Uploaded by Id Ea

ToBoldlyGo.Quickstart.1.1

advertisement
TO BOLDLY GO
Starfleet officer’s manual
Quick start kit
Version 1.0
OVERVIEW
“All I can say is that although we have only
been together for a short time, I know that
you are the finest crew in the fleet. And I
would trust each of you with my life. So, I am
asking you for a leap of faith — and to trust
me.”
– CPT. JEAN-LUC PICARD
SUMMARY
• You play Starfleet officers aboard a United
Federation of Planets starship. There are
faster than light warp drives, advanced
holodecks, replicators, phaser weapons,
and all manner of wondrous technology.
• You and the other players create a green
crew and ship and then take it on missions
in order to explore the galaxy around you,
all the while improving your status,
cohesion, and efficiency.
• Game play focuses on moments of action
during missions and the downtime between
missions when characters recover and
pursue personal interests.
TOUCHSTONES
This is a game obviously meant to play out
adventures within the universe of Star Trek.
However, it is designed with certain Star Trek
properties in mind. Accordingly, when
pitching this game to your
players, mention
the following
media touchstones.
• Star Trek: The Original Series
•
•
•
•
Star Trek: The Animated Series
Star Trek: The Next Generation
Star Trek II: The Wrath of Khan
Star Trek IV: The Voyage Home
THE GAME
To Boldly Go is a game about a group of
brave officers coming together as the crew
of a United Federation of Planets
exploration vessel. There are tense
negotiations, daring maneuvers, dangerous
combat, and a wide galaxy of potential.
We will play to find out if this green
Starfleet crew can mesh into a highly
efficient and discerning team while facing
previously unknown threats, powerful
Klingons, devious Romulans, forgotten
technology, new phenomena, and strange
beings all while retaining the dignity that
makes them exemplars of Starfleet.
THE SETTING
With the Dominion and Borg wars in the
past, the Alpha/Beta Quadrant has entered
into a period of growth and recovery. It is
a time of peace not seen in almost thirty
years. However, only four years ago the
Romulan capital and homeworld of
Romulus was destroyed by a massive
supernova. In response to this crisis, The
Neutral Zone has been lifted for the first
time in over two-hundred years, allowingin a flood of relief efforts spearheaded by
the Federation.
The Klingon High Council has refused help in the aid efforts,
escalating tensions in the region. Meanwhile, the Federation is
enjoying a period of artistic and economic prosperity. Starfleet has
commissioned 10 new ships tasked with exploration and cultural
exchange throughout the quadrant. The flagship of Starfleet is the
newly retrofitted Enterprise-E, under the command of Captain Data.
THE CHARACTERS
The officers attempt to build their crew up from a bunch of recruits
into a reliable and stalwart force, complete with extensive ties within
and outside of the United Federation of Planets. They do this by
doing missions for Starfleet Command and other factions, pursuing
their own objectives, forging diplomatic alliances, defending the
weak and innocent, and upholding the ideals of the Federation.
THE PLAYERS
Each player creates a ship officer and works with the other players to
create a ship to which their characters are assigned. Each player
strives to bring their player character (PC) to life as driven, complex,
and brave Starfleet officer who is motivated to explore the unknown.
The players decide as a group on the tone and style of the game by
making judgement calls about the dice and actions, along with
oversight from the game master (GM).
THE GAME MASTER
The game master establishes a dynamic world around the characters,
including the rest of Starfleet, many strange aliens and entities, and
the diverse world of adversaries and allies the ship will encounter.
The GM plays all the non-player characters in the universe by giving
each concrete objectives, motives, and methods of achieving those
goals. They present opportunities and obstacles
to the PCs. Then they follow the
chain of actions
and reactions
wherever it may lead.
BLADES IN THE DARK
To Boldly Go is a hack of the RPG Blades
in the Dark by John Harper. To Boldly Go
is not a standalone and requires the full version
of Blades in the Dark or the quickstart version.
Also, this is purely a fan hack and not intended
for sale or commercial distribution.
Starting the Game
STARTING SITUATION
The year is 2391, and the United Federation of Planets has
recently pushed to expand its exploration of the known galaxy.
The USS Enterprise-E has just rembarked upon its continuing
mission, and the Advanced Starship Design Bureau has begun
development of the state-of-the-art Pacific-Class vessel.
Your crew is the senior staff of a newly christened or refitted
Federation exploration vessel en route to the Mesarthim system
for its shakedown cruise. You have been ordered to travel to the
uninhabited system and test all systems and operational readiness.
MAKE CHARACTERS AND THE CREW
Follow the Character Creation and Crew Creation procedures.
Ask some of the following questions while they do it:
• Who is the captain of the ship?
• Why did you become a Starfleet Officer? What do you aspire
to? How committed are you to your current assignment?
• Have you ever spent significant time outside the Federation?
Why? What faction did you have extensive interactions with?
• How were you assigned to your ship? Have you worked with
any of the other crew members before?
• What’s your pastime? What is it, specifically? Why is it
especially riveting for you?
• Who do you trust the most on the crew? Who do you trust the
least? Why is that? Or will we play to find out?
• Has [arm of Starfleet] ever tried to recruit you? Why didn’t
you accept? Do they still hold any sway over you?
For a one-shot or faster start, it is possible to forgo crew
creation. The PC’s then either play members of an away team of a
vessel they do not have command of or are a team of young
officers on a training mission.
THE FIRST SCENE
Upon arrival in the Mesarthim system the ship receives an
emergency distress call from a large archaeology expedition on
Mesarthim III. The planet’s tectonic plates have recently begun to
destabilize and the expedition needs immediate evacuation. To
complicate matters, the leader of the expedition, Dr. Charles
Weisman (an anthropologist and ancient AI scientist), has been
missing for several days in the ruins. This has left his chief assistant,
Dr. Brit Patel, in charge. The mission has changed from a simple
shakedown cruise to an emergency evacuation.
IMPORTANT QUESTIONS
The following are important questions the crew will play to find out:
• What is causing the strange energy pulses from the ruins?
• How long does the crew have to evacuate the expedition? Do
they know? Create an evacuation clock that reflects the amount
of time the crew has.
• What dangers does the surrounding jungle hold?
• What has Dr. Weisman found in the ruins? How has it
compromised him? How is it complicating the evacuation
efforts?
• Will the crew be able to evacuate everyone safely in time to
avoid catastrophe?
RUNNING THE GAME
Following the completion of the mission, go through the steps of
downtime (detailed on Rules Reference 1) and allow players to take
their two downtime actions. Don’t be afraid to drag the
consequences of players’ downtime actions into regular missions.
Moving forward, have all of your players secretly vote for the next
mission (transport, protect, diplomacy, research, aid, or shore leave)
and provide a short detail. Then select either the most voted for or
most interesting detail and provide several major players/targets, a
twist or complication, and, if applicable, the factions the mission
affects. Also, think up 3-4 questions that you may answer in play.
Finally, have one of the players make an engagement roll and start
the mission accordingly.
Keep in mind that To Boldly Go is less of a sandbox than Blades in
the Dark. This surprises players by missions and twists in the vein
of Star Trek. Make your entanglement rolls in secret and allow them
to become full missions if that would make sense.
Lastly, as a quick start hack, running a campaign of To Boldly Go
requires the full version of Blades in the Dark.
EXAMPLE MISSION I
While on shore leave on Station
79, DaiMon Gokor (a Ferengi Free
Trader) tricks one of your ensigns
(Ensign Gavin Simril) into
gambling away your ship.
• What will bring the Ferengi to
the negotiating table?
• What other actor wants to
profit
from
situation?
this
sticky
• What would cause the Ferengi
to resort to violence?
• What will the Ferengi accept as
equitable?
EXAMPLE MISSION II
Adm. Dari Garreta orders your
crew to quietly assist in stabilizing
the Kalabran colony. Izarre
Valderrama, the colony’s leader,
wants
to
stabilize
their
infrastructure, but is being blocked
by Dr. Brissa Peguero of Starfleet
science who has critical research
on the planet.
• Why does Adm. Garreta want
this mission kept quiet?
• Why did these colonists leave
Earth for this arid planet?
• What sorts of research does
Dr. Peguero have on Kalabran,
and what lengths will she go to
in order to protect it?
• What technical challenges are
there
in
installing
infrastructure?
the
Advancement, System strain, and strain level
PC ADVANCEMENT
SYSTEM STRAIN
Each player keeps track of the experience points (xp) that their character earns. During the game
session, you mark xp each time:
The Milky Way Galaxy is a big, dangerous place, and exploring it takes its toll both on the crew and the
vessel itself. To represent this, your vessel acquires System Strain as they carry out missions. After a
mission, your vessel takes system strain according to the nature of the operation:
• You make a desperate action roll. Mark the xp in the attribute for the action you rolled.
•
1 SYSTEM STRAIN: Smooth and low key; little danger.
• Your character performs an action that matches your playbook xp trigger. Ex. – the
•
2 SYSTEM STRAIN: Fairly contained risk; standard danger.
Command xp trigger is “When you address a tough challenge with teamwork or diplomacy.”
