Shitty Ensigns: For Every One Jean-Luc Picard, There Are Five Shitty Ensigns. This Is Their Story
Shitty Ensigns: For Every One Jean-Luc Picard, There Are Five Shitty Ensigns. This Is Their Story
Shitty Ensigns: For Every One Jean-Luc Picard, There Are Five Shitty Ensigns. This Is Their Story
Shitty Ensigns
For every one Jean-Luc Picard, there are
five shitty ensigns. This is their story.
Premise
You are an ensign serving on a starship a nd you
aren't very good at it. You'll probably wash out within the
month, but for now you're stuck dealing with alien life
forms, negotiating peace treaties, and trying not to get
yourself killed.
1
Make a Character
You have five stats.
❖ Clumsy: How bad you are at acting with reflexes or
dexterity, such as when firing a phaser, dodging out of
the way of an attack, or running in a quick burst of
speed. You might have terrible hand-eye coordination,
really bad aim, or just have terrible luck when it comes
to your reflexes.
❖ Weak: How bad you are at acting with strength or
endurance, such as when taking a heavy blow, breaking
something, staying awake for a long time, or surviving
on a hostile planet. You might be really scrawny, have a
terrible constitution, or just be a big wimp when it comes
to dealing with pain or discomfort.
❖ Rude: How bad you are at being persuasive or
assertive, such as when convincing someone you're
something that you aren't, negotiating for a peaceful
surrender, or talking your way out of a situation. You
might be extremely blunt and painfully honest, very
sarcastic, or just really bad at reading social situations.
2
❖ Cowardly: How bad you are at being strong-willed or
forceful, such as when leading your crewmates,
standing strong in the face of danger, or acting quickly
and decisively. You might be terrified of everything,
really unassertive, weak-willed, or just really easily
overlooked or ignored.
❖ Dumb: How bad you are at being knowledgable or
exploratory, such as when investigating something new,
trying to recall information, figuring out how to work an
alien artifact, reading a tricorder, or keeping an eye out
for danger. You might have a really low IQ, be really
oblivious to your surroundings, be super easily
distracted, or have absolutely no common sense.
Assign these numbers to your stats: -1, +0, +1, +1, and
+2.
3
HP & AC
Your Hit Points are a measure of how many wounds you
can take before going down. Your HP equals 4 minus your
Weak score. Most enemies can deal 1 wound at a time,
strong enemies can deal 2 wounds, and extremely powerful
enemies can deal 3 wounds.
Your Armor Class determines how many wounds you
ignore when you get hit. If you get hit for 2 wounds and you
have an AC of 1, you instead only take 1 wound. Your AC is
0 if you have a Clumsy score of 0 or higher, 1 if you have a
Clumsy score of -1 or -2, and 2 if you have a Clumsy score
of -3.
4
Your Department
Choose a Department. When you roll with something
having to do with your Department, take -1 to your roll.
Operations: Choose one from below.
❖ Engineering
❖ Security
❖ Tactical
❖ Communications
Command: Choose one from below.
❖ Pilot
❖ Navigator
❖ Helmsman
❖ Gunner
Sciences: Choose one from below.
❖ Technician
❖ Medic
❖ Biology
❖ Sensors
5
How to Play
When you do anything related to your job, even if it
would be very easy for a normal person, roll 2d6 + the stat
you're using + any bonuses you might have.
❖ If you have advantage, roll 3d6 and take the two lowest.
❖ If you have disadvantage, roll 3d6 and take the two
highest.
❖ If you have advantage and disadvantage, roll normally.
Dice Results:
❖ 6 or under: You actually manage to do something
right. Mark a point of good luck.
❖ 7-9: You sort of half-ass it. You either barely succeed or
there's some consequences or bad side effects as your
crew members are forced to pick up your slack. Mark a
point of bad luck. The GM might also have you mark a
condition.
❖ 10+: You fail terribly or really fuck up, just as expected.
The situation gets worse and someone will probably get
hurt or put in a bad position because of your blunder.
