will need to roll a task. Perhaps matrixes have been adapted or created based on
the bartender is angry that you are a shape- many familiar settings, beings, anomalies, planets,
changing alien. In a situation where you are not and conditions showcased on Star Trek over the
sure, you can roll on the Yes/No Probability Matrix decades.
and adjust your scene accordingly.
Feel free to create your own probability matrixes as
In addition, many actions in your scene will involve needed. For example, you may decide to place your
some element of risk; perhaps there is a chance captain on a space station in a newly-discovered
the action might result in failure or someone area of space. This station and the local star system
(or something) is working against you. In these may have new and never-before-seen species and
instances, you can consult the Yes/No Probability phenomena. You could invent your own random
Matrix to determine if a task is needed or not. The tables to represent what your captain might run
Probability Matrix is located on page 254 and can into as they explore strange new worlds and new
guide many of your actions throughout the game. civilizations.
Take the time become familiar with the Yes/No
Probability Matrix, as its guidance will help you Chapter 6 will delve more into how to use the
create lively and interesting stories to remember. Probability Matrixes to create riveting narratives.
05.1010
R U L E S O F P L AY 191
|MOMENTUM AND THREAT
THROUGHOUT THE COURSE OF YOUR ADVENTURE, you may use that saved Momentum to cancel
you will generate Momentum and Threat. Conditions out the Threat.
will either expedite the success of your mission or
hinder it. This section will explain both conditions
and how they can be used to add excitement to your Threat
stories. When you attempt an action, sometimes things will
go wrong. Perhaps the odds are against you, or
maybe the action you’re attempting simply proved
Momentum to be more difficult than you’d initially anticipated.
Momentum represents the inertia created by Threat is the counterpoint to Momentum, providing
exceptional success yielded from your roll, granting additional hurdles to cross. When Threat occurs,
additional benefits. Momentum can be spent as things get more difficult, and now you need to
soon as you get it or it can be saved for later use. handle it!
Only one point of Momentum can be accrued or Threat is generated when one of your d20s rolls a 20.
stored at any time. If you already possess Momentum You can never have more than one “point” of Threat.
saved from a successful roll earlier, you cannot If you attempt a task and both dice come up as 20s,
possess more. You either have Momentum or you you have one Threat, not two. Think of Threat as a
do not. Track Momentum by using an object (e.g., condition rather than something you accrue.
penny, token, combadge, or replica starship) or by
keeping notation on a piece of paper or electronic Once Threat is generated, it must be spent sooner
device. or later. You choose whether Threat is spent
immediately or stored for later. Threat can be
You always begin a new mission without Momentum. spent in one of two ways:
Momentum earned during play may be used
immediately or saved to be used later. You can § CREATE A COMPLICATION: You can spend
store Momentum as you move from one act to the Threat immediately when it is accrued. If you do
next. this, you introduce a new danger to your current
scene. This is a twist to your story. Perhaps a
You can spend Momentum to do one of the new adversary arrives, or another emergency
following: appears that demands your urgent attention.
Narrate how the situation gets worse for your
§ RE-ROLL: You can spend your Momentum to captain or roll on the Threat Spend matrix on
re-roll a single d20. If you do so, you must take page 278. You could also choose to roll on the
the second result. Complication Matrix or any other matrix wherein
things can become worse.
§ ADD AN ADVANTAGE OR NEW STORY
ELEMENT: You may choose to add new and § INCREASE DIFFICULTY: If you choose this
exciting variables to your adventure by making option, the next action you attempt requires 2
up an advantage, consulting the Advantage successes to be rolled instead of the normal 1.
Matrix (page 268), or rolling on another matrix (See Increased Difficulty on page 194 for more
of your choosing. Narrate how this advantage or information.)
element makes life easier for your character.
It is your decision whether you want to spend or
§ YOU MAY USE MOMENTUM GENERATED TO
save Threat. You must either immediately gain some
ELIMINATE THREAT. For example, if you have
form of a complication or increase Difficulty during
saved Momentum, and a 20 (Threat) is rolled,
the next task roll. If you choose to increase Difficulty
with Threat, the Threat is not cleared until that roll
occurs. This means that Threat can follow you into You may also choose to not add a delta to
the next scene or act! However, while you possess your mission tracker, instead incorporating the
Threat, you cannot gain more. complication into the current scene if it makes
more narrative sense to do so.
It is possible to be successful on a task roll and still
generate Threat if one of your die results is a 20.
Complications
When you gain Threat, you have the option to deal RECURRING
with the repercussions now or later. If you choose to
deal with it right away, this happens in the form of
COMPLICATIONS
Finishing a scene in which you address the
a complication: a new event which creates a twist
complication does not necessarily indicate
in the story. Perhaps the ship’s computer is more
you’ve bested it permanently; you’ve simply
badly damaged than it initially appeared, or the
overcome it for the duration of this act.
ambassador you are playing host to is unreasonably
Perhaps you can avoid or flee from the
demanding. Maybe the Borg’s armor has adjusted to
Cardassian vessel or make a quick software
your phaser frequency!
patch to prevent your ship from exploding.
If the complication is resolved for this
When a complication occurs, you may add a new
scene, you may continue. A complication
delta to your mission tracker. This delta represents
may return to make things difficult for you
a new scene that must be navigated before the
in future scenes, acts, or missions. For
end of the act as the result of this complication.
example, an enemy ship you evaded may
Perhaps you need to reboot the ship’s computer,
resurface or a patchwork repair you made
calm the ambassador, or manually adjust your
to a leaking engine might shake loose.
phaser’s yield. You are free to create any situation 05.1012
you can imagine, and you are encouraged to make
these situations as perilous as you deem fit. Once
the task is completed, either fill in the delta for the
complication or place an X in it; the complication is
now resolved.
R U L E S O F P L AY 193
EXAMPLE OF GAMEPLAY
Captain Singh is leading her crew to infiltrate a base becomes aware of her actions and heads
secret Tal Shiar base. They hope to recover data down to investigate.
the Romulans acquired about the Federation’s
military forces stationed at the Neutral Zone. Alternatively, she could decide to increase
the Difficulty of her next roll. Saving the
While hacking into their database, Miranda rolls Threat for later seems tempting, as it means
a Control + Science task. Her target number the character wouldn’t have to fight her way
is a 16. She rolls a 14 and a 20. Even though out. However, Miranda doesn’t know when
this is a success, it also generates Threat. Captain Singh may need to attempt a task
Miranda now has a choice. One option is to add next. It might not be needed for the rest of the
a complication to the current scene. If she does mission! Or it might be needed to unlock the
so, it will make the infiltration harder; perhaps access shield to the Romulan base to escape.
the Romulan security team stationed at the At this point, she has got no way of knowing…
but she must choose now! 05.1013
EXAMPLE OF GAMEPLAY
Captain Singh is back on the ship. She is trying However, she has Momentum stored from
to navigate through a gaseous nebula. Her earlier in the act. She spends Momentum, which
target number is 9. Due to a particularly bad allows her to re-roll the 14, knowing she will
roll she experienced earlier, she accrued Threat. have to accept whatever roll comes up. This
She chose to use the Threat to increase the time, the roll yields a 7.
Difficulty on her next roll. Now, she needs to roll
two successes instead of one. Miranda rolls and Both dice are now under the target number, so
scores a 5 and a 14. The 14 is a failure and she Singh succeeds in navigating the field. Normally,
needed both dice to roll successes. she would have gained Momentum. But as the
roll required two successes due to increased
Difficulty, she gains no Momentum. At least she
and the crew live to see another day.
05.1014
VALUES, DIRECTIVES,
AND FOCUSES
“ Wh e n I s ta r t e d h e l p i n g y o u i m prove your soc ial sk ills,
I’ m f a i r l y c e r t a i n I d i d n ’ t i n c lude a boxing lesson.”
– T HE DOCT OR
Captains always need to think outside of the box if possess to get the job done! Working with values,
they want to accomplish their missions successfully. directives, and focuses can enhance your rolls and
In this section, we’ll look at additional tools you give you a better chance of mission success.
|ESTABLISHING AND
CHALLENGING YOUR VALUES
EVERY CAPTAIN POSSESSES VALUES; CORE GUIDING you, causing you to stick to a course that might
principles or ideologies that guide them. These prove detrimental to your mission. You may need to
values, created when you make your character, act challenge your value, altering your belief system as
as their moral imperative, and help to determine new truths are revealed or experiences change your
how they will approach each challenge they come mind on matters.
across. As you play this game, your character’s
values are the core of your character’s identity, the When you use or challenge a value, you can choose
beliefs that are central to who they are and how to either gain Momentum or remove Threat. You
they act. Values are yours to determine, and this cannot gain Momentum if you already possess
can be quite a daunting proposition. Defining four Momentum. Threat removed in this way is spent and
distinct, interesting, evocative phrases that can be gone; you do not need to introduce a complication
used in play to guide roleplaying is a fun challenge or increase Difficulty. In addition, you will want to
with the potential to add a lot of drama to your story. create a narrative explanation as to why the value
is changing. Was it something someone said? Is
The Probability Matrix on page 90 provides a it a potent event that you experienced, some new
selection of random values you could choose, or information that shed light on your perspective of
you could create your own following the guidance in the universe? Make a note what caused you to
Chapter 4 on page 88. change your value.
There are benefits in the game when you use or Keep in mind: You can only use or challenge a
challenge your values to create moral conflict. particular value once per game. Once you use
Values can rise to the surface when they influence a value, cross it out. Since you start the game
you to uphold a strong belief. They can also hurt with four values, you will have four chances
R U L E S O F P L AY 195
DERIVING VALUES FROM ACTUAL GAMEPLAY
You might notice during the normal course panicked by a failing impulse drive. He
of play that your character makes comments yells at the specialist to get them to focus.
or statements that – in retrospect – would “This is why the Bajorans need to grow a
make good values. At the end of your mission, backbone, Ensign! You need Cardassian grit
think back to what you said or to something to push through problems.” Once things
you recorded in your journal. Would it make a cool down, Madrek is sure to eat his words
fantastic value? Were you pushed to the edge and get a strong talking to from the captain
and said something rash? That might be a value. for insulting Bajorans, a sore spot for sure.
At the end of the mission, Josh takes on
Example: Enabrin Madrek, a Cardassian the value of “You need Cardassian grit to
played by Josh, is a chief engineer aboard push through problems,” which, based on
the U.S.S. Pioneer. In a fit of anger during the initial time it was used, could be used
a desperate situation, Madrek yells at negatively in future missions by a roll on the
a Bajoran propulsion specialist who is Complications matrix.
05.201
during a mission to alter the course of the story A value can be challenged to create opportunities to
by pivoting off your values. In narrative terms, you gain Momentum or erase Threat during gameplay.
as the captain are growing and evolving during an To challenge a value, however, you must be pressed
adventure. You are maturing, learning, experiencing, to act out of character.
triumphing, failing, hurting, and changing. This is the
stuff all great characters are made of. Once a value is crossed out, it cannot be used again.
At the end of the current mission, create a new value
to replace any that are spent in this manner. Your new
value must be different from the previous one, as
characters are constantly changing and evolving.
|DIRECTIVES
A KEY PART OF CAPTAIN’S LOG GAMES ARE or during the mission to illustrate that the goals or
directives, a type of value that acts as an operating circumstances of the mission have changed.
parameter for the mission at hand. These are usually
mandated in the story by Starfleet and can be Like other values, you can challenge a directive
generated using the Mission Types matrixes that begin if you feel following a directive is not in the best
on page 257. Including directives would be very much interests of the ship and crew or those you have
in line with the theme of Captain’s Log as Starfleet been dispatched to aid. Challenging a directive is
captains are often presented by their superiors with done in the same manner as other values. Simply
mission guidelines they are forbidden to cross. cross the directive out, choose to either gain
Momentum or remove Threat, and replace the
One that is almost always in play is Starfleet challenged directive with an overriding replacement.
General Order One (often referred to as the “Prime At the end of the game, you should take note
Directive” since the mid-23rd century), which of the challenged directive, as this may lead to
forbids interference in the natural development of consequences from your character’s superiors upon
other civilizations. You can establish directives for the mission’s completion, the severity of which
your captain’s mission at the beginning of the game could hinge on the mission’s success or failure.
|FOCUSES
EACH CHARACTER HAS SPECIFIC FOCUSES THAT At the end of a mission, players may choose to swap
highlight their areas of expertise. How do focuses out one focus for a new focus. This exemplifies the
benefit your character during play? well-rounded nature of Starfleet training. See more
about character development in Chapter 4 on
§ If the character has a focus that applies to the page 135.
current task and they roll a number equal or
less than their discipline rank, they immediately
create an advantage or roll on the Advantage
table (page 268). That advantage is now
activated and can be woven into the narrative.
R U L E S O F P L AY 197
EXAMPLE OF GAMEPLAY
While exploring a new region of space Since she had an applicable focus (Deflector
in search for an Class-M world ripe for Systems), she rolls on the Advantage table
colonization, Captain Singh’s ship comes (page 268) and receives “Surprise Discovery:
across a cosmozoan life-form. The creature is The situation turns out to not be as grave as
in the middle of giving birth but cannot seem initially indicated or an aspect of it can be
to complete the cycle. Singh suggests using completed faster than expected.” The player
the deflector to create a gravimetric “push” gives this prompt some thought and decides
aiding in the birth of the cosmic baby. One of that the birthing event was a morality test from
Captain Singh’s focuses is Deflector Systems. the sentient cosmozoan life-form. This surprise
Her Reason attribute is 9 and Science discipline discovery ends up having the life-form grant
is 3; this creates a target number of 12. She safe passage to the new Class-M world where
rolls a 2 and a 19. The 2 is a success! And, 2 is the adventure continues.
below her Science discipline of 3.
05.205
T AK I NG ACTIO N
“ I’ m n o t g o i n g t o s t a n d h e r e w hile you rationalize yet
a n other brush with death.”
— THE D O CTO R
Throughout a mission, the variety of actions you The following is a list of possible actions you may
may undertake varies considerably. Some can take during a mission. These act as a guide, things
be relatively minor, like hailing another vessel. you can do to progress the story, resolve tasks,
At other times, actions can have more crucial and solve the myriad challenges you’ll face. This
meaning, like pulling yourself up from a collapsing isn’t an exhaustive list. Instead, these show what
mountainside. You are required to represent yourself actions you and your crew are likely to undertake.
and your crew positively, understanding the actions Starfleet trains their captains to show flexibility in
you take reflects on your ship, Starfleet, and how they tackle obstacles, and you’re encouraged
the wider United Federation of Planets. Because to use these examples to create exciting and
of this, you are trained to present yourself as innovative solutions as well.
your very best; everything from negotiating first
contact to defending yourself from enemy vessels,
investigating strange anomalies, discovering new
life, and inventing new technology.
|PERSONAL ACTIONS
CAPTAINS ARE TRAINED TO THINK FIRST, ANALYZE
every situation carefully, and investigate every
Investigate
Choose Insight, Reason, or Presence plus one
possibility before they decide on the best actions
discipline that best fits the situation, and use them
to take. However, in the field, they often find
to generate your target number to understand a
themselves challenged to think fast, reacting to
problem, discover new facts, or research a topic of
threats as they occur. The following actions cover
scientific inquiry.
for each of these possible actions, ranging from
calculation and deduction to handling (often violent)
§ SUCCESS: You discover a fact about the
confrontation.
mission that was unknown to you, or you
reveal something about the problem you’re
These actions could generate Momentum or Threat.
facing. How does this discovery inform the next
Use the examples below as guidance on how to
steps you need to take? Does it change your
drive the narration about your captain positively
perspective? What happens now?
or negatively. You are always free to roll on the
Momentum or Threat Spend tables in Appendix I if
you need prompts.
R U L E S O F P L AY 199
§ FAILURE: You uncover information which
leads you down a confusing or misleading
Overcome Adversity
Choose Control, Daring, Fitness, or Presence plus
route of inquiry or causes you to leap to an
one discipline that best fits the situation, and use
incorrect conclusion. Is there something else to
them to generate your target number to overcome a
investigate? How does this dead end change
problem, combat danger, or accomplish a task when
your approach?
there is risk, a deadline, or other pressure involved.
§ MOMENTUM SPENT on this success is an
advantage that gives you additional insight, a § SUCCESS: You complete the task you set out
positive lead, or other piece of information. It to do or avert the danger you faced. How does
could also end your investigation earlier than your success lead you onto the next part of
you thought, leading you to act quicker than your act? What are the next steps you need to
anticipated. accomplish your wider mission?
§ COMPLICATIONS on this roll could cause you to § FAILURE: You find the obstacles in completing
act on incorrect information without considering your task to be insurmountable, or you are
the repercussions and possibly causing overpowered by the danger you faced. How
disruption, misunderstanding, or additional does this failure set you back? Do you suffer in
complications. any way? What do you need to do now?
§ MOMENTUM SPENT on this success could add
Diplomacy some new resources to your efforts, let you
solve the issue quicker or with greater flair than
Choose Control or Presence plus one discipline that
you needed to, or provide a pivotal success in
best fits the situation, and use them to generate
the progress of your mission.
your target number to forge a connection with
another person, defuse a critical situation with § COMPLICATIONS on this roll could introduce
your words and reassurances, demonstrate your an unexpected setback or demonstrate some
trustworthiness, or mislead someone. compromise or personal cost for your actions.
Landing Parties and While leading an away mission in person, you may
choose crewmembers to accompany you. This may
Away Missions be a science team for analysis of a new planet,
According to Starfleet protocol, the captain should a medical team to help treat injured civilians, or
apply caution when deciding to lead a landing party a security team when heading into dangerous
or away mission. Leaving their ship comes with its environments. This must be done before you leave the
own array of risks, not only for the captain but the ship. Select one of the ship’s departments. While on
crew as well. However, it’s also very common that an the away mission, you may utilize that department’s
away mission will require direct oversight to be discipline rating in place of any of your own.
R U L E S O F P L AY 201
How to Use Your You can choose to attempt a task with the ship.
While using a ship to perform tasks, you may utilize
Ship in Play the ship’s system rating in place of any of your
If you are not participating in the task, then roll attributes. You also gain access to the ship talents
the appropriate ship’s System + Department to as if they are your own focuses.
attempt a task roll. This represents the crew also.
Ship talents can provide an advantage if the dice
rolls equal to or less than the department rank.