To ‘address a challenge,’ your character should take a significant action to attempt to
overcome a tough obstacle or threat. Success does not matter, xp is awarded either way. This
xp is marked in the playbook advancement.
•
4 SYSTEM STRAIN: Chaotic and disordered; high danger.
•
6 SYSTEM STRAIN: Tempestuous and potentially reckless; extreme danger.
When you roll in a group action that’s desperate, you also mark xp.
At the end of each session, you may earn bonus xp. For each bonus below, mark 1 xp if it was
triggered at all, or mark 2 xp if it was triggered a lot during the session. You may mark end-ofsession xp on any xp tracks you want (an attribute or playbook).
Add +1 System Strain if the mission involved killing. Add +1 System Strain if the mission took you into
foreign space. Add +1 System Strain if it involved a hated faction. Add +2 System Strain if military
action took place. Add +2 System Strain if you violated the Prime Directive.
You mark System Strain on the vessel sheet.
• You’ve expressed your beliefs, drives, species, heritage, or background.
SYSTEM STRAIN
• You struggled with issues from your pastime or highlighted emotion during the session.
Finally, you can earn xp by training during downtime. When you train mark xp in one of your
attributes or in your playbook. A given xp track can be trained only once per downtime phase.
Marking xp on the playbook
advancement track.
playbook Advancement
When you fill an xp track, you clear all the marks and your character earns an advance. When
you earn an advance in your playbook track, you may choose an additional special ability. When
you earn an advance in an attribute track, you may add an additional action dot to one of the
actions under that attribute.
This character has filled their Charisma attribute track, so the
player chooses to take an additional action dot in the
Discern action.
STRAIN LEVEL
When your System Strain hits 9, you gain a Strain Level and clear your System Strain. (Any excess “rolls
over,” so if your System Strain was 7 and you took 4, you’d reset with 2 System Strain marked.
The higher your Strain Level, the more you will creep onto the radar of the Office of the Inspector General.
Also, the combined level of your System Strain and Strain Level determines the severity of the
entanglements your vessel faces after a mission.
TEMPORARY LEAVE: REDUCING STRAIN LEVEL
The only way to reduce your crew’s Strain Level is through temporary leave of some sort. This could take
the form of mandatory leave, vacation, suspensions, the Starfleet Exchange Program, temporary assignments,
or some other form of leaving the vessel (ex. – Picard becoming Locutus of Borg. Be creative, this can
become a powerful story moment). Whenever this happens to a crew member, your strain level is reduced
by 1 and you clear your system strain.
This leave can be entirely voluntary, as the result of Starfleet orders or internal investigation, or due to
capture by enemies.
VESSEL ADVANCEMENT
The severity of the leave depends upon your strain level when the leave occurs:
At the end of each session:
•
STRAIN LEVEL 4: Many years, potentially a permanent leave, or even sacrificing oneself.
•
STRAIN LEVEL 3: A year or two.
•
STRAIN LEVEL 2: Several months.
•
STRAIN LEVEL 1: A month or two.
• Mark 1 xp for each vessel advancement item completed during the previous session. If done
multiple times, mark 2 xp for it.
When you mark 8 vessel advancements, clear the ticks and get 2 vessel upgrades or a new
special ability.
Additionally, each PC gets 1 Requisition (+2 per vessel tier) as a bonus, which they may keep
as expendable requisition or put away in Renown for retirement.
When a character goes on leave, detail how they are spending it and roll the vessel’s Tier to determine how it
goes. On a 1-3 it goes poorly and leaves you negatively affected, on a 4/5 the leave goes as expected (most
likely dull and unexciting), and on a 6 the leave goes much better than expected.
Rules Reference 1
Action Roll
1d for each Action dot.
CONTROLLED
You act on your terms. You have a definite advantage.
Critical: You do it with increased effect.
+
+1d if you Push yourself
(take 2 stress) –OR- you
accept a Twist.
Note: You may either push yourself or accept
a twist to get a bonus die. You can’t do both.
TEAMWORK
assist
Take 1 stress to give another player +1d. You might also suffer
consequences from the roll. Only one person may assist a roll.
Lead a
Group
Lead a group action. Roll for each character who participates in
the group action. The best single roll counts as the action result.
Which applies to every character that rolled. Take 1 stress for
each failure from another character.
Protect
Face danger for a crew mate. Step in to suffer the consequence in
their place. You may roll to resist as normal, if you wish.
Set Up
Set up another character with your action. If you achieve it, any
team members who follow up get +1 effect or improved position.
6: You do it.
4/5: You do it, but there’s a catch: it takes extra time, you have reduced
effect, you suffer lesser harm, you end up in an equal position.
1-3: You are blocked, you hesitate, or falter. You may push on by moving
to an equal position, or try a different approach.
EQUAL
You go head to head. You are evenly matched.
Critical: You do it with increased effect.
6: You do it.
4/5: You do it, but there’s a catch: you suffer harm, a complication
occurs, you have reduced effect, you end up in a desperate position.
1-3: Things go poorly. You suffer harm, a complication occurs, you end
up in a desperate position, you lose this opportunity.
Each time you roll a desperate action, mark
a tick of xp for that attribute.
Actions
DESPERATE
•
COMMAND rapid obedience with your
force of personality or rank. Intimidate,
inspire, or threaten. Encourage and
commend. Lead an action with a team.
•
NEGOTIATE with friends, colleagues, or
adversaries. Parley, broker, or mediate an
agreement between parties. Work out a deal
on behalf of yourself or another.
•
DESIGN new systems, devices, or
structures. Engineer, maintain, or rebuild
them according to their original purpose.
Upgrade ship systems methodically.
•
OPERATE systems, vessels, or programs.
Helm a starship, plot a course, run heavy
machinery or transporters.
•
•
FIGHT with an opponent. Assault or
defend a position. Engage in hand-to-hand,
ranged, and ship based combat.
•
FIX a device, system, or structure. Add
new capabilities. Jury-rig. Use or repair
technology in a way it wasn’t intended.
Quickly find a way to hold a breaking thing
together.
SOCIALIZE with colleagues, friends or
adversaries. Socially engage with those
around you either for recreation or to gain
access to resources, information, people or
places.
•
STUDY a subject with precise and detailed
investigation. Conduct an experiment.
Research a topic. The process of academic
or scientific inquiry.
•
SURVEY a subject, object, situation, or
location and make inferences. Quickly
ascertain or judge people, places, or things.
Scan objects, vessels, planets, or
phenomena with sensors.
•
TREAT wounds, ailments, or sickness.
Reverse the effects of harm. Care for
patients.
You overreach. You’re in serious trouble.
Critical: You do it with increased effect.
6: You do it.
4/5: You do it, but there’s a catch: you suffer severe harm, a serious
complication occurs.
1-3: The worst outcome. You suffer severe harm, a serious complication
occurs, you lose this opportunity.
The GM sets the consequences according to the situation. You may suffer one, some or all of the listed consequences. You may
attempt to avoid or reduce a consequence with a resistance roll.
Action Roll
1d for each Attribute dot.
When you roll a critical on resistance, clear 1 stress.
You reduce or avoid the consequence and take 6 Stress
minus your highest die result.
•
INTUIT the intentions, emotional state, or
truthfulness of another person, group, or
entity. Read a person for signs of deception
or bluffing.
•
MOVE to physically overcome a
challenge. Lift, run, climb, jump, swim,
sneak, or tough something out. Use your
dexterity and athletic skill.
Rules Reference 1
After the mission, resolve Reward, System Strain, Entanglements, then Downtime – in that order
Reward
(First)
A mission yields 2 Rep by default. If the
target of the mission is higher Tier, earn +1
Rep per Tier higher. If the target of the
score is lower Tier, earn -1 Rep per Tier
lower (minimum 0).
If no one knows of the mission, earn 0 Rep.
•
•
•
•
•
2 Requisition: Minor mission.
4 Requisition: Small mission.
6 Requisition: Standard mission.
8 Requisition: Major mission.
10+ Requisition: Vital mission. Potentially sector
altering.
Entanglements
(tHIRD)
After a payoff, secretly roll an entanglement according to your level of System Strain plus your Strain Level:
Level: 0-3
1) Grievances
2) Old Enemies
3) Neutral Parties
4,5) Friend in Trouble
6) Cooperation
Level: 4/5
Level: 6+
1) Grievances
2) Old Enemies
3) Reprisals
4,5) Internal Investigation
6) Systems Failure
Cooperation. A +3 status faction asks you for help. Agree
to do it or forfeit 1 Rep per Tier of the friendly faction. If
you don’t have +3 faction status, you avoid entanglements
for now.
Court Marshal. The Office of Inspector General begins a
court marshal of one of the PCs. Either concede, lose 3
Requisition, and be placed on temporary leave or defend
yourself in court.
Friend in Trouble. A friend, or someone on the periphery
of your crew finds themselves in trouble with the OIG, rival
faction, or other obstacle. Make a fortune roll to find out
how well they fare or pay 2 Requisition to resolve it.
