Star Trek RPG Core rulebook

April 26, 2017 | Author: Isaac Peter Doerksen | Category: N/A
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Star trek races...

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Star Trek RPG d20 System (2130 - 2170)

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Acknowledgements This endeavor of mine would not have been possible if there already wasn’t a plethora of fan research available on the Internet. I would like to thank and acknowledge the following Internet resources for being around and giving a guy like me a way to make a Star Trek RPG for tabletop play that I hope people will find enjoyable, easy to play and easily modified for any era of play. www.memory-alpha.org www.ex-astris-scientia.org www.ditl.org These web sites provide an amazing amount of resources that would make any tabletop role-playing game just that more in-depth. I strongly recommend their use for background information. Star Trek, Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager, and Star Trek: Enterprise are all registered trademarks of Paramount Pictures Corporation. This roleplaying game is in no way affiliated with or endorsed by Paramount Pictures. This role-playing game is intended for personal and nonprofit use only. Character Classes, Advanced Training, Skills, Techniques, Game Mechanics, Starship Creation are all derived from my brain. (Except for the d20 license stuff) Comments? Email me at [email protected]

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Star Trek Roleplaying Enterprise Era (2130 - 2170)

Chapter One: One:

Species & Classes

Chapter Two: Two

Skills & Techniques

Chapter Three: Three

Equipment

PAGE 57

Chapter Four: Four

Starships

PAGE 61

Chapter Five: Five

Organizations of the Era

PAGE 89

Game Mechanics

PAGE 95

Chapter Six: Six

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PAGE 1

PAGE 44

Chapter One

Character Species and Classes Races • • • • • • • • • • •

Human Klingon Andorian Aenar (telepathic) Nausicaan Orion Risan Denobulan Orantakken (telepathic) Tandaran Kreetassan



Tellarite Vulcan (telepathic) Suliban (genetic-morph; standard) Axanar Xindi (Primate; Arboreal; Reptilian; Insectoid; Aquatic) Other Species

• • •

Mercenary Boomer Mystic

• • •

Elite Trooper Intelligence Operative Explorer

• • • • •

Classes • • • •

Pilot Operations Specialist Medic Tactical Specialist

Advanced Training • • •

Commander Chief Engineer Ace

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Known Species The Star Trek Universe is expansive with a plethora of races and cultures (and even subcultures) available. The given Species are chosen for the amount of exposure Humanity had with them between the years 2140 and 2165. Now it is easy to believe that all Nausicaans are outlaws, all Orions are pirates and Risans are all pre-occupied with gratification but truth to be told, you can find all kinds within each of the galactic Species. That being said, it would be perfectly acceptable to find a mixed crew on a cargo ship or a privateer but if the campaign you play is set around an official organization (Earth Starfleet, Vulcan High Command, Andorian Imperial Guard, Klingon Imperial Fleet) it would be prudent to keep all the PCs the same Species for the sake of a certain level of authenticity. After all, a Nausicaan gunner on a Vulcan ship wouldn’t make much sense. Some exceptions can be made (ahem, T’pol?) but only after consultation with the Game Master. If you’re game is set after 2161 and the birth of the Federation then you are allowed to have a ship with any Federation Member or Affiliate Species on it. Each Species description will give you a brief outline of the Species, a list of other Species that they have good or bad relations with, the pros and cons of the Species in terms of game mechanics and what languages they would have the opportunity to learn (Universal Translator technology is haphazard at best). You can play a character from any of the races listed in this Chapter. The Species descriptions given are an explanation of the majority of that Species’ population but if you wish to play you character in a different way go right ahead (just check with your Game Master first). Just keep in mind the understanding that your character is breaking the societal norms of their Species and that others of their kind may react to that.

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Human Humans are easily the most outwardly, idealistic and expansionist race. Humans have no true specialty or extraordinary qualities and are average in both a technological and physical sense. Instead they are more idealistic, outgoing and cooperative than other races. A founding member of the United Federation of Planets, Humans of Earth became warp-capable in 2063, which was the same year they experienced first contact with an alien species, the Vulcans. Human adaptability and their strong tradition of innovation and cooperation have brought them to the forefront of the current interstellar situation. It is for this very reason, however, that Human society is constantly changing and evolving. This is seen not only on the isolated colonies and boomer groups, but also in the staid and settled core worlds as well. Fashion, speech and especially political views are constantly changing. For species that are steeped in tradition and genealogical reverence as the basis of their societies, the Human fascination with the novel experience and their unending desire to innovate and explore, to discover for the sake of discovery, are all difficult concepts to grasp for other Species. Physiology:

Bilaterally symmetrical bipedal primates, Humans are a warm-blooded species with an average lifespan of around 120 years, although some individuals have achieved a much older age.

Humans are not the strongest of species, but they are resilient. They can survive with one lung or kidney (they have two of each normally), and surprisingly they can go days without water and weeks without food due to their bodies' ability to conserve water and live off stored fat respectively. Their bodies' efficient temperature regulation allows them to survive cold temperatures to a far greater degree than other races such as the Tellarites, or high temperatures that would be uncomfortable for an Andorian.

Homeworld: Sun: Colonies:

Languages:

Earth (Founding Member of the Federation 2161) Sol Luna (Sol IIIa) Vega Colony (Alpha Lyrae II) Mars (Sol IV) Jupiter Station (Sol V) Autonomous: Proxima (Alpha Centauri) Human Optional: Vulcan, Andorian and Denobulan

Human Species Traits: • Base Speed is 10 meters • 1 extra Feat at 1st level • Species Antagonism: Xindi, Suliban, Klingon





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4 extra skill points at 1st level, 1 extra skill point at each additional level Medium Size

Andorian The Andorians are a humanoid species from the moon Andoria, capital world of the Andorian Empire, and are one of the founding members of the United Federation of Planets. Andorians are a militaristic warrior race. This is underscored by the fact their weapons have no stun setting. Service in the Andorian Imperial Guard is considered honorable, and military ranks have a great influence on social reputation. Andorians never fight without reason and deplore dishonesty, but they are capable of duplicity. Andorians consider their race to be deeply emotional and passionate, even violent; they aren't known for their charity and have few sympathies, but they placed a high value on family and loyalty. A crucial part of Andorian tradition was the so called ushaan, a code of honor demanding a duel to the death in which the combatants fight against each other with a ice miner's tool, the ushaantor. An enormous body of rules and regulations existed around this code of honor, summing up to 12,000 amendments. The Ushaan could be demanded by someone as a means of personal vengeance, e.g. to avenge a personal loss. However, there existed a right of substitution, allowing combatants to put up a replacement for themselves. Furthermore, each married combatant could postpone a duel indefinitely, if there were no children to continue his claim. Additionally, the fight might be called off, if one combatant disabled the other in way so he could not continue the duel. Physiology: Most Andorians have a distinctive blue skin and white or silver-colored hair. Andorians have a higher metabolism than Humans. Andorians are very susceptible to high temperatures; an Andorian could lose 10% of its body weight in as little as two days in climates approaching the boiling point of water. Andorians have two antennae on their heads that they use for balance. Andorians have at least four anatomical variations regarding the placement of their antennae. Some have antennae sprouting from the frontal bone of their skull. Others have antennae that sprout from their parietal bone. The loss of an antenna is a humiliating experience for an Andorian. Homeworld: Sun: Colonies: Languages:

Andoria (Founding Member of the Federation 2161) Procyon VII Weytahn (disputed) Andorian Optional: Vulcan, Tellarite, Aenar and Orion

Andorian Species Traits: • Medium Sized • Base Speed is 10 meters • Species Antagonism: Vulcans, Tellarites, Nausicaan • Immune to the effects of extreme cold and low oxygen environments • Andorians tend to be very arrogant to those who haven’t earned their trust, giving them a –2 to Charisma. The harsh environment of Andoria has also toughened them as a species giving all Andorians a +2 to Constitution.

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Klingons The Klingons are a humanoid warrior species that originates from the planet Qo'nos M-class planet. One of the major powers of the galaxy, the Klingons are a proud, tradition-bound people who value honor and combat. The aggressive Klingon culture has made them an interstellar military power to be respected and feared. Klingons believe that they have the instinctive ability to look an opponent in the eye and see the intent to kill. Because of their aggressive outlook, the Klingons have generally had poor relations with other races after they began to move out into space. Because the worlds of the Klingon Empire are resource-poor, the Klingons have developed an intense belief in the need for expansion and conquest in order to survive. Klingon society is extremely complex. It is based on a feudal system organized around traditional Great Houses of noble lineage, to which various parts of the population owe fealty. The Great Houses are traditionally represented in the Klingon High Council, which is led by a Chancellor. Males traditionally dominate public life in the Empire, assuming the leading roles in politics and the military with only rare exceptions. Klingon women are treated as equals except in politics and matters of inheritance. They are prohibited by law from serving in the High Council and cannot take control of their Houses unless they have the money and no male successors of the lineage. Otherwise, it is expected of Klingon women to exhibit the same physical prowess and lust for blood and honor as the men. Klingon society functions through a system of family reputation and honor. On average Klingons are larger and physically stronger than Humans, though Physiology: they possess much less tolerance for cold weather. Internally, Klingon anatomy is markedly different from that of Humans. There is a great deal more multiple redundancy in their organs, a principle they call brak'lul. This allows Klingons to survive severe injuries in battle. They have twenty-three ribs, two livers, an eight-chambered heart, three lungs, and even redundant neural function and multiple stomachs. Some geneticists believe the extra organs, notably the third lung, evolved to give Klingons greater stamina on the battlefield. Klingons live for over 150 years, but even into advanced old age are still strong enough for combat. Homeworld: Sun: Colonies: Languages:

Qo’nos Khronos Praxis, Rura Penthe and Kling Klingon Optional: Orion, Nausicaan

Klingon Species Traits: • Medium Sized • Base Speed is 10 meters • Species Antagonism: All. Klingons disdain all other species.

• •

Immune to fear effects. Klingons are tough and powerful. They receive a +2 to Strength and a +2 to Constitution. They are very inhospitable and not scholarly resulting in a –4 to Charisma and a –2 to Intelligence.

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Aenar The Aenar (pronounced EEH-NAR) are a humanoid race native to the Northern Wastes of Andoria, and a subspecies of the Andorians. The Aenar of the 22nd century lived in an underground compound on Andoria, shielded by a dampening field. The Aenar have no leader, but will appoint a de facto leader or speaker if a situation warrants it. Aenar have a strict law against reading the minds of other people without prior consent. They have a strictly pacifist ideology, and deplore violence. The Aenar were long considered a myth in Andorian society. But around 2104, the Andorians discovered the Aenar living in the Northern Wastes of Andoria. Since then, they have maintained diplomatic contact with the Andorian government. Physiology: The Aenar are physiologically very similar to the Andorians, with two antennae sprouting from their heads, although the antennae of the Aenar have small indentations in the funnel shaped tips. The Aenar are completely blind and have no skin or hair pigment, resulting in a pale white appearance (similar to human albinos). The most distinctive trait of the Aenar, however, is their highly evolved telepathic abilities. An Aenar is capable of reading minds and of psychically projecting itself to other humanoids. They use telepathy to communicate amongst themselves. Given that the Aenar are a subspecies of Andorians, therefore actually a member of the same species, they are genetically compatible with Andorians. A hybrid Aenar/Andorian individual will have a greenish skin tone. Homeworld: Sun: Colonies: Languages:

Andoria Procyon VII None Aenar Optional: Andorian

Aenar Species Traits: • Medium Sized • Base Speed is 10 meters • Immune to the effects of extreme cold and low oxygen environments • An Aenar character can use the following abilities at will at a range of 100’: 1. Detect the surface thoughts of any sentient being 2. Project a mental image to any sentient being 3. Speak to any other willing telepath via telepathic means

Due to their blindness Aenar receive a –4 to Dexterity. Their blindness does not prevent them from performing normal activity however. The Aenar have a keenly developed ESP that allows them to sense the location of objects (like a mental Sonar). While this allows them to interact with the world around them, it also causes them to interact with it at a much slower pace than other Species.

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Nausicaan The Nausicaans are a humanoid species native to the planet Nausicaa. While little has been seen that would indicate any pan-Nausicaan governmental or military organization, Nausicaan society seems to consist of large piracy clans. Hunting parties of several warpcapable starships or raiders work out of asteroid bases, and pirates would be armed with energy weapons of various design. Most contact with Nausicaans is in the form of isolated run-ins with civilians who would seem to be independent operators, though the practice of using asteroids as settlements seems to be normal for non-piracy groups as well. Nausicaan culture would appear to be firmly rooted in violence. Most Nausicaan games involve inflicting pain or injury, including one that involves tossing darts at each other's chest. The Nausicaans are infamous thugs, and are a common choice as bodyguards or hired muscle Physiology: Nausicaans are large aliens renowned for their lack of subtlety and surly, illtempered manner. They are generally tall humanoids surpassing two meters in height, with great body strength. Their faces are commonly ashen in color and are distinguished by a prominent bone structure with sharp tusks protruding at either side of their mouths. Some Nausicaans also have a line of four small horns that run vertically down the forehead. Homeworld: Sun: Colonies: Languages:

Nausicaa Prime Nausicaa numerous asteroid colonies throughout the sector Nausicaan and Orion Optional: Vulcan, Tellarite, Andorian, Klingon and Xyrillian

Nausicaan Species Traits: • Medium to Large Sized • Base Speed is 15 meters • Species Antagonism: Humans • Nausicaans are incredibly strong, more so even than Klingons and receive a +4 to Strength. They A Nausicaan Starbase also aren’t know for their personalities and receive a –2 to Charisma and a –2 to Wisdom.

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Orions The Orions are a humanoid species originating from the planet Orion. Little is known about the organization of the Orion government, or if indeed, a central government exists. Despite the rich cultural history of Orion and outside of their "official" stance of neutrality, a dark side of the Orion culture exists in their active trafficking of forced labor through the Orion slave markets. The primary entity operating within these confines are known as the Orion Syndicate, which is comprised of a conglomeration of traders, pirates and smugglers. These individuals are also well known for their many illegal operations outside of the slave trade including: extortion, theft, raids, kidnappings and assassinations. A secondary entity operating within the Orion realm is known as the Orion Free Traders. The Orion Free Traders have a limited established relationship with the Vulcans. Physiology: Orions are known for their distinctive green skin. Orion males are typically bald and, on average, taller and more muscular than an average Human male. Orion females are very animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction. In Orion society the males are slaves to the females. As a means of deception to other species, however, the Orions maintain the facade that the females are the slaves. Selling Orion females on the Orion slave market commonly does this. Once sold to a male, the Orion slave girls use their unique physiology to their advantage; their highly potent pheromones accelerates the metabolisms of males of many species, raising adrenaline production to dangerous levels which causes aggression and ultimately a form of delusion. Its most significant effect is to make them susceptible to suggestion. Not long after, the "owner" males begin taking orders from their "slave" females. Homeworld: Sun: Colonies: Languages:

Orion Pi Orionis numerous trade enclaves throughout the sector Orion Optional: Vulcan, Tellarite, Andorian, Klingon, Nausicaan, Risan and Xyrillian

Orion Species Traits: • Medium Sized • Base Speed is 10 meters • Orions are incredibly personable and appealing to the opposite sex. This gives them an inherent +4 to their Charisma score.

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Risan The Risans are a humanoid race from the planet Risa noted for their hedonistic approach to life. Risa is in a binary system and although it is naturally a swampland its extensive weather modification system gives the entire planet a tropical climate. Combined with the local's easygoing approach to life this has made Risa a very popular holiday destination. The Risan language is not spoken by many nonRisans, as most visitors do not bother to learn it. Risans are extremely close to Humans in appearance, but do have a small mark on their forehead as well as a different internal biology, which rendered Human treatment at Risan hospitals difficult in the 2150s. The "Festival of the Moon", or Lohlunat, was a very popular celebration among the Risan people. The mysterious sexual practice of jamaharon is considered extremely pleasant -- wanting it is indicated with a statue called Horga'hn, which would become a symbol of the culture on the planet. Physiology: Externally, Risans are physically indistinguishable from Humans in every aspect except for the markings they bear on their foreheads. They can even crossbreed with Humans, along with other humanoid races like Andorians and Orions. Homeworld: Sun: Colonies: Languages:

Risa Epsilon Ceti None Risan plus any other two of player’s choice Optional: Any

Risan Species Traits: • Medium Sized • Base Speed is 10 meters • Risans receive two bonus skill points at every level • Risans have a knack for languages and need only spend one skill point to speak a language at the conversational level (which normally requires three skill points) • Risans need only spend one skill point to read/write a language at the proficient level (which normally requires three skill points)

Suraya Bay on Risa, one of the more popular destinations on the planet

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Denobulan The Denobulans are a humanoid species from the planet Denobula. The Denobulans believed they were the only intelligent species in the galaxy until the B'Saari made first contact. Denobulans are typically polygamous, where a man typically has three wives, who each have three husbands. This creates extremely large extended families; Phlox had 720 familial relationships, 42 with romantic possibilities. In addition, Denobulan marriages are not exclusive, and married Denobulans can be intimate with anyone they choose. The females emit powerful pheromones during their mating season. Male Denobulans often become combative during this time, and mating can require medical supervision. Denobulans typically prefer to be amongst large groups and find solitude uncomfortable. However, Denobulans, at least males, are uncomfortable being touched by persons they are not intimate with. Amongst Denobulans, it is considered healthy for a person to hallucinate, as it is seen a harmless way to release nervous energy. Physiology: Denobulans have prominent facial ridges running down either side of the forehead to the cheeks, an enlarged brow ridge under a high receding hairline, a vertical crevice in the center of the forehead and a ridged chin. They also have ridges on their back, along the spine. Their toenails are dark brown and yellow striped, and they grow so rapidly that they must be groomed once a week. Denobulans also have very long tongues, and they use tongue scrapers. Denobulan males have a line of hair down the middle of their chest, up to their throat. Denobulans have a unique ability to enlarge their faces. This is an instinct for when they feel threatened. It is likely similar to the defense mechanism of the blowfish, an aquatic life form native to Earth. They also have an unusually wide smile for a humanoid. Denobulans normally require very little sleep, but they do hibernate for five to six days each year. Homeworld: Sun: Colonies: Languages:

Denobula Denobula Triax Pyrithia (Draconis IV) Denobulan Optional: Vulcan, Human, Tellarite, Risan and Kreetassan

Denobulan Species Traits: • Medium Sized

• • • •

Base Speed is 10 meters Denobulans are an intelligent and intuitive race. They receive a +2 to Intelligence and a +2 to Wisdom Denobulans have a genetic ancestry as cliff dwellers and therefore receive a natural +10 Climb Bonus Species Antagonism: Antarans

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Orantakken Orantakken Orantakken are telepathic humanoids from the planet Oran'taku located just outside the Delphic Expanse. The Orantakken had no concept of spoken language until they made first contact with other species. Orantakken telepathy is different from most telepathy. Most races telepathically transmit words and sounds, the Orantakken however transmit pure thoughts and images. This is far more efficient but can only be practiced by Orantakken. The second and even more interesting aspect of the Orantakken’s telepathic ability is their ability to recognize each living organism by its’ genetic resonance frequency. That ability combined with their natural eidetic memories allows them to experience and study the worlds around them with quite a unique perspective. The Orantakken appear to be standard humanoids with a textured bony enlargement just over the ears. Orantakken technology is limited to rudimentary interstellar space flight via non-warp technology equal to Warp One. Physiology: Physiologically, Orantakken are humanoid with their only known external difference from Humans being a series of horizontal ridges down the back of their neck and along their spine. Orantakken traditionally mate for life. When two Orantakken have intimate relations their body chemistry becomes interdependent, causing withdrawal symptoms if the two people separate. The effect gets stronger with each mating and separation can be fatal. Homeworld: Sun: Colonies: Languages:

Oran'taku Chi Leonis None Orantakken Optional: Any

Orantakken Species Traits: • Medium Sized

• • • • • •

Base Speed is 10 meters Orantakken are highly telepathic and can communicate with and locate any specific individual with 100 miles of their location They can recognize any individual by the genetic resonance frequency at a range of 50 feet Orantakken have a perfect eidetic memory Species Antagonism: Suliban Due to their evolutionary path stressing the need for greater mental prowess opposed to physical prowess, Orantakken have a –2 to Strength and a –2 to Constitution.

