The Roleplaying Game: Quickstart Guide

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THE ROLEPLAYING GAME

QUICKSTART GUIDE
LCARS TERMINAL 978-1-912200-58-0

CREDITS

SYSTEM DESIGN INTERNAL ARTWORK OPERATIONS MANAGER


NATHAN DOWDELL MARTIN SOBR, STEVE STARK, GARRY HARPER
1732011 CONNOR MAGILL, ALAIN RIVARD,
RODRIGO TOLEDO, CRISTI BALANESCU, PRODUCTION MANAGER
LINE DEVELOPMENT JOSEPH DIAZ, AND NICK GREENWOOD STEVE DALDRY
DAVE CHAPMAN AND SAM WEBB COMMUNITY SUPPORT
ART DIRECTION
SAM WEBB LLOYD GYAN

WRITING WITH THANKS TO


GRAPHIC DESIGN
NATHAN DOWDELL, IAN LEMKE GENE RODDENBERRY, JOHN VAN CITTERS,
MATTHEW COMBEN
AND SAM WEBB MARIAN CORDRY, VERONICA HART,
KEITH LOWENADLER, DAYTON WARD
LAYOUT AND SCOTT PEARSON
191984 RICHARD L. GALE
CANON EDITING
PLAYTESTERS
SCOTT PEARSON PRODUCED BY THE CREWS OF THE:
221084 CHRIS BIRCH USS LEXINGTON
USS VENTURE
COVER ARTWORK PUBLISHING ASSISTANT USS THUNDERCHILD
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2 CHAPTER 01
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CHAPTER QUICKSTART RULES
01.00

3874-2849222 284 87
8392 2994-66 001

01.10 INTRODUCTION 06
01.20 BASIC OPERATIONS 08
01.30 CONFLICT 13

QUICKSTART RULES 5
CHAPTER
01.10
QUICKSTART RULES
INTRODUCTION
“TO EXPLORE STRANGE NEW WORLDS, TO SEEK OUT NEW LIFE AND NEW CIVILIZATIONS, TO BOLDLY GO WHERE NO ONE
HAS GONE BEFORE.” – CAPTAIN JEAN-LUC PICARD

Welcome to the Final Frontier. You are about to embark as equipment. Peoples of all worlds travel faster than light
a Starfleet officer on a Federation starship headed for the between systems, at warp, crossing whole sectors of space
unknown, to boldly go where no one has gone before. As a in days or weeks. Away teams are teleported instantly to the
Starfleet officer you are among the best and brightest in the surface of a planet or between starships. Energy weapons
Federation – commanders, pilots, scientists, engineers, and are used by both security personnel and starships, and
doctors. Your starship, a vessel of great speed and power, energy shields protect vessels from damage.
is the pinnacle of space exploration technology allowing
you and your crew to investigate new spatial anomalies and The United Federation of Planets is surrounded by potentially
support Federation worlds through the Galaxy. hostile powers on all sides. In the Alpha Quadrant, the
Cardassian Union and the Federation enjoy a tenuous peace
Star Trek takes place in a future in which Humans have as their border is hit by militant colonists calling themselves
formed an alliance with hundreds of other worlds to support the Maquis. In the Beta Quadrant, the allied Klingon Empire
one another and explore the Galaxy, pushing the boundaries is a powerful militarist civilization spanning hundreds of
of both known space and knowledge. Scarcity of resources light years. The Romulan Empire, further toward the center
is no longer an issue: replicators synthesize meals and of the Galaxy, has been an adversary for centuries, indeed

WHAT YOU NEED TO PLAY


§§ Twenty-sided dice: d20s are used for resolving Tasks, and for
rolling results on certain large tables. Often, a Player will roll
two twenty-sided dice, or 2d20, but as many as 5d20 can be
rolled at once.

§§ Six-sided dice: You’ll need a half a dozen or so old-fashioned,


six-sided dice, otherwise referred to as d6s. These are used
relatively infrequently, mainly to roll on certain small tables.
If multiple six-sided dice are required, it will be noted as Xd6,
where X is the number of dice required so 2d6 shows that two
six-sided dice should be rolled.

§§ Tokens: You’ll need some way to keep track of Momentum


and Threat (covered later). You’ll need six tokens, beads or
chips for Momentum, and around a dozen for Threat.

§§ Paper, pens, pencils, etc.: For making note of Traits, or


making maps.

6 CHAPTER 01
since before the Federation was formed. The Neutral Zone a score of 2, and two faces showing the Starfleet insignia,
is a buffer between the Federation and the Romulans. And which is an Effect – and two blank faces for “no result”.
through a wormhole to the Gamma Quadrant thousands
of lightyears away, the Dominion poses a new threat to A group of Challenge Dice is usually rolled all at once, and
everyone in the Alpha and Beta Quadrants. the results added together. Multiple Challenge Dice are noted
as X , where X is the number of Challenge Dice rolled. So,
4 indicates four Challenge Dice should be rolled, and their

STARFLEET NEEDS A NEW CREW results added together.

If you don’t have special Challenge Dice available, you can


Star Trek Adventures is a roleplaying game using the use normal six-sided dice instead. Treat any die which rolls a
2d20 System. This quick start guide summarizes rules for 3 or 4 as blank, and any die which rolls a 5 or 6 as an Effect.
the game of discovery and adversity on alien worlds and
beyond the stars. You should read these rules before running
the sample mission in the second part of this booklet. The CHALLENGE DICE RESULT TABLE
mission itself introduces key concepts as you play through
the encounter.
D6 RESULT CHALLENGE DICE RESULT
1 1
2 2
The next section addresses all the rules needed to play this
3 0
mission, beginning with a description of how Starfleet officers
4 0
are constructed and how Tasks are resolved.
5 1, plus Effect
6 1, plus Effect
CHALLENGE DICE
The third type of dice used are Challenge Dice, denoted in
Star Trek Adventures by this symbol: . These six-sided Example: Lieutenant Commander Data hits a Borg Drone
dice are used primarily for inflicting damage and determining with a blast from his Phaser, and rolls 6 for the damage.
how much protection a character receives from cover. Each He rolls 1, 2, and an Effect, and three blank faces for a total
has four faces with three possible results – a score of 1, score of 4 and he can activate an Effect. 

QUICKSTART RULES 7
CHAPTER
01.20
QUICKSTART RULES
BASIC OPERATIONS
The following section covers the core rules of Star Trek §§ Engineering – a character’s ability to resolve mechanical
Adventures, which will be used throughout the rest of or technical problems.
the game. These rules are the foundation for the other
rules in the game, and every Player should have a basic §§ Science – a character’s knowledge and understanding of
understanding of these concepts during play. the universe.

§§ Medicine – a character’s ability to heal others and treat

CHARACTERS illnesses.

FOCUSES
Each character has several statistics, indicating their Focuses represent specialized subjects about which the
competency with different physical and mental Attributes, character has more precise knowledge or experience.
as well as their expertise in various Disciplines. These Focuses can be any topic, and apply to any
Attribute + Discipline combination where the Focus is
ATTRIBUTES relevant to the Task.
A character has six Attributes, ranging from 7 to 12:
Examples: Astronavigation, Astrophysics, Cybernetics,
§§ Control – a character’s self-discipline, coordination and Diplomacy, Espionage, EVA, Exo-tectonics, Genetics, Hand
fine motor skills. Phasers, Hand-to-hand Combat, Helm Operations, Infectious
Diseases, Quantum Mechanics, Shipboard Tactical Systems,
§§ Daring – a character’s bravery and quick thinking, or Spatial Phenomena, Transporters and Replicators, Virology,
acting without hesitation. Warp Field Dynamics, Xenobiology

§§ Fitness – a character’s physical strength and stamina.

§§ Insight – a character’s understanding about their


TASKS
environment and other people.
Whenever a character attempts to complete an activity where
§§ Presence – a character’s personality, and ability to the outcome is in doubt or failure is interesting, the character
command attention or respect. attempts a Task.