EXAMPLE OF GAMEPLAY
While the U.S.S. Tamara is providing medical Satisfied the ship’s doctor has the issue well
relief to Deneb IV, which is experiencing an in hand, Captain Singh gives chase. As she is
outbreak of Rigelian fever, Captain Singh opting to take the helm, she’ll roll the ship’s
comes across a situation which requires her Engines (6) plus Singh’s Conn (1), which gives
to divide her attention. While administering a target number of 7. The roll is unfortunate: a 9
vaccines, several of her crew – including the and a 13! That would normally be a failure, but
flight controller – are accidently infected with Singh doesn’t want to give up that easily!
a mutated variant of the disease, requiring the
crew to synthesize a cure for this new variant. She has a value of “Don’t Permit Injustices to Go
At the same time, several profiteers attempt to Unchallenged,” and profiteering from a medical
make off with some of the vaccine, aiming to disaster would certainly qualify for using this
sell it to the Denebians for a considerable fee. value. She opts to challenge this value, adding
to the narrative that her flight skills are nothing
Singh decides to handle recovering the vaccine compared to the profiteer pilot’s flight skills.
directly, jumping into the conn station to plot She will be making some rolls on the Yes/No
a course and give chase. She has faith in the Probability Matrix in the next scene to determine
medical crew to use the ship’s computers to if the pilot manages to lose her. Having
analyze the variant and find a solution. She opts challenged the value, she crosses it out to
to delegate; the ship’s Computers + Medicine create Momentum. She spends it immediately
create a target number of 12. Her roll yields a to re-roll one of those dice. She picks one up,
result of 15 and 8, a success! and hopes for the best as she re-rolls…
05.302
The opposition
Choose a character
Perform a task
(page 187)
Success Failure
Momentum spends
§ Add 1 hit to Opposition
§ Remove 1 hit
Apply 1 hit to Apply 1 hit to
§ Re-roll 1d20 on failure
the opposition your character
§ Create an Advantage
§ Cancel Threat
R U L E S O F P L AY 203
Here is how hits and injuries are determined: How does one defeat their opponent? Once you land
three successful hits on a foe, that foe is considered
§ ROLL SUCCESS: 1 hit on opponent injured. The “Where are You Injured” matrix (page
316) and “What Type of Injury” matrix (page 316)
§ ROLL FAILURE: 1 hit on your character
indicates what that injury could be. You may modify
§ MOMENTUM can be used to score an additional this injury in a way that suits the story. Conversely,
hit or to create an advantage. You may roll on you may fail the roll or generate Threat. If so,
the Advantages Probability Matrix on page 268 narrate how your character has taken a blow. Once
or create one that matches the scene. you have been hit three times, you are considered
injured. Roll on the “Where are You Injured” matrix
§ THREAT might be generated by the roll by rolling
and “What Type of Injury” matrix to determine the
a 20. Threat can be used for scoring an additional
possible nature of the injury.
hit on your character, creating a complication, or
making the next action require two successes.
EXAMPLE OF GAMEPLAY
Captain Jilel of the U.S.S. Pioneer is in a life Daring + Security once more and scores a 13
and death battle against Romulan Commander and 20. Though he successfully hits Methra –
Methra aboard an alien vessel controlled by accumulating two hits against his foe thus far –
Hehdi, a vastly powerful entity whose ship can he still generated Threat. Freshly wounded, the
fold space and travel nearly anywhere in the player controlling Jilel decides to make his next
universe. The final fight has drawn Jilel and action more difficult. Jilel will need to roll two
Methra into a bloody skirmish on the spark- successes to be successful next roll.
showered main deck of the alien ship. Jilel wields
no weapon whereas Methra has drawn a blade. Jilel rolls again and get a 6 and 19. One
success. He needed two successes, so this
Jilel decides to act with swiftness and goes for is a failure. He decides to employ his value,
a Daring (9) + Security (3) task roll, hoping “Experience Is the Best Teacher, but Also the
to knock Methra out cold. He rolls 2d20 and Hardest,” to gain one more success, but he
scores a 6 and a 10. Success and a Momentum! accepts the complication “Severe Internal
Methra takes a hit. Jilel punches his foe in the Injuries” to represent being stabbed. Though
face and uses the Momentum to create an Methra goes down, Jilel is likewise immobilized
advantage of “Methra Loses the Knife.” and unable to act until he gets back to the
Pioneer’s medical bay.
Our Starfleet captain decides to deliver a double-
handed blow to Methra’s shoulder for good At this point, Sylvan, the player behind Jilel,
measure. He goes for another melee attack. But proceeds to narrate the details of this battle
this time he rolls a 14 and 20! Not only is this in her journal. She adds dialogue to the
a failure, but it also generates Threat. Methra fierce battle in her story and includes vivid
uses the Threat to cancel out Jilel’s advantage. descriptions of body blows, jaw-crunching
The Romulan commander picks up the knife strikes, and a stabbing. In addition, she rolls
and stabs Jilel in the ribs before the captain can a 20-sided die to determine how many hours
deliver his double-handed blow. Both Jilel and it will take for Jilel to fully recover from the
Methra have taken a hit. massive stab wound. Reflecting on the spent
value, she decides that Jilel will eventually
With blood beginning to warm his uniform, Jilel take more combat training from Lieutenant
is desperate for the win. He rolls his Commander Helkara, their chief of security.
05.303
COMBAT TURNS AND INITIATIVE Example: Sylvan determines that Captain Jilel
was on guard while visiting the Romulan throne
Who attacks first in the scene? If this was an
world. Plus, he had gained the Hand-to-Hand
ambush on you, the opponent likely got to strike
Combat focus since the last mission after a
first. If so, they may score an automatic hit. You
bloody brawl. She rolls Insight (9) + Command
could consult the Yes/No Probability Matrix on page
(5) to see if Jilel was wise enough to come with
254 to make such a determination. Starfleet officers
a concealed weapon of his own. She rolls and
rarely throw the first punch. Hence, the Yes/No
8 and 19. That is one success, so the answer is
Probability Matrix can help determine if an injury
yes. Now, he and the assassin are armed and
occurs. If you need the prompt, roll on the “Where
ready for this fight.
Are You Injured” matrix (page 316) and “What Type
of Injury” matrix (page 316) to determine the nature MOMENTUM IN COMBAT
of the injury.
Momentum in combat can be generated in two
ways:
On some occasions, you might be the first to make
a strike. But what if you are outnumbered? The
§ Rolling two successes on a Difficulty 1 roll
likelihood of you landing a second hit before your
opponents retaliate is slim, but not impossible. § Using or challenging a value to gain Momentum
(page 195)
Again, determine the probability of being to make
a subsequent strike before your foe(s) and roll on This Momentum can be used to score an additional
the Yes/No Probability Matrix. If the Yes/No matrix hit on an opponent. It can also be used to cancel out
determines that you do not have the upper hand, a point of Threat. Finally, it can be used to create an
make the next roll require two successes to advantage.
succeed.
Example: Nursing a fresh stab wound, Jilel
Example: Captain Jilel is visiting his homeworld decides the better part of valor is retreat.
of Romulus. As the first Romulan ever appointed Though armed with his own dagger, he makes
as a Starfleet captain, he has many enemies for the doors to his ambassadorial suite. This
out to get him. Little does he know that his will be a Fitness (9) + Security (3) task. He
ambassadorial suite has been compromised rolls a 2 and a 20! Though successful, there
and an assassin awaits him in his quarters. is a complication. Sylvan determines that Jilel
Sylvan thinks it is Probable (1-15) that the makes it out the door but is tackled by the
assassin gets to make the first strike. She rolls assassin from behind (complication). Both go
a 1! With that rolled, the assassin leaps from rolling into the hallway. The assassin is on top
behind an ornamental raptor statue and plunges of the captain and ready to deliver a death blow.
a sharp dagger into Jilel’s side. He now has Jilel decides to utilize another of his values,
one hit. Two more and he is injured. Time to put “My Family, Crew, and Ship Come Before
those combat trainings from his chief security Regulations,” to gain Momentum. Even though
officer to use. he was given strict orders from the Romulan
R U L E S O F P L AY 205
Senate to come unarmed, he kept the dagger HITS AND INJURY
on his person in a sensor-shielded sleeve. This Once you or your foe have landed three successful
might come back to haunt him later. But for hits on the other, the fight is over. The “Where Are
now, it is saving his life. He manages to stab his You Injured” matrix (page 316) and “What Type of
assassin. They both have a hit as they roll along Injury” matrix (page 316) can indicate what that
the floor of the hall outside his suite. Still, there injury could be should you choose to use them. You
is the lingering point of Threat from the rolled may modify this injury in a way that suits the story.
20. Sylvan will save it to make the next task You can also challenge a value (page 195) to gain
require two successes to succeed. Momentum and have things swing in your favor.
RESOLVING COMBAT Once you are injured, you must depend on your
Combat is resolved once either party suffers three hits. crew or allies to come to your aid under most
Then they are injured. Of course, a random advantage circumstances. Narrate the scenario, asking
or story encounter might change the circumstances of questions like “Who saved you?” “Were you
the conflict so that neither party is injured. captured?” “What kind of treatment will you need
and where will that treatment take place?” “What
Example: Jilel and his assassin leave a trail did you lose since you failed to secure the victory
of blood on the expansive carpet as they fight in this fight?” “Is the enemy still out there?” “How
to the death. To make the story tense, Sylvan might this fight change your values going forward?”
decides to allow Jilel another attack roll. Since
Threat was generated in the last roll, it will take Example: Jilel awakens in a Romulan medical
2 successes to make a strike. Then she will facility. If his chief security officer had not been
roll on the Yes/No Probability Matrix to ask two there, he would have died. However, he has still
questions: “Did Jilel bring a security detail?” sustained injuries. In addition to the stab wound to
and “Does the assassin have backup?” the side, which was part of the narration, Sylvan
decides to roll on the “Where Are You Injured”
First, she rolls his attack: Daring (9) + Security matrix (page 316). She rolls a 3 – damage to the
(3) with the Hand-to-Hand focus. She rolls a 13 left arm. She also rolls on the “What Type of Injury”
and a 20. Fail, which results in a hit on Jilel! matrix (page 316). She rolls a 7 – Break. So, in
Plus a 20! Threat generated. These two hits addition to the stab wound to the side, Jilel has
bring Jilel’s total hits to 3! He is injured and out sustained a broken left arm from the fight.
of the fight.
OTHER SOURCES OF INJURY
It is Probable (1-15) that Jilel was allowed some In addition to standard injuries, battles can leave
sort of security detail, so Sylvan rolls and scores scars both visible and invisible. Exposure to
a 5! Rushing from around the corner, Lieutenant radiation or toxins, mental trauma, or physical
Commander Helkara arrives on the scene and impairments can all add drama to an adventure.
spots the assassin. But does the assassin have Though Starfleet medical technology can cure most
backup? Sylvan decides that this is 50/50. She common injuries in rapid fashion, more serious
rolls a 20. Whew! So the assassin works alone. injuries could take longer to resolve.
Spotting Helkara, the assassin bolts. Helkara
must decide: tend to the captain or chase after In these cases, you may arbitrarily decide to roll on
the assassin? As a Starfleet officer, she really the Yes/No Probability Matrix to determine if your
has no choice but to see to the captain. The character has sustained any long-term harm. If
scene ends with the assassin bounding over the so, use a d20 to determine how many hours, days,
ledge of the building to make their escape and weeks, months, or years will be required to recover.
Helkara sliding next to Captain Jilel while calling These long-term injuries could affect your future
for emergency transport to sickbay. choice of values or focuses. They can also be called
back into the narrative at key points to add to your
character development.
206 CHAPTER 05.30
Example: Dr. Simon approaches Captain Jilel Example: With his mortality on a timetable,
in sickbay. Jilel expresses that he expected to Jilel jumps back in command. The search is on
be released by now. However, the doctor ran for the assassin – and they have seven days
some tests. It seems the assassin left a residual to find them. Did they stay on the Romulan
neurotoxin in Jilel’s system that will kill him in homeworld? Did they take the first transport
– Sylvan rolls a die to determine the amount of off-planet? Rolls on the Yes/No Probability
time – seven days! Unless they can locate the Matrix could spin this adventure in any number
assassin and determine the nature of the toxin, of directions. To add more tension to the game,
there will be no way to save the captain’s life. Sylvan decides that every two days she will
roll on the “Where Are You Injured” matrix to
GETTING BACK INTO THE ACTION determine what parts of Jilel’s body become
Narrate how you get back into the action. It could impaired while on their desperate search. Can
be a temporary cure, a miracle concoction, or some he stay functional enough to complete the
other plausible advantage that puts you back on mission or will he be sidelined before a cure is
your feet. You may have a persistent complication found? Will he die?
like a broken leg or impaired vision that could make
some actions Highly Improbable to succeed for the ACTING WHILE INJURED
duration of a mission. A character can act while injured. However, you may
decide to impose additional complications with a roll
on the appropriate matrix. If physically injured, some
actions might automatically be deemed Difficulty
2 (requiring you to roll two successes) to succeed.
You could also choose to roll a random complication
if an impairment makes success unlikely. Likewise,
certain mental trauma could hinder one’s actions.
Uncertainty, flashbacks, remorse, guilt – these
could all invoke complications. These complications
should be used if you want to increase a story’s
drama, especially in Acts One and Two.
HEALING INJURIES
R U L E S O F P L AY 207
Example: Jilel and his security team face off Example: The adventure has ended. Jilel’s
against the Romulan Senate. They have come would-be assassin was found. It was learned
to convince the Senate to shut down all space that they were part of the dissident Vulcan
flights until they can locate the assassin. The Isolationist Movement, a sect intent on sowing
Romulan Senate claims to know nothing of dissension among any efforts to reunify Vulcan
the assassin and thinks Jilel’s idea is extreme. and Romulus. The assassin was turned in to
They feel he is overreacting due to his impaired Starfleet authorities for trial and Jilel’s mission
physical condition. Jilel tries to use his Presence could continue. Though the antidote to the
(10) + Command (5) to sway the Senate in neurotoxin was found and his physical abilities
his favor. However, Sylvan determines that the restored, Jilel is still shaken by the fact that
effects of the neurotoxin are starting to show; factions deeply rooted in Vulcan society would
hence, this will be a Difficulty 2 action. She rolls take such lengths to kill him, as he is the
– 7 and 16. Fail. The Senate will not shut down first olive branch to his secretive people. As
space traffic, but they do give Jilel and his crew such, Sylvan gives him the trait “Suspicious of
access to their traffic control systems and their Vulcans.” This could be used negatively in future
security network for seven days. The crew of the missions as he deals with Vulcan members of
Pioneer will have to make do with that. Starfleet.
HEALING INJURIES
Minor injuries can usually be resolved by the end of Resolving without Combat
a scene, act, or mission. The episodic nature of Star All Starfleet captains know that words are more
Trek lends itself to “character immunity,” wherein effective than violence; after all, changing the heart
heroes might be injured but are not usually killed off. of a foe means they may one day grow to become
As such, treat most injuries like this during a gaming an ally. Diplomatic training covers meeting with
session. No need to carry them over into the next ambassadors. It also covers de-escalating conflicts,
adventure. potentially preventing harm before it can happen.
However, you may want to develop your character in How does one resolve a situation without resorting
a way that makes the disability, impairment, illness, to combat? All parties involved must be able to
or addiction a trait that becomes integral to the communicate. This may require a working universal
individual. This has been seen many times in Star translator or an open communication channel
Trek: Commander La Forge’s visual impairment (The between two vessels. If combatants cannot hear
Next Generation); Lieutenant Detmer’s cybernetic one another, consider other forms of communication
implants (Discovery); Raffi Musiker’s addiction to such as hand signals or body posture; all species
alcohol (Picard); Captain Pike’s mental trauma from communicate differently. If there is a means to
exposure to the time crystal (Strange New Worlds). understand one another, it is possible to resolve
All of these could be considered traits that can be a situation without violence. Otherwise, peaceful
used like challengeable values in future adventures. resolution may be impossible. Remember that it is
most likely impossible to reason with an aggressive
force if their ship does not respond to hailing
messages.
USIN G YOU R S H I P
“ T h is i s h u g e f o r y o u r mo m. She gets to dive into the
u n k n o w n o n a wh o l e n e w s h i p ! G ah, I never get to dive
into unk nowns.”
— E N S I G N BRAD WARD BO IM LER
R U L E S O F P L AY 211
Ship Actions Engage Warp Drive - Engines + Conn
§ SUCCESS: You prevent the other vessel from § SUCCESS: You transport somewhere under
communicating with others. difficult conditions.
§ FAILURE: The target vessel can communicate, § FAILURE: You are unable to gain a transporter
and potentially spy on your communications. lock.
Which ship attacks first in the scene? If this was CRITICAL DAMAGE
an ambush, it is likely the enemy ship gets to
Once a system has received critical damage,
strike first. If so, they may score an automatic hit.
a section of the ship is unable to function.
You could consult the Yes/No Probability Matrix
Crewmembers need to flee that area. Emergency
on page 254 to make such a determination.
repairs are required. The section may even need
Starfleet captains rarely fire first. Hence, the Yes/
to be sealed off. You cannot attempt any actions
No Probability Matrix can help determine if that hit
that involves use of that system until repairs are
caused damage to the ship. Roll on the Systems Hit
completed.
Table (page 308) and/or Generating Ship Damage
matrix on (page 309) to determine the nature of the
When three systems are critically damaged, the
damage.
vessel can no longer engage in combat. The fight
immediately ends, but this does not mean the game
On some occasions, you might be the first to make
is over. Perhaps the enemy forces have knocked out
a strike. But what if your ship is outnumbered? The
your shields and weapons. Are they now beaming
likelihood of you landing a second strike before the
their soldiers over to your vessel to fight hand-to-
enemy vessels retaliate is slim, but not impossible.
hand with the crew?
Again, determine the probability of being to make a
subsequent strike before your foe(s) and roll on the RESOLVING COMBAT
Yes/No Probability Matrix.
At the end of combat, if you have been successful, fill
in the current delta on the Mission Tracker. Only one
If the Yes/No matrix determines that you do not
delta on the Mission Tracker is ticked as the result of
have the upper hand, make the next roll require
any single combat encounter, regardless of how many
two successes to succeed.
attack rolls were made during that encounter.
ATTACKING YOUR ADVERSARIES
OTHER SOURCES OF HARM
Attack actions are made with a roll utilizing your
Any action which could result in harm to the vessel
vessel’s Weapons + Security. If you succeed,
or its internal systems has the potential to cause
track 1 hit against your adversaries. If you have
damage. This could be an artificial intelligence
Momentum, you may spend it to inflict one
attempting to take over your vessel’s computer, a
additional hit. When you have achieved a number of
section of the ship being taken over by the Borg,
hits equal to your adversaries’ Scale, they have been
or hull damage from a collision with an asteroid.
defeated.
When you encounter such an experience, consult
the Generating Ship Damage probability matrixes on
page 309 and resolve the result as per above.
R U L E S O F P L AY 213
DO YOU WANT TO SIMPLIFY SHIP COMBAT IN YOUR GAME?
You may not care to keep an extensive record use the Downtime for Maintenance table on
of damage during ship-to-ship battle. You page 310 or System Hit Matrix on page 308
may prefer to keep the action focused on your to generate damage. The Determining Crew
captain. If such is the case, make use of the Casualties table on page 310 adds the extra
System Hit Matrix Generating Ship Damage drama of the effects of ship damage on your
probability matrixes on page 308. You may also precious crew. 05.404
Create hit tracks Start with 1 hit if the Opposition has the initiative
based on Scale
Your ship X
The opposition
Choose a character,
or the ship Your hits: Scale +2 Opposition hits: Scale
Perform a Task
(page 199)
Success Failure
Momentum spends
§ Add 1 hit to Opposition
§ Remove 1 hit
Apply 1 hit to Apply 1 hit to
§ Re-roll 1d20 on failure
the opposition your ship
§ Create an Advantage
§ Cancel Threat
Check for No Track(s) Yes Resolve Defeat Scene over? Mark progress on
Critical full? (page 213) the mission tracker
Damage
(page 215)
Hits:
R U L E S O F P L AY 215
STARFLEET DOES NOT FIRE FIRST... UNLESS...
Starfleet tradition has it that an officer or ship their intent (e.g., a knife tucked up the sleeve),
rarely instigates combat. Negotiation and or a secret, automated defensive system in
diplomacy will be first and foremost attempted place. Perhaps you roll an Insight + Security
before violent or lethal measures are employed. task to spot any hidden dangers.