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Tandaran The Tandaran are a humanoid race that originated on Tandar Prime. Tandaran law is unusual in that it is based entirely on "Guilty until proven innocent" and they have a notoriously strict penal system. In Tandaran, military/political rank influences social standing. Because Tandaran are members of a militant civilization, who consider defending the Tandaran Protectorates and their own personal honor of foremost importance, military service and its accompanying rank are decisive factors in determining social eminence. The totalitarian nature of Tandaran society, in which dissent is often a crime and Tandaran security officers masquerade as citizens, has led many Tandaran to be extremely paranoid. The Tandaran government has established trade routes with various Tellarite merchants. Physiology:

Externally, Tandaran bear a striking resemblance to Risans in every aspect except for the markings they bear on their foreheads. Where the Risan mark is generally centered on the forehead the Tandaran mark is right above the bridge of the nose. Tandaran can crossbreed with other Humanoids but their xenophobic paranoia makes this extremely taboo.

Homeworld: Sun: Colonies: Languages:

Tandar Prime Tandar Several Planetary colonies in the Tandar Sector Tandaran Optional: Suliban, Tellarite

Tandaran Species Traits: • Medium Sized • Base Speed is 10 meters • Species Antagonism: Suliban





Tandaran society lends itself to paranoia. As a result Tandaran characters begin play with an inherent +10 bonus to the following skills: intimidate and sensemotive. Tandaran receive a +5 bonus vs. rolls to resist fear and mind-controlling effects

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Kreetassan The Kreetassan were a warp capable humanoid civilization native to the planet Kreetassia in the Alpha Quadrant. When a ship is in orbit of Kreetassa, it is, as a courtesy, expected to align its chronometers with that of the Kreetassan Capital City. The Kreetassan language is very complex by Human standards. The words for eat and mate are very similar. They consider eating in public a taboo. It is something to be performed privately in the same manner as mating. Kreetassan are often offended when they see other species eating their food in public. Individuals who have regular contact with other species grow accustomed to the sight but never participate in what they consider to be a vulgar display. On the Kreetassan homeworld in front of the Hall of Diplomacy stands a row of Alvera trees that are over 300 years old, which are considered cultural treasures by the Kreetassan. Defacing them in anyway is a major offence to their people, however, if it is done accidentally, there is a special apologizing ceremony that involves cutting the tree into many pieces. Kreetassan are famous for manufacturing plasma injectors, and conduct brisk trade throughout the sector for them and other starship components. Kreetassan are a humanoid race that has an elaborate facial structure. They have Physiology: heavily ridged faces with a row of purple-tinged rectangular creases along the midline of the forehead (nose to hairline), covering one-third its width. They wear their hair long and braided and were dressed in long, brown, embellished gowns. Homeworld: Sun: Colonies: Languages:

Kreetassia Piraeus Alpha None Kreetassan Optional: Any

Kreetassan Species Traits: • Medium Sized • Base Speed is 10 meters • Kreetassan are an extraordinarily intelligent species. Due to this they receive a +4 bonus to Intelligence. However, due to their taboo heavy culture they receive a –2 to Charisma. • Kreetassan may not break the following taboos: May not eat in public Must keep their hair long. If it is cut short for any reason they must be hooded in public Kreetassan do not speak untruths Kreetassans do not touch others in public

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Tellarites Tellarites Tellarites are a warp capable race from the class M planet Tellar Prime, located not far from the Sol system. In 2161, they become one of the founding races of the United Federation of Planets. Tellarites are known to be an impatient people. They were also known for their stubborn pride. They have a propensity toward strong emotion. However, they enjoy a good argument, which is even considered a sport on Tellar. Tellarites often begin an interaction with a series of complaints; this is how they start arguments with someone they have recently met. If they have nothing to complain about they will simply insult the person. Because of their ability to argue, Tellarites make excellent politicians.

Physiology:

Tellarites are a sturdy humanoid species with distinguished snouts. They wear beards and their hands are sometimes hoof-like in appearance. Tellarites consider canine to be something of a delicacy. They find human room temperature to be cold, indicative of a higher body temperature. Tellarites cannot tolerate cold temperatures much more so than other species. They consider the freezing temperature of water to be an extreme weather condition.

Homeworld: Sun: Colonies: Languages:

Tellar Prime Piraeus Alpha Several moons within their native solar system Tellarite Optional: Andorian, Vulcan, Tandaran and Human

Tellarite Species Traits: • Medium Sized • Base Speed is 10 meters • Due to their intolerance of cold weather, Tellarites suffer the penalties of extreme cold weather at 0* Celsius as opposed to the normal –25* Celsius A Sample of Tellarite Script • Since argument is such integral parts of their culture Tellarites receive a +10 bonus to the following skills: diplomacy and bluff. For the same reasons Tellarites receive a -2 to Charisma.

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Vulcan Vulcans are a humanoid civilization instrumentally responsible for the founding of the United Federation of Planets. They are widely known for their logical minds and stoic natures. The Vulcan homeworld is the planet Vulcan. Culturally one of the most fascinating species in the Beta Quadrant, the Vulcans were once an extremely violent and emotional people (even by Earth standards) who waged almost constant warfare on one another. They believed in a variety of gods, such as war, peace and death. As their level of technology improved, the Vulcans eventually reached a point where their violent nature threatened species extinction. In an effort to avoid this fate, a Vulcan named Surak developed a new philosophy thereby igniting the Time of Awakening. Surak maintained that the root cause of all the problems on Vulcan lay in the uncontrolled outpouring of the people's emotions. His followers swore to live their lives by an ethical system devised by Surak and based purely on logical principles. All expression of emotions, negative or positive, was completely forbidden. Although this new philosophy spread rapidly across Vulcan, a minority, many of who were known as "those who march beneath the Raptor's wings", rejected Surak's ideals. A destructive war began including the use of atomic bombs and among the victims was Surak himself. Eventually, however, those who opposed logic left Vulcan and founded colonies elsewhere - most notably on the planet Romulus, where they founded what eventually became the Romulan Star Empire. Physiology: Genetically, Vulcans and Humans are similar enough that they can produce offspring without any problems. Externally, Vulcans are generally similar to Humans, the chief exceptions being the Vulcans' notably arched and upswept eyebrows and distinguished external ear structure, the top of which tapers into a into a clearly defined point. Most Vulcans have pale skin with a very subtle greenish tinge, and straight, glossy dark brown or more commonly black hair. Some Vulcans have brown skin, tightly coiled black hair, and physiognomic features similar to those found in Humans of African decent. In contrast to their external similarities, Vulcan internal anatomy differs radically from that of humans. For instance, their heart is where a Human's liver would normally be, and beats several hundred times per minute. Having evolved on a planet which is mostly desert, Vulcans have developed ways of surviving in desert conditions. For example, they can survive for several days without water and have inner eyelids that protect their eyes. Vulcans also have superior metabolism to humans. Caffeine and sapotoxins have little effect on Vulcans. They are also capable of surviving for long durations without food or sleep. Under stress, Vulcans can do without sleep for weeks. Vulcans are on average three times physically stronger than humans and are noticeably more agile. Homeworld: Sun: Colonies: Languages:

Vulcan Eridani A P’Jem, several other science and philosophical outposts Vulcan Optional: Human, Andorian, Klingon and Tellarite

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Vulcan Species Traits: • Base Speed is 10 meters • Medium Sized • Vulcans receive a +2 to Strength, Constitution and Dexterity due to their well formed physiology • Vulcans receive a –2 to Charisma as many find the stoic approach to life standoffish • Due to their strict logical and unemotional existence Vulcans lack intuition and receive a –4 to Wisdom • Vulcans are telepathic but must make physical contact with another sentient in order to share thoughts through a Vulcan Mind Meld • Vulcans have developed a telepathic nerve attack caused the Vulcan Nerve Pinch; in order to perform this attack a Vulcan needs to make a successful melee attack; if the attack hits the defender needs to make a Fortitude Save vs. SKILL CHECK 10 + Character level of the Vulcan + Intelligence Modifier or fall unconscious for 1d10 rounds.

The Fire Plains on Vulcan

Suliban Suliban Suliban are no more evolved than Humans, and normally possess three bronchial tubes. Vulcan evaluation concluded they were non-threatening. The Suliban are a nomadic humanoid species from Sector 3641 whose homeworld became uninhabitable in the 1850s. The Suliban Cabal is an interstellar terrorist organization composed of Suliban that place great emphasis on genetic modification. Common modifications to members of the Cabal included the addition of two bronchial tubes, altering the alveoli clusters to process multiple atmospheres, the installation of subcutaneous pigment sacs, the telepathic ability to sense deception and biomimetic clothing. The Cabal's military forces

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include ships such as the Cell Ship and the Stealth Cruiser, as well as Helix installations. Not all Suliban are members of the Cabal; many regard the actions of the more violent members of their species with disgust. Even so they themselves face considerable enmity from other species, and some species such as the Tandaran keep all Suliban captive whether they are active members of the Cabal or not. In 2144, the Cabal began attacking the Tandaran after the Tandaran started putting non-Cabal Suliban in determent camps. The war lasted until the 2150s. In 2151, the Cabal began staging attacks within the Klingon Empire, making it appear as if one faction was attacking another, leading to a civil war. Suliban that leave the Cabal are hunted down, captured and brought to the nearest Helix complex to be executed on public display. If the ex-Cabalist is killed in the process of the hunt then only the head is returned to the Helix Complex where it is put on public display. Physiology: Non-genetically altered Suliban are average bipedal humanoids. They tend to be approximately 1.7 meters in height and have mottled green/yellow skin. Suliban live for over

125 years, but even into advanced old age are still agile and alert. Non-Cabal Suliban are naturally amicable. Homeworld: Sun: Colonies: Languages:

Suliban Alpha (Destroyed) Suliban Suliban have assimilated into several other space faring cultures; Cabalists maintain secret Helix outposts that are also used as colonies Suliban plus one of player’s choice Optional: Any

Suliban Species Traits: • Base Speed is 10 meters • Medium sized

• •

Non-Cabal Suliban receive a +2 to Charisma due to their naturally amicable demeanors. Species Antagonism: Tandaran Cabal Antagonism: All. Suliban Cabalist have a definitive ‘master race’ complex Genetically enhanced Suliban can choose three of the following enhancements: o Breathe any gaseous atmosphere o Ability to alter appearance to any humanoid species encountered o The telepathic ability to sense deception o Ability to consume any nontoxic material for sustenance o The ability to climb across any surface like insects do o Have a flexible bone structure that allows them to bend any part of their o



o

body in any direction Compression of the body down to 2” thickness for up to 60 seconds at a time

o o o

The ability to see in the infrared and ultraviolet spectrums (+5 to Spot checks) Increased sense of hearing (+5 to listen checks) The ability to blend in with any surroundings (+5 to Hide)

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Axanar In 2151, the Earth ship Enterprise NX-01 made first contact with the Axanar under unfortunate circumstances. An Axanar vessel was found adrift in space, with its crew hooked up to draining tubes. The Axanar were being harvested for their triglobulin. T Te Axanar are an androgynous humanoid species with an average life span of 400 years, native to the planet Axanar. The Axanar language is spoken by the Axanar species. Like the languages of many humanoid species, the language contains consonant and vowel sounds like those found in Human languages. The Axanar homeworld is highly fertile in reference to food crops and this allows the Axanar to conduct a decent amount of trade with non-planetary based species such as the Nausicaans, Orions and Suliban Cabalists. Physiology:

The Axanar body produces triglobulin from its zymuth gland. This substance has medical and aphrodisiacal properties, and is used by a number of different species for those purposes. Some even forcefully 'harvest' Axanar for their triglobulin. The Axanar apparently prefer a nitrogen-methane atmosphere but can breath a nitrogen-oxygen atmosphere.

Homeworld: Sun: Colonies: Languages:

Planeta Axanaris Astris Axanaria Luna Axanaris Axanar Optional: Nausicaan, Orion and Suliban

Axanar Species Traits: • Base Speed is 10 meters • Medium sized • Axanar are unaffected by telepathic abilities • Axanar are an extraordinarily hearty Species and receive an inherent +2 to Constitution

Planeta Axanaris and its moon, Luna Axanaris

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Xindi The Xindi are an alliance of species that evolved on the same planet in the Delphic Expanse, known as Xindus, whose infamous attack on Earth and attempts to eradicate Humans in the early 2150s change the course of history and initiate the series of events that help establish United Earth as a major interstellar power. Six different intelligent species developed on Xindus; one of them, the Xindi-Avians, is believed extinct. The surviving species are united under the governance of the Xindi Council, which contains two representatives from each species. The different Xindi species are extremely similar in their functionally important DNA, sharing over 99.5% despite the apparent physical differences. All the Xindi species share distinctive ridges on their cheekbones and foreheads.

XindiXindi-Aquatics The Xindi Aquatics are a non-humanoid race that has evolved to living underwater. They are one of the six original species of Xindi, with whom they share a common genetic ancestry. They respond better to visual stimuli and are extremely suspicious of the spoken word. They admire boldness and confidence and treat hushed tones with suspicion. Xindi-Aquatic communication is highly complex and, since the Aquatics are underwater beings, they do not use their mouths. When using the past tense, they switch to SONAR. Physiology: The Aquatic females are larger and have rougher skin than the males who are more slim and have smoother skin. Females have a more humanoid looking face, where as male faces are rounder. They have slit-like irises in their eyes and are capable of seeing far better underwater than humanoids. Aquatics have three fingers on each forelimb, ending in short fingernail-like claws, with webbing in between for easier swimming. Their skin is a greenish shade and has blotches of olive. Like all Xindi, they have a fold at the top of their cheekbone. They have tails for maneuverability and their hind limbs are fins.

XindiXindi-Arboreal Xindi-Arboreal are among the most peaceful of the six original Xindi species. Xindi-Arboreal are afraid of the water. They are considered to be lethargic by the other Xindi species. They are also extremely calm, even when taken hostage. Physiology: In appearance, Xindi-Arboreal are covered with hair, have long sharp fingernails, dark eyes, and a ridge running from their noses to the back of their heads. This species probably evolved from some sort of arboreal primate.

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XindiXindi-Insectoid The Insectoid language is a clicking dialogue that is the most unusual and complex of all Xindi. In fact, there are 67 dialects of the Insectoid language. Insectoid have names that grow longer and more difficult to pronounce as they grow older. Xindi-Insectoid interpret raised voices as a sign of hostility. They are quick to make decisions and are often in alliance with the Reptilians. Both species trade their technology between each other and usually agree on all decisions. Physiology: The Insectoid, like all Xindi species, have distinctive ridges on their cheekbones. They are, as their name suggests, insect-like in appearance. They are genderless and reproduce asexually. They protect their young by making a hatchery brig attached to their ships and shield it if trouble arises. Their average life expectancy is only approximately twelve years.

XindiXindi-Primate Xindi-Primates are among the most peaceful of the five Xindi races. The Primates, more than any other Xindi species, resemble Humans. They have, like all Xindi, distinctive ridges on their cheekbones. They also have larger foreheads. Like Humans, the Primates have distinct white and black racial differences. They have no eyebrows. Other Xindi see the Primates as honest and trustworthy. However, they are not seen as being very resilient. They are also the most intellectual species of Xindi and therefore one of their own was assigned to develop the weapon to destroy Earth.

XindiXindi-Reptilian Reptilians are perceived as being untrustworthy and impatient by the other Xindi species. A common Reptilian saying is "Patience is for the dead." It is said that dealing with Reptilians is like bargaining with the sun; you make no progress, and you come away burned. Nevertheless the Reptilians are the first choice for when force is needed. With their easily provoked and opinionated nature, XindiInsectoid often side with the Reptilians on certain issues. They sometimes even share ships with each other. The Reptilians live out a militaristic lifestyle and hope to ultimately rule over all the other species of Xindi. Reptilian soldiers are surgically implanted with a "suicide gland" that unleashes a neurotoxin when they are captured. The Reptilians also use thermal chambers on board their ships due to their endothermic circulatory systems. Reptilians prefer to be on or near the ground as opposed to up in the air.

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Homeworld: Sun: Colonies:

Xindus (Destroyed) Theta Eridani numerous; the Xindi spread out across the region known as the Delphic Expanse

Xindi-Aquatic Species Traits: • Base Speed is 20 meters (submerged) • Large sized • Cannot breathe gaseous atmosphere • +2 to Intelligence • Species Antagonism: Humans • Languages: Xindi-Aquatic Can understand but not speak Xindi -Standard and –Insectoid Optional: None; Aquatics cannot speak (but may understand) any other language Xindi-Arboreal Species Traits • Base Speed is 10 meters • Medium Sized • Aqua-phobic • +2 to Wisdom, -2 to Strength Xindi-Insectoid Species Traits • Base speed is 20 meters • Medium sized • +4 to Constitution, -2 to Wisdom and Intelligence • Species Antagonism: Humans, Xindi-Primate and -Arboreal • Languages: Xindi-Insectoid Can understand but not speak Xindi -Aquatic and –Standard Optional: None; Insectoid cannot speak (but may understand) any other language Xindi-Primate Species Traits • Base Speed is 10 meters • Medium Sized • Species Antagonism: Humans • +2 to Intelligence, -2 to Wisdom Xindi-Reptilian Species Traits • Base Speed is 10 meters • Medium Sized • +4 to Strength, -2 to Charisma, -2 to Intelligence, -2 to Wisdom • Species Antagonism: All; Reptilians hate all other Species, including the other Xindi species. • Due to their reptilian physiology, Xindi-Reptilians suffer the penalties of extreme cold weather at 10* Celsius as opposed to the normal –25* Celsius

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Other Species There are several other species that are space faring and active in the Sector during the 2140s – 2160s. Not much is known of all of them but here is an overview of some of the more interesting ones.

Kantare Kantare are an Alpha Quadrant humanoid species from the planet Kantare. They have scale-like violet colored markings on the sides of their head from the hairline to the temples, and at the base of the skull. The Kantare have a colony on the planet Kotare Barath as of 2129. They developed sophisticated holographic technology some time before this.

Enolians The Enolians are a humanoid species. By the mid-22nd century, they ran the Canamar prison. They are a significant interstellar power, operating hundred of starships and several busy trading outposts. Their judicial system is not known for its fairness.

Antarans The Antarans are humanoid species with a lifespan of at least 60 years upon reaching adulthood. Antarans have been at war with the Denobulans several times, the last conflict of which took place in the 19th century. However Antarans continued to strongly dislike Denobulans until at least the 2150s, even though encounters between the two species were extremely rare. This behavior is due to widespread prejudices (on both sides). The Antarans take it further than the Denobulans do as every Antaran is taught from childhood that all Denobulans are enemies, to be feared and reviled.

Coridians Coridan is a M-class planet in the Coridan system, homeworld of the Coridians. In 2151, it had a population of over 3 billion. It is rich in valuable resources, most significantly dilithium. In the 2150s, Coridan is known for its extensive shipyards and its advanced warp-capable vessels. However, the planet is also embroiled in a conflict between rebel forces, supported by the Andorians, and the government, backed by the Vulcans. The Vulcan agenda was to keep the planet's existing government stable, which in turn assured its dilithium, exports to Vulcan. Coridan was one of the planets in the initial Coalition of Planets.

Xyrillian The Xyrillian are a peaceful, warp-capable race of humanoids. Xyrillian have an unusual physiology. They do not have a metabolism based on water. Their atmosphere is hallucinogenic to most species, and as a result most other humanoids need to be weaned onto and off their atmosphere to avoid undesired effects. Xyrillian are also herbivores. When traveling, they grow vegetation on the walls of their ships. Xyrillian males usually carry infants to term in a pouch on the upper chest. Impregnation can occur with only minor physical contact. Humans and Xyrillian are genetically compatible.

Romulans An Enigmatic race whose homeworld is somewhere in the Beta Quadrant. While no one has ever actually seen a Romulan face to face (yet) many have fallen prey to Romulan Starships. If a Romulan Starship Captain feels that they cannot win a battle they will scuttle their ship so as to not allow another species access to their genetic code and their technology. Romulans are constantly attempting to create distrust and conflict between the other species of the sector. Rumor has it that they have an outpost in the remote system called Algeron.

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Character Classes While the species of the sector have all developed very unique and prominent cultures in their own rights, the needs of space are the same across the board. Every starship needs technicians, pilots and a commanding officer to run her. Characters can be in space either because they are working for an organization (i.e. Starfleet) or are in space for military or scientific purposes. It might be that they are merchants (or maybe smugglers) and are looking to make a profit. Whatever the culture of a player’s character, the mechanics of the game are best served by having standardized progression for character types. Game mechanics aside, the actual role-playing is left entirely up to the players, the Game Master and the campaign style that you as a gaming group wish to choose. In other words, while an Andorian Operations Specialist and a Vulcan Operations Specialist use the same mechanics template the culture and species traits are entirely different and role-playing should reflect that.