§§ Reason – a character’s logical and problem-solving ATTEMPTING A TASK


abilities. A Task involves a character’s Attributes, Disciplines, and
Focuses, and requires rolling two or more d20s.
DISCIPLINES
A character has six Disciplines, based on their training in 1. The Gamemaster chooses which Attribute and
Starfleet: which Discipline are appropriate for the Task being
attempted. They also consider whether any of the
§§ Command – a character’s ability to direct a crew or lead character’s Focuses are applicable. Add together the
a team. Attribute and the Discipline chosen. This is the Target
Number for the Task.
§§ Conn – a character’s ability to pilot a starship or ground
vehicle. 2. The Gamemaster then sets the Difficulty of the Task.
This is normally between 0 and 5, but can go higher. The
§§ Security – a character’s ability to defend themselves or Difficulty is the number of successes the Player must roll
conduct investigations. on their d20s to successfully complete the Task.

8 CHAPTER 01
3. The Player rolls their dice pool. The Player takes two Example: Scotty is attempting to squeeze additional
d20s, and may choose to purchase up to three additional power out of the Enterprise’s engines. His Target Number
d20s by spending Momentum, adding to Threat, or using is his Control Attribute (11) and Engineering Discipline
Determination (see “Improving the Odds”, p.10). Once (4), for a target of 15, and he has a Focus in Starship
additional dice – if any – have been purchased the Player Propulsion, and the Task has a Difficulty of 2. He rolls two
rolls their dice pool. d20s, rolling a 4 and a 19: the 4 scores two successes
(thanks to his Focus in Starship Propulsion), while the 19
4. Each die that rolls equal to or less than the Target scores no success. With a total of two successes, Scotty
Number scores a single success. succeeds at his Task.

A. If there is an applicable Focus, then each die that TRAITS


rolls equal to or less than the Discipline being used Locations, characters, and situations all come in a variety
scores two successes. of shapes and sizes, and these differences are handled in-
game as Traits. Each Trait is a single word or a short
B. Each die that rolls a natural 1 scores two successes. phrase, which describes a single significant fact about
whatever it is the Trait belongs to and remains in play so
C. Each die that rolls a 20 causes a Complication (see long as it is true about the scene, character or place to
“Complications”, later) which it is attached.

5. If the number of successes scored equals or exceeds Traits, Advantages and Complications will do one of the
the Difficulty of the Task, then the Task is completed following things:
successfully. If the number of successes is less than the
Difficulty of the Task, then the Task fails. Any successes §§ The Trait would not impact the Task and does not have
in excess of the Difficulty of the Task become Momentum any effect.
(see “Momentum”, p.11).
§§ The Trait is beneficial, and allows the Task to be
6. The Gamemaster describes the outcome of the attempted when it might normally be impossible.
Task. If the Task was successful, the Player may spend
Momentum to improve the result further. After this, the §§ The Trait is beneficial, and reduces the Difficulty of the
effects of any Complications are applied. Task by 1.

QUICKSTART RULES 9
§§ The Trait is detrimental, and increases the Difficulty of the
Task by 1.
IMPROVING THE ODDS
§§ The Trait is detrimental. It either prevents the Task from Star Trek Adventures provides several ways for characters
being attempted when it might normally be possible, or to improve their chances of success by buying additional
means the situation now requires a Task when one would d20s to roll on a Task:
not normally be required.
§§ Assistance: One or more characters may assist the
ADVANTAGES Task. Each character attempting to assist rolls 1d20,
An Advantage is a Trait which is inherently positive or using a Target Number of their own Attribute + Discipline
beneficial, and which will never have a detrimental effect to combination. Any successes they score are added to the
its owners. Task’s success, providing the main character attempting
the Task scores 1 success.
COMPLICATIONS
A Complication is a Trait which is inherently negative or §§ Momentum: The spend Create Opportunity allows
problematic, and which will never have a beneficial effect characters to buy additional dice, representing
upon its owners. coordination, teamwork, and building upon prior
successes.
TASK DIFFICULTY
Unless otherwise noted, most Tasks have a basic Difficulty §§ Threat: The Create Opportunity spend can be paid for by
of 1, though more routine or straightforward Tasks may have adding to Threat instead of spending Momentum. This
a Difficulty of 0, and more complex or problematic Tasks represents taking risks or acting recklessly.
will have higher Difficulties. After this, the Gamemaster then
considers if there are any other factors in the current scene or §§ Determination: A character may spend Determination
environment, or affecting the characters involved, that would to buy a single bonus d20 for the Task. This die is
alter the basic Difficulty. considered to have already rolled a 1, and therefore
scores two automatic successes. Determination may
Example: Dr. McCoy is attempting to perform complex heart only be spent in certain circumstances, as described on
surgery on Ambassador Sarek. This has a basic Difficulty of pages 12-13.
2, but there are other factors. Firstly, Sarek is Vulcan, and
McCoy’s knowledge of Vulcan physiology is limited, which §§ TALENTS: A few Talents that a character may have grant
increases the Difficulty by 1. Secondly, without a Vulcan them bonus d20s in specific circumstances. This costs
blood donor, the operation can’t be performed at all; this nothing but it must be the correct situation for use and
Complication is overcome by having Spock donate blood they still count towards the number of bonus d20s that
to the procedure, however. Thirdly, the Enterprise is Under can be purchased.
Attack, which is obviously disruptive, increasing the Difficulty
by 1. Together, these increase the Difficulty to 4. Fortunately, For the Gamemaster buying bonus d20s for Non-Player
McCoy has the Enterprise Sickbay and Nurse Chapel to Characters there are fewer options. The Gamemaster
assist him. may spend points of Threat to add dice to a Non-Player
Character’s Task roll. Typically, Non-Player Characters do not
have Determination.

DIFFICULTY ZERO TASKS


Circumstances can reduce the Difficulty of a Task, even down At the Gamemaster’s discretion, a character can roll the dice
to zero. At other times a Task may be so simple that it does against a Difficulty of 0 and generate Momentum as normal.
not require dice to be rolled at all. These are Simple Tasks. If Zero successes are required in this case so every success
a Task is Difficulty 0, it does not require dice to be rolled. It is generates Momentum, but this comes with the normal risk of
automatically successful with zero successes and with no risk Complications as well. This sort of Difficulty 0 Task is useful if
of Complications. However, because no roll is made, it does not it’s important to see how well a character does something, but
generate Momentum of any kind, even bonus Momentum from there’s no real chance of failure.
Talents, particularly advantageous situations, and the like. A
character also cannot spend Momentum on the result.

10 CHAPTER 01
MOMENTUM
Whenever a character attempts a Task and scores a EXAMPLE USES
greater number of successes than the Difficulty, these extra
successes become Momentum, a valuable resource that
allows characters to complete Tasks more quickly or more
FOR MOMENTUM
thoroughly than normal, or otherwise gain additional benefits. The most common ways to use Momentum are listed below.
Each success above and beyond the Difficulty of a Task Immediate Momentum spends can happen at any time. Repeatable
becomes one point of Momentum, which the character may Momentum spends can be done more than once in succession.
immediately use or save for later. Each point of Momentum
can be used or saved separately. §§ Create Advantage: spending two Momentum establishes some
new Advantage in addition to whatever effect the successful
The Player group may only ever have a pool of 6 Task had, or removes a Complication from the scene.
Momentum at any one time.
§§ Create Opportunity (Immediate, Repeatable): add additional
THREAT d20s to a Task. These dice must be purchased before any
While not something that the Players interact with directly, dice are rolled for the Task. The first die purchased costs 1
Threat is an integral part of Star Trek Adventures. Momentum, the second one costs 2 Momentum, and the third
The Gamemaster makes uses of Threat to alter scenes, die costs 3 (for a total of 6 Momentum).
empower Non-Player Characters, and generally make
things increasingly perilous and exciting. Players can §§ Create Problem (Immediate, Repeatable): a character
add points of Threat to the Gamemaster’s pool instead of can choose to make things more difficult for an opponent,
spending Momentum. increasing the Difficulty of a single Task by 1 for every two
Momentum spent. Create Problem must be done before any
DETERMINATION dice are rolled for a Task.
Determination can be used by any Player citing one of their
Values. The Player must justify how the Value applies to the §§ Obtain Information (Repeatable): each point of Momentum
current situation. A point of Determination spent provides one can be spent to ask the Gamemaster a single question,
of the following benefits: answered truthfully, about the current situation.