As such, this can leave a Starfleet officer or
vessel subject to an initial strike from an enemy. Likewise, a ship might encounter a rival species’
vessel that is known to be hostile against the
In game terms, this could place your character Federation. The enemy vessel fails to respond
or ship at a disadvantage from the first roll, to hails. In this case, a captain might make the
especially if the random dice rolls indicate that command decision to fire first. (Of course, the
you took a hit. You may think this is a severe other vessel’s communications systems could be
drawback after you are the only side with a hit. down after having been used by members of the
However, there are some tactics and matrixes other species to stage a defection.)
that you can refer to that might keep you out
of this jam. A lot of responsibility falls on your shoulders
if you decide to strike first. A balance of
For example, upon entering an area where a training and intuition is needed to make the
threat is perceived, you could roll on the Yes/No right call. But, even the most seasoned captain
Probability Matrix to determine if an ambush is makes mistakes.
discovered, your opponent accidentally reveals
05.403
MO DE S OF PL A Y
“ We a re a l o n e h e r e , a t t h e m erc y of any num ber of
h o s t i l e a l i e n s , b e c a u s e of the inc om prehensible
d e c i s i o n of a Federation c aptain.”
— SESKA
Solo gaming is a wonderful option for fans of Captain’s Log could be your first step in
Star Trek and roleplaying games. This is especially understanding the common three-act story structure
so where forming a consistent gaming group can and the hero’s journey. And who knows? Maybe one
prove to be a challenge due to scheduling or other day you will write a Star Trek comic, novel, game
issues. In addition, you may be itching to jump into adventure, or television show.
the Star Trek universe. Maybe you are brimming
with ideas and concepts you want to test out. Now,
you can do so with Captain’s Log.
|WHY GO SOLO?
THE POPULARITY OF SOLO ROLEPLAYING GAMES IS This is the stuff captains are made of, and you have
on the rise. You have decided to take your gaming decided to take the reins and fulfill Starfleet’s mission.
to the next level with Captain’s Log, a great way to
take you boldly into the universe of solo gaming. You
might be asking yourself, “Why go solo? Isn’t Star Solo Roleplaying Games
Trek about a team – a crew – exploring the universe It is true that many enjoy the interactive element
together?” It is. But the Star Trek franchise has of playing games with others. Notwithstanding,
spent decades helping us see the universe from the solo roleplaying games can be equally as fun and
perspective of a captain’s chair. This is your chance imaginative as any other tabletop RPGs. Admittedly,
to be that captain. it is a different experience. But solo games unleash
creativity in new and profound ways.
Don’t think of solo gaming as forgetting about the
crew; think of it as spotlighting the captain and the Captain’s Log also offers a great solution for Star
major role they play in the successful functioning of Trek fans who might not be able to find people
a ship. willing and able to play Star Trek Adventures,
which is usually a team game facilitated by a
Managing teams. Driving a mission. Tough calls. gamemaster. Perhaps your schedule doesn’t mesh
Impactful choices. Insightful assessments. Split- with those of your friends. Maybe you live far away
second orders. Deep planning. Team building. from other gamers. Scheduling conflicts, geography,
Inspiring words. Last-minute, life-saving decisions. and lack of passionate players could make this the
The weight of command. The responsibility for perfect game for you.
preserving life. Accountability. Bravery. Leadership.
Obligation.
R U L E S O F P L AY 217
First-time gamers or other individuals might like to
enjoy tabletop gaming without having to put a whole
group together, which can take hours of coordination
IS THIS GAME JUST
and set-up. Solo gaming also lets a player decide FOR STARFLEET
how little or how much time they allocate to gaming.
Play at your own pace.
CAPTAINS?
Not at all! Depending on your desires, you
could easily tweak this game to play a
Also, there is no need to reach a consensus with
variety of roles from a plethora of polities.
your gaming group regarding the style or era of
Would you prefer to access your adventure
play you want to run. Do you prefer to play in the
from the perspective of a first officer,
Enterprise era when humanity is just reaching into
engineer, medical officer, security chief,
the stars? Do you imagine yourself to be a captain
cadet, or something else? Go for it. Just
like Picard, Sisko, or Janeway when the Federation
make sure to keep those officer logs so you
was arguably at its finest? Do you want to jump into
can memorialize your awesome adventures.
the 32nd century and explore the far future world
Likewise, nothing stops you from adapting
of Discovery? Or do you want to create an entirely
these rules to be from the perspective of
new type of adventure in a new era with a new set
a Klingon captain. Do you want to push
of rules to live by?
your imagination even further? These
rules and the wealth of options provided
Solo gaming with Captain’s Log leaves this all up to
in the random tables found in Appendix
you to decide.
III can have you exploring the universe
GETTING INTO THE ZONE as a Ferengi, Romulan, Maquis, or a solo
adventurer in space.
You have decided to experience Captain’s Log as a
solo player. Now, you get to pick your environment,
The entire point of Captain’s Log is for you
not just in the game, but in real life. Maybe you want
to control the story while adding in random
to play at home sitting cozily in your favorite chair
events to push the limits of adventure and
or at your work desk. Maybe you decide to take the
imagination. Go for it! 05.501
book and a set of dice into the backyard or to a local
|COLLABORATIVE STORYTELLING
COLLABORATIVE STORYTELLING DIFFERS FROM In a collaborative game, any number of players
standard tabletop RPG gaming with a group. could choose which roles they want to play. One
Collaborative games are not focused on players could elect to be the captain while others take on
trying to find a way to succeed at challenges using other bridge roles, each player character adding to
dice rolling, a set of rules, and game mechanics. the story as they tromp through their mission. On
Play is focused on determining how characters the other hand, all the storytellers could take a hand
change because of going through random events. in telling one captain’s heroic journey, spotlighting
There is no gamemaster. Generally, players take that captain, and creating a log that has been
turns telling an ongoing story, tackling the mission constructed through group effort.
from their point of view.
This form of storytelling might suit players well
When the story is passed to the next player/storyteller, who are trying to create a plot like that seen in
they adopt a “Yes, and…” attitude, an improvisational Star Trek: Picard.
technique that suggests that a player should accept
what another player has stated and then expand
on that line of thinking. Collaborative storytellers
could still utilize storytelling prompts as found in the
appendixes to help them imagine or enhance plot
twists and potential conflict.
R U L E S O F P L AY 219
CO-OP PLAY: SESSION 0
Once you’ve assembled a group of players, EXPECTATIONS
it is time for your first session together. This The first thing you should do is give each player
session is the most important meeting you will a chance to introduce themselves, explain their
have with your players, as it will set the tone personal roleplaying expectations, and express
and expectations for the group moving forward. what they hope to get out of the game. It is a
Often referred to as Session 0, use this meeting good idea for you to take notes and make them
to establish ground rules, determine which era available to all players, as they will serve as
you will be playing in, and design the group’s the foundation for your game moving forward.
cast of characters and starship. Your goal during This interaction is the first step to building trust
this session is to guide the group through this within the group. In addition to making this
process together, and to answer any questions information available to everyone, you should
they might have about the rules and the story reference this information while preparing
you want to run. sessions to find a way to engage the players in
satisfying ways.
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05.506
R U L E S O F P L AY 221
SAFETY AND CONSENT IN COLLABORATIVE GAMES
It is important to understand that roleplaying Ask your players if there are any situations that
can be an intensely personal experience. they would not want to approach in the game, or
Players join a game placing a strong amount of any topics they don’t like. If a player has a topic
trust in each other – trust that the story you will which is a “hard no,” then everyone should strive
be creating together will be a good experience, to ensure that topic never comes up in the game.
and that everyone’s personal boundaries will be Common “hard nos” might include child abuse,
respected by all involved. It is critical to ensure animal abuse, sexual assault, and unwilling
that everyone playing with you feels safe and bodily or mental possession.
comfortable in their gaming experience.
Soft “nos” are subjects that players might be
If you are playing Captain’s Log as a fine with but prefer not to engage with directly
collaborative experience with other players, a in the game. Think of these as “off-screen”
wise way to start your campaign is to discuss or “fade to black” events. Common soft
the tone you want from the game, setting “nos” might include sexual encounters and
the expectations of the game you want to substance abuse. You should approach these
experience. Some players may want to delve subjects with considerable care and with
into grittier, darker themes, while others may attention to players’ consent.
prefer to lean into humor. Any option is fine,
but what matters is the group knowing what Be aware, however, that these preferences can
they’re in for. Be sure that everybody is happy change over time, so always consider them
before you start playing. subject to alteration. Check in with your players
and adjust accordingly. Encourage them to
check in with you and each other as needed.
05.507
|GUIDED PLAY
GUIDED PLAY IS MORE LIKE A STANDARD GAME begins there, with the gamemaster perhaps providing
with a gamemaster. Unlike a standard tabletop prompts or adding conflict as needed. Of course, the
roleplaying game, the gamemaster does not need to gamemaster can choose to play along as a character
spend time preparing for game night. They may not since this is a much “looser” form of roleplaying
have a pre-planned adventure. No NPC statistics or game than standard tabletop roleplaying games.
ships statistics have been prepared. There is not a
definitive villain or conflict, which is often the case Guided play is a great way to introduce players to
with a pre-selected adventure. roleplaying games who may not want to memorize
mechanics or roll dice. It can also serve as a good
Instead, the gamemaster might offer a few truths tool to teach your friends how to solo RPG. Then
about the opening story. This might be done by they can start creating their own Captain’s Log!
describing the setting, introducing the characters
in the scene, relating facts about the ship or crew
status, etc. From there, the players might choose
to roll an inciting incident or a mission profile from
those provided in Appendix I.30. The adventure
R U L E S O F P L AY 223
YOUR CHANCE TO BE IN THE WRITER'S ROOM
Captain’s Log is your chance to be in the story takes you and, in the end, it might add
writer’s room as you experience what it is like to your personal library of singularly creative
to establish a character, create a world, add ideas.
complications, foment conflict, and define
how the story moves along to a satisfying This guide is a great resource for aspiring
conclusion. writers who need to tap into the very limits of
their imaginations. If you choose to play it in a
You are basically creating your own novel, collaborative or guided play session, then the
episode, or cinematic experience with this experience will be very much like sitting in the
game. You get to role-play through a scenario writers’ room at a production studio as a group
pulled from your own imagination and see if of creatives keep pushing the story farther and
it works. You might be surprised by where the farther into the realms of sci-fi legend.
05.509
P LAYI N G
C AP T AI N'S L O G
06.10 LAUNCHING YOUR MISSION . . . . . . . . . . . . . . 226
P L AY I N G C A P TA I N ’ S L O G 225
CHAPTER 06.10
LAUNCHI NG
YO UR M I SS I O N
“ W h a t u p ? We d oing sc i- fi stuff today?”
– BE CKE T T MARINE R
Captain’s Log is a solo game designed to put you In the previous chapter, you learned the rules of the
in the hot seat. Experience the thrill of discovery, game. This chapter outlines how to make your story
the rush of adrenaline as you protect the weak from flow in a dramatically satisfying way. Much of what
danger, and the awe of helping the Federation find its is here are simply suggestions, rather than hard-
place in the Galaxy. This game follows a format that and-fast rules. Use what works for you, ignore what
allows you to play in your own time, whether you are doesn’t, and add your own touches to get it just right.
on a break at work or relaxing at the end of the day.
|PREPARING TO PLAY
YOU GET TO DECIDE WHEN AND WHERE YOU WANT popular actors, or do you create them from whole
to set your Captain’s Log campaign. Is it during the cloth?
time of your favorite Star Trek series or film? Does
it happen in the same locations, or somewhere Remember that in any Star Trek series, the audience
different? never knows a character completely within their
first scene, let alone during their first episode. It is
While not strictly necessary, keeping something on okay to not flesh out every detail of your character’s
hand to log your adventures is very rewarding. If you backstory before you begin playing. In fact, saving
write, record, or even stream your play sessions, at some of it as a surprise for later gives you even
the end of the game you have a story to revisit or more creative freedom because you get to come up
even to share with the world. with emergent backstory through gameplay.
If you have time before you begin your play session, Ask yourself, how does my story feel? Are the
perhaps review some of the episodes of Star Trek characters the cream of Starfleet’s crop, boldly
that have a similar tone and feel to what you want to going, or are they the second-string staff who take
experience in your stories or review their synopses care of the less-glamorous assignments? Does
in a Star Trek reference. After this, begin to envision your campaign focus on exploration? Diplomacy?
your ship as well as the crew who call it home. Do Something else?
you pattern them after real-life figures, such as
P L AY I N G C A P TA I N ’ S L O G 227
|THE THREE-ACT STRUCTURE
MOST MOVIES AND STORIES FOLLOW A THREE-ACT notion of getting a tour of the ship from Spock.
structure, even if many Star Trek episodes have a To alleviate the tension, Kirk suggests that Spock
teaser plus four or five acts by virtue of their need beam down to Vulcan and spend time with his
to include commercial breaks. Those three acts parents. Then comes the dramatic reveal: Sarek
in traditional storytelling generally break down as and his wife are, in fact, Spock’s parents.
follows: In Act One, a problem or call to action arises
where we learn about what’s going on. Acts One This introduction works because it turns convention
and Two typically end with rising tension as some on its head. Aren’t the Vulcans supposed to be
new information is revealed, or a new crisis rears its emotionless and logical? Then why is Sarek
head to oppose the crew. In Act Three, the tension offended by Spock’s presence? Once we learn of
reaches its greatest point before the climax, where their true relationship, we now must wonder why
the crew saves the day (or doesn’t). After that is a Spock’s own father wants nothing to do with him.
short segment showing the outcome and resolution
of the overall story. If the episode is part of a serial Teasers don’t have to be long to be effective.
storyline, then Act Three often ends on a cliffhanger.
Example: The Next Generation episode “Cause
and Effect” opens in media res. We see the
Cold Opens Enterprise lurching through space, while the
Cold opens, also known as teasers, are short various crew members try in vain to correct the
segments that introduce the story, which takes situation. The teaser ends as Captain Picard
place before the theme music and the start of Act shouts “All hands abandon ship!” followed by
One. A cold open is an ideal way to kick off your the fiery destruction of our beloved starship.
game session. In essence, it is the thesis of your
story. In just 47 seconds the audience gets hooked into
the story as so many questions emerge. Are our
Example: In the original series episode heroes really dead? Why was the Enterprise in
“Journey to Babel,” we start with a shot of trouble? What is going on? How are they going to
Bones and Kirk finishing getting prepared to get out of this one?
receive a diplomatic delegation. With a few
sentences of dialog, we learn that a host of The purpose of the teaser is to hook you as a viewer.
alien delegations are about to upset the order In both situations, “Journey to Babel” and “Cause
of the crew’s daily routine. Stepping out into and Effect,” the episode cuts to the theme song with
the hall we are treated to new and exotic an intriguing revelation. Your plot hook does well if
aliens crowding the walkway and conversing it presents a new scenario, but asks more questions
with the officers. Resplendent in their dress than it answers.
uniforms, Kirk, Spock, and Bones stand ready
with a security detail outside of the shuttlebay.
The Captain's Log
After some dramatic music and narration from The show’s captain usually delivers a short
a shuttle control officer working off-screen, monologue into their audio log, bringing viewers up
the doors part, and from the shuttle emerges to speed on the episode’s setting. It’s not unusual
Ambassador Sarek. The ambassador strides for the captain to record a supplemental log or two
towards Kirk and his entourage. While Sarek’s in the middle of the episode, usually as a way to
and his wife’s reception to Kirk is cordial and remind the audience of what’s going on. The captain
appropriate, the Vulcan ambassador turns a cold often gives a concluding log recording, summing
shoulder to Spock. Soon Sarek even rejects the things up just in time for the closing credits.
P L AY I N G C A P TA I N ’ S L O G 229
For instance, if you designate the planet that your Besides immersion and illusion of sensation, these
away team just beamed down to as a swamp world, details also provide ideas for solutions to your
what do you picture in your mind’s eye? Likely you problems. Ask yourself, “What technology or tools
see an overgrown area with a watery or muddy are available to me here? What resources do the
surface. It is probably thick with trees, vines, and antagonists have? Are there other items, people,
grasses. What does it smell like? Most swamps are or conditions in the scene that might make things
heavy on rotting vegetation, so you might catch the interesting?”
scent of sulfur or some other noxious chemical. Are
there sounds of amphibians or birds? Maybe the Coming up with these details provides a framework
splashes of fish or of popping mud bubbles? for determining how the characters react to their
circumstances. If Lieutenant Hans beams down to
Use the probability matrixes in Appendix III to the swamp world, he is likely to grumble about the
generate planetary conditions and features, Beasts putrid atmosphere and mucky ground, whereas if
of the Galaxy on page 287 for weird and wondrous Commander Buteau finds herself on the pleasure
creatures, Locations on page 302 to detail the planet Risa she will probably act in a carefree or
scenery, or Encounters on page 270 to add a rich lighthearted manner.
tapestry of details to your current mission.
Use the probability matrixes in the appendixes to
come up with more plot points. They can help you to
create a location, whether you are out in space, on a
starbase, on a planet, or somewhere else.
CON ST RUCT IN G
YOU R UNI V E R S E
“ It ’s a f o r g o n e c o n c l u s i o n t hat none of these people
h a v e e v e r s e e n a n extra- terrestrial before.”
– JAM E S T. KIRK
|SCENES
THE KEY TO MAKING GREAT SCENES IS FIGURING define the character as the character defines the
out the dramatic question. If you want to do rivalry. Why are they rivals? Is there something about
something and there is nothing to be revealed by your the rival that you admire or respect? How deep is
action, make a quick judgment and move on. There their animosity for each other? To what levels will
is a reason Star Trek does not show every turbolift they go to win? These are scenes that should happen
ride or replicator meal. Those elements add color to during play because they reflect on your values.
scenes, but deciding what gets spotlight time at the
table will help the overall pacing of your story. Design Scenes are likely to have one or more dice rolls.
scenes that ask a question about the adventure, one These rolls should not impede the flow of the story
of the characters and, preferably, both. but offer interesting directions for the story to go
based on the success or the failure of the roll. Failure
Most scenes have an element of plot development. should not mean the game stalls until a success is
Whatever adventure you have in mind for your rolled. It means you might have to choose a different
captain requires scenes where they uncover the path to get to the end of the adventure. These rolls
plot. This means investigating the subspace anomaly can also offer additional information that can let you
or talking to the refugees from the planet and so on. prepare for later encounters or hint at plot twists you
Make sure that whatever information is necessary to could weave into your narrative. And it is perfectly
move to the next scene is accessible without rolling okay to add in rolls for a little extra tension.
dice. Dice rolls should be used to determine the
success of a critical task, to decide the probability of A key element in scene pacing is knowing where
something happening, and to generate details when to start and where to end. Get right to the thrust of
you get stuck with the narrative. the scene. If you are questioning a prisoner, start
the scene in the brig with the prisoner offering the
Many scenes also offer character development. information for a price. If you have been sent to pick
This development connects the scene to your up a passenger, start the scene where you realize the
captain. You have already decided what character person is not there. Getting to the question will keep
development you wish to see through your the scene engaging and push toward its resolution.
character’s values. Values are there to be explored Likewise, once the question is resolved, move on to
and challenged. A character with a value connecting the next scene. This should happen quickly.
them to a rival, for example, should see that rival
P L AY I N G C A P TA I N ’ S L O G 231
| SITUATIONS IN SPACE
WHILE YOU ARE ON A STARSHIP, IT IS ALSO When you are trying to figure out where to go next,
important to determine what’s close at hand, warp navigation is simple. Instead of plotting an
astronomically speaking. The following questions exact course, just issue the command, “Set course
help set up your scene: for the Waddill Nebula, Warp 7.”