Ability Scores Your character has six abilities: Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma. To obtain a score for an ability roll 4d6. Re-roll any ones or twos and sum the highest three die. Do this for each of the six abilities. Apply all racial modifiers and voila, your ability scores are ready to go. Use the following table to determine your ability score modifiers. Ability Modifiers Score Modifier 1 -6 2 -5 3 -4 4 -3 5–6 -2 7–8 -1 • • • • •

Score 9 – 10 11 – 12 13 – 14 15 – 16 17 – 18 19 – 20

Modifier 0 +1 +2 +3 +4 +5

Score 21 – 22 23 – 24 25 – 26 27 – 28 29 – 30

Modifier +6 +7 +8 +9 +10

Ability Scores cannot surpass 30

Add 1 point to any score at 4th level and every four levels your character obtains thereafter (8th, 12th, 16th, 20th) Some telepathic abilities can affect ability scores; make sure that you keep track of what a decrease/increase in your score does to your ability score modifier Poisons, illness and disease can all affect ability scores Each Skill has a relevant ability and each character class relies more on some abilities than others. If a Characters Constitution score becomes 0 they die.

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Pilot From take-off to landing, a Pilots work is never done. One of the most integral positions on a starship of any class, Pilots tend to be freewheeling individuals that have a great passion for piloting. A starship’s Pilot is responsible for interstellar navigation, atmospheric travel and carrying out evasive and offensive maneuvers during combat. When the starship is docked Pilots tend to be the first ones in the local Starbase’s bar. Don’t judge too quickly because they’re always the first ones ready to get back out into space.

Class Features The Pilot L V L

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus 0 1 2 3 4 5 5 6/1 7/2 8/3 9/4 10/5 11/6 12/7 13/8 14/9 15/10/5 16/11/6 17/12/7 18/13/8

Fort Save

Reflex Save

Will Save

1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8

2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8

Special

Starship Operations Combat Maneuvers +1 Evasive Maneuvers Combat Maneuvers +2 Improved Navigation Combat Maneuver +3 Advanced Evasive Maneuvers Combat Maneuver +4

Combat Maneuver +5 Pilot Mastery

Defense

3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9

Combat Maneuvers: At 2nd level (and every four levels thereafter) a Pilot adds the given bonus to all Pilot skill checks made during combat. The bonuses do not stack. Evasive Maneuvers: At 4th level a Pilot gains the ability to avoid enemy fire. To avoid half the given damage in a single attack a Pilot makes a d20 roll +10 and adds his Pilot skill bonus (to include all Class bonuses). If the result is higher than the damage dealt the attempt is successful. At 12th level a successful Evasive Maneuver results in no damage taken. This ability can only be used once a round. 47

Improved Navigation: At 8th level Pilots can add a +1 for every two levels of Pilot they have to their Plot Course and Navigate rolls. Pilot Mastery:

At 20th level a Pilot realizes their full potential and adds an additional +5 to all checks with the following skills: Dock, Pilot, Plot Course, Navigate

Game Mechanics Information Proficiencies: Sidearms (Energy) Sidearms (Projectile) Light Armor d8 Hit Die: Skill Sets: Everyman, Pilot and Communications Skill Points: 4 + Intelligence Modifier (times four at 1st level)

Operations Specialist The Operations Specialist (also known as operations officer or chief of operations) is a position whose duties involve resource control, energy allocation, repair and Starship Systems management. Communications control may also be within the realm of an Operations Specialist. Operations Specialists coordinate the scheduling of resources, hardware and system usage for an entire starship, outpost or space station. On space stations, the Chief of Operations usually commands the maintenance and engineering staff, since stations do not require the large number of propulsion engineers typically found working under the command of a Chief Engineer on a starship

Class Features Skill Specialty:

At 1st level an Operations Specialist gains an inherent +3 to any one Operations skill.

Mind like a Database: Operations Specialists have a knack for remembering information that they’ve come across. All those hours of searching information databases rub off after a while. At 2nd level Operations Specialists gain an inherent +4 to all Knowledge (Technology) checks. Expertise:

Operations Specialists spend more time than most people streamlining their equipment and workstations. At 4th level they gain an inherent +1 to all Operations skills and an additional +1 every four levels thereafter.

Technical Savvy:

At 5th level the Operations Specialist gains the ability to Craft (Masterwork Item). This item has an inherent +1 bonus. This bonus increases to +2 at 10th, +3 at 15th, and +4 at 20th.

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Game Mechanics Information Proficiencies: Sidearms (Energy) Sidearms (Projectile) Light Armor Medium Armor Hit Die: d8 Skill Sets: Everyman, Operations and Communications Skill Points: 6 + Intelligence Modifier (times four at 1st level) The Operations Specialist L V L

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus 0 1 2 3 4 5 5 6/1 7/2 8/3 9/4 10/5 11/6 12/7 13/8 14/9 15/10/5 16/11/6 17/12/7 18/13/8

Fort Save

Reflex Save

Will Save

1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8

2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

Special

Skill Specialty, Starship Operations Mind like a Database Expertise +1 Technical Savvy +1

Expertise +2 Technical Savvy +2 Expertise +3

Technical Savvy +3 Expertise +4

Expertise +5, Technical Savvy +4

Defense

4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10

Medic Trained in practical emergency medical knowledge and skills that can be deployed within a rapid time frame. Patient treatment guidelines are described in protocols following cultural and shipboard policies and traditions. Advanced Medics have the theoretical, practical and scientific knowledge to appropriately apply complex patient treatments, albeit usually under the supervision of a medical officer. Certain scenarios arise in which there is no Doctor available (small crew transports, smugglers, raiders) the Medic must assume all responsibilities The role of the "medic" cannot readily be equated to any other non-military profession. Medics perform the roles of doctor, nurse, counselor, paramedic, psychologist, surgeon, pharmacist,

49

clinical coordinator, physiotherapist, teacher, and so on. The roles are so extensive that the "medic" has difficulty gaining recognition for their skills.

Class Features Enhanced Treat Injury:

Whenever a Medic uses the Treat Injury skill, they get a +2 bonus to their check. This bonus is a result of training and their familiarity with medical tricorders and other medical equipment. It increases by an additional +2 at 5th, 10th, 15th and 20th levels.

The Medic L V L

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus 0 1 2 3 4 5 5 6/1 7/2 8/3 9/4 10/5 11/6 12/7 13/8 14/9 15/10/5 16/11/6 17/12/7 18/13/8

Fort Save

Reflex Save

Will Save

2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8

1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8

Special

Enhanced Treat Injury + 2 Anesthetics Remove Stun Neutralize Toxin Enhanced Treat Injury +4 Radiation Therapy Treat Disease Minor Surgery Enhanced Treat Injury +6

Advanced Radiation Therapy Advanced Surgery Enhanced Treat Injury +8

Exotic Surgery Enhanced Treat Injury +10

Defense

3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9

Anesthetics & Analgesics:

Medics receive extensive pharmacological training. The Medic is knowledgeable of a variety of numbing agents and painkillers that will affect most species.

Neutralize Toxin:

Contact with hazardous materials is almost impossible to avoid while traveling through space. A Medic has the ability to counteract a poison by following the following procedure: 1. Identify the Toxin 2. Make a Neutralize roll (1d20 + 1 for every two levels of Medic possessed) 3. For the Identify and Neutralize Skill Checks see the ‘Toxins and Exotic Substances’ table for details

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Remove Stun:

If a fellow PC has been stunned the Medic may take a round to treat them. A Medic must make a Treat Injury check with the SKILL CHECK being 10 + the original Save SKILL CHECK of the Stun. If the Medic is successful the PC recovers from their stunned state.

Radiation Therapy:

The Medic becomes skilled in uses specific types of radiation to assist in long term care. As a side effect the Medic can also devise medical means to offer radiation resistances for short time periods if a successful Preventative Medicine skill check is made. See the ‘Radiation’ table for details. At the Advanced level the effectiveness of the Medic’s treatments doubles.

Surgeries Minor Surgery

SKILL CHECK

Setting a break or sprain Repairing a flesh wound Cosmetic Enhancement Removing projectiles Dentistry Blood Transfusion Hernia Treatment Major Surgery

15 15 20 17 20 20 20 SKILL CHECK

Open Heart Surgery Lung Surgery Brain Surgery Surgery on other Organs Limb Re-attachment Life Support System Implementation Neurosurgery Exotic Surgery Blood Transfusion between different species Organ Transplant between two different species Unique Medical Attempt

35 30 40 28 34 25 38 SKILL CHECK 30

The Medic acquires Surgery: enough knowledge to begin performing surgery. To do so a Medic must make a Knowledge (Specific Species Anatomy) roll and add +1 for every two levels of the medic. The Treat Injury Skill Checks differ for each level of Surgery (Basic, Advanced, Exotic) and even for each type of surgery. Please consult the ‘Surgeries’ table for details. Game Mechanics

Proficiencies: Sidearms (Energy) Light Armor Hit Die: d6 Skill Sets: Everyman, Medical and Communications Skill Points: 6 + Intelligence Modifier (times four at 1st level)

40 40+

Tactical Specialist Whether it’s pulling the trigger on a disruptor rifle or firing phase cannons from the tactical station of a starship, Tactical Specialists are the muscle of any situation. Tactical Specialists receive much more training in combat methodology than any other of the standard classes. Their

51

extensive amount of bonus Techniques reflects this extra combat training, as they must be chosen from the following list:

Acrobatic, Ambidexterity, Armor Proficiency (Heavy), Blind Fight, Combat Precision, Defensive Combat, Dodge (Mobility, Spring Attack), Improved Critical, Improved Initiative (Improved Disarm, Improved Trip), Hand to Hand Combat (Defensive Method, Offensive Method, Advanced Techniques), Distant Shot, Accurate Shot, Manifold Shot, Swift Shot, Mobile Shot, Heavy Handed, Smite, Attack Weapon, Quickdraw, Two Weapon Fighting, Improved Two Weapon Fighting, Weapon Savvy, Weapon Specialty.

The Tactical Specialist L V L

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus 1 2 3 4 5 6/1 7/2 8/3 9/4 10/5 11/6/1 12/7/2 13/8/3 14/9/4 15/10/5 16/11/6/1 17/12/7/2 18/13/8/3 19/14/9/4

Fort Save

Reflex Save

Will Save

2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8

20/15/10/5

Special

Bonus Technique Bonus Technique Bonus Technique Bonus Technique Bonus Technique Bonus Technique Bonus Technique Bonus Technique Bonus Technique Bonus Technique Bonus Technique

Game Mechanics: Proficiencies: Sidearms (Energy) Sidearms (Projectile) Light Armor Medium Armor

Rifles (Energy) Rifles (Projectile) Grenades Martial Weapons (melee)

Hit Die:

D10

Skill Sets: Skill Points:

Everyman, Tactical 4 + INT modifier (times four at 1st level)

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Defense

4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10

Mercenary Where the Tactical Specialist gets their benefits from hard training and relentless study of combat methodology, the Mercenary has one teacher: Experience. A mercenary is a soldier who fights or engages in warfare primarily for private gain, usually with little regard for ideological, national, or political considerations. Never truly affiliated with an actual government, Mercenaries are guns-for-hire in the most literal sense. Due to the political instabilities of the 2150s, there were many Private Military Organizations that formed that would offer military services in exchange for payment. It was not uncommon for a Mercenary to be taking orders from a particular group and then several months later (after being hired by another group) be shooting at his former employers.

Class Features The Mercenary L V L

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus 1 2 3 4 5 6/1 7/2 8/3 9/4 10/5 11/6/1 12/7/2 13/8/3 14/9/4 15/10/5 16/11/6/1 17/12/7/2 18/13/8/3 19/14/9/4 20/15/10/5

Sixth Sense:

Fort Save

Reflex Save

Will Save

2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8

1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8

Special

Sixth Sense Heat of Battle 1/day

Heat of Battle 2/day Stun Resistance Heat of Battle 3/day

Heat of Battle 4/day Bloodlust Heat of Battle 5/day

Heat of Battle 6/day

Heat of Battle 7/day

Defense

4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10

Mercenaries tend to ‘feel’ their way through a fight. Because of this they add the Wisdom modifier (if positive) to their Defense score.

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Heat of Battle: When the Mercenary feels that a fight is starting to get intense he can fly into the Heat of Battle. He temporarily gains a +4 to Dexterity, a +4 to Constitution but loses his Wisdom bonus to Defense. The Heat of Battle lasts for 3 + 1/level of Mercenary the character has. Stun Resistance:

At 6th level a Mercenary adds a +4 bonus to their rolls to resist Stun effects.

Bloodlust:

At 12th level the Mercenary gains Damage Reduction 2 while in the Heat of Battle. This bonus stacks with whatever armor the Mercenary is wearing.

Game Mechanics Proficiencies: Sidearms (Energy) Sidearms (Projectile) Light Armor Medium Armor Heavy Armor

Rifles (Energy) Rifles (Projectile) Grenades Martial Weapons (melee) Martial Weapons (ranged)

Hit Die: d12 Everyman Skill Sets: Skill Points: 2 + INT modifier (times four at 1st level)

Boomer As soon as a population expands beyond the confines of its homeworld the need for an inter-planetary merchant class is born. Called ‘Boomers’ in Earth-slang, these merchants tend to end up trading far and wide with many species that are not even know by their homeworld governments. Usually found far from home and in between worlds in deep space, your average Boomer usually has no one to rely on but themselves. Making repairs on the fly, being able to bandage up a plasma burn and fighting off pirates all fall into the category of ‘all in a day’s work’ for a Boomer.

Class Features Bonus Techniques:

A Boomer can choose any feat for their bonus feat slots.

Lucky Shot:

A Boomer relies on luck more often than not. A Boomer can reroll any one roll that has resulted in a failure. Follow the progression as stated on the Boomer advancement table to see how many times per day a Boomer can use this ability.

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Barter:

Starting at 3rd level a Boomer may add a +1 bonus for every three Boomer levels to all Bargain checks.

Skill Emphasis:

At 5th, 10th, 15th, and 20th a Boomer gains the feat Skill Emphasis for free. It must be applied to a different skill each time.

The Boomer L V L

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus 0 1 2 3 4 5 5 6/1 7/2 8/3 9/4 10/5 11/6 12/7 13/8 14/9 15/10/5 16/11/6 17/12/7 18/13/8

Fort Save

Reflex Save

Will Save

2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8

2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

Special

Bonus Technique Lucky Shot 1/day Barter Lucky Shot 2/day Skill Emphasis

Lucky Shot 3/day Bonus Technique, Skill Emphasis Lucky Shot 4/day

Skill Emphasis Lucky Shot 5/day

Lucky Shot 6/day, Skill Emphasis

Game Mechanics Proficiencies: Sidearms (Energy) Sidearms (Projectile) Rifles (Projectile) Hit Die: Skill Set: Skill Points:

Light Armor Martial Weapons (melee)

d8 Everyman, Pilot, Medical and Communications 4 + INT modifier (times four at 1st level)

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Defense

2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8

Mystic The galaxy is full of species with many different interpretations of how the Cosmos came into existence. Some religions blend the spiritual and the scientific while others abhor combining the two but whatever the general belief structures of a religion are they always seem to develop individuals who embrace the more esoteric side of their philosophies. A Mystic believes in the pursuit of achieving communion with, or conscious awareness of, the divine spiritual truth through direct experience, intuition, or insight - and the belief that such experience is an important source of knowledge, understanding, and wisdom.

Traditions may include a belief in the literal existence of realities beyond empirical perception, or a belief that a true human perception of the world transcends logical reasoning or intellectual comprehension. A person delving in these areas may be called a Mystic. To be a mystic a character must be telepathic.

Class Features The Mystic Lv l

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus 0 1 1 2 2 3 3 4 4 5 6/1 6/1 7/2 7/2 7/3 8/3 8/3 9/4 9/4 10/10

Fort Save

Reflex Save

Will Save

1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8

1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8

2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12

Special

Mind Speak Suggestion Enthrall Detect Thoughts Arouse Emotion Telepathic Stasis Hypnotism Friendship Create Image Dream Message

Dominate Break Mind

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Defense

1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7

Mind Speak:

At 1st level a Mystic can speak telepathically to any sentient being as long as they share a common language.

Suggestion:

At 2nd level the Mystic gains the ability to make a one or two sentence suggestion to a sentient being. The suggestion must sound reasonable for the affected being to carry it out. Suggesting that a being kill itself or act directly opposed to standing orders will automatically fail. The targeted being may make a will save to avoid the Mystic’s attempt.

Enthrall:

This ability gained at 4th level allows the Mystic to hold large audiences in sway while giving an oration. The audience will pay attention to the Mystic as long as they continue to speak but will not necessarily agree with or approve of what is being said. The Mystic can affect 10 people for every two Mystic levels possessed. The targeted being may make a will save to avoid the Mystic’s attempt.

Detect Thoughts:

At 5th level the Mystic gains the ability to detect the surface thoughts of a sentient being. The amount of information garnered depends on how much time is spent lurking through the target’s thoughts.

Arouse Emotion:

At 7th level the Mystic gains the ability to induce favorable emotions in sentient beings. This gives an inherent +4 bonus to all skills in the Communication Set.

Telepathic Stasis:

At 8th level the Mystic may lock herself in a stasis with a single opponent. By succeeding at a melee touch attack the Mystic and her opponent become locked in a stasis where neither of them can move or think about anything besides the stasis they are in. Both are totally defenseless and vulnerable. The Mystic can call off the stasis at any time. The targeted being may make a will save to avoid the Mystic’s attempt.

Hypnotism:

At 10th level the Mystic can hypnotize a single target. This ability works exactly like Suggestion but detailed instructions can be given. The only order that will not be accepted (and will cause the Hypnotism to fail) is ordering the being to hurt itself in any way. The targeted being may make a will save to avoid the Mystic’s attempt.

Friendship:

At 12th level the Mystic can instill an overwhelming sense of Friendship into a single target. This causes the affected being to agree with and defend any statements made by the Mystic. It also

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encourages the befriended being to defend the Mystic from physical violence. Also, any reasonable request will most likely be accommodated. The targeted being may make a will save to avoid the Mystic’s attempt. Create Image:

At 14th level the Mystic can cause 1d6 sentient beings to see things that aren’t there. The Mystic can create a projected mental image no greater in size than 10 cubic feet. It can include sight, smell, sound and tactile qualities. The image can also speak if the Mystic wishes it to. The image lasts only as long as the Mystic concentrates on it and it alone. The Mystic can walk, talk eat and do other basic tasks but must maintain most of their concentration on the image causing them to seem aloof and unaware. The targeted being may make a will save to avoid the Mystic’s attempt.

Dream Message:

At 15th level the Mystic may enter a trance in order to project a scenario into a specific being’s dreams. The target must be asleep and the Mystic must remain motionless and totally concentrate of the Dream Message to be sent. Because the Mystic is so entranced they are totally vulnerable to outside attack as they are not aware of their physical environment.

Dominate:

At 18th level the Mystic gains the ability to totally dominate another sentient being’s mind. Once dominated, the target is under total control of the Mystic and will follow every command to the letter without question. The target being may attempt one Will saving throw per day to break the domination.

Break Mind:

At 20th level a Mystic gains the power to cause someone such sever mental stress as to drive them clinically insane. The targeted being may make a will save to avoid the Mystic’s attempt. If the saving throw is failed, roll percentile to determine ‘just how crazy’ the target has become. The lower the roll, the less sanity lost. Characters that roll 100% become totally insane and become NPCs.

Game Mechanics Proficiencies:

Martial Weapons (melee) Light Armor

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Hit Die: d6 Skill Sets: Everyman, Communications Skill Points: 4 + INT modifier (times four at 1st level) The Saving Throw SKILL CHECK of a Mystic’ Abilities is: 10 + half the level of the Mystic (rounded down) + Mystic’s Intelligence modifier

Advanced Training Sometimes regular training just isn’t enough. There are always advanced techniques and methods that separate a specialist from a generalist. That’s where Advanced Training comes into play. Each type of Advanced Training has prerequisites that must be fulfilled before any levels can be taken in it.

Commanding Officer Whether its in command of a deep space Explorer, a military Cruiser or a Cargo Freighter, every ship needs a Commanding Officer. Also put in charge of troops in a military environment the Commanding Officer has a definitive leadership quality. It is the Commanding Officer who makes the life and death decisions of their subordinates as well as all decisions that affect the day-to-day life of all underneath the Commanding Officer’s command. Different titles include Captain, General, Lieutenant or Commander depending on organization, species and situation. Prerequisites: Base Attack Bonus +8 Starship Operations Diplomacy 6 Ranks Pilot 6 Ranks Repair 6 Ranks Sense Motive 6 Ranks Organizational Affiliation (Must belong to an Organization that has a Command structure) The Commanding Officer L V L

1 2 3 4 5

Base Attack Bonus 1 1 2 3 3

Fort Save

Reflex Save

Will Save

1 1 2 2 3

1 2 3 3 4

1 2 3 3 4

Game Mechanics Skill Sets:

Special

Technical Savvy, Bonus Technique Requisition Starship Survival Tactical Assault Leadership

Everyman, Operations, Pilot and Communications 6 + INT modifier

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Defense

1 2 2 3 3

Hit Die:

d8

Technical Savvy:

Commanding Officers always look like they have the answer (even if they really don’t!) and because of this air of confidence they instill a +4 Competency bonus to themselves and everyone within 30’ of the Commanding Officer when making Repair checks.