QUICKSTART RULES 11
§§ Perfect Opportunity: a point of Determination may be The Gamemaster begins each session with 2 points of
spent to grant the character a single bonus d20. This Threat for every Player in the group. They gain Threat in
bonus d20 is different because it is considered to have the following circumstances:
resulted in a 1, giving two automatic successes. The limit
for additional d20s bought for a Task still applies. §§ Immediate Momentum: whenever a character uses an
Immediate Momentum Spend, such as buying bonus
§§ Moment of Inspiration: a point of Determination may be d20s, they can do this by adding to the Gamemaster’s
spent to re-roll all the character’s dice in their dice pool. Threat pool, point for point.

§§ Surge of Activity: the character may immediately §§ Complications: when a character suffers one or more
perform another Task as soon as the current one has Complications on a Task they or the Gamemaster may
been resolved. choose not to have the Complication take effect, but this
is in exchange for adding two points to the Threat pool.
§§ Make It So: the character immediately creates an
Advantage that applies to the current scene. §§ Threatening Circumstances: the environment or
circumstances of a new scene may be threatening
Example: Spock is attempting to uncover the truth behind a enough to warrant adding one or two points of Threat to
conspiracy. Suspecting that the Enterprise’s computers have the pool.
been tampered with, he sets about testing his hypothesis.
This is a Reason + Engineering Task, using his Computers §§ Non-Player Character Momentum: Non-Player
Focus, with a Difficulty of 3. Given the Difficulty, and the Characters with unspent Momentum cannot save it like
urgency, Spock buys an additional d20 for the Task. As Spock Player Characters because they do not have a group
is motivated by his Value, “Logic is the Beginning, not the Momentum pool. Instead, a Non-Player Character adds
end, of Wisdom”, Spock may spend one Determination to unspent Momentum to the Threat pool.
aid in his Task, which he does to buy an extra d20. This die is
considered to be a roll of 1, giving two successes. In return, the Gamemaster can spend Threat in a few
ways. Examples of these can be found in the mission that
accompanies these rules:

THREAT §§ Non-Player Character Momentum: Non-Player


Characters may use Threat in all the ways that Player
Throughout a game session, the Gamemaster will collect Characters use group Momentum.
Threat, and spend it to create problems for the Player
Characters. In this way, Threat creates tension that builds §§ Non-Player Character Threat Spends: for any action
throughout a story, eventually culminating in an exciting finale that would add one or more points to Threat, a Non-
that exhausts the Threat pool. Player Character performing the same action or choice
must spend an equivalent number of points of Threat.

TOXICOLOGY §§ Non-Player Character Complications: if a Non-Player


Character suffers a Complication, the Gamemaster may
END 122 567-28 2037
prevent the Complication by spending two Threat.

EXO 110 3077 3108-44 1045


4783
§§ Complication: the Gamemaster may create a
33 2795-72 5100 Complication by spending two Threat.
RAD 55 302 4300-26 0066
378-33 0235 37947 §§ Reinforcements: the Gamemaster may bring in
ORG 17 11-40 3016 300369 additional Non-Player Characters during a scene.
202-12 7734 6411 Minor NPCs cost one Threat apiece, while Notable NPCs
19 340 cost two.

§§ Environmental Effects: the Gamemaster may trigger


12-3788 12-3788 17-2880 or cause problems within the environment by
spending Threat.

19-3300 19-3300 21-5540  

12 CHAPTER 01
CHAPTER
01.30
QUICKSTART RULES
CONFLICT
ENCOUNTERS §§ Close range is defined as the zone the character is
within at the time. Moving within Close range is a trivial
affair. Close range is, in essence, a distance of 0 zones.
Starfleet officers always do their upmost to avoid violence
and conflict, seeking a diplomatic resolution wherever §§ Medium range is defined as any zone adjacent to the
possible. There will always be times, however, when character’s current zone. Medium range is a distance of
diplomacy breaks down and Starfleet personnel must 1 zone.
defend themselves.
§§ Long range is defined as objects and creatures two
ROUNDS AND TURNS zones away from a character’s current zone. Long range
Combat is played out in Rounds and Turns. is a distance of 2 zones.

Within each Round each character in a conflict encounter §§ Extreme range is any creatures and objects beyond Long
takes one Turn. At the start of a conflict, the Gamemaster range. Extreme range is a distance of 3 or more zones.
determines a single character to take the first Turn. This is
normally a Player Character unless there is a story reason for
a Non-Player Character to go first.
CONFLICT ACTIONS
Order of play goes back and forth from Player Characters to
Non-Player Characters until everyone has had a Turn. The During a Turn in combat a character can attempt one Task
next Round begins with the first Turn going to the side that and several Minor Actions. A character can perform one
did not act last. Minor Action for free. Each additional Minor Action costs
Momentum (Immediate) equal to the number of Minor Actions
ZONES AND DISTANCES already performed that Turn. Each Minor Action can only be
Zones are defined by the terrain around the characters, and attempted once per Turn.
tracking a character can be a matter of simple description.
An enemy might be “behind the control console” or “standing MINOR ACTIONS
by the shuttle”. This has the advantage of relying on natural §§ Aim: the character may re-roll a single d20 made on an
language and intuitive concepts rather than specific game attack during this Turn.
terms, and avoids the tracking of fiddly distances when there
are many characters present. §§ Draw Item: the character may pick up an item within
Reach, draw a weapon or pull out another item carried on
Movement and ranged attacks need some sense of distance their person or stowed in their gear.
to make them meaningful. In combat, the relative placement
of zones determines this distance. To keep things simple and §§ Drop Prone: the character immediately drops to the
fluid, range is measured in one state and four categories: ground, making them a smaller target. A character may
not Drop Prone and Stand in the same Turn.
§§ The state of Reach is when an object or character is
within arm’s length of the character. It’s necessary to §§ Interact: the character interacts with an object in the
be in Reach of a character to make a melee attack. environment. Complex interactions may require a
Being within Reach of an enemy is quite disruptive and Task instead.
distracting, adding +1 to the Difficulty of any Task other
than a melee attack. §§ Movement: the character moves to any point within
Medium range. This Minor Action cannot be carried out if
the character performs any movement-related Tasks.

QUICKSTART RULES 13
§§ Prepare: the character prepares for, or spends time §§ Guard: the character finds some defensible position,
setting up, a Task. Some Tasks require a Minor Action to focuses on their surroundings, or otherwise gains
be taken before the Task can be attempted, or the Minor additional readiness for an attack.
Action gives a bonus.
§§ Pass: the character chooses not to attempt a Task.
§§ Stand: if the character is prone they may use a
Minor Action to stand, removing all the benefits and §§ Ready: the character declares that they are waiting for
disadvantages of being prone. A character may not a specific situation or event to occur before attempting
Stand and Drop Prone in the same Turn. a Task.

COMBAT TASKS §§ Recover: the character gets behind cover, and attempts
§§ Assist: the character performs some activity that will a Fitness + Command Task with a Difficulty of 2. They
grant an ally an advantage. The character nominates a gain one additional Resistance for each Effect rolled
single ally with whom they can communicate and assists on Cover Dice and regain the ability to Avoid an Injury.
their next Task. (Regain 2 Stress per Momentum spent.)

§§ Attack: the character attacks an enemy or another §§ Sprint: the character attempts to move further and more
viable target. quickly. This is a Fitness + Security Task, Difficulty 0.
Success means you move one zone, one additional zone
§§ Create Advantage: the character creates some per Momentum spent (Repeatable).
beneficial circumstance or removes a Complication.
§§ First Aid: the character attempts to treat the injury of a
§§ Direct: this action is only available for commanding character within Reach.
officers. The character nominates a single other character
present who may immediately attempt a single Task, §§ Other Tasks: a range of other Tasks can be performed
assisted by the commanding character. during combat. The Gamemaster can use their discretion
in setting limits on these tasks.