§ Are we within a star system, or in interstellar In space combat it is easier to just fudge things
space? with attack patterns and maneuvers. Most Starfleet
captains use attack patterns with a Greek letter,
§ Are there any phenomena nearby, such as
such as “Attack Pattern Theta,” or the name of a
nebulae, wormholes, ion storms, or exotic
tactician, such as “Attack Pattern Chakotay Beta
matter?
Seven.” To dodge incoming fire the captain usually
§ If in a star system, are there planets? How close calls out “evasive maneuvers,” “hard to port,” or
or far away are they? Is there an asteroid belt in something like “Evasive Pattern Delta!” If you are
which my ship (or an enemy ship) might hide? not in the mood to describe the nitty-gritty of your
combat, use this method to make the process run
§ Do spaceborne creatures soar through the
more smoothly.
vacuum here?
§ Are there other ships in the area? If so, are they
friendly, neutral, or hostile? Places to Go
If you want to be somewhere else, use a
Make up the answers on your own or use the combination of the Mission Types tables on page
extensive probability matrixes found in the 257 and the Locations tables in on page 302 to
appendices to answer these types of questions. generate places, as well as the reason for you to go
there.
Not everything you dress your set with needs to be
functional or germane to the plot. At least not right
away. Decorating the space around your ship with People to See
beautiful or fascinating scenery can be just for your Part of Starfleet’s charter is to seek out new life
own enjoyment. and new civilizations. Imagine a blank form in the
vague shape of a person. Form these questions
Of course, that is not to say that you won’t come up to stimulate your creativity. Your answers to those
with a way to make things work in the end. Maybe questions form the basis of the character.
those experimental probes you had been using to
explore a gaseous nebula can be retrofitted onto § Who are you?
your quantum torpedoes to make them better able
§ What do you want?
to track that cloaked star beast? Or perhaps the
pulsar you are visiting is the key to understanding § Why are you here?
the “song” of a long-dead people?
§ Where are you going?
P L AY I N G C A P TA I N ’ S L O G 233
CHAPTER 06.30
THE J OURNE Y
“ S in c e E nt e r p r i s e wa s l a u n c h ed, we’ve all been near
d e a t h o n more than one oc c asion.”
– COMMANDE R T ’POL
|CONTINUING MISSIONS
YOU HAVE CREATED YOUR CHARACTER. YOU HAVE You are now ready to continue your adventure in
selected your ship. You have a basic idea of what Captain’s Log and start memorializing your epic
your world looks like. You have decided on your adventures. (Refer to sample “Log Entries Form”
opening scene. You know who is present, what they on page 321.)
are doing, the atmosphere and environment, and the
era and location.
P L AY I N G C A P TA I N ’ S L O G 235
|CHRONICLING YOUR STORIES
ONE OF THE MOST EXHILARATING PARTS OF It is wise to use some means to record what is
Captain’s Log is the ability to keep a journal about happening in your game. Why? This will make it
your game. It is time to become the captain. As the easier for you to reference details about people,
captain, you will engage in amazing adventures and places, and things you come across on your journey.
fantastic bouts of exploration that deserve to be Make a note of any advantages, complications, or
remembered. other pertinent details that help you better picture
the mission.
You may prefer to keep an even more extensive
journal so that the outcome is more like a novel or What are some of the other benefits of taking notes?
screenplay. That is awesome! Some players have Keeping notes helps you to resurface imagery and
utilized electronic media to record their adventures. details from earlier acts or missions. You never know
Some utilize social media platforms to chronicle when a complication of Nonfunctional Phaser could
as they play, with the finished product being easily transform into an advantage when your enemy picks
searchable or placed into a blog. You may decide it up and thinks they have you dead to rights.
to record yourself playing a session and put it on a
streaming channel or podcast. All great ideas!
Not a problem. This is your game. This is your That is the creative process for spectacular
creative process. storytelling. You will be surprised how quickly
your mind puts the puzzle pieces together,
Feel free to go back and tweak former story refines the plot structure, and manufactures
points, especially if it enhances your story or inciting incidents once you start flexing your
gives you a tantalizing “Ah-ha!” moment. An creative muscles.
“Ah-ha” moment could be a new idea that pops
06.302
P L AY I N G C A P TA I N ’ S L O G 237
CORE GAME LOOP
NARRATE TO A TASK
Tell the story! Tap into the
Probability Matrix, build the
world, its characters, and their
motives. Find out what’s at ROLL THE DICE
stake, and face your character Who is challenged: your
P L AY I N G C A P TA I N ’ S L O G 239
ATTEMPTING TASKS wondering how to make “Control Exploding Planet,”
At some point, it is possible that you are faced with “Arrest Rogue Comet,” or “Medicate Crater” work.
a situation that does not have a simple solution. Have fun pushing the limits of your creative ability
You may want to check the probability of success as you create never-before-seen experiences for
regarding a task you are attempting to complete. your captain and crew. Maybe the captain must
This could be piloting a craft, performing a scientific find a way to contain out of control magnetic
experiment, adjusting computer controls, hiding energies that threaten to shatter a populated world.
from an enemy, negotiating with pirates, etc. Or perhaps they must invent a new type of tractor
beam to snag (arrest) a comet that is about to strike
Here is a good rule to go by: roll the dice when there a colony. Maybe the away team stumbles into a
is a potential for conflict and failure could mean your large crater that is actually the orifice to a sickly
character’s life is made harder. That is the suspense subterranean beast.
and tension that makes a story intriguing.
If you are stumped and the result does not quite
Ask the question and choose an appropriate fit, roll again or ask a friend for advice on how you
Probability Matrix. Roll the suggested number of could adapt it to your adventure. You have the liberty
dice. Check the roll against the matrix. Consider to interpret results in any way you deem fit. The
the result. Does it generate a good answer? Can point is to have fun. Imagine what happens. Move
you weave it into the story? If so, narrate the result. on in the scene or cutscene.
In cooperative play, discuss it with the group and
create the narrative. You could also consult the Yes/No Probability Matrix
on page 254. This can help you determine the
For example, the Incident and Theme matrixes offer conditions under which you are rolling a challenge.
verb/noun prompts to assist in creating inciting Are they favorable or unfavorable? You can roll on
incidents. Some of the combinations might seem multiple matrixes to really add a lot of new elements
obscure or off-putting. You may scratch your head to a scene.
FAILING FORWARD
You cannot expect to succeed at every attempt to playing Captain’s Log. The dice determine
you make to accomplish a task. Failure is part success and failure. Failure is just part of a
of life even when playing a roleplaying game. greater narrative in which you get to showcase
However, you can choose the attitude you take how your character rises above the odds to be
when you fail. The best attitude to take is to a hero. Failure and conflict are at the center
remember to fail forward. Just because you of a great story. Over time, you will find that
failed to succeed at a challenge doesn’t mean you remember the stories that presented the
that all hope is lost. biggest challenges. It is hardly exciting when
everything is easy.
When reading or watching stories, we are
often more enraptured when the heroes are This means that you should embrace the
presented with obstacle after obstacle. Many opportunity to fail. It will help you to know your
times, they will fail to perform a task and we sit character better and harden your resolve to
in suspense wondering how they are going to be victorious.
get out of trouble. The same principle applies
06.305
P L AY I N G C A P TA I N ’ S L O G 241
ROLLING, DESCRIBING, AND NARRATING
THE ONGOING MISSIONS OF CAPTAIN TRASK
Captain Trask is intent on finding out more to ask about the brooch. He has set his tricorder
about Ambassador Ten Domain’s brooch. It on passive scan. The brooch is attached to the
is obvious that Domain is uncomfortable at alien’s hip, but the brooch needs to be in closer
the Tellarite event, even though this is a key proximity to achieve a through scan.
diplomatic affair. Trask thinks it is Somewhat
Probable that he could convince Domain to exit “I love your jewelry, Ambassador. My mother
the event with him with the right nudge. is quite the collector of African gems back on
Earth,” Trask explains. “Is there any chance I
He rolls on the Yes/No Probability Matrix and could touch the crystal? I would love to hold it
scores a 7, which is a “Yes.” up to the light.”
Trask leans over to Ambassador Domain. “I Trask must succeed in a Presence (9) +
don’t know about you, but I need some fresh air. Command (5) challenge to persuade Domain
This match is a little too lively for me.” to hand him the brooch. He needs to roll 14 or
less on at least one die. He rolls a 10 and a 12,
Domain perked up, her feathers ruffling with which grants him success with Momentum. He
subdued pleasure. “Indeed. I was just thinking is handed the brooch and uses the Momentum
the same thing.” to tick the first box of Act One on the Mission
Tracker.
Are their Tellarite hosts offended by the Captain
and Ambassador suddenly exiting the arena? “Of course. Please be careful with it,” Domain
This is Highly Probable since Tellarites are says as she keeps a careful eye on the treasure.
always looking for a reason to complain. Trask “It is a family heirloom.”
rolls on the Yes/No Probability Matrix and scores
another 7, which is a “Yes.” Trask slyly examines the brooch, knowing that
his tricorder needs time to complete its scan.
The Tellarite dignitaries rain insults on the
Starfleet officer and the ambassador as they Is it possible that the ambassador serves a
scoot past the row of spectators, move into the nefarious purpose? That is a 50/50 Chance.
aisle, and exit into a ventilated corridor. Trask rolls a 5, “Yes.” Hence, there is very likely
something wrong with the brooch. But Domain
Is Domain offended by the Tellarite dispersions? made it past security so far. Is it possible that
This is Somewhat Improbable since she is more the brooch has stealth technology that shields
interested in being removed from the funk it from scans? Since we now know Domain
than getting into the Tellarites’ good graces at is nefarious, this is Probable. A 5 is rolled, so
this point. Trask rolls on the Yes/No Probability “Yes,” the brooch is shielded from tricorder
Matrix and scores a 17, which is a “No.” scans. It will take a little more investigation
before Trask uncovers a dark plot, if he
Now that Trask has the grateful ambassador uncovers it in time…
alone in air-conditioned surroundings, he decides
06.306
STORYT E LL I N G
DEV I CE S
“ I t h a p p e n e d h e r e . This is where it began.
T h i s i s w here I was assim ilated.”
– SE V E N OF NINE
P L AY I N G C A P TA I N ’ S L O G 243
ACT ONE it already was. The damaged ship has limited
Your opening scene begins as though you were time to effect repairs before their attackers return
experiencing the events of what would be Act Two with reinforcements. The alien ambassador is so
in a traditional three-act story, with the captain (and offended that they’ve made overtures to a power
possibly some of their crew) knee-deep in the story’s hostile toward the Federation. The penal colony
primary dilemma. The ship is being fired upon and is in the path of an impending supernova and the
has taken critical damage. The alien ambassador staff has left the away team and other inmates
stalks angrily away from the negotiation table. The to die. The captain and their crew were already
away team awakens to find themselves in a penal having a hard time, and now must rise to answer
colony bereft of equipment and any means to reach an even bigger challenge.
their ship. The preceding details are then established
afterward (with help from rolls on the Probability
Matrix), perhaps through the story’s first captain’s log The Flashback Approach
entry, which you may decide to postpone until after This approach, like the Enterprise episode cited
the opening scene to both provide the necessary above, instead begins with an in medias res opening
exposition and illustrate that things are so chaotic scene, after which the events leading to that scene
that recording a log at that moment may have been are illustrated via flashback. Opening captain’s log
inconvenient or even impossible. entries would typically follow this scene, followed
by scenes that precede the flashback, followed
ACT TWO by those following the flashback. To illustrate the
As with the standard structure, Act Two should nonlinear means in which such a story is told, you
elevate the stakes of the story and heighten the should determine in which act of the story the
dramatic tension. However, in this case, things opening scene is set and use a box for that act on
were already inconvenient at best and potentially the Mission Tracker to track your progress rather
cataclysmic at worst at the end of Act One. Which than a box in Act One.
means the situation has become even direr than
EXAMPLE OF GAMEPLAY
Susan is creating an in medias res game, casting Susan could use the catch-up approach and
herself as Captain T’Saya of the U.S.S. Blackburn. follow the opening scene with T’Saya and her
She has set T’Saya and her crew on a mission officers having to defuse the conflict, with the
to negotiate a cease-fire between a planetary stakes escalating further in Act Two. Or she
government and a militia of disenfranchised could use the flashback approach, and follow
ex-soldiers. She decides to begin the story with that scene with a flashback of their arrival on
T’Saya, her away team, and several government the planet and a full brief on the situation and
officials held hostage by members of the militia, political climate before arriving, then move past
placing her in the position of having to defuse the opening scene in later acts. If Susan opts
the situation while in just as much mortal for the flashback approach, once that scene
danger as those she is trying to help. is resolved she should tick a box in one of the
later acts on the Mission Tracker depending on
where in the story the opening scene is set.
06.401
|PORTS OF CALL
A STARFLEET CAPTAIN WILL VISIT A MYRIAD OF You can make such a setting a recurring location-
planets and installations of every sort of culture, based advantage as detailed above, with additional
environment, and political alliance throughout their restrictions placed on it to limit how often the
career. While many of these locations often serve location’s resources may be available to your captain.
as a backdrop for a Star Trek story, such locations What sort of resources the location can offer your
may present a captain with a resource of which captain may be devised from your imagination
their ship and crew has need. Perhaps the location or randomly rolled on the Generating Random
has advanced repair and maintenance facilities Momentum Spends table on page 275.
that can see to damage incurred in combat or
medical facilities to handle battle injuries or
outbreaks of disease.
P L AY I N G C A P TA I N ’ S L O G 245
|SCENE TRANSITIONS
TRANSITIONING BETWEEN SCENES SHOULD BE You might treat each time you move from one scene
seen as more than just a location change; switching to the next and fill a delta on the mission tracker
scenes should signify that a significant beat in the as a moment where new discoveries are made,
story has landed. A hostile warship has entered where new challenges revealed themselves, where
sensor range. A ship-wide epidemic has reached stakes are raised, old hopes are dashed, and new
dangerous proportions. A seeming ally has betrayed ones must rise to combat the coming storm. The
the crew. An answer leads to more questions. overriding feeling at the point of each scene change
should be “This has happened. What do we do
now?”
|CUTAWAY SCENES
OFTEN A CAPTAIN CAN BE DRAWN AWAY FROM § TAKE CREATIVE LICENSE: Pause the actual
focusing entirely on a battle to contend with a rolling of dice between your ship and your
separate problem possibly – but not always – adversary and resolve the cutaway scene before
resulting from the conflagration at hand. Perhaps resuming focus on the battle. As the cutaway
a bridge officer is trapped under ceiling debris scene plays out, you may choose to simply
requiring someone to lift it off, or the captain must establish that both your ship and the enemy are
personally safeguard an important passenger whose still engaged but neither are gaining ground at
presence may even be the reason for the battle that moment.
itself. The captain may not even be on the bridge at
§ SPEND MOMENTUM: You may spend
the time of the battle and may have been attending
Momentum to create an advantage that gives
to another dilemma that has kept him away from
your crew a few moments of respite. Perhaps
taking charge of the ship’s defense.
you locate a spatial phenomenon that will hide
your ship from the enemy, or you strike a critical
Starship battles are often fast and chaotic, allowing
system on the enemy ship that temporarily
little time between phaser barrages for a captain
takes them out of the fight.
to concentrate on anything but directing the bridge
crew and ensuring their ship survives. You have § DISENGAGE: You may opt to completely
some options to consider if you want to pan the withdraw from the battle to play out a cutaway
cameras off the trading of weapons fire and onto scene. Depending on the enemy ship’s
another scene. motivation, however, they may opt to hunt your
ship down and renew the battle, but you could
still use the momentary respite from action to
resolve the cutaway scene before re-engaging.
P L AY I N G C A P TA I N ’ S L O G 247
CHAPTER 06.50
T HE FANT AS TIC
FINALE !
“ T h i s sh i p a n d h e r h i s t o r y will shortly bec om e the
c a r e o f a n o t h e r c r e w. To t h e m and their posterity will
w e c o m m it o u r f u t u r e . T h e y wi l l c ontinue the voyages
w e h a v e b e g u n a n d j o u r n e y to all the undisc overed
c o u n t r ies , b o l d l y g o i n g … w here no m an, where no
one, has gone before.”
– CAPTAIN JAM E S T. KIRK
You have completed your current mission. You have of exploration. You have grown as a person and as
conquered insurmountable odds. You have met new a captain.
and fearsome challenges with the stalwart discipline
of a Starfleet captain. You have guided your crew Now, it is time to wrap up your adventure and
through the darkness and into the light. You have memorialize the story.
overcome obstacles and reveled in the excitement
P L AY I N G C A P TA I N ’ S L O G 249
The closing captain’s log can contain many of these getting to understand their thoughts, motivations,
inner musings. The log can provide an opportunity and goals. This can inform future missions.
to reflect on any values that should be changed
or created. Months or years later, you may look In addition, your adventure might generate a
back on these logs with a special fondness as you milestone that helps develop your character even
see your character develop in momentous ways. more. For more on milestones, see page 136.
This will help make them more real and aid you in
CLOSI NG AD V I C E
“ A l l r i g h t , Mi s t e r S u l u , l et’s see what she’s got.”
– CAPTAIN JAME S T. KIRK
|FINAL PREPARATIONS
FOLLOWING ARE SOME LAST BITS OF ADVICE TO That said, try not to fall back on the dice to govern
bear in mind before you clear moorings and request most of your storytelling decisions. The dice and the
departure clearance. probability matrixes are at your disposal, but your
imagination, creativity, and your vision of the Star
Trek universe are the foremost driving forces in your
Posterity captain’s story. If you think you have an idea how
One of the goals of Captain’s Log is crafting a your captain would handle themselves in a crisis,
story that places your captain at the center of a run with it and see where it takes you.
grand adventure. Take pride in this accomplishment
by making a durable record of your game.
Transcribe it onto a blog. Save your journal and A Worthy Adversary
add your captain’s further adventures to it. Make or A story’s hero is only as good as the adversities
commission artwork of your captain, your crew, your and adversaries they face. Don’t be afraid to set
ship, or one of the game’s memorable moments. your captain up against seemingly impossible odds.
Whether you show it to others or do it for your own Starfleet captains are renowned as expert tacticians,
sake, you’ve created something worth celebrating. diplomats, and problem solvers, and that has often
been put to the test. Many a Starfleet captain has
been faced with opponents and odds seemingly
Roll...Or Don't Roll insurmountable and nevertheless emerged victorious.
The dice are an arbitration tool that help when This is your captain’s turn at the helm, and as one
you’ve encountered an impasse and a clear decision legendary captain once said, “Risk is our business.”
can’t be made or a chance of failure looms large.
P L AY I N G C A P TA I N ’ S L O G 251
§ Be sure that any discomfort on the part of any
Cooperative Means player is addressed, including yourself.
Cooperation § Agree before play begins on a means of
Cooperative Captain’s Log games are a teamwork- respectfully resolving disagreements in play
based activity, and effort should be made by all (see sidebar on “Resolving Disagreements and
players involved to be as mindful as possible that Opposed Challenges” below).
everyone is having fun and feels as though their
§ If a player’s behavior suggests they are
ideas have merit. Following are several measures
disinterested in the game, approach the player
that can ensure an enjoyable experience for all.
away from the game and ask if anything can
be done to make the game something in which
§ Respect everyone at the table and ensure that
they can engage. The player may express that
everyone else feels respected in turn.
the game isn’t something they’re enjoying
§ Allow everyone a chance to present ideas and and desire to bow out of their own accord, a
direct the captain’s actions. decision you should feel free to consider if no
acceptable accommodation can be reached.