Mark experience and a condition.
The GM never rolls, only the players roll. If an enemy
attacks a character, their player rolls to defend. If someone
tries to persuade a character, their player rolls to resist, and
so on.
6
Bad Luck
When you have 3 bad luck points, the GM can make a
move against you at any time. Examples include:
❖ You get yelled at by a senior officer in front of a lot of
people and take a condition.
❖ Something important breaks or malfunctions as soon as
you touch it. You mark a condition.
❖ You're mistaken for someone important and kidnapped
by aliens.
❖ You see something very bad but no one besides your
fellow shitty ensigns believes you.
❖ The holodeck malfunctions and creates an extra terrible
version of you that appears in every holodeck program.
You take a condition each day it isn't fixed.
❖ You become entangled in a sinister plot.
As soon as the GM makes this move, erase 3 bad luck.
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Good Luck
You can spend good luck points to do one of the
following:
❖ Spend one good luck point to negate a wound as soon
as you take it by diving out of the way at the last second.
❖ Spend one good luck point to ask a question about the
current situation and get an honest answer from the
GM.
❖ Spend two good luck points to blame someone else
when something goes terribly wrong because of your
roll. Your superior officers believe you but your fellow
shitty ensigns know what you did.
❖ Spend three good luck points to inject something
beneficial to yourself into the narrative.
You can never have more than 3 good luck points at one
time.
8
Experience
Mark experience each time you roll a 10+. When you
have a total of five experience points, your commanding
officers are completely fed up with you. Erase all
experience and choose one from below.
❖ You get transferred to a different department.
Choose one or the GM will choose for you.
❖ You promise you'll try harder. Decrease one of your
stats by 1.
❖ You wash out. This life obviously isn't for you. You go
home quietly or by making a big scene. Make a new
shitty ensign character.
No one stat can go lower than -3. If the total of your stats
ever reaches -5 or lower, you are no longer a shitty ensign.
Your character gets a promotion and stops hanging out
with the other shitty ensigns. Make a new shitty ensign
character.
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Conditions
Conditions are a way to track how the rest of the crew
feels about you, and it's probably not good. Conditions
determine how people react to you when they've heard of
you or read your file. Conditions always go in your file and
stay there, even after you've erased them from your
character sheet.
Sample conditions include:
❖ Insubordinate ❖ Inept
❖ Disrespectful ❖ Spineless
❖ Brash ❖ Slow
❖ Unpleasant ❖ Foolish
❖ Sickly ❖ Obtuse
❖ Annoying ❖ Gullible
❖ Pathetic ❖ Naive
❖ Accident-prone ❖ Vapid
❖ Scatterbrained ❖ Idiotic
❖ Irresponsible ❖ Indiscreet
10
Relationships
Relationships are a measure of how well you know your
fellow ensigns and the other people you interact with.
❖ Assign a +2 to the player character you know the best.
❖ Assign a -1 to the player character you know the least.
❖ Assign a +1 to all other player characters.
❖ Assign a +0 to all NPCs.
When you want to help someone, roll plus your
relationship score with them. If you succeed, they take -1 to
their roll.
When you want to hinder someone, roll plus your
relationship score with them. If you succeed, they must add
+2 to their roll.
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Ten Forward
When you feel really shitty about life, you can sulk in
your quarters or you can go to Ten Forward and hang out
with the only people who can sort of understand you, your
fellow shitty ensigns.
When you spend a scene playing games, drinking,
eating, and talking in Ten Forward with at least one other
shitty ensign, you can choose one from below.
❖ Erase a condition if you talked it out.
❖ Increase one relationship stat by 1 with someone that
made you feel better in this scene.
❖ Mark experience.
When you play a game, such as Tri-Dimensional Chess,
Strategema, Dabo, Poker, Go, Durotta, or Kadis-kot, all
players roll with Dumb. The lowest roll wins. On a tie, the
game is a draw or the tied players roll again.
