Shattered Stars Fleet Recon Supplement
Shattered Stars Fleet Recon Supplement
Shattered Stars Fleet Recon Supplement
Starfleet Marine
and
Rapid Response Team
Characters
“Fleet Recon” is a set of rules, starships, character creation packets, and equipment for
Federation ground forces in the 24th Century.
With some modification, this information can be adapted for other crews and other eras.
Narrators will require the use of the Star Trek: Player’s Guide, Star Trek: Narrator’s Guide, and may
require the use of the Star Trek: Starfleet Operations Manual in running adventures using these
rules. The Shattered Stars Narrator's Guide will provide additional setting information.
Starfleet Special Missions Medical Officer or Corpsman, a technical
Teams/Fleet Recon Teams specialist/ engineer, a science officer a/o
Following the capture of a senior Starfleet computer expert, a demolitionist/sapper, or
officer during a covert intelligence-gathering another “shooter” usually round out the team.
mission in 2369, Starfleet Admiral Thomas All members of the team are well-trained in
Kincaid, Commander of the 14th Starfleet, both close-quarters and ranged combat in
decided that such missions would be better addition to their other specialties.
served by elements of the Rapid Response As with any small unit, personnel often
Force or to specially trained Starfleet Marines perform several functions, although medical
rather than serving line officers. officers (not being line officers) do not
Starfleet Special Missions Teams (and generally lead the teams.
Starfleet Marine Fleet Recon Teams) are small SMT/FRT units generally carry out covert
(usually six to twelve man) units selected strike missions, but this is by no means the
primarily from the Starfleet Marine and Rapid only mission type available.
Response Team candidate pools. Special Missions/Fleet Recon Teams can
On Stardate 46371, four Special Missions serve as diplomatic escorts, perform
Teams and three Fleet Recon teams were intelligence gathering, rescue hostages, or
organized at Starbase 153, and were posted to execute precision demolitions, sabotage, or
various locations throughout the Federation. other hazardous operations in extreme
Highly trained in unconventional warfare environments.
(most characters have the Starfleet Operating under the authority of
Marine/Rapid Response Team Member Commander, 14th Starfleet, Fleet Recon Team
Profession or have the Special Forces or Seven-One carries out missions throughout the
Assassin Elite Profession), these personnel three sectors administered by Starbase 153,
conduct hazardous missions of a sensitive providing a precise, surgical strike and
nature, particularly those where precise, counter-espionage capability.
specific action is preferable to a general, high
profile Starfleet presence.
SMT/FRT personnel can be either officers or
enlisted men (although teams are always led by
officers) and are generally well-trained,
possessed of good judgment, and supremely
confident. Teams are very tight knit, self-
sufficient, and loyal, and usually have a
relatively relaxed command hierarchy.
SMT/FRT personnel have access to a wide
range of equipment in the performance of their
duties, but team members prefer to travel light.
It is, however, unusual for SMT/FRT
personnel to possess permanently assigned
transportation. SMT/FRT units are either
assigned small craft on a per-mission basis or
requisition travel- “hitching” on available
starships, as practicable.
Although there is no "formula" or default
configuration for an SMT/FRT unit, most follow
the same general pattern. A “Six” (or team
leader/commanding officer) leads the team,
while his “Five” acts as Executive Officer. A
Starfleet Marine/
Rapid Response Team Member
Throughout Federation history, Starfleet shipboard department and often have their
Command has long recognized the need for own messing, berthing, and armory areas.
specialized troops capable of rapid deployment Depending upon the needs of the vessel and
and special warfare under difficult or the decision of the Commanding Officer, they
dangerous conditions. may either supplement or replace the ship's
Beginning with the inclusion of MACO* normal security. When acting as the ship's
troops aboard the NX-01 Enterprise, many of security force (in lieu of Starfleet security) they
these troops have served alongside their coordinate their activities through the ship's
Starfleet counterparts. First Lieutenant (third-in-command).
Subject to the Commanding Officer's Role: The preeminent role of a Starfleet
approval, player's may create a Starfleet Marine/RRT member is to break things and
Marine/RRT character using the profiles below. injure or kill people in the most expeditious
manner possible, to provide security for
Mission: Starfleet Marines/RRT are elite Federation diplomatic and government
ground- and ship-based combat troops trained facilities, and Starfleet vessels and installations.
in rapid assault and special warfare operations.
They perform high-level security functions, Starfleet Marines/RRT members are spirited,
special strike, black-ops, and hostage rescue highly motivated professionals with a strong
operations from Starfleet shore and space- sense of duty and an ingrained code of honor.
borne installations. Game Information
Starfleet Special Missions Teams (such as Prerequisites: Starship Duty, Observe 4+,
Team Seven-One) are generally drawn from the Ranged Combat 3+, Unarmed Combat 4+,
Starfleet Marine/RRT personnel pool and given System Operations 1+
additional special missions training and
Attributes: Agility is the Starfleet Marine/RRT
equipment.
member's favored attribute because of its role
Background: Tracing their antecedents to the in attack and dodge tests. Perception is useful
United States and Royal Marine Corps, the in detecting and thwarting ambushes and
Starfleet Marines/RRT are a highly trained, selecting targets. Strength and Vitality are
highly-disciplined combat troops intended to useful as life as a Starfleet Marine/RRT member
supplement more conventional Starfleet forces. can be physically demanding.
Starfleet Marines/RRT are deployed aboard Reactions: As with any other soldier, the
starbases and starships heading into high-threat Starfleet Marine/RRT member must react
areas and report directly to the Executive and quickly to danger, capitalize on attacks, and
Commanding Officers. For organizational avoid danger. Quickness is the Starfleet
purposes, they are treated as a separate Marine/RRT member's favored reaction.
RRT Member Professional Skills
Armed Combat* AGL Ranged Combat* AGL
Athletics STR Repair INT
Demolitions INT Stealth AGL
First Aid INT Survival PER
Inquire PRS Tactics INT
Investigate PER Unarmed Combat* AGL
Observe PER
*MACO troopers may be created using the Soldier profession on page 63 and the Special Forces Elite
Profession on page 166 of the Star Trek Player’s Guide .
1
Professional Development Packages
Fleet Marine the effective use of camouflage. Whenever
Well-trained,highly disciplined, and the character makes a Stealth test, he gains
courageous, you stand at the sharp end of the a +2 bonus.
stick.
Sapper- Starfleet Marines/RRT members are
Skills: Any one Armed Combat skill +2,
taught how to place explosives a/o sabotage
Athletics +3, Demolitions +2, First Aid +1,
equipment quickly and effectively. When
Observe +2, any one Ranged Combat skill
making any Demolitions or Repair
+4, System Ops +1, Stealth +2, any one
(Sabotage) rolls, the character may perform
Unarmed Combat skill +3
the action in half the base action time.