PROBABIL I T Y
M AT RI XE S
i.10 GENERATING CONFLICT . . . . . . . . . . . . . . . . . 254
P R O B A B I L I T Y M AT R I X E S 253
APPENDIX I.10
GEN E RAT I NG
CO NFLI CT
“ No matter how carefully one computes the odds of
success, there is still a certain exhilaration in the risk.”
– M R. SPOCK
G EN E RAT I N G
MISSI ON T Y PE S
“ Your home is a planet called Earth. The people there
are waiting for you. You’re on a mission to save them.”
– COMMANDE R T ’POL
For a detailed description of generating missions, see Chapter 5 page 185. These Probability Matrixes help
you to generate missions for your game.
2 Roll on that specific type’s matrix (e.g., Aid and Relief, Spiritual, Tactical, etc.)
to determine more details about the mission you have been assigned (pages 257-266).
3 Roll an Incident (page 267) and Theme (page 267). Combine to form inciting incident.
4 Roll d20 to generate a starting advantage [even result] or complication [odd result].
6
Add even more excitement to your inciting incident by rolling on the Encounters
matrix (page 270).
7 As needed, generate people, places, and things you may encounter during this
mission using the various probability matrixes located in Appendixes II to IV.
8 Write your opening captain's log (see sample on page 234) and launch your adventure!
P R O B A B I L I T Y M AT R I X E S 255
In most cases, the mission type that you generate
can be considered the official mission directive from
Starfleet Command. However, contact with Starfleet
EXAMPLE:
might be lost in some instances and a captain must GENERATING DIRECTIVES
generate mission directives for their crew. Some Amir is ready to start playing Captain’s Log.
missions might be more personal in nature. Captains He needs to first generate directives from
may have some leeway on how they use their vessel Starfleet Command. He rolls a 20-sided
and deploy their crew. For example, some stories die and achieves a 13 – Political. He then
might take place while on shore leave or the captain moves down to the Political matrix and rolls
may be granted permission by Starfleet to take on a again: 4 – “Dissolve Monetary System.”
personal mission. Amir’s imagination takes off as he imagines
that Starfleet Command has ordered him
It is possible to end up with the result “roll two and his crew to assist a new world in joining
mission types” while randomly generating your the Federation by helping them dismantle
mission. If this occurs, you may treat it as if Starfleet their currency-based financial systems. He
has your ship and crew assigned to two different imagines that there might be greedy forces
missions that are happening simultaneously or that who aren’t too happy about the situation.
a mission directive is intertwined with a personal He also thinks that some impoverished
mission of some sort. This adds a new layer of communities might need support until
complexity to the game as your captain must now the civilization gets fully caught up with
manage resources and personnel to accomplish Federation trade standards.
their goals. From a narrative point of view, it can be I.201
P R O B A B I L I T Y M AT R I X E S 257
Conspiracy
While the Federation and Starfleet strive to build and protect a utopian society, the fact remains that many
forces seek to tear this alliance apart. Hatred, jealousy, revenge, bigotry, and selfishness are the motivations
for individuals and organizations eager to see their enemies burn. There are even parties within Starfleet
and the Federation eager to use the expansive organization to fulfill their own dark agenda. Can you uncover
these plots before permanent damage is done?
Defend the Federation from a smear 14 Security services for vital meeting
5
campaign 15 Set up defense for faction
Engage in war games with tactical Ship’s tactical system taken over by
6 16
advisor hostile
7 Join fleet for defensive maneuvers 17 Tactical maneuvers with ally
8 Neutral Zone violation 18 Uphold the rights of a Federation citizen
9 Retrieve lost weapons 19 Uphold the rights of Federation world
10 Protect the rights of religious group Uphold the laws of a non-Federation
20
world
Diplomacy
Starfleet engages in a variety of diplomatic missions. As much as they are mobile scientific platforms,
starships are also floating diplomatic outposts, able to conduct first contact assignments, provide neutral
ground for negotiations, and transport ambassadors to vital diplomatic conferences. Can you prevent
opposing viewpoints from escalating into violence among diplomats? Can you prevent your own prejudices
from interfering with your ability to complete the mission, demonstrating the best of Federation principles in
the face of mistrust and even hostility? Your goal is to foster peace and amity throughout the Galaxy, making
diplomatic missions sometimes more important than scientific endeavors.
P R O B A B I L I T Y M AT R I X E S 259
Escort and Evacuation
Starfleet vessels are often assigned to escort duties: shepherding transports, providing additional security for
diplomatic delegates, or escorting something or somebody of value from one planet to another. Evacuation of a
planet, starbase, or ship could impact a command level officer depending on how events progress. You could be
lauded as a hero or cursed as a failure for not getting enough people evacuated. Survivors can recur in future
stories, either delivering praise or attempting revenge. There is also the opportunity for you to plan how to make
an evacuation happen, working out the logistics of such a task.
Espionage
With the existence of secret and not-so-secret organizations such as the Tal Shiar, the Obsidian Order, the Orion
Syndicate, and countless others, it’s often necessary for Starfleet personnel to conduct secret operations and
missions, sometimes off the record and without formal recognizance. While many on the Federation and Security
Councils frown on such under-the-table actions, others in the high command understand spying is part of doing
business on the galactic scale. What will you do when asked to take part in such a mission?
Medical
A medical crisis on a planet or starbase could cause you to be put in a situation where you must use your
leadership abilities to keep a society together in the face of disaster, such as the outbreak of a plague or a
strange biological agent ripping through a community. You could be tested through your negotiation skills, as
well as your ability to keep a frightened mob from rioting or jumping to a wrong conclusion.
P R O B A B I L I T Y M AT R I X E S 261
Near Space Exploration
Cataloging gaseous anomalies, visiting UFP worlds, run-ins with friends and family, shore leave, and
countless other adventures await you when you lead missions within known Federation space. This might
be your opportunity to explore the arts and sciences in a more familiar setting. These events could play out
largely on Earth, Vulcan, or Qo’noS, for instance. Either of these options is likely to immerse you in the unique
politics, culture, and peoples of a particular planet or region.
Patrol
Numerous potential threats confront the Federation – hostilities along the Cardassian and Romulan borders,
the Borg, the Nausicaans, an upswing in terrorist activities by the Maquis. In addition, while each Federation
member provides for their own planetary and solar system security, Starfleet patrols the routes inside
Federation space between member worlds, to ensure the safety and security of civilian traffic. Patrol missions
are simple: patrol the space in your assigned area of operations, scan for unidentified or potentially hostile
vessels, and intercept them. Conflict is always a last resort. How far will you go to keep the peace?
Political
Starfleet’s mission has always been one of peace; we seek the peaceful resolution of hostilities first and
foremost. Over the course of your travels, you will no doubt encounter conflicts that do not even involve
Starfleet or the Federation – you may even somehow become embroiled in these conflicts. But you and your
crew are uniquely positioned to put an end to hostilities, separate the combatants, and lend assistance. You
may even find yourself effectively serving as the Federation ambassador to resolve these conflicts, using your
starship as neutral ground where compromise can take place.
P R O B A B I L I T Y M AT R I X E S 263
Research and Development
Almost every starship in the fleet has the equipment and personnel to conduct a wide variety of scientific
research. In addition to performing routine analysis related to exploration, you may engage in your own
scientific studies, as well as hosting Federation scientists performing independent research. Often, starships
provide an excellent testbed for new technological developments. And whatever new technology or
development someone comes up with must eventually be tested in the field.
Starfleet JAG
Any story line involving the Judge Advocate General’s Office (JAG) is ripe with possibilities. The JAG
is often involved in disciplinary hearings against Starfleet officers, and where Federation citizens or
non-Federation citizens level charges against Starfleet officers. Some involved situations or hearings
could result in a court-martial proceeding for you. Or you might be asked to assist in a legal matter. Are
you familiar enough with Starfleet regulations to mount a defense for your actions, protect Federation
interests, or prosecute criminal violators?
P R O B A B I L I T Y M AT R I X E S 265
Tactical
A hostile alien probe enters Federation space. The Romulans attack a starbase along the Neutral Zone. The
Borg assimilate a Starfleet outpost. A newly discovered alien species reacts with hostility. A threat to the
Federation or its allies emerges, and there is clear and present danger. It is at these times that you will be
called upon to defend the Federation against hostile aggressors. These missions almost always involve the
threat of conflict, though we implore you to use minimal force. Often, Starfleet Command will issue you rules
of engagement to curtail collateral damage and protect as many lives as possible.
THE M E S,
ADVANT AGES , A N D
CO M P LI CAT IO N S
“ On e p r o b l e m a t a t i me . ” – CAPTAIN CHRIST OPHE R PIKE
Incident Theme
d20 Incident d20 Theme
1 Arrest 1 Ancient ruin
2 Build 2 Colony
3 Command 3 Crater
4 Control 4 Energy being
5 Debate 5 Exploding planet
6 Destroy 6 Gravimetric distortion
7 Explore 7 Living ship
8 Investigate 8 Marooned shuttlecraft
9 Medicate 9 Nest
10 Navigate 10 Quarantine zone
11 Rescue 11 Relic
12 Research 12 Rogue comet
13 Retrieve 13 Rogue superweapon
14 Save 14 Salvageable wreck
15 Survey 15 Sentient machine
16 Terraform 16 Spatial rift
17 Transform 17 Temporal anomaly
18 Unite 18 Unknown life-form
19-20 Roll twice and combine 19-20 Roll twice and combine
P R O B A B I L I T Y M AT R I X E S 267
|ADVANTAGES AND COMPLICATIONS
After rolling the Incident Theme for the encounter, roll a d20. On an even number, roll again on the
Advantages matrix. On an odd number, roll on the Complications matrix.
Advantages
d20 Advantage
A Chance Encounter: An old ally appears in your hour of need or a specialist is delivered by
1
shuttlecraft whose expertise is needed for the mission.
Surplus Components: You find an extra piece of equipment or more supplies that assist you in
2
one of the tasks you encounter.
Surprise Discovery: The situation turns out to not be as grave as initially indicated or an aspect
3
of it can be completed faster than expected.
Remember Your Training: An aspect of Starfleet training pops up in your mind that inspires you
4
to work harder, faster, or more efficiently in the current situation.
Second Wind: A boost of energy helps with dealing with a tense situation and allows you to
5
regain some of the control needed to accomplish your goals.
Helpful Species - Primitive: Another species comes to your assistance despite not possessing
6
much technical acumen.
Helpful Species – Contemporaries: A species arrives with capabilities similar to your own and
7
offers insight or technical assistance into the situation.
Helpful Species – Advanced: Possessing sophisticated technology or energy manipulating
8
abilities, this species is able to help the crew in ways they are unable to fathom.
An Ancient Discovery: Investigating the planet or phenomenon reveals an ancient relic or piece
9
of technology that can help the crew with their mission.
10 Federation Assistance: Another starship is in range to render assistance with the task at hand.
Change of Heart: A nemesis or superior officer decides to assist the crew, whether for their own
11
purposes or because they have been charmed by the crew.
Redundant Systems: A little-used auxiliary subsystem or spare piece of internal biology helps
12
ease the situation.
13 Lucky Circumstances: An earlier failure has unintended positive side effects.
Beneficial Element: Something inherent to the environment, such as a rare element or a sym-
14
pathetic political group, comes to the crew’s assistance.
Inspiring Vista: The environment in which the crew operates is picturesque, historic, or pro-
15
vokes strong emotional responses in the crew that motivate them to work harder to save it.
Historic Precedent: Drawing upon past mission logs helps inform the crew as to how to best
16
handle the situation.
Advanced Prototype: The crew possesses an advanced piece of equipment that is not readily
17
available on other ships but may be of use.
Critical Evidence: Either by discovering information about a mystery on a recovered data drive
18 or fossilized remains giving a clue about an impending environmental disaster, the crew discov-
ers information critical to the success of the mission.
Power Surge: An unexpected surge in energy boosts systems to operate above their threshold
19
or clears up an environmental anomaly.
20 Roll twice and gain both advantages
P R O B A B I L I T Y M AT R I X E S 269
APPENDIX I.40
EN CO UNT E R S
PRO BABI LI T Y
M AT RI X
“ Intruder scans emanating from the exact center of the
cloud. Energy of a type... never before encountered.”
– COMMANDE R SPOCK
|TYPE OF ENCOUNTER
BY NOW YOU SHOULD HAVE YOUR MISSION TYPE, mission one-of-a-kind. First roll on the Type of
incident theme, and advantage or complication Encounter matrix below, then roll on the subsequent
affecting the mission figured out. Now, you can use matrixes. You can do this multiple times to make a
the Encounters Probability Matrix to really make your rich tapestry of details for each mission.
Deep Space
d20 Deep Space d20 Deep Space
A city-ship is seen on a direct path Galactic filaments drift close to an
1 12
toward Earth inhabited world
A massive biological entity intent on 13 Gravimetric anomalies
2
devouring everything in sight 14 Rogue planet home to sentient species
A moon composed almost entirely of 15 Secret intelligence outpost
3
dilithium
Several stars seem to shift their orbits
4 A rogue comet is traveling nearby 16
and move about
5 A transwarp conduit pulls in your vessel Tetryon particles are manifesting within
6 Abandoned research station the region, heralding the return of a
17
An ancient outpost containing a strange species that experiments on
7 Federation citizens
holographic envoy from a dead species
8 Ancient probe which lost contact The scarred remains of a Klingon vessel
18 lie perilously close to a Deep Space
Ancient war machine attacking nearby Station
9
planets
Wormhole that crosses light-years in an
10 Encounter with new species 19
instant
Enemy warships operating beyond their Wreckage from a Borg craft is discovered
11 20
territory on a nearby moon
P R O B A B I L I T Y M AT R I X E S 271
Different Reality or Time
d20 Different Reality or Time d20 Different Reality or Time
Timeline where the Enterprise-C went down Your ship appears in space above the planet
1 protecting a Romulan colony from a Klingon 11 where Commander Spock is marrying
fleet... Christine Chapel…
Three days in the future, where one member You are in the same system as the historical
2 of the bridge crew has mysteriously died... 12 Kobayashi Maru merchant vessel, on the day
that it was destroyed by pirates…
First Contact Day – only the Vulcan ship was
3 destroyed by a Romulan ship, which took its You discover a stable, but fragile, temporal
place…
13 wormhole that leads to 1 month in the past…
Unknown timeline, but you pick up a distress A timeline where the Emissary’s demand that
4 call from the Kira-Dukat Resistance Cell. 14 the Prophets destroy a Dominion fleet went
General Picard is on a rampage… unanswered…
You find yourself following behind the legend- You are in orbit around Earth, millions of years
15
5 ary lost ship U.S.S. Franklin, only days before ago, as the first Voth ship leaves the planet…
it disappeared…
You arrive at the Battle of Xahea, and your
A timeline where the Jones-Mudd consortium presence distracts the allied forces long
16
6 engineered a political-economic merger with enough for Control to corrupt Discovery and
the Ferengi Alliance… steal the Sphere data…
The only thing that seems different is the large You are at the time and place where someone
7 statue of Porthos the Beagle on Starbase 47…
17 very dear to a bridge officer disappeared…
A timeline in which Bajor joined the Federation A timeline where Balok convinced the
8 before it was ever annexed by Cardassia… 18 Federation to become a client of the First
Federation…
You materialize millennia ago, where a
9 brilliant, lonely scientist forms a cybernetic A timeline where the Breen waited until after
gestalt in the Delta Quadrant… 19 the end of the Dominion war to attack the
Federation…
A timeline where Gul Evek’s warship, the
10 Vetar, destroyed the Val Jean before it could You are one year in the future, and everyone
disappear in the Badlands… 20 seems to have forgotten that your crew and
ship ever existed…
Spacefaring Civilization
d20 Spacefaring Civilization d20 Spacefaring Civilization
1 Raiders intent upon plunder
13
A Klingon battlecruiser decloaks and offers to
engage in battle maneuvers with you
2 Marooned vessel seeking assistance
A star’s expansion threatens a Federation
Deep space research station overseeing 14
3 dangerous experiments
world, forcing a sudden evacuation
A space station reveals it can transport itself
4 Warship on the hunt for enemy vessels across the Galaxy; how it can do so is unclear,
15 but would revolutionize interstellar travel if
Merchant vessel transporting precious cargo
5 requests assistance true
6 Diplomatic vessel transporting ambassadors 16 Rogue Jem’Hadar raiders appear out of warp
7 Training vessel in distress A pirate vessel has forced a large interstellar
17 creature to attack innocent planets
Experimental vessel possessing forbidden
8 technology A fleet of sublight vessels attack each other in
18 recreation of an ancient conflict that has been
Unknown species possessing frightening
9 technology
ongoing for centuries
A vessel capable of firing while cloaked is
Eccentric collector’s personal yacht on a 19
10 pleasure cruise
attacking nearby supply lines
Unmanned attack satellites open fire as
Patchwork vessel full of jury-rigged compo-
11 20 they guard a station leftover from a previous
nents needs repairs
conflict
A First Federation ship has crashed on a
12 nearby asteroid
P R O B A B I L I T Y M AT R I X E S 273
Subspace
d20 Subspace d20 Subspace
A damaged subspace corridor preventing warp Soft music seems to be carried along sub-
1 travel 13 space channels, overwhelming all communi-
cation networks
2 Riddled with subspace mines
A subspace conduit network that spans light-
A lost planet emerges from subspace for a 14
3 short time
years in every direction is uncovered
Subspace fields fail suddenly around the orbit
4 A parasitic life form latches onto the ship 15 of a rogue planetoid
5 A subspace tidal wave knocks ships off course A ship with solar sails has found a means to
16 travel at near warp speeds
Communication blackout from unknown
6 means
17 A rupture into fluidic space appears
7 Hidden anomalies damage warp engines A vessel circles a solar system at maximum
8 Pirates lurking along subspace lanes 18 warp, unable to reduce its speed as it is
caught in a stellar wake
Marooned crew facing dilithium chamber
9 collapse A large creature emerges from subspace and
perishes before your vessel; a vicious wound
Strange vessels traveling in and out of 19
10 subspace
in its side reveals an even larger predator is
what killed it
A mutinous crew broadcasts an SOS call for
A subspace fissure opens, catapulting your
11 assistance after their captain has caused them
20 vessel hundreds of light years from your
to become trapped in a plasma eddy
present position
A subspace shockwave indicating the detona-
12 tion of a large amount of dilithium rocks the
region
Uninhabited Planet
d20 Uninhabited Planet d20 Uninhabited Planet
1 A devastated planet wiped out by civil war
13
The planet has frozen solid within the last few
months
A newly formed planet, with life still
2 developing on it Used as a testing ground for illegal black-mar-
14 ket weaponry
3 Abandoned by its original inhabitants
The planet fades back into our dimension with
4 Hostile environment to all life
15 a Starfleet emergency beacon located on the
A graveyard for numerous shipwrecks lies surface
5 scattered in the surface A planet of serene beauty exists behind a mind
16 field left by an advanced species
An ancient relic stands alone among dozens of
6 alien corpses Strange creatures fade into existence to drive
17 you away from your landing site
7 Primordial planet full of enormous predators
8 Strip-mined for all valuable ores Any memories formed on the planet’s surface
18 mysteriously disappear once you return to
Used as a port for smugglers who do not take your vessel
9 interlopers likely
Energy beings attempt to possess you as soon
10 Facing imminent destruction 19 as you set foot on the planet’s surface
11 Once the seat of a galactic empire A sentient planet provides for the needs of all
20 who land upon it
Possesses a cycle of rebirth that triggers every
12 24 hours
MO M E NT UM A N D
T HRE AT SPE N D S
“ Yo u r log i c i s e x c e l l e n t , C a p tain. There is a random
f a c t o r t o t he ship disappearanc es.”