Grievances. A Federation member is disgruntled at the way
they have been treated. Make a fortune roll to determine
the severity of their issues (1-3 = severe, needs immediate
attention or 3 Requisition; 4-5 = mundane, needs minor
attention or 1 Requisiton; 6 = nonissue, small token of
support required).
Internal Investigation. The OIG questions an NPC
member of your crew or one of your crew’s contacts about
your actions. Make a fortune roll to find out how well it
goes or spend 2 Requisition to avoid it.
Neutral Parties. A neutral faction throws their weight
around. They threaten you, friends, or Federation holdings.
Forfeit 1 Rep and 1 Requisition per Tier of the faction or
stand up to them and lose 1 Status with them.
Old Enemies. An individual you have angered in the past
1) Threat of Exit
2) Unknown Entity
3) Strange Rift
4,5) Court Marshal
6) Temporary Leave
shows up to complicate things. Find a way to deal
with them.
Reprisals. An opposed faction makes a move
against you (or a friend/contact). Pay them 1 Rep
and 1 Requisition per Tier of the enemy to
appease them, allow them to make their move, or
oppose them.
Strange Rift. The ship encounters some sort of
dimensional or temporal rift. This may be an
alternate timeline, entity from the past or future,
or parallel dimention.
Systems Failure. A system on your ship fails in a
severe or catastrophic manner. If near a station,
pay 3 Requisition to fix it or deal with it.
Temporary Leave. Starfleet command orders a
PC to be permanently or temporarily transferred
to another ship, station, or post. Something else
happens to cause a PC to leave the ship. This
clears your Strain Level.
Threat of Exit. A Federation member threatens
to immediately depart if their demands are not
immediately met. Pay 4 Requisition or deal with
it yourselves.
Unknown Entity. Your vessel attracts the
attention of some unknown power, entity, or
lifeform. The GM decides what it wants or needs.
Deal with it in some manner.
System Strain
(second)
Add +1 System Strain if the mission
involved killing. Add +1 System Strain if
the mission took you into foreign space.
Add +1 System Strain if it involved a
hated faction. Add +2 System Strain if
military action took place. Add +2
System Strain if you violated the Prime
Directive.
Downtime
•
•
•
•
1 System Strain: Smooth and low key; little danger.
2 System Strain: Fairly contained risk; standard danger.
4 System Strain: Chaotic and disordered; high danger.
6 System Strain: Tempestuous and potentially reckless;
extreme danger.
Plus any additional system strain from complications or twists
during the session.
(Fourth)
When you are off duty between missions, you may pursue two downtime actions. You also recover all of
your armor uses. During downtime, you may take additional action by spending 1 Requisition or 1 Rep
per action.
For any downtime roll, add +1d to the roll if you get help from a friend or contact. After the roll, you may
increase the result level by one for each Requisition spent, by requesting assistance, materials, etc. (so a
1-3 result becomes a 4/5, 4/5 becomes 6, 6 becomes Critical).
pastime
Engage in your Pastime and roll dice equal to your lowest attribute. Clear stress
equal to your highest die result. If you clear more stress levels than you had marked,
you overindulge (see below). If you cannot engage your pastime during downtime,
you take stress equal to your Quirks.
Overindulge. You make
a misjudgment because
of your pastime – in
accessing it or engaging
in it. What happened?
•
•
•
•
Attract Trouble: Roll an additional entanglement.
Strained: Your pastime somehow strains the ship systems, +2 System Strain.
Take leave: In pursuit of your pastime, you take a short personal leave.
Exhausted: You use up all avenues for your pastime aboard the ship. Find a
new source for your pastime.
Recover
Remove all level 1 harm. You may also begin to heal your level 2 and/or level 3
harm, if you have access to proper treatment. Untrained or risky treatments may call
for action rolls. Successful treatment creates a long term project clock to heal all of
your level 2 and level 3 harm. If you take further harm before you finish healing,
you must once again Recover before you can continue healing.
Long Term
Project
Work on a Long Term Project, if you have the means. Roll a trait and mark 1
segment on the project clock per level (1-3: one, 4/5: two, 6: three, Critical: five).
Acquire Asset
Acquire temporary use of an asset. Roll the crew’s Tier. The result indicates the
quality of the asset (1-3: Poor, 4/5: Standard, 6: Fine, Critical: Exceptional).
Train
Mark 1 XP for an attribute or your playbook (if you have the appropriate crew
training upgrade). You can train a given trait only once per downtime.
Gather Info
Spend time to gather information in safety. The action roll result indicates the quality
(1-3: Poor, 4/5: Standard, 6: Fine, Critical: Exceptional).
Reduce
System Strain
Say how you reduce System Strain on the ship/crew and roll your ship’s Tier. Reduce
system strain by 1 per result level (1-3: one, 4/5: two, 6: three, Critical: five).
GM Reference
GM GOALS
HUMAN NAMES
Play to find out what happens.
Bring the Milky Way to life.
Convey the world honestly.
Names: Arlen, Brendon, Britt, Broderick,
Cordell, Denise, Gavin, Hassan, Hella,
Konstantin, Lari, Maddie, Marta, Michael,
Masuma, Naoko, Nikolai, Porter, Scotty,
Shizuko, Sonja
GM PRINCIPLES
Be a fan of the PCs.
Let everything flow from the fiction.
Hold on lightly.
Address the characters.
Address the players.
Paint the world w/ a wondrous brush.
Surround them w/ optimistic sci-fi.
Consider the position.
GM ACTIONS
Ask questions.
When things are getting started:
• What’s your goal?
• What’s your mission? (and
what’s the detail?)
And when things are underway:
• How do you do that? (which
action do you use?)
• What’s your goal? (what’s the
effect?)
Cut to the moment of crisis.
Telegraph trouble before it strikes.
Tell them the consequences and ask.
Offer them a twist.
Make a progress clock or tick one.
Ask the players.
Actions ripple through the Universe.
Think off-screen.
Family Names: Abe, Anderson, Bowdoin,
Davies, Guan, Locke, Madigan, Maximov,
McPherson, Moneaux, Nakajima, Ng,
Phillips, Polzin, Schaefer, Song, Tyrell,
Wakeman, Walker, Watson
ANDORIAN NAMES
Names: Crathaa, Crilev, Hori, Irath, Shalen,
Theni, Thira, Tholex, Thora, Thrasoan
Family Names: sh’Anin, sh’Firro, sh’Kerri,
sh’Shuni, zh’Sharo, zh’Shela, zh’Vari
BETAZOID NAMES
Names: Acal, Astred, Diastri, Esrod,
Jeesoro, Kiri, Meeva, Osnan, Rasin, Russa,
Tuvra
Family Names: Asinit, Dalo, Mi, Tro,
Udenu
KLINGON NAMES
Adan, B’Kora, B’Kreva, Ch’Mara, Dora,
D’Temer, J’Kara, Kasa, Kura, Magh’Ka,
Mira, N’Mara, Shussa, Sira, T’Aral, Vak’Ka
ROMULAN NAMES
Aeran, Aihhon, Alal, D’Kare, Doanna,
Enhel, Kara, Mara, Movok, N’Alak, Rhhiri,
Sabak
VULCAN NAMES
Arar, Hathev, Karik, Laria, Lokar, Madhev,
Mena, Sakar, Sarok, Seleia, Selva, Sepek,
Thana, Tokath, T’Mir, T’Pau, T’Sai
What do you do?
LOOKS
Man, Woman, Androgynous,
Ambiguous, Alien
Affable
Athletic
Battered
Beautiful
Bright
Calm
Chiseled
Cold
Dark
Delicate
Fair
Fierce
Handsome
Hulking
Lean
Lithe
Muscular
Open
Petite
Rough
FORTUNE ROLL
1d for each Trait rating.
Scarred
Sharp
Slim
Stern
Stout
Striking
Tired
Warm
Wiry
Worn
6: Good outcome / Standard effect.
You have reduced effect.
PLACE DESCRIPTIONS
desolate, lifeless, rocky, windswept, lush, verdant, misty,
treacherous, ruins, glistening,
spires,
tranquil,
bustling,
cosmopolitan, stormy, tropical,
harsh, temperate, frozen
TECHNOBABBLE
primary, secondary, auxiliary,
emergency, port, starboard, fore,
aft, universal, central, inertial,
radiation, gravimetric, magnetic,
negative, ion, antimatter, quantum,
phase,
polarization,
flux,
resonance,
focus,
dynamic,
interference,
transition,
replication, variance, stabilization,
dissipation,
transference,
degeneration, dampener, system,
transducer, matrix, sensor, coil,
capacitor, inducer, emitter, buffer,
drive,
accelerator,
scanner,
actuator, module, node, stabilizer,
inverter, grid, generator, conduit,
sequencer, cell, compensator
You lose your opportunity.
You end up in a worse position.
+
+1d for a Major Advantage.
-
-1d for a Major Drawback.
4/5: Mixed outcome / Limited effect.
1-3: Bad outcome / Poor effect.
FEDERATION SHIP NAMES (USS)
Aasimov, Anchorage, Andraste, Apollo, Athens,
Admiral Gregory Quinn, one of three ranking members Audubon, Beijing, Bohr, Catawba, Chimera,
of Starfleet Command.