Bonus Technique:

The Commanding Officer gets a bonus feat (player’s choice) indicative of all the extra training they put in in order to take command.

Requisition:

The Commanding Officer can requisition repair parts, medical supplies or basic personnel equipment once each time they dock at a port in which their affiliated organization has a representative. The amount of supplies procured is determined by multiplying the number of Commanding Officer levels a character has by their Charisma bonus (so a 2nd level Commanding Officer with a Charisma bonus of 3 would have a total of 6) and adding that to a d20 roll. The result is how many repair parts, medical kits or how much in basic supplies the Commanding Officer was able to procure from the organizational quartermaster in excess of the ships allocation.

Starship Survival:

While in command of a vessel the inherent Defense of the ship gets a +4 bonus due to the Commanding Officer’s command and control coordination.

Tactical Assault:

While in command of a vessel the inherent attack bonus of the ships weaponry increases by +4 due to the Commanding Officer’s knowledge at effective offensive tactics.

Leadership:

While in command of a vessel the Commanding Officer and crew receive an additional +2 Competency bonus as a result of the Commanding Officer’s coordination and guidance during operations.

Chief Engineer Having a great talent for engineering and a keen judgment for needed modifications are just the preliminaries when it comes to being called Chief Engineer. This individual has to have a faith in technology and in their ability to master it.

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Having that kind of drive, knowledge and ability comes in handy when its time to save a ship in a jam. It usually leads to a reputation of a 'miracle worker'. It’s this intense focus that enables the Chief Engineer to master the complexities of Warp Drive engineering and other starship systems. An expert in technical and analytical abilities, the versatility of a Chief Engineer is practically a requirement on larger starships (as is the miraculous ability to complete repairs in record time). . Prerequisites: Base Attack Bonus +6 Starship Operations Repair 10 Ranks Computer Use 10 Ranks Write Program 6 Ranks The Chief Engineer L V L

1 2 3 4 5

Base Attack Bonus 1 1 2 2 3

Fort Save

Reflex Save

Will Save

1 2 3 3 4

1 2 3 3 4

1 1 2 2 3

Special

Defense

Power Relay 1d6 Jury Rig Power Relay 2d6, Back of my hand Miracle Worker Power Relay 3d6

1 1 2 2 3

Power Relay:

A Chief Engineer can squeeze extra power out of a Warp reactor because of their high level of skill. At 1st level a Chief Engineer can add 1d6 points of energy to a ship’s output level (rising to 2d6 at 3rd level and 3d6 at 5th level). This extra energy last for a number of rounds equal to the number of levels a character has of Chief Engineer plus their Intelligence modifier.

Jury Rig:

Chief Engineers know what needs to be fixed with new parts and what can be put back together with salvaged components. A Chief Engineer only needs to use half of the required parts to conduct full repairs.

Back of my hand:

If a Chief Engineer has spent at least one entire Chief Engineer level working on a particular starship they become incredibly familiar with it. Since they know the ship like the back of their hand they can add a +4 Familiarity bonus to all Repair and Computer Use checks done for that particular ship.

Miracle Worker:

At 5th level a Chief Engineer has learned all the methods and techniques that separate the bumbling amateur from a true professional. They can now half all repair times.

Game Mechanics

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Skill Sets:

Everyman, Operations 6 + INT modifier d8

Hit Die:

Ace While regular Pilots may fly for the thrill of it, for an Ace there is something more. An Ace has a connection to their ship and even a connection to the stars. For an Ace it’s a personal undertaking to maneuver a starship and because of that they have a distinct and enhanced approach to the controls. Prerequisites: Base Attack Bonus +6 Starship Operations Starship Alertness Pilot 10 Ranks Navigate 10 Ranks Plot Course 8 Ranks The Ace L V L

1 2 3 4 5

Base Attack Bonus 1 1 2 2 3

Fort Save

Reflex Save

Will Save

1 1 2 2 3

1 2 3 3 4

1 1 2 2 3

Special

Defense

Affinity +2, Autodock Like a Sextant Affinity +4, Starship Dodge Flyby Affinity +6

1 2 2 3 3

Autodock:

An Ace can take 10 to Dock except in unusual circumstances (i.e. combat, high solar flare activity, neutron storm, damaged engines etc)

Affinity:

Due to their affinity for their profession Aces gains bonuses at 1st, 2nd and 3rd levels (see Ace table for progression) to all Pilot and Navigate checks.

Like a Sextant:

An Ace need only make one Navigation check per Warp trip instead of the usual 1 per light-year traveled.

Starship Dodge:

An Ace can designate an opposing starship that they are engaged in combat with and receive a +1 dodge bonus to their starship’s defense.

Flyby:

At 4th level the Ace gains the ability to fly to within mere meters of an opposing starship at high speed. As a result the opposing starship’s Commanding Officer must make a Will save SKILL

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CHECK = 1 per level of Ace + 1 per the number of ranks the Ace has in Pilot. If the Will Save is unsuccessful the enemy ship’s crew is stunned for one round and cannot act. Game Mechanics Hit Die: Skill Sets:

d8 Everyman, Pilot 4 + INT modifier

Elite Trooper There are situations where what’s needed is someone who knows how to fire a gun. Well. Whether its repelling a hostile boarding party or sending an Away Team into a hostile situation, sometimes more direct tactics are necessary than what your average Tactical Specialist can offer up. Its situations like these where the Elite Trooper shines. Prerequisites: Base Attack Bonus +8 Combat Precision Alertness Quickdraw Improved Initiative 10 Ranks in Explosive The Elite Trooper L V L

Fort Save

Reflex Save

Will Save

Special

Defense

1

Base Attack Bonus 1

1

1

1

1

2 3 4 5

2 3 4 5

2 3 3 4

2 3 3 4

1 2 2 3

Weapon Mastery I Uncanny Dodge (Dexterity Bonus to AC) Sure Shot Weapon Mastery II Improved Critical Weapon Mastery III Uncanny Dodge (can’t be flanked)

2 2 3 3

Weapon Mastery:

At 1st, 3rd and 5th levels the Elite Trooper chooses a specific weapon. Their enhanced training gives the Elite Trooper a +2 to hit and a +1 to damage with the chosen weapons. This ability must be applied to a different weapon each time.

Uncanny Dodge:

Starting at 1st level the Elite Trooper gains Uncanny Dodge. This allows the Elite Trooper to maintain their Dexterity Bonus to Defense even when it would normally be taken away. At 5th level, the Elite Trooper can no longer be flanked.

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Sure Shot:

At 2nd level the Elite Trooper can opt to forego all other attacks and movement in a round and attempt a Sure Shot. The Elite Trooper makes a single attack with a +4 Concentration bonus to the attack roll. If successful, the attack automatically does maximum damage for the weapon used. Can only be used with ranged weapons.

Improved Critical:

The Elite Trooper chooses one type of weapon. Due to the Elite Troopers familiarity with this type of weapon the critical threat range increases by 1.

Game Mechanics Hit Die: Skill Sets:

d12 Everyman, Tactical 2 + INT modifier

Intelligence Operative Spying on enemies of the state or collecting data on enemy troop movements, an Intelligence Operative can be anywhere and be anyone. Advanced cosmetic surgery even makes inter-species intelligence operations possible, although difficult. Intelligence Operatives report only to their direct superiors within their agency. Many intelligence missions are covert and as a result the Intelligence organizations of the sector undertake many missions without the direct knowledge of their respective governments. It isn’t that uncommon for operatives to pose as cargo ship crewman, military personnel…even as a cook if the need arises. Prerequisites: 10 Ranks in Bluff 10 Ranks in Disguise 10 Ranks in Sense Motive 10 Ranks in Gather Information 10 Ranks in Move Silently 10 Ranks in Tumble The Intelligence Operative L V L

1 2 3 4 5

Base Attack Bonus 1 1 2 2 3

Fort Save

Reflex Save

Will Save

1 2 3 3 4

1 2 3 3 4

1 2 3 3 4

Special

Computer Hack, Rosetta Stone Skill Emphasis Interrogate, Resist Interrogation Toxic Compound Use Death Strike

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Defense

1 1 2 2 3

Computer Hack:

Rosetta Stone:

Skill Emphasis:

At 1st level an Intelligence Operative learns how to hack into secure computer systems. An Intelligence Operative adds a +1 bonus per Intelligence Operative level to all Computer Use checks. An Intelligence Operative is trained in linguistic skills. Choose two languages. The Intelligence Operative automatically learns them to skill rank four. The Intelligence Operative gains this skill for free at second level.

Interrogate/ Resist Interrogation: The Intelligence Operative is trained in the methods most effective in acquiring information. They get an inherent +2 bonus to Bluff, Diplomacy and Intimidate at 3rd level. They also get +2 Bonus to Fortitude and Will saves made in order to resist interrogation techniques. Toxic Compound Use:

At 4th level the Intelligence Operative acquires knowledge of how to handle, use and detect toxic compounds. They receive a +5 Familiarity bonus when dealing with toxic compounds. See the ‘Toxins and Exotic Substances’ for Skill Checks.

Death Strike:

At 5th level the Intelligence Operative learns how to focus their melee combat attack and turn it into a fierce and often deadly strike. As long as the Intelligence Operative has at least 6 ranks of Knowledge (Anatomy) for a given species they can attempt a Death Strike on a member of that species. By foregoing all other attack actions in a round an Intelligence Operative can make a single strike. If successful the target must make a Fortitude Save SKILL CHECK = 15 + the Operative’s Strength modifier. If the save is unsuccessful the target dies. If the target makes a successful save then double all damage done. The Intelligence Operative can use this ability 5 times per day.

Game Mechanics Hit Die: Skill Sets:

d6 Everyman, Tactical and Communications 4 + INT modifier

Explorer When it comes down to it, some people just like being the one to draw the map for the first time. This type of person can have any kind of background, but needs to have a passion for exploring new worlds and discovering new civilizations.

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Explorers tend to be found beyond the extent of their species’ charted space. They need to be rugged, self-reliant individuals with more than just a flare for adventure. Prerequisites: Cultural Understanding Game Mechanics 10 Ranks in Diplomacy Hit Die: d6 10 Ranks in Gather Information Skill Sets: All 10 Ranks Navigate 6 + INT modifier 10 Ranks Plot Course 10 Ranks Survival Must speak three languages to Rank 3 other than native language The Explorer L V L

1 2 3 4 5

Base Attack Bonus 1 1 2 2 3

Fort Save

Reflex Save

Will Save

1 1 2 2 3

1 1 2 2 3

1 1 2 2 3

Special

Defense

Contact I, Accurate Bonus Technique, Coordinates Contact II Close Enough, Bonus Technique Contact III

1 2 3 3 4

Contact:

At 1st, 3rd and 5th levels the Explorer gains a contact. This contact could be an outpost administrator, a bartender who knows where all the good work is, a government official or even a good repairman. The player (pending the Game Master’s approval) should select the contacts. Contacts can be called upon for favors and assistance in difficult situations.

Accurate:

Explorers have a keen sense of interstellar direction. They receive an inherent +5 bonus to all Navigate checks.

Coordinates:

Explorers can remember the coordinates of supply stations, planets, repair outposts and other ports of call be rote memory. An Explorer can always take 10 to plot a course to any memorized coordinates. An Explorer knows an amount of coordinates equal to their Intelligence modifier x 2.

Close Enough:

By 4th level an Explorer has learned how to make repairs to a ship that are good enough for casual travel but won’t hold up in a firefight or in any kind of spatial anomaly. By utilizing half the repair parts necessary for a repair job an Explorer can repair systems to operational status but they will only last 1d4 + 1 per level of Explorer the character has rounds during hazardous conditions (combat, spatial anomaly, neutron storm etc).

Bonus Techniques:

At 2nd and 4th levels the Explorer gains bonus Techniques. A player can choose any Technique.

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Chapter Two

Skills and Techniques

Skills Everyman Skill Set Bluff Climb Computer Use Entertain (_____) Gamble Hide

Intimidate Jump Knowledge (_____) Listen Profession (_____) Read/Write (Language)

Search Speak (Language) Perception Swim Use Tricorder (medical) Use Tricorder (tactical)

Pilot Skill Set

Operations Skill Set

Dock Pilot Plot Course Navigate

Repair Demolition Disable Device Craft (Item) Write Program

Medical Skill Set

Communications Skill Set

Surgery Treat Injury Preventive Medicine Knowledge (Medicine) Knowledge (Biology) Knowledge (Anatomy) Knowledge (Pharmaceutical)

Bargain Bluff Diplomacy Disguise Gather Information Sense Motive

Security Skill Set Escape Artist Use Explosive Forgery Stealth Survival

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How Skills work in Star Trek RPG Skills in Star Trek RPG are grouped into Skill Sets. Characters get their skill proficiencies based upon Class and Advanced Training. Characters can use skills that they are not proficient in but they will receive a –5 modifier to all rolls in reference to Skill Checks they are not Class proficient in. Skill Points may be allocated into any Skill regardless of whether the character has a Class proficiency with that Skill Set or not unless specifically noted. The maximum number of ranks a character may have in a given skill is 4 + 1 per level, maximum 16 ranks. Skill Points are also gained dependant upon class and level. See the particular Class or Advanced Training description to see how many Skill Points a character gets per level. For critical success and failure, please consult the following chart.

Skill Check Success/Failure Table Results Failure by 16 Absolute failure. No further attempts allowed for 24 hours. If possible, or more your attempt has the opposite effect from what you intended. Failure by You zone-out while attempting your action and fail miserably. No 9 - 16 further attempts allowed for one hour. Failure by You almost got it. You can try again immediately with a +2 bonus to 1-8 your roll. 0 Congratulations, you made it! Success by You’re good. You’re so good you can take +5 to all other Skill Checks 10 or more in the next 15 minutes.

How to make a Skill Check In order to attempt a Skill Check a player must roll a d20, add the number of ranks their character has in the skill, add the respective ability modifier and then add any other miscellaneous bonus. If the resulting number is equivalent or higher than the Skill Check’s Target Number, then you’ve succeeded. If the result is lower, the attempt fails. A simple task (using a Tricorder to analyze the structural integrity of a building) would have a Target Number of 14, whereas attempting to isolate the bio-sign of a specific individual on a Space Station would be more difficult with a prospective Target Number of 28. The Game Master should determine target Numbers for Skill Checks. Below is a description of all the skills in the Star Trek Role Playing Game. Within each description you will find recommended uses and which ability modifier to add to your Skill Check rolls.

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Skill Descriptions Everyman Set and mean looking. If someone doesn’t want to give you the information that you need, it may be easier to scare it out of them.

Bluff Charisma; whenever the character is attempting to lie or be ambiguous in a situation, they may add their Bluff bonus to their Skill Check.

Jump Strength; there may arise the occasion when your character needs to hop across ledges on a mountainous planet or maybe the station your on is about to explode and you need to jump to reach the escape pod. Normally a character can jump twice their height in distance but having the Jump skill allows you to increase the distance by one meter for every three points in Jump your character has.

Climb Strength; whenever attempting to scale a wall or overcome an obstacle the character adds this bonus to their Skill Check.

Computer Use Intelligence; whether its allocating power from one system to another, accessing a communications array or powering up a Warp core, this is the skill for all interaction with a computer operating system. For creating programs and command algorithms see Write Program.

Knowledge (_____) Intelligence; by selecting this skill a character begins their study in a particular subject. This eventual expertise allows them to make Knowledge checks in given situations. For example, a character with Knowledge (Kreetassan Culture) would be allowed to make a Skill Check to determine if the character was aware of Kreetassan taboos. The success or failure margin determines how much (or how little) information is known and how accurate the information is. This skill must be taken independently for each type of knowledge.

Entertain (_____) Charisma; many people enjoy singing, music, theater, storytelling or performance art. This skill allows a character to excel at these although it must be taken independently for each type of entertainment.

Gamble Wisdom: people love games of chance but there is a certain skill to it. Ranks in this skill will ensure your characters don’t lose all their money. There is never a guarantee, though

Certain Knowledges are class-related skills and may not be taken without the appropriate Skill Set proficiencies.

Listen Wisdom; sometimes you can hear them coming. Sometimes you can’t. Putting skill points in Listen ensures that the noise level doesn’t have to be on par with a Klingon poker game for your character to hear it.

Hide Dexterity; sometimes you just need to be unseen. When covert operations or surveillance are the name of the game hiding may be your best option.

Intimidate

Profession (_____)

Strength; when you’re trying to pry information out of someone I t pay to be big

Intelligence; this skill allows characters to have a secondary profession besides their

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class. The Profession could be anything from Novelist to Cook to Lawyer. A character can contract their services for payment if they wish. This skill must be taken independently for each profession.

Tricorder to analyze a patient’s wounds before making a Treat Injury or Surgery check. Higher ranks in this skill allow characters to get better results when scanning or analyzing with a Tricorder.

Read/Write (Language)

Use Tricorder (tactical)

See the special entry at the end of the Skills section

Wisdom; whether it’s searching an ancient ruin or trying to discover where a fugitive is hiding out, ranks in search will make a character more effectively discover hidden objects.

Intelligence; the Tricorder is designed as a portable sensing, data analysis, and data communications device, with many specialized abilities that make it an asset to crews aboard starships and space stations as well as on away missions. Higher ranks in this skill allow characters to get better results when scanning or analyzing with a Tricorders.

Speak (Language)

Pilot Skill Set

Search

See the special entry at the end of the Skills section

Dock Intelligence; take off and landing are a skill unto themselves. Whenever a character attempts to safely take off, land, dock or undock a starship they may add their Dock skill to their Skill Check.

Perception Wisdom; unlike Search (where a character is actively looking for something) Perception comes in to play when a character isn’t specifically looking for something. For example, while buying supplies Richard and Anne are told to make Perception Skill Checks. Richard rolls a 12 and Anne rolls a 19. Anne’s character notices the ambush and isn’t caught by surprise whereas Richards’s character walks right into the ambush.

Pilot Intelligence; whenever attempting to maneuver a starship at Impulse or slower speeds a character may add their Pilot skill to their Skill Check.

Plot Course

Strength; while almost anyone can float in water, it’s a different story when your doing the breaststroke for a lengthy duration or while in rough waters. Ranks in this skill will allow the character to be able to swim in these extreme circumstances or for extended periods.

Intelligence; space is vast but not nearly so empty as most people think. The course between a starship’s starting point and ending point can be full of nebulas, gravitational eddies or other spatial anomalies. Before going to warp speed a character must make a Plot Course Skill Check and may add their Plot Course skill ranks to the check.

Use Tricorder (medical)

Navigate

Swim

Intelligence; while at warp speeds a character must make Navigate checks every light year traveled. A Pilot may add their Navigate ranks to the relevant Skill Check.

Intelligence; equipped with sensors and analysis software tailored for medical diagnostic purposes but different enough in use that proficiency with a tactical Tricorder does not entail proficiency with a medical Tricorder. A Medic must use a medical

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Operations Skill Set

Treat Injury TN of 15 to cause effective healing.

Repair Preventive Medicine

Intelligence; when something breaks or a character is attempting to upgrade a system, a repair check is made. A character adds their ranks in Repair to any relevant Skill Checks made.

Intelligence; after analyzing a potential medical threat a character may attempt to dispense an inoculation to threatened beings by making a Preventative Medicine Skill Check. A successful check implies that the character has developed a method to combat the potential medical threat.

Demolition Wisdom; there are circumstances when the need arises to take something apart without worrying about keeping any salvageable parts.

Knowledge (Toxic Compounds) Intelligence; this skill allows a character to have a familiarity with different types of Toxic Compounds and their use. See the ‘Exotic and Toxic Compounds’ table for particulars.

Render Inoperative Intelligence; this skill is used in order to stop a timer on an explosive device, cause doors to stay shut, disable communication systems onboard a starship or a myriad of other possible uses.

Knowledge (Biology) Intelligence; this skills provides scientific explanations for phenomena such as birth, growth, aging, death and decay of living organisms, similarities between offspring and their parents (heredity), the flowering of plants as well as genetics and evolution.

Craft (Item) Wisdom; the character is skilled at making a particular type of item. The character can choose any item on the General Equipment list or a specific type of weapon. This skill must be taken independently for each item the character wishes to know how to Craft.

Knowledge (Anatomy) Intelligence; this skill allows a character to have an intimate knowledge of a specific species anatomical structure to include location of vital organs, musculature, bone structure, neurological systems as well as endocrine systems.