14 CHAPTER 01
ATTACKS AND DAMAGE damage rating. The total rolled is amount of damage the
attack or hazard inflicts.

The process for making an attack is as follows: 6. If the target has any Resistance Dice (from Cover
and the like), roll those dice, and add the total rolled
1. The attacker chooses a weapon for the attack. This to the character’s static Resistance, if any. The total is
can be a ranged weapon, a melee weapon, or attacking the character’s total Resistance for that attack.
with no weapon (an Unarmed Strike).
7. Reduce the total damage rolled by one for each point
2. The attacker then nominates a viable target for that of total Resistance. If there’s one or more damage
weapon. A melee weapon (or an Unarmed Strike) can remaining after this reduction, the character loses one
only be used to attack enemies and objects within point of Stress for each point of remaining damage. The
Reach. A ranged weapon can be used to attack enemies character may also suffer an Injury if one or more of the
that are visible to the attacker. following conditions occurs:

3. The character declares whether the attack is A. If the character suffers five or more damage from
intended to be Non-lethal or Lethal. If the character a single attack or hazard, after reduction from
intends to make a Lethal attack, add a single point to the Resistance, the character suffers an Injury.
Threat pool.
B. If the character is reduced to 0 Stress by that attack
4. The attacker attempts a Task, determined by the type or hazard, they suffer an Injury.
of attack:
C. If the character had 0 Stress before the attack or
A. For a melee attack, the attacker attempts a Daring hazard, and the attack or hazard inflicts one or more
+ Security Task with a Difficulty of 1, opposed by damage, the character suffers an Injury.
the target’s Daring + Security (also Difficulty 1). If
the target wins the Opposed Task, then they are If two of the conditions occur the character suffers two
considered to have made a successful attack instead. Injuries, resolved one at a time.

B. For a ranged attack, the attacker attempts a Control When a character suffers an Injury they are incapacitated. They
+ Security Task with a Difficulty of 2. This is not an cannot carry out any Minor Actions or attempt any Tasks for
Opposed Task. The Difficulty of this Task increases the remainder of the scene. A character that suffers a second
by 1 if there is an enemy within Reach of the attacker. Injury when already suffering from a Non-lethal Injury now
The Complication Range of the attack increases by suffers from a Lethal Injury instead. A character that suffers an
1 if there are creatures within Reach of the target. Injury while already suffering from a Lethal Injury is dead.
A Complication may indicate that one of the other,
nearby creatures is struck by the attack. When a character suffers an Injury, they have the option to
avoid it as they can dive aside at the last moment, duck into
5. If the attack is successful the attacker inflicts cover, or otherwise dodge out of the way. Avoiding an Injury
damage. Roll the number of for the attack or hazard’s in this way has a price: it costs 2 Momentum (Immediate),

PHASERS

PHASER TYPE-1 PHASER TYPE-2 PHASER TYPE-3


SCHEMATICS

QUICKSTART RULES 15
or requires that the character suffer a Complication (minor key elements of a weapon are what type of weapon it is,
injury, collateral damage, etc.). A character may only Avoid an its damage rating, the weapon’s size, and any Qualities it
Injury once per scene, though they may regain the ability (up possesses that influence how it is used.
to one use) by taking the Recover Task.
§§ Type: this will either be Melee or Ranged, determining
A character who succeeds at a melee attack whether they how the weapon is used.
were the attacker or the target can immediately leave their
enemy’s Reach instead of inflicting damage. The character §§ Damage Rating: this will be a number of , and possibly
fends off their opponent instead of attacking. one or more Damage Effect(s) that trigger when Effects
are rolled. All weapons gain additional to their damage
rating equal to the Security Discipline of the character.

COMBAT MOMENTUM SPENDS §§ Size: weapons will either be one-handed (1H) or two-
handed (2H). A 2H weapon can be used in one hand to
Momentum is a key tactical resource during combat. When make an attack, but the Difficulty increases by 1.
a character generates Momentum in combat, they have
numerous options available to overcome their enemies, §§ Qualities: these are any additional rules, setting out
empower their allies, and bolster their own prowess. restrictions or benefits that apply to the weapon’s use.

The table below provides additional options available to DAMAGE EFFECTS


a character when they generate one or more Momentum The following abilities provide additional benefits whenever
in combat. These are in addition to the normal uses of an Effect is rolled on the (see Challenge Dice on page 7).
Momentum, and any others that Players or the GM creates. When one or more Effects are rolled, all Damage Effects that
apply to that attack are used:
Under Cost, where a spend is listed with an “R”, it is
Repeatable. Where the spend is listed with an “I”, it §§ Area: the attack covers a wide area and can
means the spend is Immediate. If neither note is present, affect several targets at the same time. The attack
then the Momentum spend may only be used once per automatically affects any character or damageable
Round at most. object within Reach of the initial target. It also affects
one additional target within Close range of the initial
target for each Effect result on the , starting with

TYPES OF ATTACK the closest as determined by the Gamemaster. If


one or more Complications are rolled when using
an Area attack, the Gamemaster may choose to use
Weapons and other forms of attack, as well as the damage Complications to have the attack apply to an ally in the
caused by hazards, have a few common traits and values area of the attack. A target cannot be hit if it would have
that determine the specifics of how they function. The been more difficult to hit than the initial target.

COMBAT MOMENTUM SPEND TABLE


MOMENTUM SPEND COST EFFECT
Bonus Damage 1 (R) A character can increase the damage inflicted by a successful attack, regardless of the type of
attack. Each Momentum spent adds +1 damage.
Disarm 2 One weapon held by the target is knocked away and falls to the ground within Reach.
Extra Minor Actions 1 (I, R) Take additional Minor Actions.
Keep the Initiative 2 (I) Pass the action order to another ally instead of the enemy; may only be done once before the
enemy has taken at least one Turn.
Penetration 1 (R) The damage inflicted by the current attack ignores two Resistance for each Momentum spent.
Re-Roll Damage 1 The Player may re-roll any number of from the current attack
Avoid an Injury 2 (I) Avoid suffering a single Injury. The cost may be paid by suffering a Complication instead. Other
factors may increase the cost further. May only be used once per scene, though additional uses
can be obtained.
Secondary Target 2 A second target within Reach of the attack’s target is also affected by the attack, and suffers half
the attack’s damage, rounding down.
Swift Task 2 The character may attempt one additional Task, increasing the Difficulty by 1 over what the Task
would normally require.

16 CHAPTER 01
§§ Intense: the attack is designed to inflict massive harm attacking with this weapon, one of the following weapon
on a target, incapacitating them far more effectively. The Damage Effects may be used in the attack: Area, Intense,
Cost to Avoid an Injury caused by an Intense weapon Piercing 2, or Vicious 1.
increases by one for each Effect rolled.
§§ Cumbersome: the weapon takes patience and precision
§§ Knockdown: if one or more Effects are rolled on this to use effectively. The weapon cannot be used to attack
attack, then the target is knocked prone. The target may unless a Prepare Minor Action is performed during the
resist this effect by adding a number of points to Threat same Turn.
equal to the number of Effects rolled. For Non-Player
Characters, the Gamemaster spends points from Threat §§ Deadly: the weapon is designed to kill; if the character
instead of adding to Threat. attempts to make a Non-lethal attack with this weapon,
the Difficulty of the attack increases by 1.
§§ Piercing X: the attack ignores X points of the target’s
total Resistance for each Effect rolled. §§ Debilitating: Medicine Tasks to perform First Aid on
characters injured by this weapon, or to heal Injuries from
§§ Vicious X: the attack inflicts X additional damage for this weapon, increase in Difficulty by 1.
each Effect rolled.
§§ Hidden X: the weapon is easy to conceal, or disguised
QUALITIES as something else. When the weapon is hidden any
The following additional Qualities alter the way a weapon search of the owning character requires an Insight +
functions in a variety of ways: Security or Reason + Security Task with a Difficulty of X
to find the weapon. A character may use a Minor Action
§§ Accurate: the weapon is especially precise, often to conceal a Hidden weapon.
incorporating additional sights. If the character performs
the Aim Minor Action before making an attack with this §§ Inaccurate: the weapon is imprecise and clumsy, and very
weapon then any number of d20s may be re-rolled, little can be done to change that. The Aim Minor Action
instead of the normal benefits of aiming. gives no benefit when making an attack with this weapon.