Comanche, Dakota, Damascus, Delaware, Elizabeth,
Gibraltar, Gobi, Hermes, Herodotus, Huang He,
Minister Satok, head of the V’Shar and a sitting member
Isabella, James Cook, John Muir, Immanuel Kant,
of the Vulcan High Council.
Lakota, Manticore, Mekong, Minerva, Monitor,
Lt. Cmdr. Lincoln Dowe, an up-and-coming investigator Navigator, Osiris, Pathfinder, Philadelphia, Phobos,
Rachel Carson, Sarajevo, Sarah Pritchard,
within the Office of the Inspector General.
Tocqueville, Trident, Victoria, Washington,
Admiral Erma Felna, a sharp, tough officer with Starfleet Yangtze, Zephyr
Tactical.
KLINGON SHIP NAMES (IKS)
Captain Marilynn Cantos, an operative for Starfleet
Ach’argh, Bo’Degh, BortaS, Buruk, Cha’Par, Chaq,
Intelligence with a web of informants and spies.
DungDaj, HemtaHghach, HuD, Pa’qlj, Ruv, Sam’ra,
Toh’Kaht, Urmang, VuDmeyvetlh, Yob
Lt. Syrrak, a young Vulcan researcher with Starfleet
Science, rumored to have extensive research in genetics
ROMULAN SHIP NAMES (RIS or IRW)
and exobiology.
Apnex, Bloodwing, Claudius, Courser, Domitianus,
Donatra, Gauntlet, Gladius, Hasta, Hiren, Ihhliae,
Captain McKinley Hohstadt, captain of the science
Karzan, Korthre, Octavius, Phoenix, Pontilus,
vessel USS Sally Ride.
Ra’tar, Regulus, Sagittarii
Captain Renna Castillon, captain of the tactical vessel
INDEPENDENT SHIP NAMES (CS/HLV/SS)
USS Resolute.
Ace of Spades, Albatross, Athens, Dart, Euphoria,
Frontier, Harlequin, Hellhound, Huntress, Infinity,
Captain Sybok, captain of the exploration vessel USS
Katharina, Memphis, Opal, Promise, Razor, Reaver,
Churchill.
Rhapsody, Serenity, Serpent, Shrike, Siren, Spitfire,
Captain Isaiah Barrett, captain of the medical frigate
Suzanna, Templar, Titan, Wailing Wind
USS Sekhmet.
NOTABLE CHARACTERS
consequences
You suffer harm (1-3).
CRITICAL: Exceptional outcome/ Great effect.
L’Kura, a powerful and honorable member of the Klingon
High Council, has extensive ties to the Klingon Defense
Force.
It takes extra time.
Commander Ghora, a young member of Klingon
Intelligence. Rumored to have spent time in the Federation.
Complication (Tick a clock 1-3 segments. Or a new obstacle or threat appears.)
Mala Risar, a conniving operative for the Obsidian Order.
EFFECT
How does the effect manifest?
1.
2.
If there’s a clock for your
obstacle, tick segments equal to
3.
that effect level.
LIMITED: How is the effect diminished? EFFECT FACTORS
What significant obstacle remains?
QUALITY / TIER
STANDARD: How does the expected
effect manifest? What’s left to do, if
SCALE
anything?
GREAT: How is the effect increased?
What extra benefit manifests?
POTENCY
FLASHBACK STRESS COSTS
•
•
•
0 Stress for a normal action for which you had
easy opportunity.
1 Stress for a complex action or unlikely
opportunity
2+ Stress for an elaborate action which
involved several special opportunities or
contingencies.
Bruny Marro, a wealthy Cardassian merchant and
member of the Detapa Council.
VIGILANCE
INGENUITY
CHARISMA
DESIGN
COMMAND
+
DaiMon Gokor, a greedy but intelligent Ferengi free
captain.
FIGHT
MOVE
FIX
INTUIT
STUDY
NEGOTIATE
+
SubCommander Teeleya, a Romulan officer with greater
aspirations.
OPERATE
SURVEY
TREAT
SOCIALIZE
+
ACTIONS
Character Creation
• COMMAND rapid obedience with your
1. CHOOSE PLAYBOOK
Your playbook determines the position and role of your character, their
special abilities, and how they advance. Multiple players can choose the
same one.
5. CHOOSE A BACKGROUND
... and detail it with a note about your specific history. For example,
Academy: Career Starfleet. Assign one action dots based on your
Background choice (max starting action rating is 3).
2. CHOOSE YOUR RANK
Discuss who in the crew wants to be Captain, First Officer, etc. and assign a
rank to your character. The crew needs 1 Captain, 0-1 Commander, 1-3
Ensigns to Lieutenant Commanders, and 0-1 Petty Officers. Fill in the
appropriate number of pips on your sheet. Assign 3 actions dots for a
Captain or Commander, and 1 action dot for a Lt. Commander or
Lieutenant. Captains and Commanders also begin the game with a foible.
6. ASSIGN ACTION DOTS
Assign 2 additional action dots. No action may begin with a rating higher
than 3 (After creation, action ratings may advance for your crew, you can
advance actions up to rating 3. When you unlock the Mastery advance for
your ship, you can advance actions up to rating 4 and 5).
Captain
Commander
Lieutenant Commander
Lieutenant
7. ITEMS CARRIED
You have access to all of the items on your character sheet. For each
mission, decide what your character’s load will be. During the operation,
you may say that your character has an item by checking the pip for the item
you want to use – up to a number of items equal to your chosen load. Your
load determines your movement speed and threat level.
- Light (you are faster, less threatening, and less likely to incite anger)
Lieutenant (Junior Grade)
- Normal (a standard away team loadout)
Ensign
- Heavy (you’re slower and well prepared, but also more threatening)
Some items count as two items for load (they have connected boxes). Items
in italics don’t count toward your load.
Petty Officer
2. CHOOSE STARTING AND SPECIAL ABILITY
Playbooks start with their starting ability. Choose one additional special
ability. If you can’t decide, the one at the top of the list is a good option for
beginners.
3. CHOOSE A SPECIES
The Federation contains many different species. Most of them are fairly
similar in terms of their physical and mental capabilities. However, if you
play a species with unusual strength, intellect, or power, choose an
advantage and a disadvantage. Some common species are provided below.
Species
Advantage
Disadvantage
Aenar
Telepath
Blind
Betazoid
Telepath
Brutally Honest
Klingon
Extreme Fortitude
Short-Tempered
Trill
Symbiote
Allergies
Vulcan
Super Strength
Unempathetic
4. CHOOSE A HERITAGE
… and detail it with a note about your family life. For example, Starfleet:
Bridge Crew. Assign an action dot based on your Heritage choice (max
starting action rating is 2).
force of personality or rank. Intimidate
or threaten. Build up or commend. Lead
an action with a team.
• DESIGN new systems, devices, or
structures. Engineer, maintain, or fix
them according to their original purpose.
• FIGHT with an opponent. Assault or
defend a position. Engage in hand-tohand, ranged, and ship based combat.
• FIX a device, system, or structure. Add
new capabilities. Jury-rig. Use or repair
technology in a way it wasn’t intended.
• INTUIT the intentions, emotional state,
or truthfulness of another person, group,
or entity.
• MOVE to physically overcome a
challenge. Lift, run, climb, jump, swim,
sneak, or tough something out.
• NEGOTIATE with friends, colleagues,
or adversaries. Parley, broker, or
mediate an agreement between parties.
Work out a deal on behalf of yourself or
another.
8. CHOOSE A CLOSE FRIEND AND A RIVAL
Mark the one who is a close friend, long-time ally, family relation, or lover
(upward pointing triangle). Mark one who is a former friend turned rival,
enemy, scorned lover, betrayed partner etc. (down pointing triangle).
• OPERATE systems, vessels, or
9. CHOOSE YOUR PASTIME
Pick your preferred pastime and detail it with a short description and source.
For example, Art: Live Theatre (Crew Productions, Ensign Chen).
• SOCIALIZE with colleagues, friends or
10. RECORD NAME AND LOOKS
LOOKS: Man, Woman, Androgynous, Ambiguous, Alien
Affable
Athletic
Beautiful
Bright
Calm
Chiseled
Cold
Compassionate
Dark
Delicate
Fair
Fierce
Handsome
Hulking
Lean
Lithe
Muscular
Open
Petite
Rough
Scarred
Sharp
Slim
Stern
Stout
Striking
Tired
Weathered
Wiry
Worn
programs. Helm a starship, plot a
course, run heavy machinery or
transporters.
adversaries. Socially engage with those
around you either for recreation or to
gain access to resources, information,
people or places.
• STUDY a subject with precise and
detailed investigation. Conduct an
experiment. Research a topic. The
process of academic or scientific inquiry.
• SURVEY an object, situation, or
location and make inferences. Quickly
ascertain or judge places and things.
Scan objects, vessels, planets, or
phenomena with sensors.
• TREAT wounds, ailments, or sickness.
Reverse the effects of harm. Care for
patients.