Pick 5: +1 to any professional skill.
Pick 1 edge: Dead Aim, Covering Fire**,
Tier 2 Professional Abilities
Speed, Great Stamina, Lightning Reflexes,
Battle-Hardened- A Starfleet Marines/RRT
Sharp Shooter member learns to function despite injury,
Every Marine is a rifleman...but sometimes fatigue, or stun. The Marine/RRT member
you need something more... gains +1 Health and reduces physical
Skills: Any one Armed Combat Skill +2, test penalties from injury, stun effects, or
Athletics +3, Demolitions +1, First Aid +1, fatigue by 1. Prerequisite: Vitality 8+
Observe +2, any one Ranged Combat skill
Mission Specialist- A Starfleet Marines/RRT
+5, System Ops +1,Stealth +4, any one
member may specialize in one particular
Unarmed Combat skill +1
skill set- Computer Use, Engineering (pick
Pick 5: +1 to any professional skill.
one) , Repair, Streetwise, or Knowledge and
Pick 1 edge: Dead Aim, Covering Fire**,
acquires that skill at level 1 (with
Double Fire**, Snap Shot**, Great Stamina,
appropriate specialization). The chosen
Lightning Reflexes
skill may be developed as a professional
RRT Member skill for the purposes of advancement.
We go where no one has gone before, under Prerequisite: Covert Ops
fire...daring rescues our specialty.
Physically Fit- Starfleet Marines/RRT members
Skills: Any one Armed Combat skill +2,
keep themselves in the peak of physical
Athletics +3, Demolitions +1, First Aid +3,
shape. Whenever the character makes a
Observe +2, any one Ranged Combat skill
Strength or Vitality attribute check or an
+3, System Ops +2, Stealth +1, any one
Athletics skill test, he doubles the modifier
Unarmed Combat skill +3
conferred by the key attribute.
Pick 5: +1 to any professional skill.
Prerequisite: Strength or Vitality 8+
Pick 1 edge: Covering Fire**, Double Fire**,
Speed, Great Stamina, Lightning Reflexes Saboteur- Starfleet Marines/RRT members are
**pp23-24 of the Starfleet Operations Manual taught to using explosives and sabotage to
their best advantage. When making any
Demolitions or Repair (Sabotage) rolls, the
Tier 1 Professional Abilities character gains an affinity bonus equal to ½
Evasion- Starfleet Marines/RRT members train his Engineering, Computer Use, or System
in defensive techniques to improve their Operations skill (rounding up).
ability to evade attacks. When performing Prerequisite: Sapper
a Dodge action, the character rolls an
additional die (3d6) during his Quickness Tier 3 Professional Abilities
test and keeps the better of the three rolls. Requisitioning- A Starfleet Marine/RRT
The rule of double 6's still applies. commander may attempt to use Enterprise-
Administration to gain special a/o unusual
Covert Ops- Starfleet Marines/RRT members equipment for use during a mission. Target
are taught to use cover to their best numbers are as follows: special equipment
advantage- whether hiding in shadows or (TN 5), special weaponry (TN 10), and
2
explosives or restricted weaponry (TN 15). Starfleet Special Missions Team
On a marginal success, the gear is available Advancement Package (5 picks)
in 1-3 days. On a complete success, 12-24 Not content with Starfleet Marine/RRT
hours, and on an Extraordinary success, the member, you underwent (and survived) the
gear is available in 4-8 hours. Prerequisite: rigorous training to become a Special Missions
Mission Specialist. Team Member.
Responsive- Starfleet Marines/RRT members Pick 1 skill: Any one Armed Combat skill +2,
learn to react quickly in combat situations. Athletics +2, Demolitions +2, First Aid +2,
During combat situations, the character Observe +2, any one Ranged Combat skill
may perform one additional combat action +2, System Ops +2,Stealth +2, any one
per round without suffering multiple action Unarmed Combat skill +2
penalties. Prerequisite: Physically Fit. Pick 1 skill: Any one Professional skill +1
Pick 1 edge: Promotion +1, Dead Aim,
Covering Fire**, Speed, Great Stamina,
Lightning Reflexes,
Enlisted Personnel
Enlisted members of the Starfleet Marines/RRT may be created using the Enlisted Creation rules
included in “But To Serve”, (Beyond the Final Frontier Issue #2). Most of their skills will be drawn
from the Security Professional Development Package included with that article, but using the
Professional skills listed above.
As with established precedent for enlisted personnel, enlisted crew may not gain any of the
Professional Abilities listed above unless they first take the Innovative edge.
Personnel Origins
Both the Starfleet Marines and the Rapid Response Teams accept candidates of good character
and physical health from all Federation member worlds. Non-members may be accepted if
recommended by a Starfleet or Starfleet Marine officer in good standing.
The difference between the two forces are largely cosmetic and primarily lie in the command
structure to which the force is answerable. Starfleet Marines (like the MACO's in Enterprise) are
answerable to a Military Assault Command, whereas Rapid Response Teams are considered a naval
force answerable to Starfleet.
For the record, Starfleet Marines are repeatedly implied in Star Trek but are not considered canon
(as per Gene Roddenberry's insistence that Starfleet was not a military force). The MACO's were
invented in part to circumvent this proscription.
The inclusion of Starfleet Marine/RRT characters into any campaign or setting is entirely at the
discretion of the Narrator.
3
Force Recon House Rules
Variations from the Standard Rules Set
While a number of “House Rules” regarding character creation and advancement have been set
forth in other sections of this manual, this section refers specifically to changes to the rules for
game play.
As always, the Narrator/Gamemaster is the final arbiter in rules disputes.
Auto-fire Rules
Most of the weapons in Star Trek are essentially “single-action” weapons- one “trigger pull”, one
shot fired. There are rare exception- notably older, more archaic projectile weapons and rare pulse
phasers can be set to fire a spray of fire.
As a Key Trait, and with a suitable weapon, a character may conduct an auto-fire attack as a full-
round action.
The character designates an area 30O in diameter (as with Covering Fire) and makes an Average
TN 7 Energy Weapons test. Upon a successful test, anyone standing in or moving through the
affected area must make an OPPOSED Quickness test against the shooter's Energy Weapons test
result. Characters who are caught flat-footed suffer a -5 penalty to their test. Characters who are
unconscious or immobilized are hit automatically.
An autofire attack can only be made at short range or closer and uses ten times as many charges
as a single attack at the same weapon setting. Autofire cannot be used with called shots or aimed
attacks.
Prerequisite: Energy Weapons +5 and a suitable weapon. Does not combine with other traits or
actions.
Character Action Limits
Outside of truly extraordinary circumstances (as determined by the Narrator) a character may not
take more than four actions in a single turn, regardless of multiple action penalties.