§§ Charge: the weapon has an adaptable energy supply, §§ Non-Lethal: The weapon is debilitating rather than deadly;
allowing its potency to be changed to different levels. if the character attempts to make a Lethal attack with this
If the character performs a Prepare Minor Action before weapon, the Difficulty of the attack increases by 1.

QUICKSTART RULES 17
GALAXY CLASS
MAIN BRIDGE
DORSAL PHASER ARRAY
RCS THRUSTER QUAD

BUSSARD COLLECTOR

MAIN DEFLECTOR
VENTRAL PHASER
IMPULSE ENGINE
WARP ENGINE FIELD GRILL

MAIN TRACTOR BEAM


VENTRAL PHASER

MAIN IMPLUSE ENGINE


SHUTTLEBAYS 2 & 3
MAIN SHUTTLEBAY
LIFEBOAT HATCH

18 CHAPTER 02
CHAPTER AWAY MISSION
02.00

3478-2847308 392 44
3947 1643-86 002

AWAY MISSION 19
CHAPTER
02.10
AWAY MISSION
SIGNALS
“FOR THAT ONE FRACTION OF A SECOND, YOU WERE OPEN TO OPTIONS YOU HAD NEVER CONSIDERED. THAT IS THE
EXPLORATION THAT AWAITS YOU. NOT MAPPING STARS AND STUDYING NEBULAE, BUT CHARTING THE UNKNOWABLE
POSSIBILITIES OF EXISTENCE.” –Q

INTRODUCTION SCENE 1: BEAMING DOWN


“Signals” is a mission that serves as a great introduction to Once your Players have sat down and you’re ready to begin,
Star Trek Adventures. This mission is meant to be played by read them the Captain’s log aloud (see below left).
a Gamemaster and 3-6 Players, and has been designed to
demonstrate the core mechanics of the game. The Captain’s log is used to set the mood of a mission,
just like the beginning of a Star Trek episode, and this is the
To run this mission, you will need to be familiar with the beginning of the first scene. The Player Characters are the
mission itself and the Star Trek Adventures quick start rules members of an away team that have beamed down to the
in the previous chapter of this booklet. surface of the planet Seku VI.

You will need: When you’re ready, set the scene by reading the
following aloud:
§§ At least two 20-sided dice (d20) per Player, and several
6-sided dice (d6) to serve as Challenge Dice “The broken and barren volcanic landscape of Seku VI lies
§§ A set of six chips or tokens for Momentum before you. The terrain is mostly volcanic rock, ash, and sand.
§§ A set of twenty chips or tokens for Threat Some sparse vegetation, lichen and pale grass, clings to life.
§§ The pre-generated characters found in the back of Sharp, rocky ledges and deep ravines will make traversing
this booklet. this terrain slow and tortuous. You have traced the signal of a
Starfleet combadge to this location and have beamed down
to the planet surface, but no wreckage of a runabout nor any

CAPTAIN’S LOG artificial structures or facilities are visible.”

At this point, ask a member of the team to scan the area,


STARDATE 48311.3 using a tricorder, for the origin of the signal. Ask them to
attempt an Insight + Science Task with a Difficulty of 1.
We’ve received a message from Narendra Station that a runabout To do this, they add their Insight Attribute and their Science
called the Susquehanna has gone missing in the Carina Nebula, Discipline scores together for their Target Number. They need
deep within the Shackleton Expanse. The Susquehanna was to roll equal to or below this number on each d20 to score a
investigating an unusual alien signal that originated from the nebula success. By default, the Player will roll 2d20, checking the
when all contact was lost. We have been ordered to enter the result on each d20 to see how many successes they score.
nebula, find the runabout, and determine the origin and cause of the
alien signal. Starfleet has also advised that Romulan and Ferengi If they succeed, read the following aloud:
ships have been sighted in the region, so we should exercise
caution since they may well have detected the alien signal as well. “You get a fix on a location of two combadges, about 100
meters from your current location, down in the valley. As you
proceed, out of the corner of your eye, Security Officer, you

20 CHAPTER 02
notice a figure lean around a corner, firing a line of green down to the location of the Starfleet combadges. The
disruptor energy in your direction, narrowly missing the away Romulans attack without hesitation and will not listen to
team. You get into defensive positions and set your phasers any negotiations.
to stun…”
If the scanning Task succeeded let the Players make the first
If they fail, read the following aloud: move, allowing them to decide which away team character
will take the first Turn. If the scanning Task failed, and the
“You cannot get a fix on a location. Security Officer, you away team was ambushed, one of the Romulans will take the
notice a figure duck behind a rock above you… You are first Turn.
surrounded, with only enough time to draw your phasers
before the first disruptor shot is fired toward you!” ENCOUNTER: ROMULANS
Following the conflict rules, characters attempt Minor Actions
This is your first conflict encounter. Two Romulans are hiding and Tasks and then hand over to the opposing side. With
at the beam down site, hoping to ambush anyone beaming only two Romulan Non-Player Characters, the Players will

ROMULAN UHLAN [NOTABLE NPC]


TRAITS: Romulan FOCUSES: Paranoid, Guerilla Tactics

VALUE: I Will Not Fail in My Duty to the Empire STRESS: 11 RESISTANCE: 0

ATTRIBUTES ATTACKS:
§§ Unarmed Strike (Melee, 3 Knockdown, Size 1H, Non-
CONTROL 11 FITNESS 09 PRESENCE 08 lethal)
§§ Dagger (Melee, 3 Vicious 1, Size 1H, Deadly, Hidden 1)
DARING 08 INSIGHT 10 REASON 11 §§ Disruptor Pistol (Ranged, 5 Vicious 1, Size 1H)

DISCIPLINES SPECIAL RULES:


§§ Guile and Cunning: when attempting to remain hidden or
COMMAND 01 SECURITY 02 SCIENCE – unnoticed, a Romulan may spend one Threat to increase
the Difficulty by 1 of any enemy Tasks to detect them.
CONN 02 ENGINEERING 01 MEDICINE – §§ Wary: whenever a Romulan attempts a Task to notice or
detect an enemy or hazard they may re-roll one d20.

AWAY MISSION 21
take a few Turns before starting a new Round. Use the following
Non-Player Character statistics, using actions and Tasks to attack
SCENE 2: THE COMBADGE SIGNALS
the Player Characters with the uhlans’ disruptor pistols.
Not far from the landing or beam down location and
Once the Romulans have either been stunned by the away team hidden behind a ledge, the away team discovers the two
or retreated from their ambush (at the Gamemaster’s discretion), Starfleet officers who attempted to beam down from
allow the Player Characters to recover any Injuries if this is needed the Susquehanna. The electromagnetic interference had
then read the following aloud: apparently lead to a fatal miscalculation. Both officers are
partially buried in the ground with looks of pain and horror
“Your combadges bleep with a communication from your starship. on their faces. Describe the scene to the Players and allow
As you respond, the captain’s voice tells you, ‘We’ve picked up a them to investigate the officers’ corpses. To get information
new distress signal from the Susquehanna. She’s still out there, about the dead officers the Players will need to attempt more
and someone is alive and transmitting. Unfortunately, we’ve lost Tasks, using whichever Attribute and Discipline combination
contact, but at least we have something to go on. We’re departing that seems most relevant to their actions. If a character has
to intercept, but we need to you investigate the planet. Remain in a Focus of Transporter Technology or Replicator Technology
contact and we’ll rendezvous shortly.’ then it would apply, and any result on a d20 equal to or less
than their Discipline scores 2 successes.
“As you continue your scans of the area, your tricorders still
receive the alien signal coming from several kilometers to the If they succeed in an investigation Task then tell them the
east, and two Starfleet combadges register as being nearby. To following information:
the north, you see a thin pillar of smoke. Where would you like to
go first?” “Both officers are partially buried in the ground, which means
that they were transported here and there was an accident.
At this stage, the Players could follow three avenues of They died from materializing inside the scrub floor.”
investigation: the alien signal, the combadge signals, or the
smoke. You will find information about each of these If the Players gained any Momentum, tell them they can
scenes below. spend some of it immediately to Obtain Information, learning
more about the scene. They can ask you any question about