Jupiter
TO BOLDLY GO
NAME
p l a y
Starting Ability
o
o
k
A gifted and judicious
leader
FIGHT
MOVE
BORN LEADER: When using Command on a subordinate member of
Starfleet, you may add +1d per difference in rank dot.
RANK
OPERATE
SPECIAL ABILITIES
LOOK
HERITAGE: COLONY—
HOMEWORLD—REFUGEE—STARFLEET—
TRADER
SPECIES
BACKGROUND: ACADEMIC—CRIMINAL—
ENLISTED – GOVERNMENT – LABOR
ADVANTAGE
STRESS
DISADVANTAGE
FOIBLES
ANGER—DISGUST—EXUBERANCE—
INDECISION—FASCINATION—FEAR—
PRIDE—SADNESS
Harm
RESIST
3
NEED
HELP
2
-1D
1
LESS
EFFECT
RENOWN
RECOVERY Get treatment in downtime to activate your healing project clock
MISSIONS
Secretly vote for the mission, provide a detail.
•
Transport: Item / Person.
•
Protect: Threat.
•
Diplomacy: Sides at the table.
•
Research: Subject of Research.
•
Aid: What is needed.
•
Shore Leave: Location.
TEAMWORK
Assist another character.
Lead a group action.
Protect a teammate.
Set up another character.
PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
SURVEY
Ingenuity
DESIGN
FIX
FACILITATOR: During downtime, you get +1 result level when you
make acquire asset, gather info, or reduce heat rolls.
STUDY
INCISIVE WIT: You gain +1d to the engagement roll if you have
gathered information on the problem or location.
WELL KNOWN: At the end of each downtime phase, you earn +2
renown.
TREAT
CHARISMA
ADVANCED
Lead from the front
REQUISITION
RENOWNED COMMANDER:
You have acquired a certain
reputation (ex. – brilliant, creative, judicious, etc.). Whenever you bring
this reputation to bear, gain +1d to your rolls until the end of the scene.
EFFICIENT: Due to your efficient leadership style, during downtime,
you may give yourself or another crew member +1 downtime action.
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING
+
b
c o m m a n d o f f i c e r VIGILANCE
LEAD FROM THE FRONT: When protecting a crew member, gain
special resistance. If a crit is rolled when you command a crew member
or lead a group action, clear 1 stress.
COMMAND
SEASONED DIPLOMAT: Having brokered many deals, you don’t
need a roll to Intuit lies. Turn this into an immediate controlled
position.
NEGOTIATE
SOCIALIZE
VETERAN: Choose a special ability from another source.
IMPOSING friends
QUARTERS
Cmdr. Alexander Fredrickson, Starfleet Command
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
INTUIT
Cpt. Darian Jurach, USS San Francisco
DaiMon Gokor, Ferengi Captain
Admiral V’Lok, Commandant of Starfleet Academy
__________________________________________
Mark xp:
playbook Advancement
•
When you roll a desperate action.
•
When you address a tough challenge with teamwork or diplomacy.
•
At the end of session, if you’ve expressed your beliefs, drives,
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Items
3 LIGHT 5 NORMAL 6 HEAVY
Advanced Emergency Transponder
Desktop Monitor
Latinum Currency
Command PADD
Legal Documents
Diplomatic Dress Uniform
Combadge
PADD
Standard Tricorder
Phaser Type-1
Phaser Type-2
Medical Kit
Emergency Beacon
Emergency Transponder
EVA Suit
Pattern Enhancer
Hyperspanner
Resist
+ Advanced
___________________________
M a r s
TO BOLDLY GO
NAME
p l a y
Starting Ability
o
o
k
A vigilant and careful
protector
FIGHT
MOVE
ONE PERSON ARMY: In non-ship combat, you operate at the same
scale as a whole away team.
RANK
OPERATE
SPECIAL ABILITIES
LOOK
HERITAGE: COLONY—
HOMEWORLD—REFUGEE—STARFLEET—
TRADER
SPECIES
BACKGROUND: ACADEMIC—CRIMINAL—
ENLISTED—GOVERNMENT—LABOR
ADVANTAGE
STRESS
DISADVANTAGE
FOIBLES
ANGER—DISGUST—EXUBERANCE—
INDECISION- FASCINATION—FEAR—
PRIDE—SADNESS
Harm
RESIST
3
NEED
HELP
2
-1D
1
LESS
EFFECT
ADVANCED
Strong under fire
REQUISITION
Assist another character.
Lead a group action.
Protect a teammate.
Set up another character.
PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
Ingenuity
DESIGN
FIX
GUARDIAN: When you Protect a crewmate, you gain +1d to the
resistance roll.
STUDY
UNFLINCHING: When you resist with Vigilance, you get +1d.
PHASER JOCKEY: You are excellent at using phasers. You gain
potency in combat when using either shipboard or personal phasers
TREAT
CHARISMA
BATTLEFIELD TACTICS: When you Command a ship division in
combat, they temporarily ignore the effects of harm. They also gain
potency and +1d to resistance rolls.
RENOWN
MISSIONS
TEAMWORK
SURVEY
COMMAND
INTUIT
STRONG UNDER FIRE: You get special resistance against physical
and energy attacks in combat. When you roll a critical in combat, clear 1
stress.
RECOVERY Get treatment in downtime to activate your healing project clock
Secretly vote for the mission, provide a detail.
•
Transport: Item / Person.
•
Protect: Threat.
•
Diplomacy: Sides at the table.
•
Research: Subject of Research.
•
Aid: What is needed.
•
Shore Leave: Location.
INTIMIDATING PRESCENCE: When threatening another, you may
use your Fight action score when negotiating without compromising
your position or effect.
STRATEGIST: When using Study to take stock of an adversary, you
get +1d.
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING
+
b
T a c t i c a l o f f i c e r VIGILANCE
SOCIALIZE
VETERAN: Choose a special ability from another source.
Tenacious friends
QUARTERS
Lt. Jane Scotts, Security Officer
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
NEGOTIATE
Terra Dohasan, Smuggler
Esma Zax, Betazoid Humanitarian
Cpt. Darwin Holtz, USS Chimera
__________________________________________
Mark xp:
playbook Advancement
•
When you roll a desperate action.
•
When you address a tough challenge with violence or intimidation.
•
At the end of session, if you’ve expressed your beliefs, drives,
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Items
3 LIGHT 5 NORMAL 6 HEAVY
Phaser Type-3 (Phaser Rifle)
Melee Weapon _______________
Field Modulator
Night Glasses
Electronic Restraints
Personal Force Field
Combadge
PADD
Standard Tricorder
Phaser Type-1
Phaser Type-2
Medical Kit
Emergency Beacon
Emergency Transponder
EVA Suit
Pattern Enhancer
Hyperspanner
Resist
+ Advanced
___________________________
mercury
TO BOLDLY GO
NAME
p l a y
Starting Ability
o
o
k
A resourceful and
inventive technician
FIGHT
MOVE
ALL SHE’S GOT: When attempting to push a ship beyond its normal
capabilities, gain +1d to Fix, Design, and Operate rolls.
RANK
OPERATE
SPECIAL ABILITIES
LOOK
HERITAGE: COLONY—
HOMEWORLD—REFUGEE—STARFLEET—
TRADER
SPECIES
BACKGROUND: ACADEMIC—CRIMINAL—
ENLISTED—GOVERNMENT—LABOR
ADVANTAGE
DISADVANTAGE
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING
STRESS
FOIBLES
ANGER—DISGUST—EXUBERANCE—
INDECISION- FASCINATION—FEAR—
PRIDE—SADNESS
Harm
RESIST
3
NEED
HELP
2
-1D
1
LESS
EFFECT
TEAMWORK
Assist another character.
Lead a group action.
Protect a teammate.
Set up another character.
PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
SURVEY
Ingenuity
CYBERNETICS MASTER: You can Fix or Design cybernetics to
augment deficiencies or enhance capabilities. Also, your crew gets +1d
to long-term project fix or design rolls dealing with cybernetics.
DESIGN
FIX
WARP THEORIST: You can use Study rolls in order to push the warp
engines beyond their normal capabilities.
STUDY
SYSTEMS EXPERT: When using downtime to reduce System
Strain, you may add +1 result to any one die.
ARTIFICIAL INTELLIGENCE EXPERT: When interacting with
artificial intelligences, you gain +1d to negotiate rolls.
TREAT
CHARISMA
MIRACLE WORKER: When working on a project clock using Study,
Fix, or Design, fill +1 segment.
Technical mind
COMMAND
INTUIT
TECHNICAL MIND: You get special resistance against energy and
chemical effects. When you roll a critical while fixing something, clear
1 stress.
REQUISITION
RENOWN
MISSIONS
Secretly vote for the mission, provide a detail.
•
Transport: Item / Person.
•
Protect: Threat.
•
Diplomacy: Sides at the table.
•
Research: Subject of Research.
•
Aid: What is needed.
•
Shore Leave: Location.
JURY RIGGER: When using improvised materials to repair a system,
device, or vehicle you gain +1d to Fix rolls.