Coup De Grace Rules
As a key trait of either the Armed Combat or Unarmed Combat skill, a character may make an
immediately fatal attack against a helpless or unaware foe as per the rules below.
Prerequisite: Armed or Unarmed Combat +3, humanoid target with vulnerable anatomy
(Narrator's discretion)
Effects: As a full-round action against a foe at point-blank range you ready a weapon (or prepare
for a hand-to-hand strike). Without attacking, you make an immediate test using the appropriate
skill (free action) as if you were attacking.
You now have the drop on the character and attack at any point in the combat turn (and act
before your target, regardless of initiative). You keep the drop on him until you attack, dodge, or
otherwise divert your attention.
If you keep the drop on your target for at least 1 full round, you may (on a subsequent turn)
attack for immediately fatal damage. This attack counts as a standard action.
If you lose the drop on your target (due to making another attack, dodging enemy fire, etc.), the
process must begin again.
4
Starfleet Marine/Rapid Response Team
Mission-Specific Equipment
The equipment listed in this section is generally reserved for Starfleet Marine combat or special
warfare teams headed “into harm's way”- or in other words, on a mission-specific, as-needed
basis, and subject to the Commanding Officer's approval.
Because of the nature of this equipment, little of it is normally carried aboard a starship except in
time of war, and the Narrator has the final say about whether such equipment is actually available.
Field Emergency Kits In either method, the Rapid Response
Specifications: armored case roughly 1.5 x 1 Team is placed at altitude above the target
x1 meters. 60 kg either by transporter or in specially
Description: A field emergency kit is an modified torpedo casings and then freefall
armored case kept aboard Federation to the target, using the HALO packs to slow
runabouts and shuttlecraft for emergency their descent and land safely.
landings. Rules: Equipped with a self-destruct, the unit
Field Emergency Kits are also routinely can double as a small demolitions charge.
dropped with Starfleet Marine Recon Teams Each unit weighs 15kg and has an 800kg
and Rapid Response Team mission forces to carrying capacity. The unit is capable of 1
provide basic supplies. hour of continuous usage and induction
The unit contains: charging.
1 Emergency Beacon (PG pp. 173)
Intrusion Grenades
1 Medical Kit (PG pp. 176)
Specifications: Hand-held (thrown) device
50 meters Lightweight Synthrope (w/
approximately 10 cm x 7 cm x 3 cm, 0.4 kg
grapple and launcher)
Description: A self-contained isodesium flare
2 Type 1 Phasers
and integral sonic pulse generator, these
6 Molecular Pitons
devices create a brilliant flash and
4 Climbing Harnesses
thunderous noise intended to disorient and
1 Survival Axe/Pick
debilitate targets prior to a combat-team
1 Set Powered Binoculars (PG pp. 174)
entry.
2 Dylex Memory Tents (PG pp. 173)
Rules: The device is dropped or thrown into a
1 Standard Tricorder (TR-590 X)
target area using an Athletics (Throw)
1 Replicator Multi-tool (SFOM pp. 70)
test. Targets in the immediate area (10
1 Portable Fusion Generator/Thermal
meters) must make a Stamina test at TN 15
Heater
or suffer a -10 penalty to all tests for 1d6
120 Starfleet Issue Ration Packs
rounds. Multiple intrusion grenades do not
HALO/LOLO Pack create cumulative penalties, but must be
Specifications: Rectangular backpack unit dealt with individually.
measuring 77 x 31 x 18 cm. Cylindrical Duration: Rechargable. The unit has five
tool 30 cm long, mass 10 kg. charges and can be set to re-detonate on
Description: Developed for Starfleet Rapid timed intervals or remote command.
Response Team and other special operations
Marine Fighting Knife
personnel, The HALO pack is a low-profile,
Specifications: 47 cm long. 0.5 kg.
short-duration anti-grav unit designed to
Description: Perfectly balanced, with a hollow
provide a safe, controllable descent during
handle filled with a small-grain aggregate.
HALO/LOLO “jumps”.
The blade of the Marine Knife is slightly
HALO/LOLO “jumps” are an insertion
shorter than that of a Klingon d'k tahg. One
method used by Rapid Response Teams
edge of the blade is blunt. The other is
when normal transporter or shuttlecraft
serrated for one half of it's length, and kept
operations are prohibited or impractical.
very sharp as a rule. The handle of the
HALO stands for High Altitude Low
Knife is also fitted with a set of titanium
Opening, LOLO for Low Orbit Low
“knuckles”, finger guard, which adds to
Opening.
barehand damage.
5
Parry Modifier: -1 Starfleet Combat Armor Type MI-6
Damage: 1d6+3 (blade) Specifications: Custom-fitted body suit with 8
+3 STR modifier (handle) kg worth of CPU and headset/monacle.
Description: This lightweight combat suit is
Starfleet Combat Armor Type MI-5
intended as an improvement over the
Specifications: 40 kg with backpack and full
simple black commando outfits favored by
consumables load.
Starfleet Command over the last several
Description: The MI-5 combat suit is designed
decades. The MI-6 consists of a full body
as defensive armor for Starfleet Rapid
jumpsuit, light combat headset, and central
Response Team and other security
processing unit. The CPU (roughly the size
personnel operating in high-risk situations
and shape of a Federation tricorder in the
and hostile natural environments. The MI-5
closed position) provides full encrypted
consists of a light-weight environmental suit
side-band communications, adaptive
with an armored vest, gravity boots,
camouflage, and an IFF
helmet, and gauntlets.
transponder/interrogator.
The unit is fitted with fully encrypted
The CPU contains sensors that analyze
side-band communications, adaptive
the background and adjust the coloring
camouflage, and an IFF transponder/
scheme to match the terrain.
interrogator, which enable the Rapid
Rules: The combat headset (monocle) provides
Response Team to identify teammates on
basic target identification and limited
the visor Heads Up Display (or HUD). The
tricorder functions, and lowers the TN to hit
HUD also has a computerized sighting
by one range increment.
interface which provides night and false-
The adaptive camouflage provides a +5
spectrum vision.
bonus to Stealth tests and a +5 TN to
The armor contains sensors which
Ranged Combat tests made against the
analyze the background and adjust the
wearer.
coloring scheme of the armor to suit the
Duration/Energy: The onboard power cell is
terrain.
sufficient for 96 hours of continuous use.
MI-5 armor has the same endurance,
temperature, radiation, and vacuum Starfleet Combat Armor Type MI-6b
protection characteristics as the standard Specifications: 19.6 kg body suit, armored
issue environmental suit, vest, leg and arm greaves, and helmet.