22 CHAPTER 02
the scene, although it must be specific to the situation not
open ended. For each point of Momentum they spend, they
SCENE 4: THE ALIEN SIGNAL
can ask one question. Possible answers are below:
It takes a couple of hours for the away team to travel across
§§ The electromagnetic interference apparent in the terrain and reach the alien signal. The going is not
the atmosphere and on the surface caused the easy. You may wish them to carry out some Tasks using
transporter systems to miscalculate the rematerialize appropriate Attributes, Disciplines and Focuses with a base
point on the planet. Difficulty of 1 while crossing deep crevices or treacherous
steep slopes. When they arrive, read out the following:
§§ Both officers died of severe shock and trauma, as their
bodies were effectively dismembered from below the “Cresting a ridge, you see a small settlement, a home for
stomach. about three dozen individuals, in the valley below. The
settlement lies at the base of a high ridge and consists of
§§ The two officers were members of the Susquehanna several camouflaged dwellings. They also appear to have dug
crew. into the cliff face. Two shuttle-sized ships are also parked and
obscured under camouflage netting. The netting is made of a
material that deflects sensor scans, which would explain why

SCENE 3: THE ROMULAN CRASH SITE you didn’t detect the ships or the buildings from orbit. At least
a couple of dozen figures move around among the buildings.

The plume of smoke in the distance is the crash site of a “As you are examining the settlement, the rock in front of
Romulan shuttle. The Romulans crash-landed just a few you explodes from a phaser blast. Someone calls out from a
kilometers north, and there is nothing of use there. rocky outcropping nearby, ‘Hands up! That’s the only warning
you’re getting!’”
When the Players arrive at the site, read the following aloud:
The Players have two options here: they can try to persuade
“Several dead Romulans litter the ground around their the colonist who fired that their away team is no threat, or
wrecked shuttlecraft. Tracks lead off to the east, and there are they can fight their way out. Remind them that, as Starfleet
several footprints.” officers, they have a duty to resolve matters as peaceably
as possible.
Allow the Players to investigate the site if they wish.
Ask them to attempt Tasks with appropriate Attributes,
Disciplines and Focuses, with a base Difficulty of 1. If you DREV KATEL – SNIPER [NOTABLE NPC]
think circumstances would make the way the characters
are investigating the scene more difficult then feel free to TRAITS: Human
increase the Difficulty. If they are successful then read the
following aloud: ATTRIBUTES
“It appears the systems of the Romulan craft suffered some CONTROL 12 FITNESS 09 PRESENCE 09
form of overload, probably from the fluctuating energy
readings in the atmosphere. The pilot would have lost control DARING 10 INSIGHT 08 REASON 07
and crashed with some force by the look of the impact.”
DISCIPLINES
Any Obtain Information Momentum spends can be used to
confirm that the engine did indeed receive an energy strike, COMMAND 02 SECURITY 03 SCIENCE –
overloading it. The piloting controls did not respond and
the shuttle crashed as a result. Around half of the personnel CONN 01 ENGINEERING 02 MEDICINE 01
aboard survived and made their way to the east.
FOCUSES: Guerrilla Tactics
The most important piece of information to convey to the
Players is that the surviving Romulans moved off eastwards, STRESS: 12 RESISTANCE: 0
towards the alien signal.
ATTACKS:
§§ Unarmed Strike (Melee, 4 Knockdown, Size 1H, Non-lethal)
§§ Disruptor Rifle (Ranged, 7 Vicious 1, Size 2H, Accurate)

AWAY MISSION 23
PERSUADING THE AMBUSHER The character attempting the Persuade Task may wish to
The person who ambushed the away team is human and buy more dice, up to a maximum of 5. They can do this
wearing civilian mining overalls, but is carrying a disruptor by either spending Momentum or adding to the Threat
rifle. To persuade them to stand down the team has to pool. The first die costs 1 point of Momentum/Threat, the
negotiate using social conflict rules. This Task is called a second costs 2 points, and the third additional die costs
Persuade Task, and is a perfect moment for the first officer 3 points.
to shine. This Persuade Task uses Presence + Command
with a Difficulty of 1. This is a challenging Opposed Task This in an Opposed Task, which means the Non-Player
that only has a slim chance of success with 2d20, so other Character who jumped them will roll as well. Take 2d20
Players may want to assist. To do this, anyone assisting and attempt the same Task using the Sniper’s stats below.
the character attempting the Task rolls 1d20 against their Their Presence + Command gives you a Target Number
own Presence + Command or Security. The assisting of 10. You may wish to buy more dice, to raise the tension
characters add any successes they generate to the and provide yourself with a better chance of success.
character attempting the Task, so long as that character You can do this with Threat using the same 1-2-3 cost
scores at least one success. Only two Players can assist the progression as Momentum.
Task, because too many people talking at once will confuse
and trouble the ambusher. As an Opposed Task with a Difficulty of 1, there can be
several possible outcomes. Compare the number of
successes the Players score with your own successes
for Drev Katel. To succeed either party needs to score 1
success. If both you and the Players succeed, then compare
the Momentum scored on each side. The character with the
higher Momentum wins and achieves their goal, but loses
one point of Momentum for each point of Momentum their
opponent scored.

§§ PLAYERS SUCCEED: If the Players succeed Drev is


still suspicious of them, but he will stand down and take
them to the settlement as a neutral party.

§§ NEITHER GROUP SUCCEEDS OR THERE IS A DRAW:


Then begin an armed conflict between the away team
and Drev, using the conflict rules from scene 1. Bring
on two or three reinforcements, with the same stats as
Drev, by spending 4 or 6 Threat in the second Round
of combat.

§§ YOU SUCCEED: Describe to the Players how the


characters voluntarily hand over their weapons before
Drev escorts them to the settlement.

SCENE 5: MEETING THE BOSS


If the Players surrender or are overcome by the snipers
they are brought before Ero Drallen, the leader of the
settlers. Ero is inclined to keep the crew’s weapons and
send them back out into the wastes. If asked about the
signal, Ero tells the away team that his people discovered
a strange pentagonal chamber deep inside the mountain
a little over a month ago. When they first entered the
chamber, the device activated and the signal has been
emanating ever since. If the players can convince him that
they can turn off the signal, he will let them into the caves,
sending one of his miners along to keep an eye on them. If
asked, he will return their weapons.