ADVANCED
RECOVERY Get treatment in downtime to activate your healing project clock
+
b
E n g i n e e r i n g o f f i c e r VIGILANCE
SOCIALIZE
VETERAN: Choose a special ability from another source.
Clever friends
QUARTERS
Dan McCarthy, Permaculturist
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
NEGOTIATE
Cpt. Shawn Ledwith, USS Philadelphia
Dach Thenkirsh, Tellarite Warp Theorist
Marre, Orion Entertainer
__________________________________________
Mark xp:
playbook Advancement
•
When you roll a desperate action.
•
When you address a tough challenge with mechanical ingenuity or
quick thinking.
•
At the end of session, if you’ve expressed your beliefs, drives,
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Items
3 LIGHT 5 NORMAL 6 HEAVY
Advanced Hyperspanner
Gravitic Calipers
Magnetic Probe
Engineering Tricorder
Plasma Torch
Engineering Kit
Combadge
PADD
Standard Tricorder
Phaser Type-1
Phaser Type-2
Medical Kit
Emergency Beacon
Emergency Transponder
EVA Suit
Pattern Enhancer
Hyperspanner
Resist
+ Advanced
___________________________
saturn
TO BOLDLY GO
NAME
p l a y
Starting Ability
b
o
o
k
O p e r a t i o n s o f f i c e r VIGILANCE
A daring and adaptive
pilot
FIGHT
MOVE
ADAPTABLE: Take 2 stress to roll your best action rating while
performing a different action. Say how you adapt your skill to this use.
RANK
OPERATE
SPECIAL ABILITIES
LOOK
HERITAGE: COLONY—
HOMEWORLD—REFUGEE—STARFLEET—
TRADER
SPECIES
BACKGROUND: ACADEMIC—CRIMINAL—
ENLISTED—GOVERNMENT—LABOR
ADVANTAGE
DISADVANTAGE
JACK OF ALL TRADES: When performing an action with zero rank,
you do it with increased effect.
SURVEY
Ingenuity
SENSORS EXPERT: When using ship systems to gather
information, you gain extra potency.
DESIGN
INFORMATION ANALYST: When you Study records,
communications, or transmissions, gain increased effect level.
FIX
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING
HOTSHOT: When using Operate to pilot a vessel, you gain +1d.
STUDY
STRESS
DAREDEVIL: When you make a desperate roll, you get +1d.
TREAT
FOIBLES
ANGER—DISGUST—EXUBERANCE—
INDECISION- FASCINATION—FEAR—
PRIDE—SADNESS
Harm
RESIST
NEED
HELP
3
2
-1D
1
LESS
EFFECT
ADVANCED
Perceptive wit
REQUISITION
Assist another character.
Lead a group action.
Protect a teammate.
Set up another character.
+
PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
COMMAND
NEGOTIATE
SOCIALIZE
Dedicated friends
QUARTERS
Rixon Kalkaya, Federation Liason
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
INTUIT
VETERAN: Choose a special ability from another source.
RENOWN
MISSIONS
TEAMWORK
CHARISMA
PERCEPTIVE WIT: You get special resistance against a type of
harm of your choice (choose when selecting this ability). When you roll
a critical while using Operate, clear 1 stress.
RECOVERY Get treatment in downtime to activate your healing project clock
Secretly vote for the mission, provide a detail.
•
Transport: Item / Person.
•
Protect: Threat.
•
Diplomacy: Sides at the table.
•
Research: Subject of Research.
•
Aid: What is needed.
•
Shore Leave: Location.
CLUTCH TRANSPORTER: When using Operate to transport
lifeforms, you gain increased position. Controlled becomes automatic,
Equal becomes Controlled, Desperate becomes Equal, and Impossible
becomes Desperate.
Lt. Zandos Rice, Communications Officer
Cpt. Diego Castillon, USS Starhammer
Sub-Cmdr. Seraka, Romulan Officer
__________________________________________
Mark xp:
playbook Advancement
•
When you roll a desperate action.
•
When you address a tough challenge with technical skill and
adaptation.
•
At the end of session, if you’ve expressed your beliefs, drives,
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Items
3 LIGHT 5 NORMAL 6 HEAVY
Heavy Duty Tricorder
Remote Comms Hub
Advanced Comms Cipher
Antigravity Lifters
Palm Beacon
Diplomatic Dress Uniform
Combadge
PADD
Standard Tricorder
Phaser Type-1
Phaser Type-2
Medical Kit
Emergency Beacon
Emergency Transponder
EVA Suit
Pattern Enhancer
Hyperspanner
Resist
+ Advanced
___________________________
p l u t o
TO BOLDLY GO
NAME
p l a y
Starting Ability
o
o
k
o f f i c e r VIGILANCE
An inquisitive and
specialized researcher
FIGHT
MOVE
SPECIALIZED: Choose a specialty (e.g. – Astrophysics, Exobiology,
Geology, ________). Get +1d when you Study or Survey that specialty.
RANK
OPERATE
SPECIAL ABILITIES
LOOK
HERITAGE: COLONY—
HOMEWORLD—REFUGEE—STARFLEET—
TRADER
SPECIES
BACKGROUND: ACADEMIC—CRIMINAL—
ENLISTED—GOVERNMENT—LABOR
ADVANTAGE
STRESS
DISADVANTAGE
FOIBLES
ANGER—DISGUST—EXUBERANCE—
INDECISION- FASCINATION—FEAR—
PRIDE—SADNESS
Harm
RESIST
3
NEED
HELP
2
-1D
1
LESS
EFFECT
ADVANCED
RENOWN
RECOVERY Get treatment in downtime to activate your healing project clock
MISSIONS
Secretly vote for the mission, provide a detail.
•
Transport: Item / Person.
•
Protect: Threat.
•
Diplomacy: Sides at the table.
•
Research: Subject of Research.
•
Aid: What is needed.
•
Shore Leave: Location.
TEAMWORK
Assist another character.
Lead a group action.
Protect a teammate.
Set up another character.
PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
SURVEY
Ingenuity
DESIGN
FIX
STARFLEET CONNECTIONS: If you need unique supplies or
information, make a Study roll. The result determines the quality of
supplies. Also at the end of each downtime phase, +2 Renown.
STUDY
TREAT
INTERDISCIPLINARY SCIENTIST: Choose a second specialty. If
the subject falls within both specialties gain +2d total.
EXPERTISE: When you lead a group action using your best actionrating, you can suffer only 1 stress at most from any failed rolls.
CHARISMA
COMMAND
QUICK-WITS: Whenever you resist using Ingenuity, you may add
+1d.
Well studied
REQUISITION
KNOWLEDGEABLE RESEARCHER: Once per session, you gain a
free downtime action to assist another character’s long term project
roll without taking stress.
LIKE NOTHING ELSE: When making a Study roll on unknown
forms of life or novel stellar phenomena, you have increased effect.
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING
+
b
Science
NEGOTIATE
SOCIALIZE
VETERAN: Choose a special ability from another source.
Curious friends
QUARTERS
Cpt. Thani ch’Faila, USS Galileo
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
INTUIT
WELL STUDIED: You get special resistance against harm from
unknown forms of life and environmental effects. When you roll a
critical while using Study, clear 1 stress.
Dr. Durza Nusias, Trill Geneticist
Cmdr. Katerine Rackham, Starfleet Science
Karuk, Vulcan High Council
__________________________________________
Mark xp:
playbook Advancement
•
When you roll a desperate action.
•
When you address a tough challenge with intellect and studious
investigation.
•
At the end of session, if you’ve expressed your beliefs, drives,
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Items
3 LIGHT 5 NORMAL 6 HEAVY
Science Tricorder
Personal Drone Sensors
Personal Research Files
Science PADD
Holographic Recorder
Science Field Kit
Combadge
PADD
Standard Tricorder
Phaser Type-1
Phaser Type-2
Medical Kit
Emergency Beacon
Emergency Transponder
EVA Suit
Pattern Enhancer
Hyperspanner
Resist
+ Advanced
___________________________
neptune
TO BOLDLY GO
NAME
p l a y
Starting Ability
o
o
k
o f f i c e r VIGILANCE
A compassionate and
skillful doctor
FIGHT
MOVE
SHIP’S DOCTOR: You get +1d when making a Treat roll while in
your ship’s medbay or medical suites.
RANK
OPERATE
SPECIAL ABILITIES
LOOK
HERITAGE: COLONY—
HOMEWORLD—REFUGEE—STARFLEET—
TRADER
SPECIES
BACKGROUND: ACADEMIC—CRIMINAL—
ENLISTED—GOVERNMENT—LABOR
ADVANTAGE
DISADVANTAGE
STRESS
FOIBLES
ANGER—DISGUST—EXUBERANCE—
INDECISION- FASCINATION—FEAR—
PRIDE—SADNESS
Harm
RESIST
NEED
HELP
3
2
-1D
1
LESS
EFFECT
ADVANCED
Strong immune system
REQUISITION
Assist another character.
Lead a group action.
Protect a teammate.
Set up another character.
PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
Ingenuity
DOCTOR’S ORDERS: When making a Command roll on someone
under your care, you gain +1d.