Rules: The HUD (Heads Up Display) provides Description: The middle ground between the
basic target identification and limited Type 5 and Type 6 combat suits is MI-6b.
tricorder functions, and lowers the TN to hit The MI-6b consists of a full body jumpsuit,
by one range increment. light body armor, and light combat helmet
The adaptive camouflage provides a +1 with built-in headset and HUD. The CPU
bonus to Stealth tests and a +1 TN to (roughly the size and shape of a Federation
Ranged Combat tests made against the tricorder in the closed position) provides
wearer. full encrypted side-band communications,
The armor can automatically Repair small adaptive camouflage, and an IFF
rips and tears (self-sealing puncture of four transponder/interrogator.
points or less). The wearer can patch larger The CPU contains sensors that analyze
holes at the cost of the adaptive the background and adjusts the coloring
camouflage, but only a skilled armorer can scheme of the suit to match the terrain.
make full repairs. Rules: The helmet's integrated HUD (Heads
The MI-5 suit provides +10 protection Up Display) provides basic target
against physical and energy attacks. Users identification and limited tricorder
suffer a –5 penalty to most physical tests functions, and lowers the TN to hit by one
while using the suit. range increment.
Duration/Energy: The onboard power cell and The adaptive camouflage provides a +3
consumables are sufficient for 25 hours of bonus to Stealth tests and a +3 TN to
continuous use. Ranged Combat tests made against the
6
wearer. Description: Developed for Starfleet Rapid
The MI-6b armor provides +8 protection Response Team and other special operations
against physical and energy attacks. Users personnel, the Type 3b phaser rifle is a
suffer a –2 penalty to most physical tests shortened, compact version of the rugged,
while using the suit. dependable Type 3a. Functionally, the two
Duration/Energy: The onboard power cell and rifles are identical, differing only in length.
is sufficient for 96 hours of continuous use. Even their weight remains the same. The
Type 3b was designed for rapid Response
Type 3b Compression Phaser Rifle
Team operations where close quarters and
Specifications: 53cm long, 2.2L volume, 2.0
tight-fits are the norm, rather than the
kg
exception.
A Note on Replicators: So long as power and basic matter supplies exist, replicators can
provide nearly unlimited equipment and supplies (and headaches for the Narrator). Most of the
equipment on this list can be replicated, creating tremendous flexibility and at least the potential
for abuse. In an attempt to moderate this impulse, the Narrator might rule that items larger than .
75m in length are too large for the replicator, and must be assembled from replicated parts.
Additionally, the Narrator may decide that the single-bit errors inherent to replication can render
certain equipment (such as molecular level circuitry and phaser emitter crystals) unreliable or non-
functional.
7
U.S.S. Springer NX-705
The U.S.S. Springer is the first of three experimental vessels built for Starfleet Intelligence. Like
her sisters U.S.S. Pointer and U.S.S. Retriever, Springer is fitted with an experimental sensor suite
and a highly classified quieting system. These vessels are a new generation of scoutship
representing the pinnacle of intelligence gathering platforms.
Although not normally assigned to the Special Missions Teams, Commander Patterson and her
crew occasionally host the teams on missions of extreme sensitivity.
Springer possesses a revolutionary quieting system, which will allow her to “run silent” at speeds
up to Warp Six. Every Warp Factor above 6, however, reduces the effectiveness of her
monorefractive hull by 5, making it easier to detect her.
Production Data
Origin: United Federation of Planets
Class and Type: Springer Class
Scoutship
Year Launched: 2377
Hull Data
Structure: 20 Size: 4, 7 decks
Length: 120m Crew: 31
Atmospheric Capable: No
Operational Data
Transporters: 1 ea, personnel, cargo,
emergency
Cargo Capacity: 2
Tractor Beams: 1a
Sensor Systems: Class 2 (+2/C) Operations Systems: Class 2 (C)
Life Support: Class 2 (C)
Propulsion Data
Impulse Engines: FIE-3 (.85c) (C) Warp Drive: LF-35 (Warp 6 /9 / 9.2) (B)
Tactical
Phasers Type X (x2 / B) Deflector Shields CIDSS-3 (C)
Penetration 4/4/4/0/0 Protection/Threshold 15/ 3
Photon Torpedo Mk 75 DF (x1 / A)
Photon Penetration 3/3/3/3/3
Quantum Penetration 4 / 4 / 4 / 4 / 4
Miscellaneous
Maneuver Modifiers +1 C, +2 H, +1 T
Traits: Monotanium Plating (+4 to enemy Sensor test), Monorefractive Hull (rating 14),
Nimble, Design Flaw: Vulnerable System (Sensors)
8
U.S.S. Lethe NX-72467
Production Data
Origin: United Federation of Planets
Class and Type: Danube Class Runabout
Year Launched: 2368
Hull Data
Size: 2, 1 deck Length: 23m
Structure: 10 Crew: 1+
Cargo Capacity: 2 Atmospheric Capable: Yes
Operational Data
Transporters: 1 2-person standard
Sensor Systems Class 2 (+2/C)
Operations Systems Class 1 (B)
Life Support Class 1 (B)
Tractor Beams: 1fd, 1ad
Propulsion Data
Impulse Engines: FIB-3 (.75c) (B)
Warp Drive: LF-7x2 (Warp 4 / 6 / 8.3) (B)
Tactical
Phaser Banks Type VI (x2/B)
Penetration 4 / 3 / 3 / 0 / 0
Photon Torpedoes Mk 25 micro (x2/B)
Penetration 2/2/2/2/0
Deflector Shields FSQ-2 (CC)
Protection/Threshold 14 / 1
Miscellaneous
Maneuver Modifiers +0 C, +2 H, +0 T
Traits: Monotanium Plating (+4 to enemy Sensor tests), Monorefractive Hull (rating 14),
The U.S.S. Lethe is a modified Danube Class starship- a small, multipurpose vessel with a crew
of between two and six officers and enlisted men. Because of her small size and small crew, deep
space missions aboard the Lethe seldom last more than a week or two.
Like other Danube Class runabouts, Lethe is designed to be mission-flexible and has four
swappable cargo modules, and she has been fitted with both monotanium and mono-refractive hull
plating in order to carry out Special Missions Team operations.
. Unfortunately, Lethe's monorefractive hull currently renders her ineligible for the customizable
“roll bar” mission pallet.
At speeds of less than Warp 4, Lethe is essentially invisible to starship scans (although in
accordance with the Treaty of Algeron, she can be sighted visually). Every Warp Factor above 4,
however, reduces the effectiveness of her monorefractive hull by 5, making it easier to detect her.
Module Types
Cargo Modules
Lethe can be fitted with up to four pre-configured cargo modules with different mission loadouts.
Cargo/Supply Module- Adds 1 Cargo Unit.
Scientific Module- Upgrades sensors to Class 3 (+3/D)
Personnel Module- Adds bunk and replicator facilities for 5 personnel.
Probe Module- Adds 8 Class X probes w/throwaway launcher.