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The Holodeck
When you have some free time, you can spend it
having adventures in the holodeck! In the holodeck, you are
still sort of shitty, but you also have the cheat codes to
make yourself seem way cooler than you really are.
While in the holodeck, take a temporary -4 to your stats,
distributed however you like. You don't take any conditions,
good or bad luck, or experience for any rolls you make while
in the holodeck unless what you do actually affects another
crew member, such as attacking them for real, making a
fool of yourself, or doing something that ruins the fun for
everyone else. The GM decides what counts as actually
affecting another crew member.
While in the holodeck, you can also choose to reroll any
roll that you fail by saying, "Computer, go back!" After you
do so, roll 2d6. On doubles, the rest of your crew is sick of
you doing that and you can't reroll in the current holodeck
adventure again without them kicking you out.
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End of Session
Relationships. You can shift one of your relationship
scores up by 1 if you also shift another score down by 1.
Explain how you've grown away from or closer to those
characters. No relationship score can go higher than +3 or
lower than -2.
Stats. You can shift one of your stats up by 1 if you also
shift another down by 1. Explain how you got better and
worse at those stats. No stat can go higher than +2 or lower
than -3.
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Weapons
Unarmed Attacks. Roll with Weak to attack with your
fists, feet, knees, elbows, face, or any other part of your
body. This attack deals 1 damage if your Weak score is 0 or
less. Otherwise, you deal 0 damage. If you roll a 10+, you
hurt yourself, someone else, fall prone, or the situation gets
worse somehow because of your actions.
Phasers set to stun. Roll with Clumsy to attack with a
phaser. If your phaser is set to stun, it does 1 damage on a
7-9. On a 6 or lower, you actually manage to stun your
target and they go down hard. On a 10+, you accidentally do
1 damage to one of your crew members, some important
equipment, or an innocent bystander, or something else
goes terribly wrong because of you.
Phasers set to kill. Roll with Clumsy to attack with a
phaser. If your phaser is set to kill, it does 3 damage on a
7-9. On a 6 or lower, the target dies immediately. On a 10+,
you accidentally do 3 damage or outright kill someone else,
are court marshalled, and relieved of duty. Make a new
shitty ensign character.
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Wounds
When you take a wound, you are hindered. For each
wound you take, choose one from below.
❖ Take a temporary +1 to a stat of your choice. No stat
can go above +2. You get rid of this change when you
heal the wound that caused it.
❖ You panic and run away. If running away isn't possible,
you hide. If hiding isn't possible, you cower and cry and
beg for mercy and it isn't pretty. You only stop if the
situation changes or you heal the wound that caused
you to panic.
If you reach 0 hit points, you're knocked unconscious.
Death doesn't happen unless the GM and player both
agree on it. What happens after a character falls
unconscious depends on what happens in the story.
Healing using first aid can be used by anyone to try to
patch someone up. A success heals one wound. No more
than two wounds can be healed in a day using first aid. For
every full night's sleep in sickbay, a character naturally
heals one wound.
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Combat
To determine initiative, roll with Cowardly or Clumsy,
whichever is lower. Minor enemies have a 12 initiative,
moderate enemies have a 9 initiative, and major enemies
have a 6 initiative. On a tie, characters go first. Start with
the lowest initiative and work your way up, then start over at
the bottom.
If the characters are surprised, the enemies attack
first, then initiative is rolled and combat proceeds normally
in order of initiative.
If the enemies are surprised, the characters attack
first, then initiative is rolled and combat proceeds normally
in order of initiative.
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Movement
On a character's turn, they can move one measure of
distance (from touch to short range, short range to medium
range, or medium range to long rang, or vice versa) and
take an action. An action can be replaced by another
movement, but a movement cannot be replaced by an
action. Actions include attacking, drinking or eating
something, hiding, saying something of significance, or
anything else that isn't moving. Moving includes running,
jumping, swimming, climbing, and sneaking, though
anything other than a normal movement requires a roll to
see how successful it is.