DESIGN
FIX
STUDY
EXPERTISE: When you successfully gather information on anything
medically related, you gain potency.
PATCH ME UP DOC: You may Treat someone during a score to
ignore the effects of a wound penalty for the duration of the score.
TREAT
CHARISMA
IM A DOCTOR NOT A … : You may take 2 stress to roll your Treat
action for any Ingenuity action. State how you do this.
COMMAND
NEGOTIATE
SOCIALIZE
Empathetic friends
QUARTERS
Cpt. Vance Bowdin, USS Heisenberg
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
INTUIT
VETERAN: Choose a special ability from another source.
RENOWN
MISSIONS
TEAMWORK
SURVEY
STRONG IMMUNE SYSTEM: You get special resistance against
harm from diseases and psychological attacks. When you roll a critical
while treating, clear 1 stress.
RECOVERY Get treatment in downtime to activate your healing project clock
Secretly vote for the mission, provide a detail.
•
Transport: Item / Person.
•
Protect: Threat.
•
Diplomacy: Sides at the table.
•
Research: Subject of Research.
•
Aid: What is needed.
•
Shore Leave: Location.
ATTENTIVE PHYSICIAN: Your crew gets +1d to long-term project
healing roles dealing with physical harm.
LAST MINUTE CURE: When studying an unknown disease or
malady that has infected a crew member, you gain increased effect.
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING
+
b
Medical
Lt. Cmdr. Gema Foxwell, Starfleet Medical
Cmdr. Valkra, Klingon Defense Force
Dr. Neshaa zh’Rasda, Andorian Virologist
__________________________________________
Mark xp:
playbook Advancement
•
When you roll a desperate action.
•
When you address a tough challenge with intellect and by aiding
others.
•
At the end of session, if you’ve expressed your beliefs, drives,
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Items
3 LIGHT 5 NORMAL 6 HEAVY
Hypospray
Medical Tricorder
Autosuture
Laser Scalpel
Neural Stimulator
Dermal Regenerator
Combadge
PADD
Standard Tricorder
Phaser Type-1
Phaser Type-2
Medical Kit
Emergency Beacon
Emergency Transponder
EVA Suit
Pattern Enhancer
Hyperspanner
Resist
+ Advanced
___________________________
v e n u s
TO BOLDLY GO
NAME
p l a y
Starting Ability
o
o
k
An empathetic and
perceptive counselor
FIGHT
MOVE
EMPATHY: You may use discern to treat mental issues, illnesses,
harms, or quirks.
RANK
OPERATE
SPECIAL ABILITIES
LOOK
HERITAGE: COLONY—
HOMEWORLD—REFUGEE—STARFLEET—
TRADER
SPECIES
BACKGROUND: ACADEMIC—CRIMINAL—
ENLISTED—GOVERNMENT—LABOR
ADVANTAGE
STRESS
FOIBLES
ANGER—DISGUST—EXUBERANCE—
INDECISION- FASCINATION—FEAR—
PRIDE—SADNESS
Harm
RESIST
3
NEED
HELP
2
-1D
1
LESS
EFFECT
Assist another character.
Lead a group action.
Protect a teammate.
Set up another character.
PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
Ingenuity
TRUST ME: You get +1d vs. a target you have a relationship with.
DESIGN
FIX
STUDY
CALMING PRESCENCE: If you roll a critical on a non-combat roll,
crew members in your immediate vicinity clear 1 stress.
I’M HERE FOR YOU: You may take 2 stress to relieve 1 stress from
another member of your crew. Additionally, members of your crew get
+1d to long-term project heal rolls involving mental harm.
TREAT
CHARISMA
WHAT ARE THEY HIDING: When attempting to Intuit if someone,
something, or a group is lying or covering up, get +1d.
See right through you
COMMAND
INTUIT
SEE RIGHT THROUGH YOU: You get special resistance vs.
persuasion and deception. When you roll a critical while negotiating,
clear 1 stress.
REQUISITION
RENOWN
MISSIONS
TEAMWORK
SURVEY
ADVANCED
RECOVERY Get treatment in downtime to activate your healing project clock
Secretly vote for the mission, provide a detail.
•
Transport: Item / Person.
•
Protect: Threat.
•
Diplomacy: Sides at the table.
•
Research: Subject of Research.
•
Aid: What is needed.
•
Shore Leave: Location.
DEVOTED FRIEND: If you offer a crew member honest and
meaningful advice or counsel and they act on it, they clear 1 stress.
PSYCOANALYSIS: Crew members gain +1d on long-term project
rolls to remove Quirks and long-term project healing rolls dealing
with mental harm.
DISADVANTAGE
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING
+
b
Communications officer VIGILANCE
SOCIALIZE
VETERAN: Choose a special ability from another source.
Empathetic friends
QUARTERS
Dr. Solok, Exopsychologist
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
_______________________________
NEGOTIATE
Meannaxa So, Betazoid Ambassador
Thorann, Mysterious Alien
Tako Naori, Starfleet Academy
__________________________________________
Mark xp:
playbook Advancement
•
When you roll a desperate action.
•
When you address a tough challenge with compassion, intuition, and
insight.
•
At the end of session, if you’ve expressed your beliefs, drives,
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Items
3 LIGHT 5 NORMAL 6 HEAVY
Psychotricorder
Altairian Brandy
Neural Scanner
Bottle of Chateau Picard
Crew Psychological Profiles
Diplomatic Dress Uniform
Combadge
PADD
Standard Tricorder
Phaser Type-1
Phaser Type-2
Medical Kit
Emergency Beacon
Emergency Transponder
EVA Suit
Pattern Enhancer
Hyperspanner
Resist
+ Advanced
___________________________
Staff Sheet
N a m e a nd R a nk
N a m e a nd R a nk
N a m e a nd R a nk
SPECIES
SPECIES
SPECIES
LOOK
LOOK
LOOK
STRENGTH
WEAKNESS
ASSUMED ACTIONS
STRENGTH
WEAKNESS
ASSUMED ACTIONS
STRENGTH
WEAKNESS
ASSUMED ACTIONS
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
DESCRIPTION AND NOTES
DESCRIPTION AND NOTES
DESCRIPTION AND NOTES
Staff Sheet
N a m e a nd R a nk
N a m e a nd R a nk
N a m e a nd R a nk
SPECIES
SPECIES
SPECIES
LOOK
LOOK
LOOK
STRENGTH
WEAKNESS
ASSUMED ACTIONS
STRENGTH
WEAKNESS
ASSUMED ACTIONS
STRENGTH
WEAKNESS
ASSUMED ACTIONS
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
DESCRIPTION AND NOTES
DESCRIPTION AND NOTES
DESCRIPTION AND NOTES
Staff Sheet
N a m e a nd R a nk
N a m e a nd R a nk
N a m e a nd R a nk
SPECIES
SPECIES
SPECIES
LOOK
LOOK
LOOK
STRENGTH
WEAKNESS
ASSUMED ACTIONS
STRENGTH
WEAKNESS
ASSUMED ACTIONS
STRENGTH
WEAKNESS
ASSUMED ACTIONS
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
_______________________
DESCRIPTION AND NOTES
DESCRIPTION AND NOTES
DESCRIPTION AND NOTES
Ship Creation
1. CHOOSE SHIP TYPE
Your ship type represents the purpose of your
vessel, its special abilities, and how it advances.
The only type available in this quick start is
Exploration. This is a ship in the mold of the
classic Enterprise vessels (other possible ship types
could include Tactical and Science).
CREATING A SHIP DIVISION
By default, any time a ship’s crew attempts an action, they roll 2d6 and take
the worst result. To add the first quality level to a division costs two crew
advances. When you first create a new division, record their specialist type
from the list below (feel free to create your own if you have a good idea).
•
ENGINEERING: Engineering Physicists, Maintenance Engineers, Systems Engineers,
Warp Field Engineers, Structural Engineers
2. CHOOSE A SPECIAL ABILITY
Choose 1 starting special ability for the ship.
•
SCIENCE: Astronomers, Biologists, Chemists, Geologists, Physicists, Social Scientists
•
MEDICAL: Epidemiologists, Exo-Medicine Specialists, Medical Archaeologists,
Medical Geneticists, Psychiatrists
3. CHOOSE REPUTATION
Ambitious, daring, formidable, honorable,
intelligent, inquisitive, insightful, judicious,
professional, progressive, or stealthy. You earn
ship XP when you bolster your crew’s reputation.
Alternatively, you can make up your own.
•
TACTICAL: Bodyguards, Infiltration Specialists, Marines, Ordnance Officers,
Survivalists, Vehicle Specialists
4. ASSIGN CREW UPGRADES
Mark 2 upgrade boxes. If you choose a ship
division, create it using the rules on the right.
5. CHOOSE A FAVORITE CONTACT
You begin with all of your Contacts. Mark the one
who is a close friend, long-time ally, or dedicated
supporter.
6. SHIP NAME AND DETAILS
Coming up with a ship name can be difficult, but
they are often named after historical ocean-going
vessels, historical figures, myths, or legends.
Determine the class of your vessel and give it a
registry number.