9
Fleet Recon Team
Seven-One
Starfleet Marines
Starbase 153
10
Fleet Recon Team Seven-One
Fleet Recon Team Seven-One is a covert/special operations team which originally “stood to” at
the order of Starfleet Admiral Thomas Kincaid, Commander of the 14th Starfleet.
Force Recon Team Seven-One is a special operations team attached to the 22nd Marine
Expeditionary Unit, 4th Starfleet Marines, operating on detached duty. Organized, recruited, and
trained at Starbase 153, Team Seven-One remains homeported at that same facility.
Fleet Recon Team Seven-One saw extensive action during and following the Dominion War, and
conducted a variety of missions, including the rescue of Federation Ambassador Thomas Greene,
the destruction of a Jem'Hadar ketracel white shipment, the destruction of the Dominion
communications relay over Ivor Prime, and the rescue of the passengers of Princess Olivia, taken
hostage by Orion pirates.
Operating under the authority of Commander, 14th Starfleet, Fleet Recon Team Seven-One carries
out diplomatic escort, intelligence-gathering, hostage rescue, demolitions, sabotage, and
hazardous-environment missions throughout the three sectors administered by Starbase 153.
Hobbs, Daniel- 1st Lieutenant, FRT 7-1. Daniel Hobbs is an orphan raised by his maternal uncle-
Starfleet Admiral William Lars. Upon coming of age, Hobbs joined the Starfleet Marines,
graduated near the top of his academy class, and completed several tours of duty with the
Federation embassies to the Deltans and to the Klingon Empire with high marks.
Excelling at his duties, Lieutenant Hobbs was recruited for the Fleet Recon force, where his
skill and leadership led to his assignment as Commanding Officer, Fleet Recon Team Seven-
One.
Brooks, Donald- Gunnery Sergeant, FRT 7-1. At age thirty-four, Gunnery Sergeant
(“Gunny”) Brooks is the oldest member of the Fleet Recon Team. He is also a consummate
professional and an experienced veteran. While 1st Lieutenant Hobbs concentrates on
accomplishing the mission at hand, Chief Brooks (as senior NCO) ensures that all hands work
together efficiently as a team. Alternately serving as a drill instructor, father-figure, technical
expert, and on-call pain-in-the-butt, Brooks works as hard as any officer to mold the crew into
an efficient fighting unit.
Blake- Lance Corporal, FRT 7-1. Blake's specific background remains classified by order of
Starfleet Command- though it has been confirmed that he is phenomenally healthy and fit, and
lacking in basic socialization and cultural skills.
Blake joined the Starfleet Marines because he was (in his own words) already accustomed to
the regimented lifestyle involved, and because it allowed him “to make a difference”.
Gatan, Timor- Corpsman Petty Officer Third Class, FRT 7-1. Gatan was rejected as a candidate for
joining under mysterious circumstances, and left the Trill homeworld soon thereafter. After a
number of years wandering in a variety of capacities (mostly as a merchant crewman), he
enlisted in Starfleet in the wake of the Dominion War.
ir'Idrani, Emari- Corporal, FRT 7-1. The sole female on Team Seven-One, Emari is a consummate
hunter and stalker- skills she's honed to near perfection. As the Team's scout, Emari tends to
operate semi-independently of the group in the field, using her skills at stealth and stalking (and
her keen senses) to their fullest advantage. A passionate woman, Emari effects an amused
tolerance and cool detachment at the exploits of her team mates.
11
MacKenzie, Spencer- Corporal, FRT 7-1. MacKenzie is Team Seven-One's resident practical joker.
There's nothing he likes more- not wine, women, nor song- than a bit of technically induced
mischief. A naturally talented engineer and technician, the reports are that MacKenzie was
denied an application to Starfleet Academy due to criminal prosecutions for some of his earlier
exploits. MacKenzie exudes a devil-may-care nonchalance, and displays proper military
discipline only under duress- but keeps his uniforms, equipment, and weapons meticulously
clean.
12
Starfleet Bureau of Personnel
Starfleet Command
Daniel Hobbs
Age: 28
Species Human
Homeworld: Earth
Gender: Male
Eyes: Brown
Hair: Red
Profile/History:
1st Lieutenant Daniel Hobbs was orphaned at age eight when his parents were killed under
mysterious circumstances, and was left in the custody of his uncle- Starfleet Admiral Phillip Lars.
Upon coming of age, Hobbs joined the Starfleet Marines, graduated near the top of his academy
class, and completed several tours of duty with the Federation embassies to the Deltans and to the
Klingon Empire with high marks.
Excelling at his duties, Lieutenant Hobbs was recruited for the Fleet Recon force, where his skill
and leadership led to his assignment as Commanding Officer, Fleet Recon Team Seven-One.
Psychological Profile:
At age twenty eight, Lieutenant Hobbs is a man with a mission and a secret- his parents were
smugglers for the Orion Syndicate, and occasionally took him along for the ride. As much to
cleanse his family name as from a sense of duty, young Daniel joined the Starfleet Marines without
revealing his family’s questionable past.
Attributes
Str 9 (+1) Agl 11 (+2)* Int 12 (+2) Vit 10 (+2) Prs 7 (+0)* Per 8 (+1)
Quickness +4 Savvy +1 Stamina +2 Willpower +2*
Miscellaneous Scores Defense: 9
Courage: 4 Health: 11 Renown: 4 Advancements: 7 Initiative: +0
Skills:
Skill Name Attr Mod Level Misc Total Specializations
Armed Combat- Simple AGL +2 +2 +4
Athletics STR +1 +1 +2 ( Running )
Computer Use INT +2 +3 +5 ( Retrieval )
Enterprise- Administration INT +2 +2 +4 ( Starfleet )
Enterprise- Streetwise INT +2 +1 +3
Influence PRS +0 +1 +1
Knowledge- Politics INT +2 +5 +7 ( Federation )
Knowledge:Culture INT +2 +3 +5 ( Human )
Knowledge:History INT +2 +3 +5 ( Federation )
Knowledge:Specific World INT +2 +3 +5 ( Earth )
Language- Deltan INT +2 +4 +6
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Language- Fed Standard INT +2 +4 +6
Language- Klingonese INT +2 +4 +6
Negotiate INT +2 +1 +3
Ranged Combat:Energy AGL +2 +4 +6 ( Phaser ) ( Phaser Rifle )
Repair INT +2 +1 +3
Stealth AGL +2 +4 +6
Survival PER +1 +3 +4 ( Tracking )
System Engineering INT +2 +3 +5 (Phaser Artillery)
System Operation INT +2 +2 +4 ( Command )
Tactics INT +2 +3 +5 ( Small Unit, Infantry )
Unarmed Combat AGL +2 +3 +5 ( Starfleet Martial Arts )
Professional Abilities:
Covert Ops: Hobbs knows how to use cover to his best advantage and gains a +2 bonus to Stealth
tests.