Write Program Intelligence; whether a character needs to write a security protocol, create a virus to infiltrate an enemy’s database or create a program to track another being’s computer activity, Write Program is the skill needed.

Knowledge (Pharmaceutical) Intelligence; this skill allows a character to have an in depth knowledge of medicines, enzymes and other medicinal compounds and how to use them.

Medical Skill Set Treat Injury Intelligence; this is the mainstay skill of Medics and Doctors everywhere. Use this skill when treating an injury that doesn’t require surgery such as burns, bruises and stun effects. When using the Dermal Regeneration tool of a Medical Tricorder a character can heal 1d8 Hit Points for every 5 ranks in Treat Injury the character has. Regular wounds have a

Communications Skill Set Bargain Charisma; this skill allows characters to get the best deal attainable on services and goods. To use this skill, a character must make an opposed bargain check with the merchant they are purchasing from.

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Bluff Charisma; whenever the character is

Use Explosive Intelligence; this skill allows a character to handle and set explosives with little or no risk to themselves. See the ‘Explosives’ table for Skill Checks required for different types of explosives.

attempting to lie or be ambiguous in a situation, they may add their Bluff bonus to their Skill Check.

Diplomacy Forgery

Charisma; this skill trains a character in etiquette, protocol, political posturing and subtlety of language. This is the skill to use when a character needs to put on their most gracious attitude or when they need to influence others.

Intelligence; a character uses this skill to fake travel documents, create a believable report to lure enemies into a trap or even falsify identification papers. The forgery is only inspected if the person reviewing the forged documents makes a successful Perception roll (opposed to the Forgery Skill Check result) to notice that the documents are suspect. The reviewer then needs to make an opposed Forgery skill check to try and catch the forgery. If the opposed Forgery check fails the documents are believed to be valid. If it is successful the documents are automatically realized to be false.

Disguise Wisdom; this skill allows a character to look like a different person or to look like they are a member of a particular organization. In order to see past the Disguise, an opposed Perception Skill Check must be made vs. the character’s Disguise Skill Check.

Gather Information Charisma; this skill helps a character to find out who to talk to or where to go and ask about particular information. Also, a successful Gather Information Skill Check allows a character to discover what the ‘word on the street’ is about a particular topic.

Stealth Dexterity; by making a successful Skill Check a character can sneak up on someone, avoid video detection equipment or simply make little or no noise while moving. In order to realize that the character is there a being must make an opposed Perception Skill Check and surpass the character’s Stealth result.

Sense Motive Wisdom; this ability allows a character to recognize certain behaviors and relate them to possible motives a being may be trying to keep concealed. A successful Skill Check will let a character know whether or not a being is trustworthy or not.

Survival Intelligence; this skill allows the character to forage for food, find water and find shelter in inhospitable terrains and climates.

Security Skill Set Escape Artist Dexterity; this skill allows a character to attempt to slip out of shackles, wriggle out of ropes or any other kind of bindings they might be tied up in.

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Language How it works in Star Trek RPG During this early era of play (2130 – 2165) the idea of a Universal Translator is still in its infancy and won’t even be in common use until the late 2150’s (and then only by cultures affiliated with the Coalition of Planets). The UT won’t be a standard piece of technology until the 2170s when it becomes more fine-tuned by necessity through the expansion of the Federation. Until then UT’s are usually only found being used by the more advanced Starships and their crews. This being said it is important that characters have the ability to speak multiple languages. All characters begin play being fluent and literate in their native language. Some species automatically begin play with more than one language. In those cases the secondary languages should be treated as being conversational/proficient. If a player wishes to add extra languages at first level, they must choose from the relevant species’ Optional Languages list. To gain the ability to read/write or speak a language, a player must put at least one skill point (maximum four) in the desired language skill. The language skill progression works as follows: One Skill Point (Familiar) A character understands only the most basic of words such as food, water, ship, yes and no. If trying to communicate in this language a character only understands 10% of what is being said. If trying to read a text the character can only decipher 10% of the words but cannot write in the given language. Two Skill Points (Basic Understanding) While speaking the character can get across messages such as “I am from Earth” or “Where is the closest Starbase?” A character can grasp basic concepts within a written text and can write terse messages in the language but cannot give specific detail (only generalities). Overall understanding is at 30%. Three Skill Points (Conversational/Proficient) While speaking the character can grasp most concepts but does not have the ability to discuss technical details or abstract ideas. Also, colloquialisms are difficult (if not impossible) to understand. Reading and writing greatly improve at this level. While a character could write a letter to a friend in this language or read local newspapers technical information, legal language and advanced phrasing are beyond their ability. Overall understanding is at 65%. Four Skill Points (Fluent/Literate) While speaking the character can understand complex phrasing, abstract concepts and even wax philosophic. The character can read and comprehend even the most advanced texts with amazing clarity and can translate a given text into their native language (or any language they are Fluent/Literate in) with ease. A character has the ability to write detailed treatises and has a decent grasp on colloquialisms. Overall understanding is at 95%. Possible Language Options Human Klingon Risan Denobulan Vulcan Suliban

Andorian Tandaran Xyrillian

Nausicaan Kreetassan Enolian

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Orion Tellarite Many other possibilities

Techniques Acrobatic Alertness Ambidexterity Animal Affinity Armor Proficiency Light Medium Heavy Athletic Blind Fighting Cautious Combat Precision Combat Responses Defensive Combat Cultural Understanding Pounce Endurance Exotic Weapon Proficiency Fame Tech-head Improved Stamina Improved Determination Improved Agility Improved Initiative Improved Disarm Improved Trip Improved Critical Low Profile Hand-to-Hand Combat Defensive Method Offensive Method Advanced Techniques

Persuasive Distant Shot Accurate Shot Swift Shot Manifold Shot Mobile Shot Heavy Handed Attack Weapon Quickdraw Rugged Skill Emphasis (_____) Sharp Eyed Stamina Starship Alertness Starship Operations Steady Stealthy Toughness Track Trustworthy Two Weapon Fighting Weapon Specialty Weapon Savvy Weapon Group Proficiency Sidearms (Projectile) Sidearms (Energy) Rifles (Projectile) Rifles (Energy) Grenades Martial Weapons (melee) .

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Technique Descriptions Acrobatic Requirements: Dexterity 15+ The character is adept at feats of agility. When making jump or balance checks they receive a +5 bonus to their Skill Checks.

Blind Fighting The character has an innate ability to sense where an opponent is even when they lose their ability to see. If blinded, a character may make attacks without penalty up to a range of 2 meters.

Alertness The character receives an inherent +1 bonus to Defense. If a situation arises where a character does not benefit from their Dexterity modifier to Defense, they also lose the benefit of Alertness.

Cautious Requirements: Alertness The character is more wary than normal. They receive a +2 bonus to all Perception, Search and Listen Skill Checks.

Ambidexterity A character is just as proficient with both the left hand and right hands. This allows a character to learn two weapon fighting techniques.

Combat Precision Requirements: Base Attack Bonus +6 A character has become proficient enough in combat techniques to add their Dexterity bonus to all attack rolls.

Animal Affinity Requirement: Wisdom 15+ This Technique allows a character to be more empathic towards non-sentient life forms. When attempting to interact the character receives a +4 bonus to Skill Checks.

Combat Responses Requirements: Combat Precision A character may take an attack of opportunity a number of times equal to their Wisdom modifier. Defensive Combat Requirements: Combat Precision, Combat Responses By making only a single attack in a round a character may add their Constitution modifier to their Defense until the end of the round.

Armor Proficiency Allows a character to wear particular Armor types without incurring a –4 Defense penalty Light: allows a character to wear Light Armor without penalty Medium: allows a character to wear Medium Armor with no penalty Heavy: allows a character to wear Heavy Armor without penalty

Cultural Understanding The character has an innate empathy with sentient Species. They receive a +2 bonus to all Communications Skill Checks.

Athletic The character is particularly hearty. They receive +6 Hit Points. This Technique may be taken multiple times.

Endurance The character is exceptionally strong (like a bull). They receive an inherent

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+2 bonus to all Strength related Skill Checks. Exotic Weapon Proficiency This Technique allows a character to use a never before encountered weapon without the usual –4 penalty.

Tech-head The character is particularly proficient with technology. They receive an inherent +2 bonus to all Operations Skills Checks.

Contacts The character is particularly well known in a specific part of space for all the right reasons (or all the wrong reasons). Roll 1d4 to determine how many contacts the character has. Use the chart below to determine how influential the character’s contacts are. A character cannot be famous and infamous in the same part of space.

D% 0–4 5–7 8 – 10 11 – 14 15 – 22 23 – 26 27 – 30 31 – 34 35 – 38 39 – 42 43 – 46 47 – 50 51 – 54 55 – 58 59 – 62 63 – 65 66 – 68 69 – 71 72 – 75 76 – 79 80 – 83 84 – 87 89 – 91 92 – 96 97 – 100

Improved Stamina The character can withstand great physical adversity. They receive a +2 to all Fortitude Checks. Improved Determination The character has a strong mind. They receive an inherent +2 to all Will Checks. Improved Agility The character is exceptionally reactive to their surroundings and receives an inherent +2 bonus to their Reflex Checks.

Contact Crime Lord Assassin Smuggler Pirate Thief Con Artist Gambler Hacker Mercenary Engineer Private Investigator Spy Doctor Pilot Tradesman Police Officer Military Officer Starship Officer Police Chief Administrator Councilman Mayor Senator Governor GM’s Choice

Improved Initiative Requirement: Improved Agility The character responds more quickly to dangerous situations than is normal. They receive an inherent +4 bonus to their Initiative rolls. Improved Disarm Requirement: Improved Agility The character can attempt to disarm their opponent without instigating an attack of opportunity. Improved Trip Requirement: Improved Agility The character can attempt to trip their opponent without instigating an attack of opportunity. If the trip is successful, they can also make one attack against their tripped opponent.

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Improved Critical Requirement: Base Attack Bonus +8 The character chooses a single weapon that they are proficient in. Their critical threat range with that weapon increases by one.

Accurate Shot A character can fire into a melee situation without suffering the usual -4 penalty for firing into melee combat.

Low Profile The character is good at remaining unnoticed. They receive a +2 bonus to hide and move silently checks.

Swift Shot Requirement: Accurate Shot A character can make a second attack at their highest attack bonus per round but each attack made that round suffers a –2 penalty.

Hand-to-Hand Combat You are skilled in dealing actual damage (as opposed to subdual damage) with unarmed attacks. You have a critical range of (20, x2) and do 1d6 damage per attack.

Manifold Shot Requirement: Accurate Shot, Swift Shot Base Attack Bonus +8 A character can make two extra attacks per round at their highest attack bonus, but all attacks suffer a –4 penalty.

Defensive Method Requirement: Hand-to-Hand Combat When fighting Hand-to-Hand and wearing no armor, a character may add their Wisdom modifier to their Defense. A character loses this bonus whenever they would lose their Dexterity bonus.

Mobile Shot Requirement: Accurate Shot A character can attack before , during or after their movement for a given round. Heavy Handed When attacking with a melee weapon, this Technique allows a character to add their Strength modifier to their damage rolls.

Offensive Method Requirements: Hand-to-Hand Combat, Base Attack Bonus +6 While fighting Hand-to-Hand your critical range increases to (19 – 20, x2) and your damage increases to 1d8 per attack.

Attack Weapon This Technique allows a character to attack the weapon of an opponent without provoking an attack of opportunity.

Advanced Techniques Prerequisites: Hand-to-Hand Combat, Offensive Method and Defensive Method While fighting Hand-to-Hand your critical range increases to (18 – 20, x2) and your damage increases to 1d10 per attack.

Quickdraw This Technique allows the character to draw their weapon as a free action rather than a full round action.

Persuasive The character receives an inherent +2 bonus to Bluff, Diplomacy and Bargain.

Skill Emphasis (_____) Pick one Skill. The character is exceptionally versed in that Skill and

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receives a +4 bonus to all Skill Checks with it.

Track You can follow the trails of creatures and characters across most types of terrain. To find tracks or to follow them for 1 kilometer the character must make a Survival Check. You move at half your normal speed while tracking someone. The TN of the Skill Check depends on the conditions in which you are trying to track. Check the following tables for particulars.

Sharp Eyed The character is has exceptional vision and receives an inherent +2 bonus to Search and Perception checks. Stamina The character heals from wounds more quickly than normal. Instead of the usual 1d4 Hit Points healed per day the character heals 2d4 Hit Points per day.

Terrain Very Soft Soft Firm Hard

Starship Alertness Requirement: Starship Operations, 8 Ranks in Pilot While piloting a Starship the Pilot imbues a +1 bonus to the Starship’s Defense.

TN 10 15 20 25

TN Modifier Condition *Every 3 targets in group being tracked -1 *Every 24 hours since trail was made +1 *Every hour of rain since the trail was made +1 *Fresh snow cover (or other dust like substance) since trail was made +10 *Poor Visibility: Overcast/Moonless Night +6 Moonlight +3 For/Precipitation +5

Starship Operations The character is proficient in the basic operations of a starship. Characters without this Technique take a –6 penalty on all Skill Checks in relation to operating a starship. Steady The character has sure and steady movement. The character receives an inherent +2 bonus to Jump, Swim and Climb checks. Stealthy The character has an aptitude for stealth. They receive an inherent +2 to Hide and Move Silently checks.

Trustworthy The character has a benevolent demeanor when dealing with people. They receive a +2 bonus to Diplomacy and Gather Information checks.

Toughness The character has a strong immune system. The character receives a +10 bonus to resist disease, toxic compounds, radiation and illness.

Two Weapon Fighting The character is trained in the use of two weapons at the same time. This Technique allows the Character to make a second attack with their off-hand

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weapon at their lowest attack bonus per standard attack. Weapon Savvy Requirement: Base Attack Bonus +4 Pick one weapon. The character is extraordinarily proficient with it. They receive a +1 bonus to all attack rolls with that weapon. Weapon Specialty Requirement: Weapon Savvy Pick a weapon that the character already has Weapon Savvy with. The character knows how to get optimum damage from the chosen weapon and deals +1 damage with it.

Weapon Group Proficiency Choose a group of weapons from the list below. You understand how to use all weapons in that group in combat. *Sidearms (Projectile) *Sidearms (Energy) *Rifles (Projectile) *Rifles (Energy) *Grenades *Martial Weapons (melee)

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Chapter Three

Equipment

Amidst species that have made it to the stars, technology and equipment can be as advanced or as primitive as the local inventors and profiteers have the capacity to create. In this chapter there are lists for standard equipment, trade goods, weapons, defensive items and medical goods. The prices are all given in

A note about money All prices are given in the Terran Credit. The Terran Credit is the currency of Earth until 2198 when the New World Economy is instituted and money goes the way of the dinosaur. An important note is that to other species the Terran Credit, the Andorian Mark or any other form of planetary currency is pretty useless. There are however several items that have a fairly standard value throughout the sector and are normally readily accepted in trade. The items are as follows: warp plasma, plasma injectors, warp coils, dilithium, platinum, gold and trillium (the latter three being classified as ‘precious metals’). The precious metals are highly valued by warp capable species because of their excellent conductivity and various uses in electronic devices of the era. The prices of these items tend to not fluctuate from star system to star system as much as other commodities and therefore provide a stable base of exchange.

Trade Goods General Medical Supplies (1 kg) Food Products (normal) (1 kg) Food Products (specialty) (1 kg) Common Metal Ore (1 kg) Semi-Precious Metal Ore (1 kg) Precious Metal Ore (1 kg) Textiles (per meter squared) Dilithium (I kg) Warp Plasma (1 liters) Plasma Injector (one) Repair Parts (one) Warp Coil (one)

10 Credits 1 Credits 10 Credits 6 Credits 280 Credits 1000 Credits 10 Credits 2500 Credits 50 Credits 150 Credits 10 Credits 500 Credits

Items for Trade The trade goods listed here are just a small example of the myriad of materials that might be considered a commodity on some worlds. Weapons and items listed on the General Equipment table can also be deemed worthy enough to haul as cargo if the prices are right.

Exotic and Toxic Compounds Some items are not exactly considered legal in most trade circles. Some of these compounds have proven to be effective against most known Species. The table beneath gives the particulars for several of the more commonly available compounds.

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Toxic and Exotic Compounds

Compound Assegai Turkarra Ornafor Karfar Yarall Kreshta Drizzrek Gorah

Ket Ro

Effect

Save DC

Price/dose

Causes a 1d6 hour coma. Causes 5d10 damage to internal organs. Causes 1d4 Dexterity damage for 1d10 days Causes death; on a successful Save take 2d8 damage Hallucinogen. –15 to all Checks for 1 hour. Causes Euphoric state and –4 to all Checks for 1d6 hours Causes a –10 to Intelligence score for 1d4 days Encourages amiability. Must make pass a Will save (TN 24) to tell lies or to be deceitful. Lasts for 1d6 hours. Causes sleep to be impossible for 1d6 + 1 days

18 24 20

200 Credits 275 Credits 1200 Credits

22

4500 Credits

22

50 Credits

18

35 Credits

17

2200 Credits

19

1250 Credits

24

1400 Credits

Armor Types There are many different types of armor and ballistic clothing available throughout the sector, but most fall within three general categories: Light Armor, Medium Armor and Heavy Armor. For a character to be able to wear armor without suffering an inherent –5 to all rolls they must have proficiency with each particular level of armor (Light, Medium or Heavy). Armor reduces damage dealt by the listed Soak amount.

Armor of the 22nd Century Type

Defense Soak 0 1 -1 2 0 3 -1 3 -2 4 -3 5 -4 6 -5 7 -6 8

Basic Ballistics Vest (light) Vulcan Survival Jacket (light) MACO Tactical Body Armor (light) Andorian Ballistic Uniform (light) Antaran Battle Armor (medium) Tellarite Defensive Suit (medium) Tandaran Personnel Protector (medium) Nausicaan Heavy Fight Jacket (heavy) Klingon Warrior’s Panoply (heavy)

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Cost 650 Credits 975 Credits 1600 Credits 2150 Credits 2800 Credits 3375 Credits 4950 Credits 7200 Credits 8575 Credits

Weaponry of the 22nd Century Sidearms Weapon 9mm EM – 33 Phase Pistol Plasma Gun Sonic Disruptor Particle Compressor

Damage 1d8 2d6 3d4 4d4 2d8 5d4

Range 25 m 25 m 25 m 25 m 25 m 25 m

Type Projectile Energy Pulse Energy Beam Energy Pulse Sonic Wave Energy Pulse

Critical Cost 20, x2 265 Credits 20, x2 400 Credits 19–20,x2 780 Credits 20, x2 995 Credits 19-20,x2 1185 Credits 20, x2 1680 Credits

Rifles Weapon Carbine Rifle Compression Rifle Phase Rifle Energy Blaster Particle Accelerator Disruptor Rifle

Damage 1d10 2d8 3d8 4d6 2d10 5d6

Range 100 m 100 m 100 m 100 m 100 m 100 m

Type Projectile Energy Pulse Energy Beam Energy Pulse Energy Beam Energy Pulse

Critical 19-20,x2 19-20,x2 19–20,x2 19-20,x2 19-20,x2 19-20,x2

Cost 1235 Credits 1490 Credits 1880 Credits 2695 Credits 3145 Credits 3670 Credits

Grenades Weapon Stun Grenade Fragmentation Grenade Concussion Grenade Incendiary Grenade Smoke Grenade

Damage Stun DC 20 5d4 3d6 6d4 -

Type Stun Explosive Explosive Explosive Smoke

Critical 20, x3 20, x3 20, x3 -

Cost 78 Credits 128 Credits 184 Credits 266 Credits 44 Credits

Type Slash/Pierce Slash/Bash Slash Slash/Pierce Slash/Bash Pierce Slash

Critical 19-20,x2 20, x3 20, x2 19-20,x2 20, x3 18-20,x3 19-20,x2

Cost 85 Credits 358 Credits 112 Credits 226 Credits 180 Credits 45 Credits 288 Credits

Martial Weapons Weapon Andorian Ushaan-Tor Klingon Bat’leth Klingon Mek’leth Human Katana Vulcan Lirpa Xindi Reptilian Dagger Nausicaan Kris Blade

Damage 1d8 2d6 1d6 1d10 1d8/1d6 1d4 1d12

Range 5m 5m 5m 5m 5m

Range -

Batteries/Cartridges Item (# of Rounds/Charges)

Cost

Item (# of Rounds/Charges)

Sidearm Projectiles (15) Sidearm Sonic Charge (25) Sidearm Energy Beam (35) Sidearm Energy Pulse (20) Rifle Projectile (30)

10 Credits 15 Credits 12 Credits 20 Credits 20 Credits

Compression Rifle (60) Phase Rifle (45) Energy Blaster (40) Particle Accelerator (50) Disruptor Rifle (30)

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Cost 24 Credits 18 Credits 15 Credits 28 Credits 20 Credits

Equipment Item All Weather Clothes (allows wearer to be comfortable between 0°- 45° Celsius) Breather Mask (space/underwater/atmospheric filter) Communicator (range 100 kilometers) Datapad Flashlight Tricorder (Tactical) Tricorder (Medical) Binoculars Alloyed Rope Tool Kit (needed to conduct repairs) Holographic Imager (records holo-vids) Field Surgeon’s Kit (allows for surgery outside of a hospital) Portable Power Generator (200 charges) Space Ration Universal Translator

Services Meals Five Star

Cost 50 Credits

Lodging Luxury Suite

Two Star

22 Credits

Good Hotel

No Star

5 Credits

Shabby Motel

Cost 285 Credits

Medical Complex Surgery 109 Credits Minor Procedure 39 Credits Basic Checkup

Cost 35 48 99 25 5 735 875 39 20 140 20 300 150 2 14,000

Cost 3500 Credits 500 Credits 100 Credits

Travel Quality

Steerage Poor Average

Cost per Day 50 100 200

Good Luxurious

500 1200

Example Open spot in a Freighter’s hold A bunk on a Cargo Hauler Splitting a room with several other passengers on a Runabout A private room on a starship A private stateroom on a ship designed to carry passengers

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Chapter Four

Starships

The four basic templates allow you to custom design a ship for almost any species. Specific designs (the Human NX type, Andorian Kumari, Vulcan D’Kyr etc) are listed in detail following the templates. In order to create a ship from the templates follow these easy steps: • • • • • • •

Choose your ship type (shuttlecraft, freighter, cruiser, heavy cruiser) Choose style of Primary Weapons Systems Choose style of Secondary Weapons Systems (if available) Choose Support Systems (as available) Determine crew size and homeworld, exact size of ship (smaller ships have fewer systems, larger ships have more systems) Make sure that your systems energy cost doesn’t exceed you reactor’s energy capabilities! A ship can only have one reactor and one backup power supply! These rules are left a little vague intentionally; there have been hundreds of ships on screen in the Star Trek Universe and this allows Game Masters and Players to be creative with ship design.