7. TIER, MORALE, REP, & REQUISITION
You begin at Tier 1, with high Morale, and 0 Rep.
You start with 2 Requisition.
8. ASSIGN FACTION STATUS TICKS
Each player assigns a positive tick and a negative
tick with any Tier 1 or Tier 2 faction (to represent
past interactions). Then, as a group, assign one
positive and one negative tick at Tier 3. Say why
you have good or bad status with these factions. If
you have an idea for a cool faction, write it in at the
appropriate Tier (individual ships are general Tier 1
or 2).
A division uses its quality for actions within its purview (ex. – Engineers
performing a Fix action). When a division performs an action outside its
purview (ex. – when Engineers attempt to Treat), use quality of zero. When a
division performs an action for which its specialty applies, it gains potency.
(Add an additional specialty to a division by spending a crew advance.)
Choose 0-2 edges:
•
INDEPENDENT: This division is excellent at operating without senior staff supervision
and can be trusted to make solid decisions on their own.
•
TENACIOUS: This division will doggedly pursue the task at hand.
•
INSIGHTFUL: This division is very perceptive, difficult to deceive, and can be
expected to see past the surface level of the situation.
•
RAPID: This division executes is duties more quickly than would normally be expected.
Choose a number of flaws equal to edges:
•
HIDEBOUND: This division operates according to the rules and regulations of Starfleet
to a fault.
•
OVERZEALOUS: This division is overeager and frequently tries to bite off more than
they can chew.
•
UNDISCIPLINED: This division lacks self-control and is often insubordinate.
•
CAUTIOUS: This division is overly wary and often times unwilling to take on risk.
(Add and edge or flaw by spending a crew advance.)
If applicable, record the name of any significant duty officers relevant to the
new division.
When you send a division to achieve a goal, roll their Quality to see how it
goes. Or, a PC can oversee division operation by leading a group action. The
quality of any opposition relative to the division’s quality affects the position
and effect of the action.
SHIP UPGRADES
• QUALITY: Each upgrade improves the quality rating of all
the crew’s items of that type – beyond the quality established
by the vessel’s Tier and fine items. So, if you are Tier 1, with
advanced tricorders and +1 quality tools upgrade, your
tricorder could be on an equal footing with a Tier 3 faction’s
obstacle. By upgrading your items, you can better compete
with higher-Tier opponents.
• EXTRA REQUISITION: You have expanded your vessel’s
potential requisition. You can store +4 requisition for each
upgrade.
• FIGHTER WINGS: Your vessel has a wing of four
Federation Attack Fighters, one man fighters armed with three
torpedo launchers and two forward phaser emitters. They are
equipped with standard deflector shields as well. They are
not warp capable. One wing per upgrade.
• MASTERY: Your vessel has access to master level training.
You may advance your PC action ratings to 4 (until you
unlock this upgrade, PC action ratings are capped at 3). This
upgrade costs 2 advances to unlock.
• OFFICER’S QUARTERS: Your vessel has well appointed
Officer’s Quarters for bridge crew and major non-bridge
officers.
• VIGILANCE, INGENUITY, CHARISMA, OR
PERSONAL TRAINING: If you have the appropriate
training upgrade, you gain +2 XP when training that attribute
(or your playbook, with Personal training) instead of your
normal +1 XP.
• QUANTUM TORPEDOES: Your vessel is equipped with
quantum torpedoes, the most advanced torpedo type the
Federation has access to.
• RUNABOUTS: Your vessel is equipped with a DanubeClass runabout. This small, well-armed, vessel is warp
capable and manned by a crew of 2-4. One runabout per
upgrade.
• SECURE: Your vessel is especially secure against intruders.
This may take the form of specially trained security
personnel, onboard automated phaser, remote force fields, etc.
• WORKSHOPS: Your vessel has several workshops with
full fabrication suites and wide array of tools. You may
perform long term projects involving construction in these
workshops.
Exploration Vessel
TO BOLDLY GO
SPECIAL ABILITIES
U.S.S.
NAME
REPUTATION
SELF SUFFICIENT: Each PC may add +1 action rating to Design,
Treat, or Negotiate (up to a max rating of 3).
VESSEL CLASS
ALL HANDS: During downtime, one of your away teams may take a
downtime action to acquire an asset, reduce heat, or work on a long-term
project.
NCC –
REGISTRY
SYSTEM STRAIN
STRAIN LEVEL
SYSTEMS:
VIP
QUARTERS
BASE
ADVANCED
HOLOSYSTEM
S
+1d to
Engagement
Roll for
Transport and
Diplomacy
+/- 1 to any
pastimes roll in
Holodecks
CREW
EXCHANGE
PROGRAM
UPGRADED
MEMORY
BANKS
(Tier roll) Heat =
Requisition in
Downtime
+1 Effect to
Gather Info
rolls for
Missions
SUPPLY LINES
-2 System
Strain per
Score
WARP ENGINE
TUNING
+1d on
Engagement
Roll for time
sensitive
missions
REQUISITION
Reputation
SHIP
BASE
ADVANCED
FABRICATION
SUITE
DIPLOMATIC
CORPS
ATTACHE
+1d for on site
Fix and Desing
Rolls
+2 Requisition
for Arbitration
Missions
EXTRA REQUISITION
Bases
BASE
BASE
ADVANCED
MEDICAL
SUITES
+1d to
Treatment and
Healing Project
Rolls
PRIDE OF STARFLEET: You have some of the best engineers in the
fleet. Take -1 system strain during downtime and +1d to gather info on
technologies.
WHERE NO ONE HAS GONE BEFORE: When contending with
unknown lifeforms, you gain potency and +1d to resistance rolls.
VETERAN CREW: Each PC has learned from previous experiences.
You get +1d to resistance rolls.
CONSTANT IMPROVEMENT: Whenever you do a mission to
upgrade a ship system, gain +1d to the engagement roll.
XENOBIOLOG
Y LABS
+2 Requisition
for New Life
scores
Tier
Morale
DIPLOMATS: When you do a mission involving a major power (e.g. –
Klingon Empire, Romulan Star Empire), you get +4 requisition for the
mission.
Low
High
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
VETERAN: Choose a special ability from another source.
•
Discover new life, civilizations, or worlds.
•
Aid the people of the Federation.
•
Solve a challenge without resorting to violence.
•
Bolster your reputation or add a new one.
Vessel Upgrades
Cpt. Naida Carrick
Advanced Stellar Cartography
Dr. Pheobe Sanghvi
Advanced Runabouts
Thavan Ch’Rasda, Andorian Trader
Seleia, Vulcan Scientist
Ch’Kota, Klingon Warrior
Rear Adm. Reuben Gault
____________________________
Elite Engineers (+1 Quality)
Starfleet Connections (increased
effect when dealing with Starfleet)
Persistent (+1 Quirk Box)
Visual Acuity Transmitter
(Visuals on Away Teams in
Multispectrum)
_____________________________________
_____________________________________
IMPAIRED
QUALITY
BROKEN
RESIST
General Engineers, Systems Engineers
________________________
________________________
________________________
________________________
Medical
WEAK
IMPAIRED
QUALITY
BROKEN
RESIST
General Medics
________________________
________________________
________________________
________________________
Science
WEAK
IMPAIRED
QUALITY
BROKEN
RESIST
General Scientists
________________________
________________________
________________________
________________________
Security
WEAK
Vessel advancement
Contacts
Engineering
WEAK
IMPAIRED
QUALITY
BROKEN
RESIST
General Tactical Staff
________________________
________________________
________________________
________________________
SHIP
QUALITY
Extra Requisition
Fighter Wings
Officer’s Quarters
Quantum Torpedoes
Runabouts
Secure
Workshops
TRAINING
Vigilance
Ingenuity
Charisma
Personal
Staff
Mastery
Computers
Defenses
Sensors
Shuttles
Supplies
Tools
Weapons
DIVISIONS
UPGRADE COSTS
+1 Quality: 2
Add Type: 1
Add Edge: 1
Remove Flaw: 1
Factions of Star Trek
Klingon Empire
United Federation of Planets
Ferengi Alliance
Starfleet Command
V
Klingon High Council
V
Ferengi Trade Mission
IV
Vulcan High Council
IV
Klingon Defense Force
IV
Ferengi Fleet Captains
III
Office of Inspector General
IV
Klingon Intelligence
III
Ferengi Free Traders
II
Starfleet Tactical
III
Starfleet Intelligence
III
Starfleet Science
III
Starfleet Medical
III
V’Shar
III
Romulan Senate
V
Colonization Command
II
Romulan Military
IV
Terraform Command
II
Tal Shiar
III
Starfleet Corp of Engineers
II
Starfleet R&D
I
Romulan Star Empire
Cardassian Union
Cardassian Central Command
IV
Obsidian Order
IV
Other Powers
Detapa Council
II
Q Continuum
VI
Cardassian Dissidents
I
Orion Syndicate
III
Gorn Hegemony
II
Bajoran Resistance
I
Free Traders
I
Factions of Star Trek
United Federation of Planets
Klingon Empire
Ferengi Alliance
Romulan Star Empire
Cardassian Union
Other Powers
Related documents
Download