Insight: Having spent several years around diplomats and those who seek their favor, Hobbs has
learned to see through lies. When making a Savvy check, Hobbs rolls 3 dice (instead of two)
and keeps the highest two numbers.
Starship Duty: 1st Lieutenant Hobbs has received all the training necessary to serve aboard a
starship.
Starship/Starbase Protocols: Growing up the favored nephew of a Starfleet Admiral gives 1st
Lieutenant Hobbs an edge in navigating Starfleet bureaucracy. He receives a +4 bonus to
Administration (Starfleet) tests.
Species Abilities:
Adaptable: Humans thrive in even the harshest conditions and climes. Human adaptability has
given Hobbs a +2 bonus to his Quickness reaction.
Human Spirit: The humans of Earth are a driven, vital, and versatile species. Human characters
begin the game with 4 courage points (instead of the usual 3).
Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
additional skill picks during Character Creation.
Edges/ Flaws:
Command (2): 1st Lieutenant Hobbs is fully qualified to command Force Recon Team Seven-One.
Contacts (Orion Syndicate-Streetwise): Should he ever be desperate enough to use them, Hobbs
has contacts in the Orion Syndicate (people who knew his parents) and gains a +2 to
Streetwise tests when using these contacts.
Dark Secret (Orion Syndicate): Despite his own unblemished career, the involvement of his
parents in the Orion Syndicate is an ongoing source of pain and shame to 1st Lieutenant
Hobbs.
Dodge: Hobbs is especially fast on his feet and gains a +3 bonus to Quickness when making
Dodge actions.
Innovative (2): Embassy duty (among the “movers and shakers” has allowed Hobbs to learn the
Starship/Starbase Protocols and Insight Professional Abilities,
Promotion 2: Hobbs holds the rank of 1st Lieutenant in the Starfleet Marine Corps.
Fit: Hobb's disciplined physical fitness grants him a +1 bonus to all Physical tests.
14
Starfleet Bureau of Personnel
Starfleet Command
Donald Brooks
Age: 34
Species Human
Homeworld: Earth
Gender: Male
Eyes: Brown
Hair: Red
Rank: Gunnery Sergeant, Starfleet Marines
Current Assignment:
Executive Officer/Five, Force Recon Team Seven-One
Profile/History:
At age thirty-four,Gunnery Sergeant Brooks is the oldest member of Fleet Recon Team Seven-
One. He is also a consummate professional and an experienced veteran. While Lieutenant Hobbs
concentrates on accomplishing the mission at hand, Chief Brooks (as senior NCO) ensures that all
hands work together efficiently as a team.
Psychological Profile:
Gunnery Sergeant Brooks is a sixteen year veteran of the Starfleet Marines, and is a keeper of the
tradition. In addition to carrying out the mission at hand, Brooks sees it as his job to shape the
next generation of Starfleet Marine- both officer and enlisted man.
To Brooks, this is a sacred trust, and he will spare no effort and no amount of sweat or pain to
achieve it. He keeps himself perfectly fit through rigorous exercise and is a recruiting-poster
example of the perfect Marine NCO.
Alternately serving as a drill instructor, father-figure, technical expert, and on-call pain-in-the-
butt, Brooks works as hard as any officer to mold the crew into an efficient fighting unit.
Attributes
Str 9 (+1) Agl 11 (+2)* Int 11 (+2)* Vit 9 (+1) Prs 7 (+0) Per 9 (+1)
Quickness +2 Savvy +1 Stamina +1 Willpower +4*
Miscellaneous Scores Defense: 9
Courage: 4 Health: 10 Renown: 13 Advancements: 10 Initiative: +2
Skills:
Skill Name Attr Mod Level Misc Total Specializations
Athletics STR +1 +5 +6 ( Running )
Computer Use INT +2 +3 +5 ( Retrieval )
Demolitions INT +2 +4 +6
Enterprise- Streetwise INT +2 +3 +5
Enterprise-Administration INT +2 +3 +5 ( Starfleet )
Investigate PER +1 +3 +4
Knowledge:Culture INT +2 +3 +5 ( Human, Romulan )
Knowledge:History INT +2 +4 +6 ( Human, Romulan )
Knowledge:Specific World INT +2 +3 +5 ( Earth )
Language- Fed Standard INT +2 +4 +6
Language- Romulan INT +2 +3 +5
15
Ranged Combat:Energy AGL +2 +4 +6 ( Phaser ) ( Phaser Rifle )
Repair INT +2 +3 +5
Stealth AGL +2 +5 +7
Structural Engineering INT +2 +4 +6 ( Architecture )
Survival PER +1 +3 +4 ( Tracking )
System Operation INT +2 +3 +5
Tactics INT +2 +4 +6 ( Small Unit )
Unarmed Combat AGL +2 +7 +9 ( Starfleet Martial Arts )
Professional Abilities:
Covert Ops: “Gunny” Brooks knows how to use cover to his best advantage and gains a +2 bonus
to Stealth tests.
Mission Specialist: “Gunny” Brooks specialized in Structural Engineering early in his career, and
developed this as a professional skill for the purposes of advancement.
Requisitioning- “Gunny” Brooks maintains an informal network of contacts in both Starfleet and the
Starfleet Marines and may attempt to use those contacts (an Enterprise-Administration test) to
gain special a/o unusual equipment for use during a mission. Target numbers are as follows:
special equipment (TN 5), special weaponry (TN 10), and explosives or restricted weaponry
(TN 15). On a marginal success, the gear is available in 1-3 days. On a complete success,
12-24 hours, and on an Extraordinary success, the gear is available in 4-8 hours.
Species Abilities:
Adaptable: Humans thrive in even the harshest conditions and climes. Human adaptability has
given Brooks a +2 bonus to his Willpower reaction.
Human Spirit: The humans of Earth are a driven, vital, and versatile species. Human characters
begin the game with 4 courage points (instead of the usual 3).
Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
additional skill picks during Character Creation.
Edges/ Flaws:
Command (1): Gunnery Sergeant Brooks is fully qualified to act as executive officer of Team Seven-
One.
Innovative (2): Through his long experience, “Gunny” Brooks has learned the Covert Ops, Mission
Specialist, and Requisitioning Professional Abilities.
Promotion E-6: Brooks holds the enlisted rank of Gunnery Sergeant in the Starfleet Marine Corps.
Fit: Brook's long record of disciplined physical fitness grants him a +1 bonus to all Physical tests.
16
Starfleet Bureau of Personnel
Starfleet Command
Emari ir' Idrani
Age: 23
Species Andorian
Homeworld: Andoria
Gender: Female
Eyes: Blue
Hair: White
Rank: Corporal
Current Assignment:
Scout/One, Force Recon Team Seven-One
Profile/History:
Emari ir' Idrani is the daughter of a clan chieftain in a remote section of northern Andoria, and
has been hunting almost since she could walk. After several years with her clan militia, Emari
decided that her calling lay off-planet and enlisted in the Starfleet Marines.