– M R. SPOCK
During your adventures, you might generate with interesting Momentum and Threat spends that
Momentum or Threat without a clear idea of how to can add new twists and excitement to your game.
spend it. The matrixes below can help you come up
P R O B A B I L I T Y M AT R I X E S 275
Danger Revealed New Technology
A heretofore unknown danger had been lurking in You manage to squeeze more efficiency from your
your midst, but you detect the peril before it’s able ship systems or acquire helpful technology capable
to inflict harm. Perhaps this hidden foe has been of overcoming current challenges.
scheming to disrupt your plans, but you’re able to
manage the situation before they can act. d20 New Technology
1-2 Ally provides technical specifications
d20 Danger Revealed
3-4 Communication upgrade
1-2 Alien ambassador reports danger
5-6 Derelict found with tech intact
3-4 Alien plot detected
7-8 Engine efficiency improved
5-6 Alien spy makes contact
9-10 Federation scientist oversees upgrade
7-8 An ally’s betrayal is uncovered
11-12 New medical procedure
9-10 Artificial intelligence detects danger
13-14 Sensor recalibration
Computer archive search turns up
11-12 Shield harmonics provide added
danger 15-16
protection
13-14 Enemy tactics intercepted
17-18 Structural integrity reinforced
15-16 Federation diplomat reports danger
19-20 Transporter range boosted
17-18 Former enemy defects to Federation
19-20 Starfleet Intelligence notification
Refuge
Friendly Alien Encounter You discover a safe location or means of delaying a
foe, at least temporarily.
An unexpected encounter with friendly aliens, either
an old ally or a new acquaintance, aids with your
mission. d20 Refuge
1-2 Cloaking or stealth technology
d20 Friendly Alien Encounter 3-4 Dense asteroids provide cover
1-2 Advanced medical help 5-6 Enemy sensor blind spot
3-4 Deliver good news 7-8 Energy barrier provides cover
5-6 Help with scientific breakthrough 9-10 Independent outpost or station
7-8 Offer additional personnel 11-12 Physical barrier provides cover
9-10 Offer hidden knowledge Polar region of planet reflects hostile
13-14
11-12 Offer of helpful technology scans
13-14 Offer of raw materials or resources 15-16 Scramble enemy sensors
15-16 Offer the use of a ship 17-18 Tactical opportunity presents itself
17-18 Offer to mediate conflict 19-20 Temporal dilation buys you time
19-20 Romantic interlude
P R O B A B I L I T Y M AT R I X E S 277
|GENERATING RANDOM THREAT SPENDS
THE THREAT SPEND MATRIX WILL GIVE YOU AN
initial direction for what kind of complication you
Gravity
Gravity is one of the most important forces in the
have gained by spending your Threat. First, roll
universe. When gravity starts acting in strange or
on the Threat Spend theme matrix, then roll on
unpredictable ways, it’s sure to cause problems.
the subsequent matrixes to get more specificity
about the nature of the theme. Also, you can simply d20 Gravity
choose the entry that makes the most sense for the 1-2 Black hole
circumstances for your game, or you can roll more
3-4 Gravimetric distortions
than once if the first result does not fit.
5-6 Gravimetric particles
d20 Threat Spend Theme
7-8 Gravity well
01-04 Gravity
9-10 Loss of gravity
05-07 Hostile Alien Entity
11-12 Random gravity reversals
08-10 Psionic Incident
13-14 Random shifts in gravity strength
11-14 Ship in Distress
15-16 Sudden sector-wide shift in gravity
15-18 Subspace
17-18 Too much gravity
19 Systems Failure
Unknown and invisible source of
20 Temporal Anomaly 19-20
dangerously intense gravity
P R O B A B I L I T Y M AT R I X E S 279
280 APPENDIX II
APPENDIX II
A LLI E S A N D
ADVE RSA R IE S
II.10 GENERATING CONFLICT . . . . . . . . . . . . . . . . . 282
GEN E RAT I NG
CO NFLI CT
“To the last, I grapple with thee. From hell’s heart, I stab
at thee. For hate’s sake, I spit my last breath at thee.”
– KHAN NOONIE N SINGH
BEA ST S OF T H E
GALAX Y CR E A TIO N
“ P o i s o n o u s , c a r n i v o r o u s , s t rength of ten m en? Huh,
sounds lik e m y ex.”
– C O M M AN D ER J ACK RAN SO M
Structural Adaptations
As creatures evolve into their niches, often there are anatomical and skeletal mutations that help them survive.
Compounded over time, these mutations become dominant in a species and help ensure the species will survive.
Behavioral Adaptations
In addition to structural adaptations, animals usually have to adapt their behaviors in order to survive in a specific
niche. These behavioral adaptations and handed town over time with some being genetic and others being learned.
SPA CE BORN E
EN TI T Y CRE A T IO N
“ S ir, is t h e a p p e l l a t i o n ‘ J u n i or’ to be the life- form ’s
offic ial nam e?”
– L I E U T E N AN T CO M M AN D ER D ATA
Mental Capacity/Awareness
Spaceborne creatures have varying degrees of mental capacity. How developed a creature’s brain is will
dictate its behaviors as well as its interaction with other species.
Morphology
While spaceborne entities sometimes have bodies like beasts of the Galaxy, many have body types that are
uniquely adapted for living in the vacuum of space. These morphologies reveal not only what a creature’s
body is made from, but they may also inform an onlooker on what threat the entity may present.
Spaceborne Entities
With infinite diversity in infinite combinations, spaceborne entities may take nearly any form imaginable. This
table presents entities that Starfleet has encountered over the years.
L OC AT I ONS A N D
ST ARSH I PS
III.10 STRANGE NEW WORLDS. . . . . . . . . . . . . . . . . 294
L O C AT I O N S A N D S TA R S H I P S 293
APPENDIX III.10
STR ANGE NE W
W OR LDS
“Terraformers are often obsessive. It frequently goes
with the career profile.”
– COUNSE LOR T ROI
|OVERVIEW
NO SINGLE PRINT RESOURCE COULD EVER CATALOG
every star, system, species, or spatial phenomenon
Sector Generation
Any given sector may contain more than 150 star
present in a large region of space, nor could any one
systems, but there is rarely the need within a
resource adequately detail all the possible locations
campaign to create every single star and system
you may encounter or explore during your Captain’s
within a sector. Star Trek stories are usually about
Log experiences. Use the guidance below to create
those star systems and their inhabitants that
sectors of space for you character and crew to explore.
provide the greatest dramatic potential, so you’ll
NUMBER OF NOTABLE SYSTEMS want to determine how many notable systems are
Number of Notable contained within the new sector. Do so by rolling
d20 a d20 and consulting the Number of Notable
Systems in Sector
Systems table.
1–3 3
4–8 5 STAR GENERATION
9–15 7 The vast majority of stars are small, dim, red main
16–19 9 sequence stars with lifespans between 500 million
20 11 to one trillion years old. Larger and more luminous
stars similar to Sol or 61 Cygni (Tellar Prime’s star)
Note: All other star systems in the sector can be are present in smaller numbers. Create a star by
generated if you wish; these star systems should following this process:
primarily be unremarkable Class-M main sequence
stars and sub-dwarfs, some Class-K, and a few
Class-G main sequence stars.
L O C AT I O N S A N D S TA R S H I P S 295
SPATIAL PHENOMENA that invariably invite drama and invoke the curiosity
In addition to notable systems, sectors contain of the main characters. Roll a d20 and consult the
notable spatial phenomena. While all sectors Notable Spatial Phenomena Table to populate
contain a variety of common spatial phenomena your sector with a variety of notable spatial
(e.g., rogue planets, disperse icy debris, or variations phenomena. Pick the option (A-E) that best suits the
in the density of the interstellar medium), some needs of your narrative.
sectors contain notable types of spatial phenomena
Note: You should also generate a star system near the center of the phenomena, ignoring any special results.
L O C AT I O N S A N D S TA R S H I P S 297
OUTER WORLDS TABLE Examples: Jupiter has four major moons (Io,
d20 Outer Worlds Europa, Ganymede, and Callisto) and at least 75
1 Class L (Marginal) minor moons. Saturn has three major moons
2-5 Class C (Icy Geoinactive) and likely over 100 minor moons. Two of the
major moons (Titan and Rhea) are noted as
6-14 Class J (Jovian; Gas Giant)
such due to their mass, and Enceladus is major
Class D or Asteroid Belt (Icy/ due to its geysers and likely subsurface ocean
15-18
Rocky Barren)
with possible life. Additionally, all currently
19 Class I, S, or T (Super Jovian) known Jovian worlds have ring systems of
20 Class P (Glaciated) some sort. This may not hold true across all
Jovian worlds in the Star Trek universe, so you
Note: If you roll a result that lists multiple choices,
should determine if the Jovian-like worlds you
you may choose one that fits a story you wish to tell.
create are ringed or not.
NOTABLE WORLD MOONS
You may also want to generate a number of moons
for worlds. For non-Jovian worlds, roll on the MAPPING YOUR NEW
following table for number of moons. Typically, if
there is one moon, it will be larger (e.g., Earth’s
SECTOR
Sectors are usually 20x20x20 light-years in
moon); multiple moons usually will be smaller,
size. If you wish to map your new sector in
asteroid-like moons (e.g., Mars’s Phobos and
three dimensions, roll a d20 for each x, y,
Deimos)
and z coordinate inside that sector. Choose a
d20 Number of Moons mapping software of your choice or just make
1-10 1 20x20x20 boxes on graph paper to map these
stars in whichever direction you wish.
11-15 2
III.101
16-17 3
18-19 4
20 5+ Putting It All Together
Now that you have created a sector of space and
Hot Jupiter-type worlds will have fewer moons than populated it with several notable systems, worlds,
a gas giant in the outer star system. Each of these and moons, feel free to tie that sector into your
worlds can be rolled for on the Inner Worlds table, a ongoing narrative.
Class-J result becoming a Class-D barren world of
asteroid size, and the regular Class-D result being a
moon of Luna’s size. Jovians or Super-Jovians found
in the outer system will inevitably have dozens of
small asteroid-like moons in orbit. Their number
of major moons will equal 1d20 divided by 4,
rounding up.
First, these matrixes assume a Human/Earth-like Third, these matrixes assume a standard carbon-
progression of technology. It’s not true that a based life model such as found on Earth. Non-
civilization will always progress at the same rates carbon-based life would clearly be far more
as Humans did on Earth, and many species may be successful on non-Class-M worlds than it would on
more or less advanced in different areas of learning. others. Keep these ideas in mind when using the
Thus, it is entirely possible for a Bronze Age society below tables.
to have discovered (perhaps by accident) the idea of
microbes and can treat infections in a way that only Planetary population is a highly variable number
late industrialization civilizations did on Earth. The based on rate of reproduction, how stable the
technological level should be seen as an “average.” planet’s climate is, how easy it is for the sentient
population to have access to foodstuffs, etc. With
Second, these matrixes assume that most the naked eye, all but the largest settlements are
technological development must stem from the invisible from space, but with sensors it’s quite easy
mastery of fire, meaning worlds where there is little to seek out even small groups of beings.
to no oxygen or burnable material would be less
CIVILIZATION CHARTS
Technological
Technological Development
Planetary Planet
d20 Development Governance Level and
Population Modifiers
Level Planetary
Population
Hundreds of Simple (anarchy, tribal, Class O
1-5 Hunter / gatherer -2
thousands oligarchy, autocracy) and P
Transitional (theocracy, Class H
6-11 Bronze / iron Millions -3
monarchy, dictatorship) and K
Representation
Hundreds of (democracy, confed- Class
12-14 Scientific method -10
millions eracy, communist, A/B/C/D
republic)
Transitional
Hundreds of representation (con-
15-17 Industrialization millions to stitutional monarchy Class E/F/G -6
billion or crowned republic,
temporary junta)
High tech (Direct
Billion to a
18-19 Information democracy, technoc- Class M +1
few billions
racy, socialist republic)
Strange (cybernetic
collective, Random
Several Outcome Generator,
20 Space Roll again Roll again
billion leader chosen by lottery
and killed after some
time, etc.)
L O C AT I O N S A N D S TA R S H I P S 299
Types of Governments Types of Religion
Now that you’ve created a world and an interesting Each world encountered by Starfleet has its
civilization, use the following information to add own unique philosophies and religions based on
more detail about their type of government your millennia of social adaptation and theological
character may encounter. debate. Here, we only have space to broadly
categorize some of the belief systems found among
Any attempt to make a document that summarizes the religions of Earth. These descriptions offer ideas
differing forms of government is bound to make for building societies in your adventures.
some broad generalizations to ensure that it does
not run to the length of an encyclopedia. This section TYPE OF RELIGION
is not meant to be taken as a political science d20 Result
thesis; many of these forms of governance can 1–2 Agnosticism
overlap to produce unique results. 3–4 Animism
TYPE OF GOVERNMENT 5–6 Atheism
d20 Government 7–8 Deism
1–5 Anarchy 9–10 Dualism
6–10 Democracy 11–12 Henotheism
11–15 Oligarchy 13–14 Monolatrism
16–20 Monarchy 15–16 Monotheism
17–18 Pantheism
19–20 Polytheism
Groupings of Polities
When multiple polities come together to form
a larger whole, there are a few overall types of
Types of Societies
One of the ways a society can be defined is in terms
governance you can easily use for your new culture.
of their progress along a developmental scale,
TYPE OF POLITY starting from a foraging culture to one that is warp-
d20 Result capable or perhaps even possessing technology
surpassing that of the Federation. The following are
1–5 Alliance
several broad categories of societal progress.
6–10 Confederation
11–15 Empire TYPE OF SOCIETY
16–20 Federation d20 Result
1–2 Foraging
3–4 Pastoral
5–6 Horticultural
7–8 Agricultural
9–11 Industrial
12–15 Post-Industrial
16–19 Warp-Capable
20 Advanced
d20 Resource Available for Trade d20 Resource Available for Trade
1-2 Mineral deposits 12 Flora or fauna
3-4 Agricultural overabundance 13-14 Strategic location
5 Space for colonization 15 Technological innovation
6 Art and cuisine 16 Religious mysteries
7 Research opportunities 17 Labor force
8 Archaeological finds 18 Recreation
9 Natural wonders 19-20 Natural or stellar phenomena
Scientific or educational
10-11
expertise
L O C AT I O N S A N D S TA R S H I P S 301
APPENDIX III.20
LOC AT I O N
“ T h e u n i n h a b i t e d p l a n e t was c onstruc ted long ago
b y a h i g h l y a d v a n c e d a l i e n r ac e. Its sole purpose is
t o p r o v i d e f u n a n d a mu s e ment for spac e traveling
passers- by.”
– CAPTAIN KIRK
|LOCATIONS BY THEME
DO YOU NEED TO GENERATE A FASCINATING LOCATIONS BY THEME
location for your story to land in? Do you need d20 Outcome
to add flavor to a place or character? Use these 1-2 Alien
location prompts to enrich your narrative. Roll on 3-4 Cataclysmic
this Location by Theme table and then roll on the
5-6 Contaminated
outcome table.
7-8 Cosmic
9-10 Dimensional
11-12 Habitat
13-14 Military
15-16 Political
17-18 Religious
19-20 Research
Cataclysmic
d20 Cataclysmic
Countdown: The location is doomed, and its end is rapidly approaching. Without
1-2 immediate intervention, the location will be destroyed by a cosmic anomaly, a reactor
meltdown, or some other destructive act.
Eruption: A mudslide, a sewage overflow, or a volcanic eruption threatens to bury the
3-4
location or render it uninhabitable.
War Zone: Warring factions are engaged in open conflict over the area, and blast marks
5-6
and dangerous munitions litter the area and make it dangerous to travel through.
Impact: The location has been devastated by the high-speed impact of an astronomical
7-8 object or a crashing starship or station. The debris from the impact may still be falling
and threaten to kill those in its path.
Plague: A highly contagious disease has broken out and contaminated the area.
9-10 Whether caused by natural phenomena or artificially, the location may appear to be
pristine but is too dangerous for those without proper gear.
Uprising: A civil war threatens the area, causing militants to become fiercely territorial
11-12 and seek to disrupt the dominant government in any way. In some cases this involves
terrorism, but in others it involves the threat of kidnapping.
Life Support Failure: For unknown reasons the life support systems or natural biome of the
13-14
area has failed. Those without proper equipment will quickly die without any assistance.
Forbidden: The area has been declared off-limits to outsiders. While this sounds
15-16 benign, the consequences for trespassing are dire and have grave political or personal
repercussions as those who guard the area will not take trespassers lightly.
Infestation: A life form has been discovered in the location that is dangerous and
17-18 unpredictable. The life form could be savage ravenous mites, a sophisticated silicon
predator, or even a trained attack animal that has been unleashed to attack outsiders.
Absolute Bedlam: The location is being destroyed by multiple factors which may be a
19-20
coincidence or deeply linked. Roll twice and apply both results.
L O C AT I O N S A N D S TA R S H I P S 303
Contaminated
d20 Contaminated
1-2 Toadstool-like growths occasionally belch green mist spores here.
3-4 Local animal and sentient life appear fatigued, with bloodshot eyes and sallow skin.
A parasite that infests plastics begins making tricorders, phasers, and other items crawl
5-6
away on their own.
An airborne, slow-acting microorganism attaches to metal and eventually leaves it
7-8
unable to conduct electricity.
9-10 Plant life that is exposed to the mutagen begins giving off hallucinogenic pollen.
A virus that affects most humanoids heightens ambition, grandiosity, and feelings of
11-12
competition.
A sentient computer virus seeks to alter all knowledge in the databanks to change the
13-14
perception of reality and history to suit its own aims.
Injuries sustained in this location heal instantly, but they leave behind ominous welts
15-16
over the healed tissue.
17-18 Subspace schisms allow the “photonic realm” to seep through into this location.
19-20 Unprotected organisms who physically touch one another at this location swap tissue.
Cosmic
d20 Cosmic
Special nebular gases in this location act as a filter, allowing you to see otherwise-invis-
1-2
ible phenomena through the viewports.
3-4 This ultra-dense nebula conducts sound in space.
Radio signals emanating from the asteroids in this system seem to emulate the signals
5-6
sent by neurons in a human brain.
7-8 This location’s appearance matches exactly the dreams of multiple crew members.
9-10 Schools of “space fish” flit by randomly.
A previously unknown type of black hole exists in this location. It is incredibly difficult to
11-12
pick up on scanners, and its gravity field isn’t noticeable until you’re very close.
This area of space contains a nebula whose cosmic dusts can support agricultural
13-14
crops, such as coffee, even in the cold of space.
Strange radiations quickly warp incidental floating biomatter into large cosmozoan
15-16
creatures.
This location is a cosmic doldrum, where warp drive requires much more power to
17-18
function at the same speed.
19-20 A rogue planet, not beholden to the gravity of any star, passes through this location.
Habitat
d20 Habitat
Devastation: The damage to the ship is so intensive that it is impossible to determine
1-2
what disabled it.
Poor Maintenance: The ship was disabled due to lack of preventative maintenance or
3-4
using inadequate parts.
Hostile Life Form: A life form has been introduced aboard the vessel. The crew was
5-6
unable to secure the life form and were either all killed or forced to abandon ship.