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Starship Systems Descriptions Descriptions This section entails a brief description of the different combat and non-combat systems found on a Starship and the basics of how they operate.

Communications By transmitting information through subspace rather than normal space, subspace communications permit the sending of data and messages across interstellar distances faster than the speed of light, proving it much more practical than conventional radio. Because messages sent over subspace travel so much faster than the speed of light, they are the basis for interstellar communication. Starships rarely even monitor frequencies that travel at the speed of light or slower. Subspace communications have a varying degree of band frequencies, from upper (or high-band) to lower. Earth developed subspace communication in 2138. Subspace amplifiers are required in order to maintain real-time contact between Earth and Earth Starfleet vessels over long distances. Contact with these amplifiers is maintained with a subspace antenna. If this antenna is damaged, a starship is only capable of short-range communication. Subspace Communications Range (in light years) Short Range: 2 Light Year Mid-Range: 15 Light Years Long-Range: 40 Light Years * For unlimited range there must be a subspace amplifier every 40 light years

Life Support Life support systems are the most crucial aboard any space vehicle. They typically include temperature and climate control, waste processing, radiation shielding, atmosphere recycling and bacterial and viral filtering systems. Life support can be shut down in order to divert its energy resources to other systems. Once life support is shut down it takes an average of 60 minutes for the crew of a Starship to begin to feel adverse effects. Failure of Life Support systems can be fatal to a crew. Amount of time without Life Support

Up to 60 minutes 60 to 90 minutes 91 to 120 minutes 121 to 150 minutes 180 minutes +

Adverse Effects No effect -4 to all Checks -8 to all Checks Fortitude Save of TN 18 or fall unconscious

Death by asphyxiation & hypothermia

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Gravity Plating The artificial gravity generator is a component of most starships in the mid-22nd century. The artificial gravity generator changes the environment of a starship from zero gravity to artificial gravity, using the vessel's gravity plating. Gravity plating is a collection of plates used to simulate a gravity environment on starships. Gravity plating can be lined along a ships exterior hull, or across the interior deck plates. A subsystem of Gravity Plating is inertial dampers. They are a system used on almost all starships to counter the effects of rapid acceleration/deceleration of a vessel by sustaining and absorbing the natural inertia of a vessel as it either moves through space or if it is under attack from another vessel. If a starship were to jump to warp speed without using inertial dampers, the members of the crew would almost certainly die as the rapid acceleration would throw them back in to the consoles and rear walls killing them instantly. Conversely, they would also be killed if a ship were to come out of warp but in this instance the crew would be thrown forward.

Navigation The flight control operations onboard a starship or shuttle. Helm is responsible for controlling the flight operations of a ship, including warp, impulse and thruster control. Helm is also responsible for controlling the ship during a landing sequence or docking procedure.

Hull Plating Polarized hull plating is a defensive technology. In a battle situation, electromagnetic power can be applied to the hull materials, making them several orders of magnitude harder. This is the only defensive technology is used on starships of cultures that have not yet developed shield technology. Unlike shields, polarization cannot be amplified to reinforce a specific section. The amount of polarization on the forward sections of the ship is the equal on the aft. Hull plating on any ship has a 100-point scale. What varies from ship to ship (and what determines the strength of a ship’s hull plating) is it’s Damage Reduction (DR). Whenever a ship takes damage with active hull plating first subtract the DR number from the damage roll and then subtract the result from the Hull Plating 100-point scale. When the scale reaches 0, it indicates that Hull Plating is offline and needs a Repair check (TN 20) in order to be brought back online (2 hour repair time). Once Hull Plating is offline all damage done gets subtracted directly from a ship’s Hull Point with no damage reduction. Note that Hull Plating Systems can have from DR 0 to DR 20. For example: A Klingon Raptor fires a Disruptor (6d10 damage) at an NX Class and rolls 47 points of damage. The NX Class has DR 15 and Hull Plating is at 29. The NX Class takes 32 (47 – 15 = 32) points of damage to its Hull Plating taking it offline since Hull Plating is now at or below zero. The next attack deals 54 points of damage that is taken directly out of the NX Class’ Hull Points leaving it with 446 Hull Points (500 – 54 = 446).

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Deflector Control The navigational deflector dish is a component of many starships, and is used to deflect space debris, asteroids, microscopic particles and other objects that might collide with the ship. At warp speed the deflector is virtually indispensable for most starships as even the minutest particle can cause serious damage to a ship when it is traveling at supra-light velocities. If the Deflector Dish goes off line warp speed will cause the ship to become destroyed within 1d4 minutes of travel due to micrometeorite collisions. Furthermore, when the deflector dish is offline a ship cannot travel faster than half-impulse.

Sensors The term sensor is used to refer to any device that is used to scan, record, or otherwise observe any aspect of an environment surrounding a starship, station, or person. This could be as simple a device as a manual camera or light sensor, or as complicated as the many devices designed to scan the matter and energies of subspace, space, time and stellar bodies that make up all of existence. There are many ways to mask a sensor scan, sensor screens are the most commonly used. You can also mask a sensor scan with certain materials, or radiations. Successful sensor use is determined by a Computer Use skill check. Most starships can scan in the following methods: ^ Denotes Short Range only * Chemical Identity ^ * Electromagnetic * Electron Resonance ^ * Gamma Ray * Gravimetric ^ * Laser Imaging * Molecular Imaging ^ * Neutron Densitometry * Thermal Analysis ^ * Proximity Sensors ^ * Targeting (i.e. Tactical Scan) ^

* Topographic Imaging ^ * Sub Atomic ^ * Antiproton Beam * Biological Reference ^ * Geological ^ * Internal Ship Sensors ^ * Magnetic Resonance * Passive High Resolution Visual * Subspace Differential * Virtual Positron Imaging

Sensor Range Short Range: up to 40 AU (1 AU = the distance from Sol to Earth) Mid-Range: up to 10 Light Years Long-Range: up to 25 Light Years (at this range a d% must be rolled to discover how informative the long-range scans are as resolution drops off because of distance and spatial phenomena. Also, all Skill Checks are at a –6.)

Transporters The transporter is a subspace device capable of almost instantaneously moving an object from one location to another. Transporters are able to dematerialize, transmit and reassemble an object. The act of transporting is often referred to as "beaming." 68

Transporter rooms usually consist of a transporter console, a transporter platform with an overhead molecular imaging scanner, primary energizing coils and phase transition coils. A pattern buffer with a biofilter is located on the deck below the room. The outer hull of a starship incorporated a number of emitter pads for the transporter beam. Transporters work on the quantum level and employ Heisenberg compensators to enable secure transport of life forms. Biofilter built into the transporter systems prevent dangerous microorganisms from boarding the ship. Transporters have a range of 10 to 50 kilometers. Each transporter unit’s range must be determined during the design phase. Not all species have transporter technology.

Grappler The grappler was a metallic cable with claws on the end that could be launched by a starship to grapple objects in space. The grapplers utilized a magnetic lock device to attach to objects. The more effective tractor beam eventually supercedes this device although some species maintained the use of grapplers well into the 2160s. Grapplers can be extended to 5 kilometers.

Tractor Beam A tractor beam is an attenuated linear graviton beam used by starships and space stations to control the movement of external objects. The beam places spatial stresses on the object in specific areas allowing the ship using the tractor beam to hold the object in a fixed location or alter its position or trajectory. Tractor beams are generally only used at sub-warp velocities. To safely tow a vessel at warp speed, the target vessel’s engines must be deactivated to avoid shearing forces against both the towing and towed vessels. Using a tractor beam can be done at warp speed only if both vessels' speeds are exactly matched. Tractor beams have a range of 18 kilometers.

Warp Drive Warp drive is a technology that allows space travel at faster-than-light speeds. It does this by generating warp fields to form a subspace bubble that envelops the starship, distorting the local space-time continuum and moving the starship at velocities that exceed the speed of light. These velocities are referred to as warp factors. Warp Drive costs 8 energy points to have online plus an increasing amount of energy the faster the starship travels. See the ‘Warp Speed and Energy Costs’ table below for specifics. The speed of light is commonly referred to as C (C = 1 billion kph).

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Warp Speed Factors and Energy Costs Warp Factor 1 2 3 4 5 6 7 8 9 10

Multiple of C 1c 8c 27 c 64 c 125 c 216 c 343 c 512 c 729 c 1000 c

Energy Cost 1 4 9 16 25 36 49 64 89 100

Determining Warp Factor as relative to actual speed is a relatively straightforward scale that follows the formula: V = c • WF³

Where V = Velocity of the vessel, c = the velocity of light, and WF = the warp factor. This scale has the advantage of simplicity; the velocity in multiples of light speed at any given warp factor is that number cubed. The energy cost of traveling at a particular Warp Factor is that Warp Factor squared plus 8 points of energy to keep the ships warp drive online. Starships of the 22nd century tend to top out at approximately Warp Factor 6.8, with the average being approximately Warp Factor 5 with many ships still not surpassing Warp Factor 2.5.

Shields Shields operate by creating a layer of energetic distortion containing a high concentration of gravitons around the object (ship, city, etc.) to be protected. Shield energies can be emitted from a localized antenna or "dish" (such as a ship's navigational deflector), or from a network of "grid" emitters laid out on the object's surface (such as a ship's hull). Neither matter nor highly concentrated energy (i.e., weapons fire) can normally penetrate a shield without first matching the exact shield frequency. Warships match their own shield and weapon frequencies so their shielding does not stop them from defending themselves. Continuous or extremely powerful energy discharges, can, however, progressively dissipate the integrity of a shield to the point of failure. Normally transporters are not capable of penetrating shields. Shields on board a starship have one other weakness that can be exploited by a knowledgeable and highly skilled opponent. The area directly aft of a ship's impulse engines is weaker than the rest of the shield envelope. This allows the ship's impulse "exhaust" to exit the shield rather than being trapped inside it. It takes time to activate a deflector shield.

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A starship needs exactly 10 seconds (one round) to lower or raise its shields. Shields work as a defensive factor by absorbing up to a certain amount of damage before going off line. Only Heavy Cruisers have Shield capability in the 22nd century up to 2165. They will be fitted on to Explorer vessels at that time as well. Note that a starship can have 50 to 250 Shield Points. If a ship has 200 Shield Points, an opposing ship must inflict 200 points of damage (or if your lucky roll 76-80 on a Critical Hit) to take shields offline. Once a ship’s Shield Points have been reduced to zero they are offline and need a Repair check (TN 20) in order to be brought back online (2 hour repair time).

Computer Core A starship’s Computer Core has the ability to run (or "host") multiple operating systems and thereby operate not as a single computer but as a number of virtual machines. In this role, the single Computer Core (and it’s mainframe cluster group) can replace dozens or even hundreds of smaller servers, reducing management and administrative costs while providing greatly improved scalability and reliability. Computer Cores run a group of smaller mainframes as cluster groups. Mainframes run at about 17,801 MIPS. A standard starship Computer Core joins up to 32 of these systems, making them behave like a single, logical computing facility of as much as 221,248 MIPS. The CPU speed of a Computer Core has historically been measured in millions of instructions per second (MIPS). MIPS have been used as an easy comparative rating of the speed and capacity of Computer Cores.

Impulse The impulse drive is a propulsion system used for sub-light speeds. In starships the impulse drive is essentially an augmented fusion rocket, usually consisting of a fusion reactor, an accelerator-generator, a driver coil assembly and a vectored thrust nozzle to direct the plasma exhaust. The fusion reaction generates highly energized plasma. This plasma, ("electro-plasma") can be employed for propulsion. The accelerated plasma is passed through the driver coils, thereby generating a subspace field that improves the propulsive effect. In the 22nd century full impulse is the equivalent to one-third the speed of light (i.e. 34,300,000 kph).

Thruster Systems Thrusters rely on Newton's Third Law. This states that: "Every action must have an equal and opposite reaction." Positively and negatively charged particles are separated. Using a set of magnetic fields, these particles are accelerated to the direction, opposite to the direction the starship or other body is trying to reach. Due to the impulse of these particles as they're expelled, a force acts on the body in the opposite direction, equal to

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the force with which the particles are expelled. As a result, the body is accelerated in this direction. Thruster top speed is approximately 1,000kph minus 100 kph for every size class above Small so that Medium top speed is 900 kph, Large is 800 kph, Huge is 700 kph etc.

Stealth Systems Stealth is a form of technology used to render starships totally, or at least less, detectable to sensors. Many space-faring civilizations use varying forms of stealth technology. Masking circuitry is a stealth technology used aboard warships of the Romulans, Suliban Cabal and Xyrillians to minimize their sensor signature. The power consumptions of stealth technology are high, meaning weapons and shields cannot be used while a cloak is on. Interactions between electromagnetic radiation and ionized gas have been extensively studied for a variety of purposes, including the possible concealment of starships from sensors. Plasma stealth is a process that uses ionized gas to reduce the sensor image of a ship. While it is possible to reduce a starships sensor image, wrapping the frame in plasma may possibly induce a total ‘invisibility’ by allowing visible light (as well as other spectrum radiations) to be dispersed by the ionized plasma. These developments are still in the testing mode throughout the 22nd century.

Weapons Systems Rail Gun A Rail Gun is a type of Magnetic Accelerator Gun (MAG) that utilizes an electromagnetic force to propel an electrically conductive projectile that is initially part of the current path. Sometimes they also use a movable armature connecting the rails. The current flowing through the rails sets up a magnetic field between them and through the projectile perpendicularly to the current in it. This results in the rails and the projectile pushing each other and in the acceleration of the projectile along the rails.

Plasma Turret Plasma cannons were the precursors to phase cannons. In high-power mechanics, plasma (also known as "Warp Plasma" or "Drive Plasma") is a super-energized plasma gas used to transfer energy from a central power source using magnetic conduit transfer. In matter/antimatter reactions, Dilithium controls the amount of power generated in the reaction chamber, which produces a steady stream of plasma that may be released in controlled bursts as an offensive medium.

Phase Cannons A phase cannon is a phase-modulated energy weapon, a type of particle weapon that serves as a successor to plasma cannons. The phase cannon is rated for a maximum power output of 500 gig-joules. The cannons of NX class starships were mounted on retractable turrets that extended from the ship's hull when deployed and rotated as they 72

were being targeted. Phase cannons emit a concentrated beam of energy that can be set at different yields.

Disruptors A disruptor cannon is a directed energy weapon commonly used aboard starships of many different species. Disruptor weapons generally carry more energy then standard phase weapons but lack in accuracy and fast discharge. The Disruptor uses slow nadions rather than rapid nadions in generating the energy beam. This gives the disruptor considerably lower energy conversion efficiency than phase weaponry. This is partially offset by a moderate reduction in the size of the hardware required for the weapon itself the space freed up by this allows a higher power weapon to be installed in the same space.

Concussion Missiles A guided missile fired from a starship for the purpose of destroying another starship. It is typically powered by one or more rocket motors, usually liquid fueled. Impulse thrust systems are emerging as propulsion that will enable future missiles to maintain higher average speed across their engagement envelope.

Spatial Nuclear Torpedoes Spatial Nuclear Torpedoes are projectiles carried by starships. Spatial Nuclear Torpedoes are self-propelled nuclear warheads. The yield of these weapons is approximately a 150kiloton warhead. The torpedo is usually guided by a guidance system in the starship it was fired from.

Antimatter Torpedoes Antimatter torpedoes are a type of photonic weapon, a torpedo equipped with antimatter warheads and designed for use aboard starships. The Antimatter Torpedo is considered more sophisticated than the Spatial Torpedo, having a greater range than the spatial torpedo and a variable yield (10 – 280 kilotons/1d4 – 6d12). Their variable yield was described by Malcolm Reed as being able to "knock the com array off a Shuttlepod without scratching the hull, or they can put a three-kilometer crater into an asteroid." It takes two rounds to adjust the yield of an Antimatter Torpedo.

Photon Torpedoes A more advanced and powerful version of an Antimatter Torpedo, the warhead of the Photon Torpedo comprises a maximum of 1.5 kilos of antimatter and 1.5 kilos of matter. These are divided into many thousands of small pellets suspended in a magnetic field. Truly a fire and forget weapon, included in the torpedo are target acquisition, guidance and detonation assemblies. Unfortunately a Photon Torpedo does not allow for a variable yield and only fires at 400 kilotons.

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Starship Weapons and Support Systems Tables If the occasion ever arises that starship weaponry is used against people, personal sized vehicles or equipment all damage is multiplied by 100. Critical hits occur on a natural roll of “20” and result in double damage and system specific damage. Refer to the Starship Critical Damage Table.

Starship Weapons Systems (excluding Shuttlecraft) Weapon

Damage

Range

Type

Energy Cost

Price (In Terran Credits)

Rail Gun 2d10 5 Plasma 4d6 8 Turret Phase 5d8 12 Cannon Disruptors 6d10 10 Concussion 3d8 5 Missile Spatial 4d12 12 Nuclear Torpedoes Antimatter 6d12 18 Torpedoes Photon 10d12 22 Torpedoes Torpedo System: 9000 Credits per Tube

Projectile Energy

0 1

1100 Credits 2700 Credits

Energy

2

4000 Credits

Energy Projectile

4 2/ Active Tube 3/ Active Tube

5800 Credits 500 Credits

Projectile

1800 Credits

Energy

4/ Active 2200 Credits Tube Energy 6/ Active 3100 Credits Tube Rail Gun Ammo: 25 Credits per Burst

Starship Support Systems System Communications* Life Support Gravity Plating Hull Plating* Navigation Deflector Control Warp Drive * (Warp Factor 1) Transporters*

Energy Cost 2 4 1 2 1 1 8

Price 2100 Credits 8000 Credits 3300 Credits 4500 Credits 5300 Credits 1700 Credits 22,000 Credits 8000 Credits

System Sensors* Grappler/Tractor Shields* Computer Core Impulse Thrusters

Energy Cost 2 1/2 7 2 4 2

Price 2900 Credits 1200/4000 Cr 11,000 Credits

6100 Credits 7500 Credits 3500 Credits

38,000 Credits 2 Stealth Systems 20 *Credit and Energy costs listed are for initial base increment. See ‘Incremental Costs’ table for details.