After excelling in several assignments, Emari was recruited for Team Seven-One.
Psychological Profile:
The sole female on Team Seven-One, Emari is a consummate hunter and stalker- skills she's
honed to near perfection. As the Team's scout, Emari tends to operate semi-independently of the
group in the field, using her skills at stealth and stalking (and her keen senses) to their fullest
advantage. A passionate woman, Emari effects an amused tolerance and cool detachment at the
exploits of her team mates.
Attributes
Str 9 (+1) Agl 9 (+1)* Int 9 (+1)* Vit 9 (+1) Prs 7 (+0) Per 9 (+1)
Quickness +2* Savvy +2 Stamina +1 Willpower +1
Miscellaneous Scores Defense: 8
Courage: 3 Health: 10 Renown: 1 Advancements: 5 Initiative: +2
Skills:
Skill Name Attr Mod Level Misc Total Specializations
Armed Combat-Simple AGI +1 +5 +1 +7
Athletics STR +1 +4 +5 ( Running )
Computer Use INT +1 +2 +3 ( Retrieval )
Demolitions INT +1 +3 +4
Knowledge:Culture INT +1 +4 +5 ( Andorian )
Knowledge:History INT +1 +3 +4 ( Federation )
Knowledge:Specific World INT +1 +3 +4 ( Andoria )
Language- Andorian INT +1 +4 +5
Language- Fed Standard INT +1 +4 +5
Ranged Combat:Energy AGL +1 +7 +8 ( Phaser ) ( Phaser Rifle )
Repair INT +1 +3 +4
Stealth AGI +1 +5 +6
Survival PER +1 +6 +7 ( Tracking )
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System Operation INT +1 +3 +4
Unarmed Combat AGL +1 +5 +6 ( Starfleet Martial Arts )
Professional Abilities:
None
Species Abilities:
Antennae: Andorians sense a great deal about their environment through their antennae, and gain
a +2 species bonus to tests involving sensing the area immediately around them (three meters
or less) (including Observe (Spot) and (Listen) tests.
High Pain Threshold: Andorians are a hardy species accustomed to physical discomfort, and
reduce TN penalties due to pain or injury by -2.
Keth- Indrani: The Indrani are trained as warriors from an early age and gain a +1 to either Armed
Combat or Ranged Combat skill at character creation.
Redundant Circulation: Andorians have a two-layered circulatory system that allows them to ignore
TN penalties for uncomfortable or extreme cold. This does unfortunately, render them more
vulnerable to certain toxins (-1 to Stamina tests to resist poison).
Edges/ Flaws:
Promotion 3: Emari holds the enlisted rank of Corporal in the Starfleet Marine Corps.
Suit-Trained: Emari does not suffer the penalties normally associated with the use of an
environmental suit.
18
Starfleet Bureau of Personnel
Starfleet Command
Timon Gatan
Age: 22
Species Trill
Homeworld: Trill
Gender: Male
Eyes: Brown
Hair: Brown
Rank: Corpsman Petty Officer Third Class
Current Assignment:
Medic/Four, Force Recon Team Seven-One
Profile/History:
Gatan was a high-profile medical student and a candidate in the Symbiate program till he was
caught experimenting with illegal narcotics,at which point he dismissed from the program (though
his record was sealed by the Commission).
Gatan flirted with severe depression and spent a number of years wandering in a variety of
capacities (mostly as a merchant crewman), before enlisting in Starfleet.
Based on his prior academic record, Gatan easily qualified for the independent duty corpsman
program, and was assigned to the 22nd MEU.
Psychological Profile:
Gatan has more or less recovered his equilibrium in the wake of his humiliating dismissal from
the Symbiote Program, but remains closed and secretive about his past. He is aloof, but not
morose, withdrawn, but not forbidding.
Starfleet Command is aware of his drug conviction, but has chosen not to make those prior
events part of his public record. Despite this, Gatan lives in fear that his dark secret may come
back to haunt him once more.
Attributes
Str 8 (+1) Agl 8 (+1)* Int 10 (+2)* Vit 8 (+1) Prs 9(+1)* Per 8 (+1)
Quickness +1 Savvy +1 Stamina +1* Willpower +2
Miscellaneous Scores Defense: 8
Courage: 3 Health: 9 Renown: 1 Advancements: 5 Initiative: +1
Skills:
Skill Name Attr Mod Level Misc Total Specializations
Athletics STR +1 +3 +4
Computer Use INT +2 +4 +6 ( Retrieval )
First Aid INT +2 +5 +1 +8
Knowledge:Culture INT +2 +4 +6 ( Federation )
Knowledge:History INT +2 +4 +6 ( Federation )
Knowledge:Specific World INT +2 +4 +6 ( TrillI )
Knowledge:Politics INT +2 +2 +4 ( Trill Symbiosis Commission )
Language- Fed Standard INT +2 +4 +6
Language- Trill INT +2 +4 +6
Medicine INT +2 +5 +1 +8 ( Combat Trauma )
19
Ranged Combat:Energy AGL +1 +4 +5 ( Phaser )
Repair INT +2 +2 +4
Physical Science INT +2 +3 +5 ( Chemistry )
Survival PER +1 +3 +4
System Operation INT +2 +3 +5 ( Flight Control)
Unarmed Combat AGL +1 +3 +4 ( Starfleet Martial Arts )
Professional Abilities:
None
Species Abilities:
Joined: Gatan (like most other Trill) can be joined to a symbiont, though he was rejected from the
program by the Symbiont Commission.
Skilled: Trill place an emphasis on education from very early in life, and as a result, Trill
characters gain +2 skill picks at character creation.
Edges/ Flaws:
Cultural Flexibility: Gatan is very cosmopolitan and is unfazed by other cultures, and gains a +2
to Social tests involving species other than his own.
Meticulous: Gatan gains a +1 to cumulative Extended tests.
Multi-Tasking: Gatan may treat a full-round action as two actions and take additional actions at
the standard penalty.
Dark Secret: Despite the fact that Starfleet Command has chosen not to include his prior drug
convictions in his official record, Gatan worries that word will leak out and destroy his
reputation once more.
Promotion 3: Gatan holds the enlisted rank of Petty Officer Third Class in Starfleet.
Suit-Trained: Gatan does not suffer the penalties normally associated with the use of an
environmental suit.
20
Starfleet Bureau of Personnel
Starfleet Command
Blake
Age: 8
Species Human
Homeworld: Nevari Prime
Gender: Male
Eyes: Green
Hair: Brown
Rank: Lance Corporal
Current Assignment:
Engineer/Tech/Three, Force Recon Team Seven-One
Profile/History:
Corporal Blake is the result of a series of unauthorized cloning experiments conducted on Nevari
Prime, with the intent of creating a super-soldier (much like th Eugenics programs of late 20th
Century Earth).