24 CHAPTER 02
THE ALIEN DEVICE ROMULAN CENTURION [NOTABLE NPC]
TRAITS: Romulan
ELEVATOR
VALUE: I Will Not Fail in My Duty to the Empire

ATTRIBUTES
CONTROL 12 FITNESS 09 PRESENCE 09
DARING 10 INSIGHT 10 REASON 10

DISCIPLINES
COMMAND 03 SECURITY 02 SCIENCE 01
CONTROL
PANELS OBELISK CONN 02 ENGINEERING 01 MEDICINE –

FOCUSES: Paranoid, Guerrilla Tactics

MINI-OBELISK STRESS: 11 RESISTANCE: 0


CONTROL
PLATFORMS ATTACKS:
§§ Unarmed Strike (Melee, 3 Knockdown, Size 1H, Non-lethal)
§§ Disruptor Pistol (Ranged, 5 Vicious 1, Size 1H)
MAP
SPECIAL RULES:
§§ Ambush: Whenever attacking an opponent who is unaware, the
THE ALIEN DEVICE Centurion may spend 2 Threat to allow the Centurion and all
As the Players go into the mines, read the following aloud: Romulans under their command to re-roll any number of d20s
on their attack rolls.
“The mines cut deep into the cliff face, and then vertical
shafts drop several hundred meters. Rickety grav-lifts
of uncertain quality allow the miners, and yourselves, to
descend into the darkness. After winding through several ROMULAN UHLAN [MINOR NPC]
more caverns, you come to an area where the mine shaft
apparently ends at a metal wall. The wall has been cut TRAITS: Romulan
through, and on the other side is a pentagonal chamber.
Several control devices of some kind line the walls. In the ATTRIBUTES
center of the room is what looks like a floating pentagonal
obelisk, carved from some type of hard stone. Strange sigils, CONTROL 11 FITNESS 09 PRESENCE 08
faintly illuminated with a soft blue light, are engraved into the
obelisk’s facings.” DARING 08 INSIGHT 10 REASON 11

The obelisk resists all attempts to scan it but this is the origin DISCIPLINES
of the alien signal. Anyone touching the obelisk must make
a Control or Fitness + Security Task with a Difficulty of 3 COMMAND 01 SECURITY 02 SCIENCE –
or take 3 Damage (Non-lethal). If they are Injured, by you
scoring more than five damage in one roll, they are stunned. CONN 02 ENGINEERING 01 MEDICINE –

Analyzing the control panels and making a Reason + STRESS: 11 RESISTANCE: 0


Science Task with a Difficulty of 3 allows the Players to
work out they can shut off the signal using these controls, ATTACKS:
by cutting off the connection from the faint power signature §§ Unarmed Strike (Melee, 3  Knockdown, Size 1H, Non-lethal)
behind the controls. Doing so will cause the blue light §§ Disruptor Pistol (Ranged, 5 Vicious 1, Size 1H)
within the obelisk to fade out and the control panels will not
respond to any further attempt at manipulation.

AWAY MISSION 25
ENCOUNTER: THE ROMULANS RETURN
The Romulan team that survived the shuttle crash has
managed to overpower the settlers above and is heading
down to take control of the ancient pentagonal site. When
the Players have discovered they can shut down the
pentagonal obelisk read the following:

“You hear the distinct sound of disruptor fire, and as you


turn to face whatever is coming down the lift shaft, you see
the doors swish open and several Romulans step out.
Their leader, a male centurion, holding a disruptor pistol,
says, ‘Step away from the artifact, Starfleet. We’ve come
to take possession of this facility and these priceless
archeological finds...’”

The centurion is lying. The Romulans are here because they


believe the obelisk is some form of weapon, and that it struck
their shuttle and overloaded their engines. The Romulans
aren’t in the mood to talk, so if the Player Characters try
to persuade them to work together or leave it will not
work. Start a normal combat where a Romulan Non-Player
Character takes the first turn.

Begin combat, with the Romulan centurion and four Romulan


uhlans, using the stats on the previous page.

CONCLUSION
If the Romulans overwhelm the away team, end the mission
on a cliffhanger, with the away team locked up in Romulan
cells without weapons or communicators.

DANUBE CLASS RUNABOUT If the Romulans have been stunned, or retreated, then the
away team should focus their efforts on shut down the
signal. This requires 3 successful Engineering Tasks (let the
696855
97868 Players describe which Attribute they will use and how their
494743 characters act) with a Difficulty of 2.
878555
978533
686 Once those Tasks are complete, the Players receive a
687733 communication from their ship, so read aloud:
987
978777
390334 “Come in away team... Commander, do you read me...?”
877000
568666 From here, you are free to improvise a debrief by the captain
97977
484003 with the away team, asking them what they found and what
8779 they accomplished. Consider these points, as they may
86864 inform any missions you want to carry out in future (if you
878228
9064T4 and the group wish to create your own).
38485
586622 §§ What is this alien obelisk? And what was its purpose?
638409
494866 §§ Why were the Romulans here and what did they want?
98855 §§ What will happen now? Will Starfleet order the crew
67655 to investigate the planet further? Or will they need to
diplomatically resolve this situation with the Romulans?
§§ What assistance do the miners need?

26 CHAPTER 02
CHAPTER PREGENERATED
03.00
PLAYER CHARACTERS

1174-8869390 100 35
4802 2572-48 003

03.10 FIRST OFFICER 28


03.20 CONN OFFICER 29
03.30 CHIEF OF SECURITY 30
03.40 CHIEF ENGINEER 31
03.50 SCIENCE OFFICER 32
03.60 MEDICAL OFFICER 33

CHARACTERS 27
CHAPTER
03.10
PREGENERATED CHARACTERS
FIRST OFFICER
COMMANDER LENARIS LOS (FIRST OFFICER)
TRAITS: Bajoran

VALUES:
§§ Eager and Ambitious
§§ The Thrill of Discovery
§§ True Liberation for All Species
§§ A Starship Is a Home, a Crew Its Family

ATTRIBUTES
CONTROL 09 FITNESS 07 PRESENCE 11
DARING 10 INSIGHT 09 REASON 10

DISCIPLINES
COMMAND 05 SECURITY 02 SCIENCE 03
CONN 03 ENGINEERING 02 MEDICINE 01

FOCUSES: Guerilla Tactics, Diplomacy, Survival, Composure,


Starfleet Protocol, 3D Chess

TALENTS:
§§ Executive Officer: When another character in communication
with you spends Determination, you may spend 3 Momentum
immediately to let that character regain their point of spent
Momentum.
§§ Advisor: Whenever you assist another character using
your Command Discipline, the character being assisted
may re-roll one d20.
§§ Tough: Whenever you Avoid an Injury, the cost is decreased
by 1, to a minimum of 1.
§§ Strong Pagh: You have an unwavering faith in the Prophets.
Whenever you attempt a Task to resist being coerced or
threatened, you reduce the Difficulty of the that Task by 1.
§§ Constantly Watching: When you attempt a Task to detect ATTACKS:
danger or hidden enemies, reduce the Difficulty by 1. §§ Unarmed Strike (Melee, 3 Knockdown, Size 1H,
Non-lethal)
DETERMINATION: (Start with 1) §§ Phaser Type-2 (Ranged, 5 , Size 1H, Charge)
STRESS:  
RESISTANCE: 0 EQUIPMENT: Combadge, Tricorder

28 CHAPTER 03
CHAPTER
03.20
PREGENERATED CHARACTERS
CONN OFFICER
LT. COMMANDER LIAN ZHANG
TRAITS: Human §§ Computer Expertise: When you attempt a Task that
involves the programming or study of a computer
VALUES: system, you may add one bonus d20 to your pool.
§§ To Fly the Ship, Know the Ship
§§ The Drive for Discovery DETERMINATION: (Start with 1)
§§ Always Something to Learn STRESS:
§§ Propulsion Is a Science, Navigation an Art RESISTANCE: 0

ATTRIBUTES ATTACKS:
§§ Unarmed Strike (Melee, 3 Knockdown, Size 1H,
CONTROL 11 FITNESS 08 PRESENCE 09 Non-lethal)
§§ Phaser Type-1 (Ranged, 4 , Size 1H, Charge)
DARING 10 INSIGHT 08 REASON 10
EQUIPMENT: Combadge, Tricorder
DISCIPLINES  

COMMAND 01 SECURITY 02 SCIENCE 04


CONN 04 ENGINEERING 03 MEDICINE 02

FOCUSES: Navigation, Propulsion Systems, Shuttlecraft,


Subspace Physics, Quantum Mechanics, Avian Breeding

TALENTS:
§§ Flight Controller: When you analyze or repair any technology
related to flight or propulsion, you may use the Conn Discipline
instead of Engineering.
§§ Bold (Conn): Whenever you attempt a Task involving your
Conn skill, and you buy one or more bonus d20s by adding to
Threat, you may re-roll a single die in your dice pool.
§§ Jury-Rig: Whenever you attempt an Engineering
Task to perform repairs, you may reduce the
Difficulty by 2. If you do this, however, then
the repairs are only temporary, and will last a
single scene, plus one additional scene per
Momentum spent (Repeatable) before they
fail again. Jury-rigged repairs can only be
applied once.
§§ Precise Evasion: Whenever you succeed
an Evasive Action Task, you may spend
two Momentum. If you do, the ship
does not suffer the increased
Difficulty for attacks normally caused
by the maneuver.