Critical System Failure: A failure of one of the ship’s essential systems, such as the
7-8
inertial dampers or environmental control systems, inoperable.
Abandoned Ship: The crew were forced to disembark from the vessel. Perhaps they
9-10
were captured, or they left to crew another vessel.
Hazardous Materials Leak: Containers of toxic chemicals or radioactive waste were
11-12 accidentally released aboard the vessel, rendering its atmosphere hazardous to life
forms and forcing the crew to abandon ship.
Sabotage: The ship’s critical systems were sabotaged either by explosive devices or
13-14
hostile malware, rendering it incapable of supporting its crew anymore.
Damaged In Battle, Pirates: The ship was disabled after being targeted for plunder by
15-16 pirates. The random types of weaponry involved, and the methods of attack, reveal that
trained crews of mercenaries/pirates did this.
Damaged in Battle, Fleet: The ship was crippled by vessels belonging to another gov-
17-18 ernment. The sophisticated weaponry and advanced targeting involved reveals precision
training belonging to Starfleet, Klingon, or other governments.
Combination of Factors: Roll twice and apply both results, as it was only a matter of
19-20
time before the vessel became disabled.
L O C AT I O N S A N D S TA R S H I P S 305
Military
d20 Military
1-2 Scanners detect the use of Augment DNA among the personnel at this location.
3-4 A Starfleet officer previously thought to have died is a prisoner here.
5-6 The location is an arsenal that holds a terrifying weapon.
7-8 The leaders at this location want to engage in an officer exchange program.
9-10 The location is currently under attack by a different faction of the species that owns it.
This location supposedly holds classified intelligence that Starfleet could use for
11-12
self-defense.
This location also serves as a military court, and its administrators have a grudge
13-14
against one of the crew.
Local tradition holds that members of visiting crews should donate a weapon of some
15-16
sort for the location’s trophy room.
This location features prototype equipment that your enemies want to get for
17-18
themselves.
The administrators of this location do not respect anyone who does not beat them in a
19-20
simulated wargame.
Political
d20 Political
The location’s administrators are conducting negotiations with a Federation enemy right
1-2
now.
The crew member who first steps foot into this location is instantly appointed as
3-4
“Ambassador from the Federation,” regardless of seniority.
Custom holds that anyone caught lying in this location is subject to unpleasant corporal
5-6
punishment.
No weapons are permitted here, and any energy or chemical weapon fired here
7-8
explodes in its user’s hand.
9-10 Conversations are expected to happen via a process similar to Vulcan mind melds.
The ostentatious decorations here contain statues dedicated to the most recent leaders
11-12
of all significant local factions.
One room in this location holds trophies taken from fallen conquerors, including some
13-14
from ancient Earth and Vulcan.
All communication done in this location must be preceded by the speaker reciting their
15-16
lineage to the 15th maternal ancestor.
The location belongs to an ultra-pacifistic faction that will not admit anyone who has
17-18 ever taken a life, nor anyone in whom they can detect meat or other foods taken from
animals.
This large location features holo-presence alcoves, allowing representatives from
19-20
across the Galaxy to attend and discuss matters.
Research
d20 Research
1-2 Alerts begin flashing suddenly, announcing a containment breach of some sort.
An apparatus at this location is supposed to be able to recreate a scene from the past,
3-4
so long as it can analyze an object or person that was there.
The subject of an experiment at this location seems to have intermittent possession of
5-6
the senses, speech, and movements of the researchers.
The communications equipment here plays a distress call from your ship, sent from one
7-8
hour in the future.
This location contains research material that you know was stolen from a major alien
9-10
faction.
11-12 Random computers flash “They are lying to you” when the researchers are not looking.
13-14 The self-aware computer here demands all visitors submit to an invasive brain scan.
This location is host to entities who claim to be the reanimated selves of famous
15-16
scientists.
One person present is an android doppelganger of one of the crew. Or is the crew
17-18
member the duplicate?
This location features a laboratory that looks like it comes from 19th century Earth, but
19-20
whose apparatus can create experiments on par with 24th-century technology.
L O C AT I O N S A N D S TA R S H I P S 307
APPENDIX III.30
SH IP S AND
STA T I ONS
“ It ’s a n al i e n s h i p , a d e s i g n I ’ ve never seen before.”
– U .S .S . HURO N HELM SM AN
Minor Damage
d20 Damage
Temporarily Disabled: A random system has been knocked offline by the damage.
1-5
Internal sensors, the ship’s astrometric lab, or even replicators may be knocked offline.
Strained Power Network: The ship’s EPS grid is not functioning at 100%. Until
6-10
repaired, the crew cannot use the ship to attempt any tasks.
Computer Glitches: The damage has knocked several processors offline. Until repaired,
11-15
all tasks requiring the ship’s technical systems will be at one step greater Difficulty.
Negligible Damage: The damage appears more serious than it is, and does not affect
16-20
any critical system.
Moderate Damage
d20 Damage
Minor Hull Breach: A minor hull breach has sealed off small portions of the ship’s
1-5
decks. Until repaired, any further results of Moderate Damage become Critical Damage.
Subspace Field Disabled: The ship is currently unable to maintain a stable warp
6-10
bubble. The ship is unable to go to warp, though its impulse drive is not affected.
EPS Grid Overloaded: The ship’s power grid is going critical. Until repairs are made,
11-15
no traits can be used to affect any tests.
Minor Repair: The ship has suffered extensive damage that requires multiple crew-
16-20 members to repair. Until the ship takes time to repair this damage, you are not allowed
to spend Momentum for advantages related to the ship’s tasks.
Critical Damage
d20 Damage
Exposure to Space: The damage has exposed sections of the ship’s inner hull to space.
1-5
As the crew works to seal the breaches, all tasks take twice as long to accomplish.
EPS Grid Failure: The ship’s power grid has completely failed. The ship is unable to
6-10
move, raise shields, initiate comms, or use any other system until it is repaired.
Major System Offline: A major ship system is knocked offline, such as life support,
11-15 artificial gravity, shields, weapons, propulsion, or main power. Until it is repaired, that
system is not available for use.
Major Repair: The ship has suffered serious damage that affects multiple key systems.
16-20
Until the ship is repaired, it rolls one fewer d20 on all tests.
L O C AT I O N S A N D S TA R S H I P S 309
Catastrophic Damage
d20 Damage
Critical System Destruction: The ship has sustained enough damage that a key
1-5 system is permanently offline until repaired. Roll 1d20 to determine the system. 1-5
Transporters, 6-10 Engines, 11-15 Shields and Weapons, 16-20 Sensors.
Life Support Failure: The ship’s inertial dampers, environmental controls, and air puri-
fication systems have been taken offline. Until repaired, all tests rolled aboard the ship
6-10
are made at one step greater Difficulty, and for each hour life support has been offline
the crew complement is reduced by 10.
Ruined Hull: The ship’s hull has been so egregiously damaged that next time damage is
11-15
generated for the ship, re-roll any result that is Minor or Moderate damage.
Repair Necessitating Spacedock: The damage is too extensive to be repaired on its
16-20 own. Until the ship is returned to a spacedock it can only operate at minimal power, and
multiple systems are offline.
A DDI T I O N A L
M AT RI X E S
IV.10 ADDITIONAL MATRIXES . . . . . . . . . . . . . . . . . 312
A D D I T I O N A L M AT R I X E S 311
APPENDIX IV.10
A DDI T I ONAL
MAT RI X E S
“We all deserve to belong somewhere.”
– DAL R’E L
ADDITIONAL PROBABILITY
MATRIXES
Use these additional matrixes to generate
ideas or to add additional elements to your
ongoing narrative as needed.
IV.101
| DOWNTIME ON A SHIP
Games
Even the best Starfleet officers need a break. When their shift ends, and even sometimes before it begins, a
ship provides numerous activities for a crew member to de-stress from the rigors of the job. If at a loss for
what type of games are being played, roll a d20 and consult the matrix below.
312 A P P E N D I X I V. 1 0
The Gym
Crew members are expected to be fit both mentally and physically to the best of their capabilities. Because of
these expectations, many ships installed a gym for crew members to use. If at a loss for what type of martial
arts are being practiced when your character enters a sparring room, roll a d20 and consult the matrix below.
FAMILY EVENTS
Serving with family on board can present an entirely new universe of challenges. Roll a d20 and consult this
matrix to generate unexpected incidents and to ramp up family drama.
9-10 A family member has died Huge argument and no one can
17-18
agree to disagree
19-20 Relative committed a crime
A D D I T I O N A L M AT R I X E S 313
Mining Hazards
Mining is a dangerous profession. Even with multiple safety programs and redundant systems in place, things
can go wrong. Roll a d20 and consult this matrix to generate hazards during a mining operation.
Resource Required
Resources might be scarce, especially after a ship experiences combat that leads to serious damage. Also,
ships that are unable to get back to space docks or stations may suffer from wear and tear while in service.
This could call for a side mission to collect the resource or risk a delay in your current mission. Roll a d20 and
consult this matrix to determine which resource you and your crew seek out.
|RANDOM RADIATION
RADIATION IS THE EMISSION OF ENERGY IN THE FORM OF WAVES OR PARTICLES. THERE ARE MANY FORMS
of radiation, each of which has its own dangers and severity. Roll a d20 and consult this matrix to pick a
radiation to use in your story.
314 A P P E N D I X I V. 1 0
|TIME INTERVALS
BELOW IS A MATRIX YOU MAY USE TO RANDOMLY restriction to a task. If the interval rolled seems
determine time intervals for anything from the too restrictive or not restrictive enough, feel free to
replenishment of a resource to applying a time re-roll.
|NAME GENERATORS
Alien Name / World Generator
Use the columns below to combine syllables to § Roll on the d20 column to determine the
create alien species and world names. syllabic progression.
§ Roll on the A, B, C, D matrixes in order of
§ Select how many syllables you want the
the combination of letters presented in your
species or world to have. If you select less than
progression result. Combine the resulting
four syllables, then omit the last letter(s) in the
syllables in the progression order, or in whatever
progression suggestion.
order most fits your needs.
A D D I T I O N A L M AT R I X E S 315
Planet Name Generator
Roll on any or all the columns in the matrix below to create a random world with a “Starfleet survey” name.
It is up to you which of any of these columns, and in which order, to use to name your planet. Of course, you
may use the name generator to assign alien names to systems.
316 A P P E N D I X I V. 1 0
APPENDIX V
FORM S
V.10 SAMPLE CHARACTER AND STARSHIP FORM. . 318
FORMS 317
CAPTAIN'S LOG CHARACTER SHEET
NAME: Robert Delacourt ENVIRONMENT: Homeworld (Earth)
TM & © 2023 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios, Inc. All Rights Reserved.
Permission granted to photocopy this page for personal use only.
CAPTAIN'S LOG CHARACTER SHEET
NAME: ENVIRONMENT:
TRAITS: EDUCATION:
RANK:
CAREER LENGTH:
ASSIGNMENT:
CAREER EVENTS:
ATTRIBUTES DISCIPLINES
CONTROL COMMAND
DARING CONN
FOCUSES:
FITNESS SECURITY
INSIGHT ENGINEERING
PRESENCE SCIENCE
REASON MEDICINE
VALUES:
REGISTRY: SCALE:
TM & © 2023 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios, Inc. All Rights Reserved.
Permission granted to photocopy this page for personal use only.
MISSIONS
CHARACTER:
SUMMARY:
DEVELOPMENT:
SUMMARY:
DEVELOPMENT:
SUMMARY:
DEVELOPMENT:
SUMMARY:
DEVELOPMENT:
TM & © 2023 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios, Inc. All Rights Reserved.
Permission granted to photocopy this page for personal use only.
MISSION TRACKER
|||||||||||||||
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
CLOSING LOG:
TM & © 2023 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios, Inc. All Rights Reserved.
Permission granted to photocopy this page for personal use only.
CA P T AI N' S L O G
QU ICK RE FE R E N C E
PAGE REFERENCES
Important Flowcharts & Matrixes Page
Character Lifepath 92
Creating Your Starship 141
THE "YES" OR "NO"
Personal Conflict Flowchart 203
PROBABILITY MATRIX
Starship Conflict Flowchart 214 Probability Yes No
Core Game Loop 238 Highly Probable 01-18 19-20
Yes/No Probability Matrix 254 Probable 01-15 16-20
Mission Type Matrixes 257 - 266 Somewhat Probable 01-12 13-20
Advantages & Complications Matrixes 268 - 269 50/50 01-10 11-20
Encounters Matrixes 270 - 274 Somewhat Improbable 01-07 08-20
Momentum Spends 275 - 277 Improbable 01-05 06-20
Threat Spends 278 - 279 Highly Improbable 01-02 03-20
TM & © 2023 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios, Inc. All Rights Reserved.
Permission granted to photocopy this page for personal use only.
IN DE X
About The Probability Matrixes.............................190 Conn......................................................................80 Getting Back into the Action.................................207
A Career in Starfleet...............................................72 Connect Your Character with the Plot.....................56 Getting into the Zone............................................218
Acting While Injured.............................................207 conn Focuses.........................................................86 Getting Started.....................................................184
Admiralty Campaigns.............................................53 Consider a Unique Trait........................................167 Going Solo............................................................137
Adventures Worthy Of The Silver Screen................54 Constructing Your Universe...................................231 Guidance for Deep Space Exploration Games.........60
A Future of Hope....................................................18 Contacts.................................................................69 Guidance for Far from Home Games......................63
Agriculture or Rural..............................................108 Continuing Missions.............................................234 Guidance for Spice of Life Games..........................65
Allied Military Training..........................................117 Control.............................................................75, 76 Guidance for Station-Based Games........................67
Allies and Adversaries (2300-2379).......................48 Cooperative Means Cooperation...........................252 Guided Play..........................................................222
Allow Values to Cause Trouble................................89 Co-Op Play: Player Expectations...........................220 Handheld Weapons................................................32
Alternative Character Creation..............................133 Co-Op Play: Session 0..........................................220 Healing Injuries....................................................207
An Alternate Way to Track Hits..............................209 Core Game Loop..........................................238, 322 Hits and Injury......................................................206
A Place to Call Home............................................176 Creating A Character..............................................72 Hologram Technology.............................................26
A Primer on Star Trek Technology...........................23 Creating a Starbase or Station..............................176 Honorary Status...................................................120
Artistic..................................................................112 Creating New Species............................................92 Hope and Distrust...................................................45
Artistic and Creative.............................................109 Creating Your Home..............................................140 How Big Is Your Ship?...........................................166
Aspirations...........................................................113 Creating Your Starship..........................................141 How Do I Get My NPC Crew Involved?..................201
To Create........................................................114 Creating Your Starship During Play.......................175 How Do I Play Through a Scene?..........................236
To Discover....................................................114 Creation in Play....................................................133 How To End A Session..........................................248
To Explore......................................................113 Culture...................................................................19 How To Get Started Playing The Game.................181
To Fly.............................................................113 Cutaway Scenes...................................................246 How to Use Your Ship in Play................................202
To Prosper......................................................114 Daring..............................................................75, 76 How To Write A Captain's Log...............................234
To Protect.......................................................114 Deep Space Exploration Games.............................58 Huge Creatures....................................................209
Assigning Names and Registries..........................174 Deriving Values From Actual Gameplay................196 Improving Your Starship Through Milestones........175
Assignment..........................................................130 Designing Your Vessel...........................................140 Impulse Drive.........................................................27
Assign Remaining Components............................176 Determine the Impact...........................................241 I'm The Captain, So I Order Everyone Around?.....221
Assign the Character's Disciplines.......................134 Diplomacy............................................................200 Increased Difficulty...............................................194
Assign Trait by Polity.............................................167 Diplomacy and Politics.........................................110 Infinite Diversity, Infinite Combinations...................19
Assign Your Character's Attributes........................134 Diplomatic Corps..................................................119 In Medias Res.......................................................243
Attempting Tasks..................................................240 Diplomatic Missions...............................................64 Inside the Situation Room......................................53
Attributes...............................................................74 Diplomatic Training...............................................119 Insight..............................................................75, 77
A Universe of Possibility.........................................01 Directives.............................................................196 Intelligence Training.............................................118
A Well-Woven Tapestry...........................................18 Disciplines..............................................................79 Investigate............................................................199
A Worthy Adversary..............................................251 Discovery (32nd Century) Era Ships.....................164 Is This Game Just For Starfleet Captains?............218
Begin Play!...........................................................134 Angelou Class................................................164 Joining a Crew.....................................................137
Behind the Scenes: Stardates.................................22 Eisenberg Class.............................................164 Journaling............................................................219
Be Patient...............................................................56 Friendship Class.............................................165 Junior Officers........................................................62
B-Plots, Story Threads, And Chekhov's Gun.........250 Janeway Class...............................................165 Landing Parties And Away Missions.....................201
Business or Trade.................................................108 Kirk Class.......................................................165 Language and the Universal Translator...................25
Campaigns Based on Season-Long Story Arcs.......56 Distance In Star Trek: The Simple Solution.............59 Launching Your Mission........................................226
Can I Play Someone Other Than The Captain?......191 Docked / External Support Mode............................38 Law Enforcement.................................................121
Captain's Log............................................................I Do You Want To Simplify Ship Combat?................214 Learn To Read The Room......................................223
Captain's Log Character Sheet.....................318, 319 Economy................................................................21 Lifepath..................................................................92
Captain's Log Starship Sheet...............................319 Emergency Evacuation / Medical Emergency.........40 Lifepath Creation....................................................91
Career Events.................................................57, 124 Energy Weapons....................................................34 Starting Points..................................................91
Castes..................................................................110 Engineering............................................................81 Step 1: Species................................................91
Character Conversion...........................................137 Engineering Focuses..............................................87 Step 2: Environment.......................................103
Character Development........................................135 Enlisted Personnel................................................132 Step 3: Early Outlook......................................107
Character Sheet...........................................318, 319 Enterprise Era Ships.............................................144 Step 4: Education...........................................115
Choose a Single Value..........................................134 Daedalus Class..............................................144 Step 5: Career Length....................................122
Choose Base Talents............................................176 Intrepid Class (22nd Century).........................145 Step 6: Career Events.....................................123
Choose Character's Rank & Assignment..............133 J-Class / Y-Class............................................145 Step 7: Finishing Touches...............................129
Choose Character's Species, Name, & Pronouns..134 NX Class.........................................................145 List of Ship Talents...............................................170
Choose Era...........................................................142 Warp Delta Class............................................146 Ablative Armor...............................................170
Choose Starship Talents.......................................169 Enterprise Era Species (2151-2199)......................93 Ablative Field Projector...................................170
Chronicling Your Stories........................................236 Environment: Conditions.......................................105 Adaptable Energy Weapons............................170
Cinematic-Style Campaign.....................................54 Environment: Settings..........................................103 Advanced Emergency Crew Holograms..........170
Civilian Career Training.........................................120 Eras of Play....................................45, 135, 137, 142 Advanced Medical Ward/Sickbay...................170
Civilian Life.............................................................62 The Temporal Cold War (27th Century +).........50 Advanced Research Facilities.........................170
Cloaking Device.....................................................23 Era-specific Terminology Translator........................28 Advanced Sensor Suites.................................170
Cloaking Devices and Politics...............................171 Espionage..............................................................69 Advanced Shields...........................................170
Close to Home: Political Campaigns & Worlds.........57 Establishing And Challenging Your Values.............195 Advanced Transporters...................................170
Closing Advice......................................................251 Example Of Using The Mission Tracker.................186 Automated Defenses......................................170
Coalition and Federation.........................................46 Experienced.........................................................123 Backup EPS Conduits.....................................170
Cold Opens...........................................................228 Extended Conflict.................................................209 Captain’s Yacht...............................................170
Collaborative Storytelling......................................219 Failing Forward.....................................................241 Cloaked Mines...............................................170
Combat................................................................203 Far From Home Games..........................................63 Cloaking Device.............................................171
Combat Turns and Initiative..................................205 Federation and Empire (2200-2299)......................47 Command Ship..............................................171
Command..............................................................80 Federation Citizens and Money..............................21 Dedicated Subspace Transceiver Array..........171
Command Focuses.................................................85 Final Additions......................................................129 Deluxe Galley.................................................171
Command Track...................................................115 Final Preparations................................................251 Diplomatic Suites...........................................171
Communications....................................................24 Fitness.............................................................75, 76 Dual Environment...........................................171
Complication Effect..............................................210 Five-Year Missions.................................................47 Electronic Warfare Systems............................172
Complications......................................................193 Focus Division........................................................85 Emergency Medical Hologram........................172
Complications in Extended Conflicts.....................210 Focuses....................................................57, 84, 197 Extensive Shuttlebays....................................172
Conditions............................................................105 Focuses and character...........................................84 Fast Targeting Systems..................................172
Asceticism and Introspection.........................106 Focuses and Values Can Change..........................135 High-Power Tractor Beam..............................172
Cosmopolitan.................................................105 Forms...................................................................317 High-Resolution Sensors................................172
Occupation or War..........................................106 Freight and Transport...........................................120 Improved Damage Control.............................172
Rigorous Discipline........................................106 Frontier Colonies....................................................66 Improved Hull Integrity...................................172
Struggle and Hardship....................................106 Gadgets and Gear...................................................23 Improved Impulse Drive.................................172
Utopian Paradise............................................105 Generating a Random Starship.............................143 Improved Power Systems...............................172
INDEX 323
Improved Reaction Control System................172 Random Era Matrix...............................................142 Illyrian..............................................................98
Improved Shield Recharge.............................172 Random Species by Era.........................................93 Jem’Hadar.......................................................98
Improved Warp Drive......................................172 Rank.....................................................................132 Kazon...............................................................98
Independent Phaser Supply............................172 Rank and File.......................................................117 Kelpien.............................................................98
Modular Laboratories.....................................172 Reaching a Milestone...........................................136 Klingon.............................................................98
Multi-Vector Assault Mode.............................172 Reason.............................................................77, 78 Kzinti................................................................99
Point Defense System....................................172 Recurring Complications......................................193 Lurian...............................................................99
Rapid-Fire Torpedo Launcher.........................173 Red Alert / Danger..................................................40 Ocampa...........................................................99
Regenerative Hull...........................................173 Refits....................................................................173 Orion................................................................99
Rugged Design...............................................173 Religion and spirituality..........................................20 Osnullus...........................................................99
Saucer Separation..........................................173 Replicators.............................................................35 Pakled..............................................................99
Secondary Reactors.......................................173 Reporting for Duty..................................................71 Paradan............................................................99