Blake was rescued by Starfleet at age 5 (though he'd already acheived the physical maturity of a
late adolescent), and following an “acclimation” period, he was released from Federation custody.
Blake's genetic resequencing endows him with above average physical attributes, but has
severely and artificially curtailed his effective lifespan. Blake is not expected to live more than
twenty years.
Psychological Profile:
Blake was raised in an extremely limited clinical environment, and as a result, was deprived of
most cultural, historical, and social skills. This profound lack (along with his ingrained stoicism)
and the clinical cultural conditioning has left him somewhat innocent, very stoic, and occasionally
awkward. There is much about human society and customs that he still does not understand.
Lacking normal socialization skills, Blake joined the Starfleet Marines because he was already
accustomed to the regimented lifestyle involved, and because it allowed him “to make a
difference”.
Attributes
Str 10 (+2) Agl 10 (+2)* Int 10 (+2) Vit 10 (+2) Prs 7(+0) Per 8 (+1)*
Quickness +4* Savvy +1 Stamina +2 Willpower +2
Miscellaneous Scores Defense: 9
Courage: 4 Health: 13 Renown: 1 Advancements: 5 Initiative: +4
Skills:
Skill Name Attr Mod Level Misc Total Specializations
Armed Combat AGI +2 +2 +1 +5
Athletics STR +2 +3 +1 +6 ( Running )
Computer Use INT +2 +3 +5 ( Invasion )
Demolitions INT +2 +4 +1 +7
First Aid INT +2 +2 +1 +5
Knowledge:Culture INT +2 +1 +3
Knowledge:History INT +2 +1 +3
Knowledge:Specific World INT +2 +1 +3 ( Nevari Prime )
Language- Fed Standard INT +2 +4 +6
21
Observe PER +1 +2 +1 +4
Ranged Combat:Energy AGL +2 +4 +1 +7 ( Phaser ) ( Phaser Rifle )
Repair INT +2 +2 +1 +5
Survival PER +1 +3 +1 +5
System Engineering INT +2 +5 +7
System Operation INT +2 +4 +1 +7
Unarmed Combat AGL +2 +4 +1 +7 ( Starfleet Martial Arts )
Professional Abilities:
Battle-Hardened: Blake has learned to function despite pain and injury. He gained +1 Health
(already factored in) and reduces his TN modifier from pain and injury by -1
Species Abilities:
Adaptable: Humans thrive in even the harshest conditions and climes. Human adaptability has
given Blake a +2 bonus to his Quickness reaction.
Human Spirit: The humans of Earth are a driven, vital, and versatile species. Human characters
begin the game with 4 courage points (instead of the usual 3).
Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
additional skill picks during Character Creation.
Edges/ Flaws:
Addiction (Enhanced Metabolism): Blake's genetic modifications grant him a number of bonuses,
but only at a cost- he must eat half again as much per day as a normal human being in order
to fuel his voracious metabolism.
Excellent Metabolism: Blake gains a +4 bonus to tests to resist poison and illness.
Dark Secret: Blake is the result of illegal experiments in genetic engineering and is not expected to
see his 20th birthday, neither of which fact does he want widely known.
Fit: Blake's great physical fitness grants him a +1 bonus to all Physical tests.
Great Vitality: Blake's metabolism grants him a +5 bonus to rolls to Stabilize him after injury, and
a +4 to weekly (or bi-weekly) Stamina tests to recover lost wound points.
High Pain Threshold: Blake's clinical life and genetic dispositions has taught him to endure higher
levels of pain than normal. He reduces all TN penalties due to pain and injury by -2.
Innovative: Blake has learned the Battle-Hardened Professional Ability.
Promotion 2: Blake holds the enlisted rank of Lance Corporal in the Starfleet Marine Corp.
Rapid Healing: Blake heals at twice the rate of a normal human (recovery 2 points per day of
natural healing).
Suit-Trained: Blake does not suffer the penalties normally associated with the use of an
environmental suit.
22
Starfleet Bureau of Personnel
Starfleet Command
Spencer MacKenzie
Age: 22
Species Human
Homeworld: Luna
Gender: Male
Eyes: Brown
Hair: Light-Brown
Rank: Corporal
Current Assignment:
Sciences/Computer/Two, Force Recon Team Seven-One
Profile/History:
A naturally talented engineer and technician, the reports are that MacKenzie was denied an
application to Starfleet Academy due to criminal prosecutions for some of his earlier exploits.
Psychological Profile:
MacKenzie is Team Seven-One's resident practical joker. There's nothing he likes more- not
wine, women, nor song- than a bit of technically induced mischief. MacKenzie exudes a
devil-may-care nonchalance, and displays proper military discipline only under duress- but keeps
his uniforms, equipment, and weapons meticulously clean.
Attributes
Str 6 (+0) Agl 9 (+1)* Int 10 (+2) Vit 10 (+2) Prs 6(+0) Per 9 (+1)*
Quickness +3* Savvy +1 Stamina +2 Willpower +2
Miscellaneous Scores Defense: 8
Courage: 4 Health: 11 Renown: 1 Advancements: 5 Initiative: +3
Skills:
Skill Name Attr Mod Level Misc Total Specializations
Armed Combat AGI +1 +2 +3
Athletics STR +0 +1 +1 ( Running )
Computer Use INT +2 +5 +7 ( Hacking )
Conceal INT +2 +5 +7
Demolitions INT +2 +4 +6
Knowledge:Culture INT +2 +4 +6
Knowledge:History INT +2 +4 +6 ( Federation )
Knowledge: Religion INT +2 +4 +6
Knowledge:Specific World INT +2 +4 +6 ( Luna )
Language- Fed Standard INT +2 +4 +6
Physical Science INT +2 +3 +5
Ranged Combat:Energy AGL +2 +5 +7 ( Phaser ) ( Phaser Rifle )
Repair INT +2 +3 +5
Survival PER +1 +2 +3
System Engineering INT +2 +5 +7 Environmental Systems
23
System Operation INT +2 +4 +6
Unarmed Combat AGL +2 +3 +5
Professional Abilities:
Fix-It: MacKenzie may use any of the Repair specializations untrained.
Species Abilities:
Adaptable: Humans thrive in even the harshest conditions and climes. Human adaptability has
given MacKenzie a +2 bonus to his Quickness reaction.
Human Spirit: The humans of Earth are a driven, vital, and versatile species. Human characters
begin the game with 4 courage points (instead of the usual 3).
Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two
additional skill picks during Character Creation.
Edges/ Flaws:
Innovative: MacKenzie has gained the Fix-It Professional Ability.
Promotion- E-3: MacKenzie holds the rank of Corporal in the Starfleet Marines.
24