Starship Incremental Costs System Communications Hull Plating Warp Drive Transporters Sensors Shields

Increment

Credit Cost per Increment +0/+5000/+8300 +1500 +14,000 +950 +0/+6100/+11,000 +7000

Short/Mid/Long per DR 5 per + 1 Warp Factor per 10 kilometers Short/Mid/Long per 50 Shield Points

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Energy Cost per Increment +0/ +2 / +6 +1 Special +2 +0/+3/+8 +5

Starship Reactor Details & Movement Rates Ship Type

Shuttlecraft Freighter Light Cruiser Heavy Cruiser Explorer Raider Starbase*

Main Reactor Energy

Emergency Power

Movement

Recharges at a rate of 1/minute as long as there is excess power available from the Main Reactor

Space (Atmosphere)

5 extra for five rounds 10 extra for seven rounds 15 extra for ten rounds 25 extra for fifteen rounds 20 extra for ten rounds 15 extra for seven rounds 30 – 150 for 50 rounds

2 (18) 10 (N/A) 9 (N/A) 8 (N/A) 9 (12) 11 (16) 0/Orbital

15 28 40 65 50 40 100 – 750

*See Starbase table at the end of this Chapter for particulars

Starship Size Categories (Standard Starship Defense is 19) Size Category Length in meters Tiny 1 – 24 Small 25 – 99 Medium 100 – 300 Large 301 – 500 Huge 501 – 700 Massive 701 – 900 Enormous 901 – 1100

Shuttlecraft Weapons System Modifiers Range Weapon Rail Gun 2 Plasma Cannon Phase Cannon Disruptor

Defense Modifier +2 +1 0 -1 -2 -3 -4

Damage 1d10 damage; up to 3 cannons (1500 round capacity; 50 round burst) 2d6 damage; up to 2 turrets 2d8 damage; 1 cannon 3d10 damage; 1 cannon (can only be fired every second round due to energy drain)

3 6 5

*All Shuttlecraft Systems are 50% of listed energy and credit cost (rounded up) except for Warp Drive.

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Ship Classes Generic Shuttlecraft Shuttlecraft Crew Passengers Size Propulsion Warp (max/cruising) Decks Cargo Defense Movement: Hull Points Hull Plating Shields

Support Systems Grappler/Tractor Beam Transporters Sensors Life Support Gravity Plating Communications Navigation Computer Core Deflector Control Auxiliary Craft

Armament 2 Foreword Plasma Cannon

1–2 2–5 Tiny Thrusters (1000 kph) 25% Max Impulse N/A or 1/1 1 5 Metric tons 21 12 Space/18 Atmosphere 100 N/A N/A Variable Factor (0 kilometer) (0 kilometers) Short Range Standard Standard Short/Mid Range Standard Standard Standard 0 Reactor Output: 15 Damage Dice 2d6 per cannon

Energy Cost N/A 1 2 0 or (8) N/A N/A N/A N/A N/A 0 0 Energy Cost 0 0 2 2 1 1 1 1 1 N/A Total Energy Cost: 12 (20) Energy Cost (per unit) 1 (x2)

In starship classification, shuttlecraft, or shuttles, are auxiliary craft typically attached to a starship or a Starbase. Most shuttles are short-range vessels, possessing only impulse drive or a limited warp capability. Utilization of shuttlecraft is common for most spacefaring civilizations, especially for situations where the transporter cannot be used for landings, or where such technology does not yet exist.

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Generic Freighter/Runabout/Scout Freighter/Runabout/Scout Crew Passengers Size Propulsion Warp (max/cruising) Decks Cargo Defense Movement: Hull Points Hull Plating Shields Support Systems Grappler/Tractor Beam Transporters Sensors Life Support Gravity Plating Communications Navigation Computer Core Deflector Control Auxiliary Craft Armament Plasma Turret (x3) Phase Cannon (1)

4 – 25 8 – 40 Small or Medium Thrusters (1000 kph/900 kph) 50% Max Impulse 3 (2.5) 1–3 2500 – 20,000 Metric tons 20 (Small), 19 (Medium) 10 (Space) 180 100, 5 DR N/A Variable Factor (0 kilometer) (0 kilometers) (Short/Mid) Range Standard Standard (Short/Mid) Range Standard Standard Standard 0 Reactor Output: 28 Damage Dice 4d6 per turret 5d8 per cannon

Energy Cost N/A 2 4 8 N/A N/A N/A N/A N/A 2 0 Energy Cost 0 0 2/5 4 1 2/4 1 2 1 N/A Total Energy Cost: 34 Energy Cost (per unit) 1 (x3) 2 (x1)

In starship classification, freighters are starship types designed to carry cargo or to carry passengers. Often referred to as a runabout when not utilized as a transport or cargo vessel, this is the designation of a type of vessel smaller than a starship but larger than a shuttlecraft. Runabouts are equipped with limited weapons and drive systems, but offer additional living space and have a larger operational range compared to shuttles, and are capable of speeds up to warp 3. Runabouts are typically assigned to space stations as auxiliary craft. This type of starship is also commonly utilized as a Scout when part of a larger combat fleet. The most noticeable feature of cargo freighters is their large cargo bays. Furthermore, they are usually equipped with light armament to defend against pirates and oncoming asteroids.

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Raider Crew Passengers Size Propulsion Warp (max/cruising) Decks Cargo Defense Movement: Hull Points Hull Plating Shields Support Systems Grappler Transporters Sensors Life Support Gravity Plating Communications Navigation Computer Core Deflector Control Auxiliary Craft

Armament Plasma Turret (x4) Spatial Torpedoes (2 Fore) 26 Torpedoes

11 – 48 1 – 20 Medium Thrusters (900 kph) 100% Max Impulse 4 (3.2) 3 1500 – 5000 Metric tons 19 11 Space/16 Atmosphere 180 100, DR 10 N/A Variable Factor (5 kilometers) (0 kilometers) (Short/Mid/Long) Range Standard Standard (Short/Mid/Long) Range Standard Standard Standard 1 Reactor Output: 40 Damage Dice 4d6 per turret 4d12 per torpedo

Energy Cost N/A 2 4 8 N/A N/A N/A N/A N/A 3 0 Energy Cost 1 0 2/5/10 4 1 2/4/8 1 2 1 N/A Total Energy Cost: 45 Energy Cost (per unit) 1 (x4) 3/Active Tube

The Raider is a type of light starship designed and commonly used by fringe groups as well as a common Pirating vessel. They come in varying sizes although they tend to keep towards the lower end of Medium size. The smaller variants have a small cockpit with seating for two, and a cargo area in the aft section. The larger versions have a separate and much more spacious cockpit which holds four stations, and larger crew facilities in the aft sections. Raider starships are usually in use for a long period of time and tend to be under constant repair. Many are known to be in use for several decades by using rebuilt engines and system replacement as opposed to salvaging the ship for parts and rebuilding.

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Heavy Cruiser Crew Passengers Size Propulsion Warp (max/cruising) Decks Cargo Defense Movement: Hull Points Hull Plating Shields Support Systems Tractor Beam Transporters Sensors Life Support Gravity Plating Communications Navigation Computer Core Deflector Control Auxiliary Craft

Armament Disruptor (4 Foreword) Photon Torpedo (3Fore, 2Aft) 80 Torpedoes

65 –227 1 – 35 Large or Huge Thrusters (800 kph/700 kph) 100% Max Impulse 6 (4) 4 – 12 3500 – 10,000 Metric tons 18 or 17 8 Space 450 – 750 100, DR 20 100 SP Variable Factor (18 kilometers) (40 kilometers) (Short/Mid/Long) Range Standard Standard (Short/Mid/Long) Range Standard Standard Standard 6 Reactor Output: 65 Damage Dice 6d10 per disruptor 10d12 per torpedo

Energy Cost N/A 2 4 8 N/A N/A N/A N/A N/A 5 14 Energy Cost 2 8 2/5/10 4 1 2/4/8 1 2 1 N/A Total Energy Cost: 70 Energy Cost (per unit) 4 (x4) 6/Active Tube

The term Heavy Cruiser is sometimes used synonymously with Battleship. In reference to starship classification, Battleships are a type of large and powerful Heavy Cruiser. In traditional terms, Battleships are the most powerfully armed and most heavily armored warships of their era. It is likely that the definition is true among starships, although standards may vary by species and technological level. Heavy Cruiser is a generic term for any heavily armed vessel designed for war, combat or defense. These vessels include battleships, escorts, and destroyers.

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Starship Critical Damage Table % Roll 1 2 - 30 31 - 35 36 - 40 41 - 45 46 - 50 51 - 55 56 - 60 61 - 65 66 - 70 71 - 75 76 - 80 81 - 85 86 - 90 91 - 99 100

Effect of Critical Damage

Repair TN 25^ 12 15

Life support failure; see Life Support Failure table for details Gravity Plating damaged; all rolls at –2 until repaired Deflector Control damaged; ship takes 6 damage (No DR) every round that movement exceeds half of maximum movement rate Sensors damaged; all checks made related to sensor use at -4 15 Computer Core damaged; all navigation checks and attack rolls at -2 12 Impulse Drive damaged; movement at 50% of maximum 20^^ Grappler/Tractor Beam disabled 18 Weapon damaged; DM randomly chooses one single weapon, it ceases to 20 function Warp Drive damaged; maximum Warp factor halved; maximum energy 25* output reduced by 20% Computer Core shutdown; all rolls at -5 25^ Impulse Drive disabled; ship can only move with thrusters, effective 25* movement rate is 1/five rounds Shields down; the ship loses all remaining shield points; if no shields then 20^ hull plating goes offline Weapons Group damaged; DM randomly chooses one weapon group, it 25^ ceases to function Warp Drive Disabled; ship cannot go to Warp 28** Warp Core Damaged; maximum energy output is reduced by 30% 28** Warp Core severely damaged; maximum energy output reduced by 60%, 30**** emergency power offline ^ Requires 2 hours per ^ to repair * Requires one day per asterisks to repair Other repairs take one minute per TN; i.e. a TN 15 takes 15 minutes to Repair

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Human Ships NX Class Explorer Crew Passengers Size Propulsion Warp (max/cruising) Decks Cargo Defense Movement: Hull Points Hull Plating Shields

Support Systems Grappler Transporters Sensors Life Support Gravity Plating Communications Navigation Computer Core Deflector Control Auxiliary Craft

Armament 6 Phase Cannons (4F, 2A) 2 Plasma Turrets Spatial Torpedoes (80) Antimatter Torpedoes (36) 3 Foreword/2 Aft Tubes

available after 2151

81 Starfleet, 12 MACO 1 – 10 Medium Thrusters (900 kph) 100% Max Impulse 5 (3.5) 7 2500 Metric tons 19 9 Space/12 Atmosphere 500 100, DR 10 N/A Variable Factor (5 kilometers) (50 kilometers) (Short/Mid/Long) Range Standard Standard (Short/Mid/Long) Range Standard Standard Standard 4 Reactor Output: 50 Damage Dice 5d8 per cannon 4d6 per turret 4d12 per torpedo 6d12 per torpedo

Energy Cost N/A 2 4 8 N/A N/A N/A N/A N/A 4 0 Energy Cost 1 10 2/5/10 4 1 2/4/8 1 2 1 N/A Total Energy Cost: 55 Energy Cost (per unit) 2 (x6) 1 (x2) 3/Active Tube 4/Active Tube

The NX-class was the first class of starship built with the warp five engine, thereby enabling Humanity's first steps of exploration beyond its neighboring star systems. Serving in the Earth Starfleet, the first ship of the NX-class was Enterprise, commissioned in 2151. The second ship, Columbia, was commissioned in 2154. The NX-class consisted of a habitable saucer module that contained seven decks (Lettered A- through G-deck) and a symmetrical warp field governor located just aft of the saucer section, that regulated the warp field shape that would otherwise break apart at higher warp factors. Two half-decks were inserted between D- and E-deck, as well as between E- and F-deck. These contained plasma conduits and access tunnels.

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Jupiter Class Runabout Crew Passengers Size Propulsion Warp (max/cruising) Decks Cargo Defense Movement: Hull Points Hull Plating Shields

Support Systems Grappler/Tractor Beam Transporters Sensors Life Support Gravity Plating Communications Navigation Computer Core Deflector Control Auxiliary Craft

Armament 2 Plasma Turrets 1 Forward Phase Cannon Spatial Torpedoes (40) 1 Foreword Tube

19 Starfleet 1–2 Small Thrusters (1000 kph) 25% Max Impulse 3 (1.8) 2 1750 Metric tons 20 10 Space/14 Atmosphere 180 100, DR 5 N/A Variable Factor (5 kilometers) (30 kilometers) (Short/Mid) Range Standard Standard (Short/Mid) Range Standard Standard Standard 0 Reactor Output: 28 Damage Dice 4d6 5d8 4d12

Energy Cost N/A 2 4 8 N/A N/A N/A N/A N/A 2 0 Energy Cost 1 6 2/5 4 1 2/4 1 2 1 N/A Total Energy Cost: 40 Energy Cost (per unit) 1 (x2) 2 3/Active Tube

The Jupiter class is the mainstay of Earth's Starfleet from 2138 to 2150. The ships are designed for general-purpose defensive duties and in-system transport. They are fitted with spatial torpedoes, a phase cannon and two plasma turrets. The Jupiter would rarely undertake deep space missions - they would typically use their interstellar capability to transit to a given system and then operate there for a considerable period, conducting local patrols at impulse or low warp. At the end of their mission the ship would then return home at warp speed. Such missions could last as much as ten years, and with a thirty year hull life a typical Neptune class vessel might only travel to two or three different systems throughout its life.

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Starfleet Shuttlepod Crew: 1 Passengers: 1 – 6 Size: Tiny 16 meters Propulsion: Thrusters (1000 kph) Warp: N/A Cargo: 5 Metric tons

Movement: 2 (Space) 18 (Atmosphere) Phase Cannon: 2d8 damage; 1 cannon Defense: 21 Hull Points: 100 Hull Plating: 0

Support Systems:

Gravity Plating Communications: Short Range only Navigation Computer Core

Sensors: Short Range only Life Support

In the mid-22nd century, Shuttlepods were able to seat a pilot and six passengers, although conditions aboard the vehicles were cramped. Each Shuttlepod had an entrance on the roof, one at either side and a large entrance at the back. An NX Class Explorer leaving orbit and preparing to jump to Warp

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Starships of Other Species T’Plana Hath Survey Vessel (Freighter) Crew Passengers Size Propulsion Warp (max/cruising) Decks Cargo Defense Movement: Hull Points Hull Plating Shields

Support Systems Tractor Beam Transporters Sensors Life Support Gravity Plating Communications Navigation Computer Core Deflector Control Auxiliary Craft

Armament 4 Plasma Turrets

7 1–5 Small Thrusters (1000 kph) 35% Max Impulse 3 (1.8) 1 500 Metric tons 20 10 Space/6 Atmosphere 250 N/A N/A Variable Factor (18 kilometers) (0 kilometers) (Short/Mid/Long) Range Standard Standard (Short/Mid/Long) Range Standard Standard Standard 0 Reactor Output: 28 Damage Dice 4d6 per Turret

Energy Cost N/A 2 4 8 N/A N/A N/A N/A N/A 0 0 Energy Cost 2 0 2/5/10 4 1 2/4/8 1 2 1 N/A Total Energy Cost: 43 Energy Cost (per unit) 1 (x4)

During the Earth's twentieth and twenty-first centuries the Vulcans began conducting an extensive effort to explore nearby star systems. Initially intended to survey all nearby systems for any signs of life, by 2120 the Vulcans had decided to concentrate their efforts on discovering space faring civilizations like their own. Ships traveling at relativistic speeds on missions that could last for decades carried out these missions. Various models of the T’Plana Hath have been employed but most are fitted to carry a small number of passengers and crew on extended exploration and scientific research missions. The T’Plana Hath has operated successfully for many decades, conducting missions on over ninety new worlds and participating in first contact situations a total of sixteen times.

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D’Kyr Type Heavy Cruiser Crew Passengers Size Propulsion Warp (max/cruising) Decks Cargo Defense Movement: Hull Points Hull Plating Shields

Support Systems Tractor Beam Transporters Sensors Life Support Gravity Plating Communications Navigation Computer Core Deflector Control Auxiliary Craft

Armament Phase Cannons (6F, 2A) 3 Plasma Turret Antimatter Torpedoes (200) 4 Forward Tubes/3 Aft Tubes

147 1 – 20 Huge Thrusters (700 kph) 100% Max Impulse 6.8 (5) 13 14,000 Metric tons 17 8 Space 700 100, DR 15 N/A Variable Factor (18 kilometers) (0 kilometers) (Short/Mid/Long) Range Standard Standard (Short/Mid/Long) Range Standard Standard Standard 6 Reactor Output: 65 Damage Dice 5d8 per cannon 4d6 per Turret 6d12 per Torpedo

Energy Cost N/A 2 4 8 N/A N/A N/A N/A N/A 6 0 Energy Cost 2 0 2/5/10 4 1 2/4/8 1 2 1 N/A Total Energy Cost: 49 Energy Cost (per unit) 2 (x8) 1 (x3) 4/Active Tube

The D'Kyr-type is a type of Vulcan starship operated by the High Command during the mid-22nd century. Some of these vessels are given the designation of Heavy Cruiser in the 2150s. As with most Vulcan ships, this type utilized a "ringed-engine," that was held in place by a ring in the ship's hull. The engine-ring could rotate around 90°, but was usually kept in the full upright position. The inside of the ring would glow blue while the ships engines were online. Keeping the ring from rotating anymore was a small auxiliary craft that docked into the outer ring.

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Andorian Kumari (Heavy Cruiser) Crew Passengers Size Propulsion Warp (max/cruising) Decks Cargo Defense Movement: Hull Points Hull Plating Shields

Support Systems Tractor Beam Transporters Sensors Life Support Gravity Plating Communications Navigation Computer Core Deflector Control Auxiliary Craft

Armament Phase Cannons (4F, 3A) Antimatter Torpedoes (100) Photon Torpedoes (60) 4 Forward Tubes/3 Aft Tubes

86 Imperial Guardsmen 1 – 18 Large Thrusters (800 kph) 100% Max Impulse 5.8 (4) 11 8500 Metric tons 18 8 (Space) 600 100, DR 10 N/A Variable Factor (18 kilometers) (0 kilometers) (Short/Mid/Long) Range Standard Standard (Short/Mid/Long) Range Standard Standard Standard 2 Reactor Output: 65 Damage Dice 5d8 per cannon 6d12 per torpedo 10d12 per torpedo

Energy Cost N/A 2 4 8 N/A N/A N/A N/A N/A 4 0 Energy Cost 2 0 2/5/10 4 1 2/4/8 1 2 1 N/A Total Energy Cost: 43 Energy Cost (per unit) 2 (x7) 4/Active Tube 6/Active Tube

One of the major classes of Andorian warship during the mid 22nd century, the Kumari class is a common sight to any who had dealings with the Andorian Imperial Guard. The ships are a very impressive design and are approximately the equal of their Vulcan counterparts and significantly superior to the Human NX class. The Kumari was an Andorian warship in service with the Andorian Imperial Guard in the mid-22nd century. It was named after the first ice cutter to circumnavigate Andoria and was the first ship of her class.

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Klingon DD-5 (Raider) Crew Passengers Size Propulsion Warp (max/cruising) Decks Cargo Defense Movement: Hull Points Hull Plating Shields

Support Systems Tractor Beam Transporters Sensors Life Support Gravity Plating Communications Navigation Computer Core Deflector Control Auxiliary Craft

Armament 6 Disruptors (4F, 2A) Photon Torpedoes (140) 3 Forward Tubes/2Aft Tubes

26 Klingon Warriors 1–5 Medium Thrusters (900 kph) 100% Max Impulse 5.4 (3.8) 2 3250 Metric tons 19 11 Space/16 Atmosphere 500 N/A 100 Variable Factor (18 kilometers) (0 kilometers) (Short/Mid/Long) Range Standard Standard (Short/Mid/Long) Range Standard Standard Standard 1 Reactor Output: 40 Damage Dice 6d10 per Disruptor 10d12 per Torpedo

Energy Cost N/A 2 4 8 N/A N/A N/A N/A N/A 2 14 Energy Cost 2 0 2/5/10 4 1 2/4/8 1 2 1 N/A Total Energy Cost: 59 Energy Cost (per unit) 4 (x6) 6/Active Tube

Comparable in design to it's sister classes, the Raptor class scout and D5 class battle cruiser, the exterior design of the Bird-of-Prey utilizes the same basic avian design, including a bold feathered pattern painted on the hull. The bulk of the ship's overall mass is incorporated in the aft section of the ship. The bridge module is located on a bulbous forward section, which was separated from the aft section by a relatively thin connective section that attached to and flared into the aft portion, which sweeps down below the main body forming wings. Located on the caudal section of the ship, is the ship's shuttle bay, impulse engines and warp nacelles. The nacelles are positioned on the extreme upper aft section of the ship, positioned perpendicular to the impulse engine.