Self-Replicating Mines...................................173 Requirements.......................................................180 Reman...........................................................100
Siphoning Shields..........................................173 Resolving Combat................................................206 Risian.............................................................100
Slim Sensor Silhouette...................................173 Resolving Disagreements & Opposed Challenges.252 Romulan........................................................100
Tachyon Detection Field.................................173 Resolving Tasks....................................................188 Saurian..........................................................100
Variable Geometry Warp Field........................173 Resolving without Combat....................................208 Sikarian..........................................................101
Versatile Tractor Beam...................................173 Rolling, Describing, And Narrating........................242 Soong-type Android.......................................101
Wormhole Relay System................................173 Roll or Select a Ship Class....................................143 Suliban...........................................................101
Log Entries...........................................................136 Rules of Play........................................................180 Talaxian..........................................................101
Log Entries Form..................................................321 Safety And Consent In Collaborative Games.........222 Tamarian........................................................101
Lost in Space.........................................................63 Sample Ship Traits................................................168 Tellarite..........................................................101
Lost in Time............................................................63 Scenes.................................................................231 Tholian...........................................................101
Make Values Beneficial..........................................89 Scene Transitions.................................................246 Trill.................................................................102
Make Values Understandable.................................89 Science..................................................................82 Vulcan............................................................102
Medicine................................................................83 Science and Technology.......................................109 Xahean...........................................................102
Medicine Focuses..................................................88 Science Missions...................................................65 Xindi Arboreal.................................................102
Merchant..............................................................111 Sciences Track.....................................................116 Xindi Insectoid................................................103
Milestones............................................................136 Scientific..............................................................112 Xindi Primate..................................................103
Militia and Guerillas..............................................118 Scientific Missions.................................................59 Xindi Reptilian................................................103
Mission Length.....................................................185 Scientific or Technical Expert................................122 Zakdorn..........................................................103
Missions...............................................................320 Security..................................................................81 Zaranite..........................................................103
Mission Success..................................................189 Security Alert..........................................................41 Spice Of Life Games...............................................64
Mission Tracker............................................186, 321 Security Focuses....................................................86 Standard Operating Procedures.............................38
Mixed-Heritage CHaracters....................................91 Selecting An Era of Play..........................................45 Standard Operations..............................................39
Modes Of Play......................................................217 Selecting A Style of Play.........................................53 Starbases...............................................................66
Momentum..........................................................192 Selecting Your Starship.........................................140 Stardates................................................................22
Momentum And Threat.........................................192 Select the Station's Scale.....................................176 Starfleet...............................................................107
Momentum in Combat..........................................205 Senior Officers.......................................................61 Starfleet Academy................................................115
Momentum in Extended Conflicts.........................210 Sensors..................................................................29 Starfleet Does Not Fire First... Unless....................216
Narrate the Outcome............................................241 Service Protocols...................38, 133, 199, 211, 217 Starfleet’s Naval Tradition.......................................42
Narrate to a Challenge..........................................237 Session Zero Point One........................................138 Starship Combat..........................................213, 214
New Act Questions...............................................229 Settings................................................................104 Additional Actions...........................................216
Non-Federation Characters And Campaigns...........10 Another Species’ World..................................105 Attacking Your Adversaries.............................213
Non-Starfleet Missions...........................................60 Busy Colony...................................................104 Critical Damage.............................................213
Officer Training.....................................................117 Frontier Colony...............................................104 Hits Against Your Starship...............................213
Off-Screen Character Advancement.......................55 Homeworld....................................................104 Initiative.........................................................213
On the Shoulders of Giants.....................................47 Isolated Colony...............................................104 Other Sources of Harm...................................213
Operations Track..................................................116 Starship or Starbase.......................................104 Repairs...........................................................216
Optional Rule: Losing Momentum.........................247 Shields...................................................................31 Resolving Combat..........................................213
Orbital Types..........................................................41 Ship Actions.........................................................212 Starships................................................................69
Other Realities........................................................63 Ship Idiosyncrasies...............................................161 Starships Can Cause Complications.....................169
Other Sources of Injury.........................................206 Ship Scales..........................................................162 Starships Can Generate Advantages.....................169
Overcome Adversity.............................................200 Ship Traits and Talents..........................................167 Starships Help Characters Score Advantages.......169
People to See.......................................................232 Should I Make A Task Roll?...................................187 Starships Take Action, At Your Command..............212
Personal Actions...................................................199 Shuttlecraft............................................................30 Starship Talent Matrix...........................................174
Physician..............................................................121 Simple Template For Creating A Captain's Log.....234 Starship Weapons..................................................34
Picard Era Ships...................................................159 Situations In Space...............................................232 Star Trek Defined....................................................07
Gagarin Class.................................................159 Society...................................................................18 Station-based Games.............................................66
Inquiry Class..................................................160 Solo Roleplaying Games.......................................217 Stellar Cartography..............................................232
Luna Class.....................................................160 Space Stations.......................................................66 Storytelling Devices..............................................243
Odyssey Class................................................160 Space, the Final Frontier.........................................01 Storytelling In Starship Combat............................215
Pathfinder Class.............................................161 Species..................................................................94 Styles of Play..........................................................53
Prometheus Class..........................................162 Aenar...............................................................94 Admiralty Campaigns.......................................53
Reliant Class..................................................162 Andorian..........................................................94 Cinematic-Style Campaign...............................54
Ross Class.....................................................163 Arbazan............................................................94 Close to Home: Political Campaigns & Worlds..57
Sovereign Class.............................................163 Ardanan...........................................................94 Far From Home Games....................................63
Sutherland Class............................................163 Aurelian............................................................94 Unsanctioned Missions....................................68
Vesta Class....................................................164 Bajoran............................................................95 Success at Cost....................................................188
Places to Go.........................................................232 Barzan.............................................................95 Summary...............................................................12
Playing Captain's Log...........................................225 Benzite.............................................................95 Supplement Structure............................................01
Playing Non-Federation Games............................197 Betazoid...........................................................96 Tactical Missions....................................................59
Playing Through Acts............................................189 Bolian...............................................................96 Taking Action........................................................199
Politician or Bureaucrat........................................121 Borg (Liberated)...............................................96 Ten Aspects of Captain's Log.................................13
Ports Of Call.........................................................245 Bynar...............................................................96 The 32nd Century..................................................51
Posterity...............................................................251 Caitian..............................................................96 The Calm Before the Storm....................................47
Post-War and Reconstruction (2380-2401)............49 Cardassian.......................................................96 The Captain's Log................................................228
Pre-Gaming Adversaries and Challenges..............233 Changeling.......................................................96 The Captain's Reflections.....................................249
Preparing for Combat...........................................205 Cybernetically Enhanced..................................97 The Catch-Up Approach.......................................243
Preparing for Duty..................................................73 Deltan..............................................................97 The Command Structure......................................221
Preparing To Play..................................................226 Denobulan........................................................97 The Creative Process And Playing The Game........236
Presence..........................................................77, 78 Doopler............................................................97 The Fantastic Finale!............................................248
Progressing Through Scenes................................187 Edosian............................................................97 The Fine Art of Technobabble.................................37
Pronouns..............................................................132 Efrosian............................................................97 The Flashback Approach......................................244
Propulsion..............................................................27 Ferengi.............................................................97 The Foundational Years (2063-2199)......................45
Impulse Drive...................................................27 Gorn.................................................................97 The Hero's (Or Captain's) Journey........................227
Warp Drive.......................................................28 Hologram.........................................................98 The Journey.........................................................234
Protection and Security..........................................65 Horta................................................................98 The Next Generation Era Ships.............................153
Ramp Up The Conflict...........................................191 Human.............................................................98 Akira Class.....................................................153
324 INDEX
Ambassador Class.........................................154 What is Captain's Log?...........................................13 Minor Damage...............................................309
Challenger Class............................................154 What is Star Trek?..................................................08 Minor to Catastrophic Ship Damage...............309
Cheyenne Class.............................................154 What is Star Trek Adventures?................................13 Mission Type..................................................257
Defiant Class..................................................155 What Is the Mission Tracker for?..........................185 Moderate Damage.........................................309
Freedom Class...............................................155 What Is the Yes/No Probability Matrix for?............190 Modifiers for Number of Planets Table............297
Galaxy Class...................................................155 What Is Your Ship's Backstory?............................166 Momentum and Threat Spends......................275
Intrepid Class.................................................156 What Makes Up A Scene?....................................185 Momentum Spend Themes............................275
Nebula Class..................................................156 What You Need.......................................................73 Morphology....................................................291
New Orleans Class.........................................156 Where To Start?......................................................04 Name Generators...........................................315
Niagara Class.................................................157 Why Don't NPC & Enemy Ships Have Stats?........233 Near Space Exploration..................................262
Norway Class.................................................157 Why Go Solo?.......................................................217 New Technology.............................................276
Nova Class.....................................................157 Yellow Alert / Caution..............................................40 Non-Player Character Archetype....................283
Olympic Class................................................158 Yesterday's Enterprise....................................02, 197 Non-Player Characters' Cultural Traits............284
Raven Type....................................................158 Your Chance To Be In The Writer's Room..............224 Non-Player Characters' Federation Outlook....285
Saber Class....................................................158 Your Home Among the Stars.................................139 Non-Player Characters' Goals........................284
Springfield Class............................................159 Your Starship in Gameplay....................................211 Non-Player Characters' Tactics......................285
Steamrunner Class.........................................159 Notable Spatial Phenomena Table..................296
The Original Series Era Ships...............................147 Notable World Moons.....................................298
Antares Class.................................................147 PROBABLILITY MATRIXES NPCs' Upbringing Environment......................283
Archer class...................................................147 Abandoned Places.........................................271 Number of Notable Systems...........................294
Cardenas Class..............................................147 Additional Matrixes................................311, 312 Number of Planets Table................................296
Constellation Class.........................................148 Additional Probability Matrixes.......................312 Outcome........................................................302
Constitution Class..........................................148 Advanced Warning.........................................275 Outer Worlds Table.........................................298
Crossfield Class.............................................148 Advantages....................................................268 Overview of the Mission Types.......................256
Engle Class....................................................149 Advantages And Complications......................268 Patrol.............................................................262
Excelsior Class...............................................149 Alien...............................................................302 Planetary Exploration.....................................263
Hiawatha Class..............................................149 Alien Name / World Generator........................315 Planet Name Generator..................................316
Hoover Class..................................................149 All About The Probability Matrix......................254 Plot Component..............................................313
Magee Class..................................................150 Allies and Adversaries....................................281 Political..................................................263, 306
Malachowski Class........................................150 Behavioral Adaptations...................................288 Preferred Environments.................................289
Miranda Class................................................151 Binary Stars...................................................295 Primary World Table.......................................297
Nimitz Class...................................................151 Body Structure Symmetry..............................286 Probability..............................................254, 322
Oberth Class..................................................151 Carbon-Based Life.........................................286 Probability Matrixes........................................253
Scout type......................................................152 Catastrophic Damage.....................................310 Psionic Incident..............................................278
Shepard Class................................................152 Civilization Charts...........................................299 Putting It All Together.....................................298
Soyuz Class....................................................152 Complications................................................269 Random Radiation..........................................314
Sydney Class..................................................153 Conspiracy.....................................................258 Refuge...........................................................276
Walker Class..................................................153 Contaminated.................................................304 Religious........................................................307
The Original Series Era Species (2200-2299).........93 Cosmic...........................................................304 Research........................................................307
The Power Of The Scene Ending..........................247 Critical Damage.............................................309 Research and Development...........................264
The Premise of Starfleet.........................................38 Danger Revealed............................................276 Resource Available for Trade..........................301
The Prime Directive................................................44 Deep Space....................................................271 Resource Required.........................................314
The Star Trek Universe...........................................17 Deep Space Exploration.................................258 Sector Generation..........................................294
The Temporal Cold War (27th Century & Other)......50 Defense..........................................................259 Ship in Distress..............................................278
The Three-Act Structure.......................................228 Designing A Civilization..................................299 Ships and Stations.........................................308
Things to Consider...............................................205 Determining Crew Casualties.........................310 Show the Flag................................................264
Threat..................................................................192 Different Reality or Time.................................272 Spaceborne Entities.......................................292
Time Travel.............................................................31 Dimensional...................................................305 Spaceborne Entity Creation............................290
Torpedoes..............................................................34 Diplomacy......................................................259 Spaceborne Entity Preferred Environment......292
Tough Little Ships?.................................................67 Downtime For Maintenance...........................310 Spacefaring Civilization..................................273
Tractor Beams........................................................31 Downtime on a Ship.......................................312 Spatial Phenomena........................................296
Trader or Merchant...............................................122 Encounters Probability Matrix.........................270 Special Spectral Matrix..................................295
Traits......................................................................74 Escort and Evacuation....................................260 Spectral Class Matrix.....................................295
Transporter and Replicator Era Notes.....................36 Espionage......................................................260 Star Generation..............................................294
Transporter Systems..............................................34 Event..............................................................313 Strange New Worlds.......................................294
Transporting Your Character.................................223 Exotic-Based Life...........................................286 Structural Adaptations....................................288
Types of Extended Conflict...................................210 Family Events.................................................313 Subspace...............................................274, 279
Prolonged Hand-to-Hand...............................210 Fatalities........................................................310 Survivors........................................................310
Ranged..........................................................210 First Contact...................................................261 System Down.................................................310
Social.............................................................210 Friendly Alien Encounter.................................276 System Generation.........................................296
Starship.........................................................210 Games...........................................................312 System Hit Matrix...........................................308
Unsanctioned Missions.....................................68, 70 Generating Conflict........................254, 282, 322 Systems Failure.............................................279
Unusual or Unique Characters..............................102 Generating Mission Types..............................255 Tactical...........................................................266
Upbringings..........................................................107 Generating Random Momentum Spends........275 Temporal Anomaly..........................................279
Using Advantages And Complications...................245 Generating Random Threat Spends................278 The Gym........................................................313
Using Ship's Talents.............................................211 Generating Ship Damage...............................308 Theme............................................................267
Using This Guide....................................................03 Gravity............................................................278 Themes, Advantages, and Complications.......267
Using Your Imagination To Set The Scene.............239 Habitat...........................................................305 Themes And Incidents....................................267
Using Your Ship....................................................211 Hostile Alien Entity..........................................278 The "Yes" Or "No" Probability Matrix.............254
Values..............................................................57, 88 Incident..........................................................267 Time Intervals................................................315
Values,Directives, and Focuses............................195 Incorporeal Life..............................................286 Tough Little Ships?.........................................298
Values Evolve.........................................................89 Inhabited Planets...........................................273 Trade Opportunity...........................................277
Values Matrix.........................................................90 Inner Worlds Table..........................................297 Type of Encounter..........................................270
Values Should Conflict at Times.............................90 Invertebrates..................................................288 Type of Polity..................................................300
Veteran.................................................................123 Life-form Origins............................................286 Types of Governments....................................300
Warp Drive.............................................................28 Life-form Size................................................287 Types of Religion............................................300
Weapons................................................................32 Location.........................................................302 Types of Societies..........................................300
Energy Weapons..............................................34 Locations and Starships.................................293 Uninhabited Planet.........................................274
Handheld Weapons..........................................32 Locations by Theme.......................................302 Vertebrates.....................................................287
Starship Weapons............................................34 Luminosity Class Matrix.................................295 What Type of Injury?.......................................316
Torpedoes........................................................34 Mapping Your New Sector..............................298 Where Are You Injured?..................................316
Weapons and Technology.......................................70 Martial Art......................................................313 Worlds Upon Worlds.......................................297
What About My Ship's Resistance & Power?........146 Medical..........................................................261 Your Friends and Enemies..............................282
What Are the Other Random Matrixes for?...........190 Mental Capacity/Awareness...........................290
What Does the Interior of the Ship Look Like?......166 Metabolic Energy Type...................................291
What If I Forget A Detail?......................................237 Military...........................................................306
What If You Don't Want A Federation Ship?...........143 Mining and Resource Plot Components..........313
What Is a Task?....................................................187 Mining Hazards..............................................314
INDEX 325
326 INDEX
BOLDLY GO WHERE NO ONE
HAS GONE BEFORE
“LET’S SEE WHAT’S OUT THERE. ENGAGE!”
– CAPTAIN JEAN-LUC PICARD
Create an original character and then use the tools in this book, combined
with your fertile imagination, to fashion your own fascinating Star Trek-
style stories. Play in any era of Star Trek – from the 21st century to the
32nd century and everything in between. Explore strange new worlds, new
civilizations, and all the wonders of the universe!
ISBN 978-1-80281-075-2