CHARACTERS 29
CHAPTER
03.30
PREGENERATED CHARACTERS
CHIEF OF SECURITY
LIEUTENANT COMMANDER CUELLAS ZHARATH
TRAITS: Andorian

VALUES:
§§ Lead by Example
§§ Fortune Favours the Bold
§§ Rash and Reckless
§§ Proud Daughter of Andoria

ATTRIBUTES
CONTROL 08 FITNESS 10 PRESENCE 09
DARING 12 INSIGHT 09 REASON 08

DISCIPLINES
COMMAND 04 SECURITY 04 SCIENCE 01
CONN 03 ENGINEERING 02 MEDICINE 02

FOCUSES: Squad Tactics, Fearless, Hand Phasers, Blades,


Starship Internal Security, Klingon Opera

TALENTS:
§§ Chief of Security: When aboard the ship, you have the
Advantage “Security Detachment”, which represents the ship’s
security personnel.
§§ Bold (Security): Whenever you attempt a Task with Security
and buy one or more d20 by adding to Threat, you may re-roll a
single die in your pool.
§§ Follow My Lead: Once per scene, when you succeed at a
Task during combat or another perilous situation, you may also
spend two Momentum. If you do, choose a single ally. The next
Task that ally attempts counts as having assistance from you, DETERMINATION: (Start with 1)
using your Presence + Command. STRESS:
§§ Close Protection: When you make a successful attack, you RESISTANCE: 0
may spend one Momentum to protect a single ally within Close
range. The next attack against that ally, before the start of your ATTACKS:
next turn, increases in Difficulty by 1. §§ Unarmed Strike (Melee, 5 Knockdown, Size 1H,
§§ The Ushaan: You are experienced in the tradition of honor Non-lethal)
dueling known as the Ushaan; when you make, or defend §§ Phaser Type-2 (Ranged, 7 , Size 1H, Charge)
against, a melee attack, and you buy one or more dice with §§ Ushaan-tor (Melee, 6 Vicious 1, Size 1H)
Threat, you may re-roll your dice pool. Further, you have your
own Ushaan-tor. EQUIPMENT: Combadge, Tricorder

30 CHAPTER 03
CHAPTER
03.40
PREGENERATED CHARACTERS
CHIEF ENGINEER
LT. (JUNIOR GRADE) HANOR DEL
TRAITS: Trill, Del Symbiote DETERMINATION: (Start with 1)
STRESS:
VALUES: RESISTANCE: 0
§§ Test Everything to Its Limits
§§ Four Lifetimes of Adventure ATTACKS:
§§ Always Pad Your Estimates §§ Unarmed Strike (Melee, 2 Knockdown, Size 1H,
§§ Love Your Ship Like You Would Love a Child Non-lethal)
§§ Phaser Type-1 (Ranged, 3 , Size 1H, Charge)
ATTRIBUTES
EQUIPMENT: Combadge,
CONTROL 09 FITNESS 08 PRESENCE 08 Tricorder, Engineering Toolkit

DARING 09 INSIGHT 10 REASON 12  

DISCIPLINES
COMMAND 02 SECURITY 01 SCIENCE 03
CONN 03 ENGINEERING 05 MEDICINE 02

FOCUSES: Astrophysics, Power Systems, Warp Drive, Damage


Reporting Procedures, Small Craft, Oenology

TALENTS:
§§ Chief Engineer: When aboard the ship, you have the
Advantage “Engineering Department”, which represents the
ship’s complement of engineers and technicians.
§§ Joined: You have a Symbiote. Once per mission, you may
declare that a former host had a specific expertise. You gain a
single Focus for the remainder of the scene, as you draw upon
those memories.
§§ Untapped Potential: Whenever you succeed at a Task where
you bought one or more additional dice with either Momentum
or Threat, you roll 1 . You receive bonus Momentum equal to
the total on the , or add one to Threat if an Effect is rolled.
§§ Testing a Theory: When you attempt a Task using Engineering
or Science, you may roll one additional d20, so long as you
have completed a previous Task covering the same scientific or
technological discipline earlier in the same game session.
§§ In the Nick of Time: Whenever you succeed at an Engineering
or Science Task that is part of an Extended Task, you may
ignore up to two Resistance for every Effect rolled.

CHARACTERS 31
CHAPTER
03.50
PREGENERATED CHARACTERS
SCIENCE OFFICER
LIEUTENANT NATALA
TRAITS: Denobulan ATTACKS:
§§ Unarmed Strike (Melee, 3 Knockdown, Size 1H,
VALUES: Non-lethal)
§§ Safety in Numbers §§ Phaser Type-1 (Ranged, 4 , Size 1H, Charge)
§§ The First Step to Discovery Is the Theoretical
§§ Serving Starfleet Is a Family Tradition EQUIPMENT: Combadge,
§§ I Am the Voice of the Crew Tricorder

ATTRIBUTES
CONTROL 09 FITNESS 10 PRESENCE 08
DARING 07 INSIGHT 11 REASON 11

DISCIPLINES
COMMAND 01 SECURITY 02 SCIENCE 05
CONN 02 ENGINEERING 04 MEDICINE 02

FOCUSES: Anthropology, Biology, Quantum Mechanics,


Sensor Operations, EVA, Fencing

TALENTS:
§§ Technical Expertise: Whenever you attempt a Task assisted
by the ship’s Computers or Sensors, you may re-roll a single die
in your dice pool (which may be the ship’s die).
§§ Studious: Whenever you spend one or more Momentum to
Obtain Information, you may ask one additional question (in
total, not per Momentum spent).
§§ Parent Figure: When attempting or assisting a Task, and two
or more other characters are involved in the Task, the first
Complication generated on the Task may be ignored.
§§ I Know My Ship: Whenever you attempt a Task to determine
the source of a technical problem with your ship, add one
bonus d20.

DETERMINATION: (Start with 1)


STRESS: n n n n n n n n n n n n
RESISTANCE: 0

32 CHAPTER 03
CHAPTER
03.60
PREGENERATED CHARACTERS
MEDICAL OFFICER
LIEUTENANT T’PREL
TRAITS: Vulcan ATTACKS:
§§ Unarmed Strike (Melee, 4 Knockdown, Size 1H,
VALUES: Non-lethal)
§§ To Seek Out New Life… §§ Phaser Type-1 (Ranged, 5 , Size 1H, Charge)
§§ Precision and Diligence Are a Doctor’s Primary Tools
§§ Hesitation Is as Bad as Inaction EQUIPMENT: Combadge, Tricorder, Medkit
§§ The Needs of the Many Outweigh the Needs of the Few

ATTRIBUTES
CONTROL 09 FITNESS 08 PRESENCE 07
DARING 10 INSIGHT 11 REASON 11

DISCIPLINES
COMMAND 02 SECURITY 03 SCIENCE 03
CONN 01 ENGINEERING 02 MEDICINE 05

FOCUSES: Emergency Medicine, Surgery, Vigilance, Virology,


Defensive Tactics, Murder Mystery Stories

TALENTS:
§§ First Response: When attempting the First Aid Task during a
combat encounter, you gain a bonus d20, and you may always
Succeed at a Cost, with each Complication adding +1 to the
Difficulty of healing the Injury subsequently.
§§ Kolinahr: You have undergone the ritual journey to purge
emotion. You decrease the Difficulty of all Tasks to resist
coercion, mental intrusion, pain, and other mental attacks by 2.
§§ Quick to Action: During the first Round of combat, you and
your allies may ignore the normal Momentum cost to Keep the
Initiative.
§§ Doctor’s Orders: When you attempt a Task to coordinate
others, or to coerce someone into taking or refraining from a
specific course of action, you may use your Medicine Discipline
instead of Command.

DETERMINATION: (Start with 1) n n n


STRESS: n n n n n n n n n n n
RESISTANCE: 0

CHARACTERS 33

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