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Starship Tokens Cut out and use these tokens on a grid to make starship combat easier to run during a gaming session. Each token has the starship’s name and class. Some have pre-made templates for use while others require that you write up the ship description yourself following the starship creation guidelines outlined on the first page of this chapter. Shuttlecrafts are depicted at 5x actual size.

Klingon Starships

D–7 Heavy Cruiser

Bird of Prey Light Cruiser

D–5 Raider

Raptor Scout

Human Starships

NX Class Explorer

Neptune Light Cruiser

Jupiter J-Class NX & Sol Runabout Cargo Hauler type Shuttles

Vulcan Starships

D’Kyr Type Heavy Cruiser

Surak Explorer

T’Plana Hath

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Vulcan Trade Vessel

Andorian Kumari Heavy Cruiser

Nausicaan Raider

Orion Pirate Raider

Tellarite Light Cruiser

Andorian Mining Freighter

Dry Dock (Medium)

Romulan (Stealth) Heavy Cruiser

Suliban (Stealth) Light Cruiser

Xindi Insectoid Raider

Deep Space Communications Outpost (Medium)

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Xindi Primate Runabout

Planetary Defense Satellite (Small)

Human Deep Space Outpost (Large)

Space Habitat/Trading Complex (Large)

Research Station (Small)

Multipurpose Space Facility (Large)

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Starbase Detail Chart Defense Starbase Size Small Medium Large Huge Enormous

18 17 16 15 14

Main Reactor Output 100 250 475 625 750

Emergency Power

Cost Multiplier

Hull Points (approximately)

30 for 50 rounds 60 for 50 rounds 90 for 50 rounds 120 for 50 rounds 150 for 50 rounds

2x 3x 5x 7x 10x

475 600 950 1400 2500

When creating a Starbase’s Systems and Defenses remember to adjust prices via the appropriate size category Cost Multiplier. Weapons Systems that are listed previously in this Chapter are not affected although if you wish to create larger Starbase mounted weaponry make sure to assign justifiable cost, damage dice and power consumption per unit. Also, Starbases do not have Warp capability and have only 5% Impulse capability. All Starbases have Thrusters.

Romulan Tactical Outpost “Algeron” (Huge)

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Klingon Operational Command Station “Outpost Kling” (Enormous)

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Chapter Five

Organizations Organizations of the Era

Major Organizations With the vast amount of different cultures and species strewn across the sector, naturally there would be a plethora of organizations and affiliations native to each species. Listed here are some of the better-known organizations, although there are undoubtedly many more that could be researched and implemented into a given campaign setting.

Earth Organizations Earth Starfleet The Earth Starfleet (often simply called Starfleet) is the primary space defense and exploration organization of United Earth in the early-to-mid-22nd century. The primary authority of the Earth Starfleet is referred to as either Starfleet Command or UESPA (United Earth Space Probe Agency) under the jurisdiction of the Command Council, and is located in the city of San Francisco, Earth. The main purpose of the Earth Starfleet is to "...seek out new life and new civilizations." and "...go boldly where no man has gone before." (This quote is attributed to Zefram Cochran, the inventor of warp drive on Earth.) Earth Starfleet is a civilian organization but has adopted many aspects of Earth's earlier military forces, even though its main role is scientific development and exploration. Ranks within Starfleet closely follow the naval traditions of the United States of America and the British Royal Navy. In 2153, following the Xindi attack on Earth and the numerous firefights that the Enterprise NX01 had been involved in since its launch in 2151, it was determined that vessels of the Earth Starfleet would begin to carry detachments of United Earth's elite military unit, the MACOs, thus taking a step towards the unification of the Earth Starfleet and Earth Military Command -- and of the roles of defense and exploration. All Earth Starfleet officers and able crewmen wore the same basic uniform, with differences in insignia and color-coded elements designed to distinguish rank and departmental function. Earth Starfleet departments included Starfleet Operations and Starfleet Security. Some Starfleet personnel worked for the United Earth Diplomatic Corps. One of the primary projects of Earth Starfleet is to develop a viable and fast interstellar engine that would allow Earth to traverse cosmic distances in reasonably short time. Despite some allegations of interference - or at least a refusal of assistance - from the Vulcans, Earth has made notable progress in developing a warp five engine by the 2150s.

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Earth Starfleet Rank Structure

Fleet Admiral

Captain

Crew Chief

Admiral

Commander

Crewman 1st Class

Vice Admiral

Rear Admiral

Lieutenant

Ensign

Crewman 2nd Class

Commodore

Cadet

Crewman 3rd Class

Earth Cargo Service The Earth Cargo Service (or ECS) is the primary operating agency governing the operations of Earth-registered interstellar cargo transport vessels in the first half of the 22nd Century. Prior to Starfleet's NX program taking off with the launch of Enterprise (NX-01) in 2151, ships of the Earth Cargo Service were Earth's only real presence in outer space throughout the 2140s. The crew of these ships would spend years traveling from one planet to another; whole generations of these "boomers" grew up in space, and the ownership of ships often passed down family lines.

Military Assault Command Operations Military Assault Command Operations (commonly abbreviated as MACO) is United Earth’s military organization in service on Earth during the 2140s through the 2160s prior to the founding of the Federation. The MACOs were not directly associated with the Earth Starfleet until 2153 when a unit of MACOs was put under the command of Captain Jonathan Archer of the NX-01 Enterprise. MACO posts included Atlanta and the Janus loop. Training posts include West Point in New York. MACOs have similar weapons, training, and tactics to the previous Special Forces of a number of member nations of United Earth, and their rank insignia is similar to that of the U.S. Marine Corps.

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Section 31 Section 31 is the code name of an officially nonexistent and non-condoned rogue agency within Starfleet Intelligence that claims to protect the security interests of the United Earth (and later on, the Federation). Section 31 takes its name from Article 14, Section 31 of the Earth Starfleet Charter, which allowed certain rules of conduct to be "bent" during times of extraordinary threat. Little information is available about the activities of the organization; one of its operatives has claimed that Section 31 deals with threats to United Earth that others do not even realize exist. Section 31's actions are autonomous and neither controlled nor acknowledged by Starfleet Command or the United Earth government.

Vulcan Organizations Vulcan Vulcan High Command In the 22nd century, Vulcan High Command is the most powerful governmental body on planet Vulcan, its de facto military government. During the 22nd century, the High Command is the organization responsible for overseeing Vulcan military as well as civilian organizations. Some of the organizations include:

Vulcan Science Directorate The Vulcan Science Directorate is the head scientific authority of the Vulcan High Command, well known for its reluctance to embrace unorthodox ideas. The Vulcan Science Directorate has studied the question of time travel in great detail. By the mid-22nd century, they found no evidence that it exists or that it can exist, ultimately believing that its concept was "illogical". However, the Directorate had no trouble accepting the existence of micro-singularities or the notion that regions of space in the Delphic Expanse fail to conform to the laws of physics.

Vulcan Security Directorate The Vulcan Security Directorate is an agency within the Vulcan High Command. It is directly responsible for the defense of the homeworld and for intelligence interests of the Vulcan government. The Security Directorate is tasked with gathering and analyzing information concerning neighboring powers in the galaxy. The information it receives is then passed on to the High Command that acts upon the information and analyses.

Andorian Organizations Andorian Imperial Guard The Andorian Imperial Guard is the primary military force of the Andorian Empire and maintained both starships and infantry. It had ranks of general, captain, commander, 95

lieutenant and guardsman. The Imperial Guard is staffed with both male and female personnel. The Imperial Guard has been in existence for at least four Andorian generations prior to 2153. The standard sidearm issued to Imperial Guardsmen is an assault-rifle sized weapon which fires blue energy beams. It does not have a stun setting. When a Guardsman died far from home, it was his compatriots' duty to take a piece of the fallen back with them to Andoria (e.g. a vial of their blood). This item was to be taken to the Wall of Heroes.

Andorian Mining Consortium The Andorian Mining Consortium, also known by the acronym AMC, is the third largest private corporation in Andoria by the 2150s. It is a relatively minor organization until it develops the Atlas computer in 2151, which transports ore out of the ground sending high-grade material to processing plants and returning low-grade material back to its source. AMC considers itself to be an environmentally friendly company, but ecologists are pressuring to have its practices investigated.

Denobulan Organizations Denobulan Medical Academy The Denobulan Medical Academy is the overseeing Academy of the Denobulan Academic Council. The main facility is in Triax on Denobula, though it is unclear if there are any other administrative facilities elsewhere. It has existed for well over two centuries as a part of the Denobulan Academic Council that consists of various academies all dealing with particular fields of research (physics, engineering, political science, literary studies etc…). The Denobulan Medical Academy contains many diagnostic and treatment wards, containing the most advanced and varied technologies. Long-term facilities are available to care for seriously ill patients. It is also responsible for all medical research activities on Denobula. Researchers are required to obtain approval from the Denobulan Medical Academy before proceeding with new treatments and medications. The Denobulan Medical Academy is also responsible for the regulation and training of various counselors, psychiatrists and psychologists.

Orion Organizations The Orion Syndicate The Orion Syndicate is a criminal cabal created by the Orions. The Syndicate had been established by the early 22nd century, and is an organized crime cartel the equivalent of an interstellar mafia. The Syndicate from its inception included among its principal activities smuggling, piracy, slave trading, and assassination.

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During the 22nd century, the Orion Syndicate controlled space neighboring the Klingon Empire, near the Briar Patch, and heavily patrolled by the area of space known as the Borderland, often abducting crewmembers of alien ships for the slave trade. If a member of the Syndicate is killed, the Syndicate looks after the deceased member's family.

Orion Free Traders The Orion Free Traders are not a consolidated group. They are a loosely allied group of over one hundred Orion Merchant Captains who were tired of being referred to as pirates and smugglers every time they went to port. In an effort to distinguish themselves from the Orion Syndicate and other illicit groups, they have adopted their own network that includes Advisory Council, Pricing Enclave, a Coat of Arms and a Capital referred to as First Colony. First Colony is an extensive asteroid colony in the Berenices star system and has a population of approximately 78,000 Orions.

Klingon Organizations Imperial Klingon Fleet The Klingon Imperial Fleet is the name for the starship fleet and military personnel serving under the Klingon Empire during the 22nd century. The majority of Klingon Imperial Fleet members are common warriors. In order to become an officer a candidate must pass the entrance exam. An oversight council who can reject the application then must approve the prospective officer. Officers usually serve on the Klingon Empire's ships and warriors are sent into battle, whether it is on planetary assaults or when boarding other vessels. The system of hierarchy aboard ships within the Imperial Klingon Fleet is highly structured. According to their systems, one that has operated successfully for centuries, the First Officer of any Klingon vessel has the duty to assassinate his Captain when and if the Captain becomes weak or unable to perform. It is expected that his honorable retirement should be assisted by his "first". The second officer also shares similar duties with his "first". The Klingon Imperial Fleet is capable of deploying a fleet of ships to destroy an entire planet.

Imperial Klingon Intelligence Klingon Intelligence is the intelligence-gathering agency of the Klingon Empire responsible for conducting espionage and covert activities. Agents who fail to accomplish their mission are dishonored and frequently executed or at the very least exiled from the Empire.

Order of the Bat’leth The Order of the Bat'leth is an exclusive Klingon group, a status awarded to warriors who have distinguished themselves in battle. It is considered the highest honor a Klingon can

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receive. Every year, the chancellor inducts new members into the Order in a ceremony at the Hall of Warriors in the headquarters of the Klingon Defense Forces. Drunken celebrations are held for a full day before the induction itself, which is part of the ceremony as an endurance test.

A Human NX Class Main Bridge

A Klingon Bird of Prey Main Bridge

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Chapter Six

Game Mechanics

This chapter is devoted to answering the question, “How do I…?” In this Chapter you will find specifics on combat, healing, environmental factors and other conditions that may affect the characters.

Encounters Combat in Star Trek RPG is fairly straightforward. Follow the following steps: 1. Roll for initiative Before the first round of Combat, each player rolls Initiative (1d20 + Dexterity modifier + feat bonuses). The Game Master rolls Initiative for the enemy. Whoever rolls highest goes first and whoever rolls lowest goes last. 2. Actions There are four basic types of actions: attack actions, movement actions, free actions and full round actions. A character can do any of the following combinations of actions: • Move at 4x their full rate of speed (run) • Use their full attack action • Move at their normal speed and make a single attack • Do any of these things and make a free action as well • A Skill Check done during combat is considered an attack action • Drawing a weapon is considered a movement action unless a character has the Quickdraw Technique 3. Attacking, Defending and Soaking To make a successful attack that will deal damage a character’s attack roll must exceed a target’s Defense score. To deal damage to a target the damage dealt must exceed their Armor Soak. • Attack Roll: 1d20 + Base Attack Bonus + Technique Bonuses • Defense: 10 + Dexterity Modifier + Class Bonus + Technique Bonuses • Armor Soak: Equals the value of Armor worn by the character 4. Damage Each weapon type deals damage according to a particular die type (d4, d6, d8, d8, d10 or d12). After a successful attack roll, roll the die that corresponds to your weapon and have the result subtracted from your target’s total Hit Points (after all relevant Armor Soaks, etc.) as the effective damage. Also, add any bonus damage from Techniques.

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5. Attack Options * Attack: A single attack; can be made in concert with movement * Full Attack: Some characters can attack more than once. Doing so is considered a full attack. A character cannot make a move action in the same round as making a full attack action. *Charge: A charge is a melee attack in which a character runs at 2x speed in a straight line (at least 5 meters) as part of an attack. A charge attack incurs a +2 attack bonus and deals double damage on a successful hit. A charge incurs an attack of opportunity. 6. Attacks of Opportunity During combat you threaten the area around you within two meters, even if it is not you turn. If an enemy moves through your threat area without engaging you in combat, they incur an attack of opportunity. Enemies who enter your threat area and engage in combat do not provoke an attack of opportunity. Enemies that retreat from your threat area who are using all-out defense do not provoke an attack of opportunity. Making an attack of opportunity is resolved like any other normal attack. A character can only make one attack of opportunity to a particular enemy but may make a number of attacks of opportunity per round equal to their Dexterity modifier. 7. All Out Defense A character may choose to use the All Out Defense. By doing nothing but defending themselves a character receives a +4 bonus to their Defense score. While acting this way, a character may not attack or attempt to use any skill. They may only move and defend themselves.

Saving Throws When a character is the target of an unusual attack (such as the mental attacks of a Mystic, trying to avoid the blast radius of a grenade or attempting the effects of radiation sickness) a character generally is allowed a saving throw to minimize or eliminate any detrimental effects. To succeed at a saving throw a player needs to roll equal or in excess of a Target Number designated by the Games Master. *Fortitude Save: *Reflex Save: *Will Save:

1d20 + base Fortitude bonus + Constitution modifier 1d20 + base Reflex bonus + Dexterity modifier 1d20 + base Will save + Wisdom modifier

Death, Dying and Healing Life in space is dangerous. As a character loses hit points they suffer negative effects.

0 Hit Points 100

If your hit points reach 0, your character is unconscious. The character is considered helpless and cannot move or do any actions whatsoever. -1 to –9 Hit Points At this point, the character is dying. They are still unconscious and helpless, but they also lose 1 hit point per round. -10 Hit Point or 0 Constitution At this point the character has died.

Grappling In order to grapple an opponent, the two combatants must make an opposed Strength check. If the person initiating the grapple gets a higher result the grapple is successful. While grappled, the combatants are considered helpless and can only attempt to maintain the grapple (Strength check) or escape from the Grapple (Escape Artist check).

Healing A character that uses the Treat Injury skill in concert with a Medical Tricorder’s Dermal Regenerator can heal wounds incurred by regular damage but not critical wounds. A Medic with a successful Surgery check can heal wounds incurred by critical damage. Surgery DC’s can be found in Chapter One in the Medic character class description. Regular wounds have a Treat Injury TN of 15 to cause effective healing. Attempting to heal without a Medical Tricorder is not as effective. A successful check on a TN of 22 will stop any bleeding but will only heal 1d4 Hit Points.

Character Conditions There are any number of conditions that can have adverse affects on a character. Use the following definitions and modifiers to facilitate game play. Ability Damaged: implies that the character has lost at least one point of an ability score. The loss is temporary and these lost points return at a rate of 1 per day. Ability Drained: implies that the character has lost at least one point of an ability score. This loss is permanent. Blinded: implies that the character cannot see. The character has a 50% miss chance on all attack rolls as well as a –4 to all rolls. The character’s effective dexterity drops to a 3. Blindness can be temporary or permanent, curable or not as the story allows. Cowering: the hero is frozen in fear, losing all Dexterity bonuses and cannot take any actions. Attackers gain a +2 bonus to hit cowering enemies. Effect length varies.

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Dazed: unable to act, a dazed character can take no actions but can defend themselves normally. Typically lasts for 1 round. Deafened: the character cannot hear and suffers a –4 to initiative checks and cannot make Listen checks. Length of the condition may vary. Dead: a character is dead when their Hit Points drop to –10 or lower or when the Constitution score drops to 0 or lower. Exhausted: characters that are exhausted suffer a -6 to Strength and Constitution, move at half speed and can only attack once per round. Lasts until the character has had 6 rounds of consecutive rest. Helpless: paralyzed, sleeping or unconscious characters are considered helpless. Any attack against a helpless character is automatically successful and deals maximum possible damage. Knocked Out: when a character takes more subdual damage than they have Hit Points they are knocked out and rendered helpless for 1d20 minutes. Subdual damage can only be dealt by melee weapons (to include unarmed attacks). When attempting to deal subdual damage an attacker receives a –4 penalty to all attack rolls. Panicked: effects are the same as Cowered, but characters that are Panicked will attempt to flee if at all possible. Prone: a character is prone when they are lying flat on the ground. They receive a –4 penalty on attack rolls. Melee attacks against a prone character receive a +4 bonus. Ranged attacks against a prone suffer a –4 penalty. Getting up from the prone position is a full round action. Stable: the character is no longer dying but is still unconscious. Stunned: a character that is stunned is rendered helpless for 1d10 minutes.

Starship Combat Starship Combat is handled similarly to regular combat. Listed below are the differences and their particulars.

Starship Defense

Ship’s Defense Rating + Pilot’s Dexterity Modifier A Pilot must make a successful Pilot Check (TN 17 + 1 per enemy ships actively involved in combat with the pilot’s ship) each round of combat to maintain their Dexterity bonus to their Starship’s Defense score.

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Starship Attack Bonus

Tactical Officer’s Attack Bonus

Starship Attacks per Round Tactical Officer’s Attacks per Round Starship Movement

Starship movement has a ratio of Movement Rate 1 = 1” = 1 square on a grid. Each turn counts as one inch of movement per 45° of the turn. Starships can attack before, during or after movement. To make a successful turn during combat a Pilot must make a successful Pilot Check (TN 18 + 1 per 45° turn) to successfully complete the maneuver. If the Pilot fails their Pilot Check they only turn 45°. On a roll of “1” a Pilot stalls his engines for 1d4 rounds.

Ranged Combat Increments The following table is used to determine the penalties for extended range while using a ranged weapon.

Weapon Sidearm Rifle Grenade/Thrown

Range x1 0 0 0

Range x2 -4 -2 -2

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Range x3 -8 -4 -4

Range x4 -12 -6 -8

Range x5 N/A -8 -12

Combat Critical Chart Critical Chart roll d% only on a roll of natural 20 1 - 25 It looked good but was far from it; no extra damage. 26-35 Blow to leg, +3 damage; if no armor +3 damage/round from bleeding 36-39 Strike to chest, +5 damage; -1 to all rolls for 20 rounds 40-45 Hit to upper arm, +4 damage; if not wearing armor +2 damage/round from bleeding 46-49 Strike to elbow, +10 dmg; if not wearing armor elbow is broken & arm is useless 50 Strike destroys eye, +8 damage; stunned for 20 rounds, -2 to all sight related rolls permanently 51-55 Strike damages lungs, +12 damage, –5 to all rolls for two weeks; if not wearing armor knocked unconscious & dies if not treated within 10 rounds 56-60 Strike to head, +18 damage 61-65 Severe strike to chest, +10 damage, stunned for 10 rounds; if no armor ribs broken, - 5 to all rolls for 1 month 66-70 Lower leg severed, +24 damage; +15 damage/round from bleeding, -10 to all movement related rolls permanently 71-75 Strike to windpipe, +10 damage; dies from asphyxiation in 6 rounds of not treated 76-80 Savage strike to shoulder, +20 damage; if no armor shoulder is shattered 81-85 Strike to abdomen disembowels opponent, +20 damage, -15 to all rolls for 2 months, +10 damage/round from bleeding 86-90 Weapon arm severed, +24 damage; +15 damage/round from bleeding; -5 to all rolls permanently 91-95 Impaled in heart, victim dies instantly 96-100 Strike to head destroys brain; dead before he hits the ground

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