If you move out of touch range of an enemy, the
enemy gets to immediately try to attack you. Similarly, if an
enemy moves out of touch range of you, you get to
immediately try to attack it. The only way to avoid this
attack is to use your action to duck away.
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Distance
Touch is the distance you must be in to make an attack
with a weapon that doesn't have a range. When you are in
touch distance, it means you can reach out and touch the
other person or object. An attack made with a ranged
weapon at touch distance has disadvantage.
Short range is an amount of distance just barely out of
touch. It means you are far enough not to get hit by a
weapon that doesn't have range, but someone could get to
you in one movement.
Medium range is an amount of distance that is safely
away from touch range. One movement can get you from
medium range to long range or short range.
Long range is an amount of distance that is very far away
from an object. An attack made with a ranged weapon at
long range has disadvantage.
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Enemies
Minor enemies:
❖ Damage: 1 wound per hit
❖ Attacks: 1 attack per round
❖ HP: 2 to 4
❖ AC: 0 or 1
Moderate enemies:
❖ Damage: 1 wounds per hit
❖ Attacks: 2 attacks per round
❖ HP: 3 to 6
❖ AC: 1 or 2
Major enemies:
❖ Damage: 3 wounds per hit
❖ Attacks: 1 attack per round
❖ HP: 6 to 10
❖ AC: 2 or 3
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Running an
Adventure
1. Come up with a problem or threat, such as aliens
trying to take over your ship, a distress signal on an
unexplored planet, a strange phenomenon that's affecting
ship systems, a malfunctioning holodeck, a time loop, or
anything else you can think of. Alternatively, run an
adventure in the holodeck, maybe using a totally different
system.
2. Throw the shitty ensigns into the thick of it.
Maybe everyone else is busy dealing with something more
important. Maybe the captain is trying to give the ensigns a
way to prove they aren't totally incapable. Maybe a senior
officer is just waiting for you to screw up bad enough that
they can kick you off the ship. Maybe the ensigns are on
their first assignment and no one knows they're shitty yet.
Whatever the reason, they have to solve it.
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3. Play to find out what happens. Let the shitty
ensigns be shitty. Don't assume that anything will go right.
Let failures drive the story forward as much as successes,
always presenting new complications and decisions. A roll
always changes the situation for better or worse. If things
get really out of hand, have competent officers show up and
save the day, or have something even worse show up and
give the characters a chance to escape.
4. Encourage internal conflict. Pit the characters
against each other whenever possible. Split them up, throw
them back together, use the enemy to tempt them to betray
each other. Give them chances to make fools of themselves
in front of the rest of the crew and officers, and be liberal
with giving them conditions. Give them plenty of
opportunity to mouth off and get themselves into trouble,
but never throw them in the brig or confine them to
quarters, at least not for long or without something else
happening that forces them back into the action again.
5. Have fun. If a player isn't having fun, find out why.
There's no point in playing this game if not everyone is
enjoying it.
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____________'s Character Sheet
Your Name: ____________________________________________
Your Department: _____________________________________
Clumsy -3 -2 -1 +0 +1 +2
Weak -3 -2 -1 +0 +1 +2
Rude -3 -2 -1 +0 +1 +2
Cowardly -3 -2 -1 +0 +1 +2
Dumb -3 -2 -1 +0 +1 +2
HP: ______ Good Luck: ______
AC: ______ Bad Luck: ______
Conditions: Relationships:
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Credit
This game was created using the P owered by the
Apocalypse system by Vincent Baker, altered only
slightly.
Fonts used are Squada One and Roboto.
Layout inspired by Dragon Riding Is Easy, Isn't It? by
Hans Chun.
Content inspired by Star Trek by Gene Roddenberry,
Lasers and Feelings written by John Harper and published
by One Seven Design, and Simple World written by Joe
Mcdaldno and published by Buried Without Ceremony.
Concept by Duwane of F uzzbox Industries.
Created using G oogle Docs.
Written by Litza and Thor of Baby Squalling Dragons.
Art by Litza and Thor of B
aby Squalling Dragons.
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