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Star
Trek
RPG

d20 System

(2130 - 2170)

S
2
Acknowledgements

This endeavor of mine would not have been possible if there already
wasnt a plethora of fan research available on the Internet. I would
like to thank and acknowledge the following Internet resources for
being around and giving a guy like me a way to make a Star Trek
RPG for tabletop play that I hope people will find enjoyable, easy to
play and easily modified for any era of play.

www.memory-alpha.org

www.ex-astris-scientia.org

www.ditl.org

These web sites provide an amazing amount of resources that
would make any tabletop role-playing game just that more in-depth.
I strongly recommend their use for background information.

Star Trek, Star Trek: The Next Generation, Star Trek: Deep
Space Nine, Star Trek: Voyager, and Star Trek: Enterprise are all
registered trademarks of Paramount Pictures Corporation. This role-
playing game is in no way affiliated with or endorsed by Paramount
Pictures. This role-playing game is intended for personal and non-
profit use only.

Character Classes, Advanced Training, Skills, Techniques, Game
Mechanics, Starship Creation are all derived from my brain.
(Except for the d20 license stuff)
Comments? Email me at martinthegnome@yahoo.com


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Star Trek
Roleplaying

Enterprise Era (2130 - 2170)


Chapter One Chapter One Chapter One Chapter One: :: : Species & Classes PAGE 1

Chapter Two Chapter Two Chapter Two Chapter Two: Skills & Techniques PAGE 44

Chapter Three Chapter Three Chapter Three Chapter Three: Equipment PAGE 57

Chapter Four Chapter Four Chapter Four Chapter Four: Starships PAGE 61

Chapter Five Chapter Five Chapter Five Chapter Five: Organizations
of the Era PAGE 89

Chapter Six Chapter Six Chapter Six Chapter Six: Game Mechanics PAGE 95


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Chapter One Chapter One Chapter One Chapter One
Character Species and
Classes

R RR Races aces aces aces

Human
Klingon
Andorian
Aenar (telepathic)
Nausicaan
Orion
Risan
Denobulan
Orantakken (telepathic)
Tandaran
Kreetassan
Tellarite
Vulcan (telepathic)
Suliban (genetic-morph;
standard)
Axanar
Xindi (Primate; Arboreal;
Reptilian; Insectoid; Aquatic)
Other Species


Classes Classes Classes Classes

Pilot
Operations Specialist
Medic
Tactical Specialist
Mercenary
Boomer
Mystic

Advanced Training Advanced Training Advanced Training Advanced Training

Commander
Chief Engineer
Ace
Elite Trooper
Intelligence Operative
Explorer






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Known Species Known Species Known Species Known Species
The Star Trek Universe is expansive with a plethora of races and cultures (and even
subcultures) available. The given Species are chosen for the amount of exposure
Humanity had with them between the years 2140 and 2165.

Now it is easy to believe that all Nausicaans are outlaws, all Orions are pirates and Risans
are all pre-occupied with gratification but truth to be told, you can find all kinds within
each of the galactic Species.

That being said, it would be perfectly acceptable to find a mixed crew on a cargo ship or
a privateer but if the campaign you play is set around an official organization (Earth
Starfleet, Vulcan High Command, Andorian Imperial Guard, Klingon Imperial Fleet) it
would be prudent to keep all the PCs the same Species for the sake of a certain level of
authenticity. After all, a Nausicaan gunner on a Vulcan ship wouldnt make much sense.
Some exceptions can be made (ahem, Tpol?) but only after consultation with the Game
Master. If youre game is set after 2161 and the birth of the Federation then you are
allowed to have a ship with any Federation Member or Affiliate Species on it.

Each Species description will give you a brief outline of the Species, a list of other
Species that they have good or bad relations with, the pros and cons of the Species in
terms of game mechanics and what languages they would have the opportunity to learn
(Universal Translator technology is haphazard at best).

You can play a character from any of the races listed in this Chapter. The Species
descriptions given are an explanation of the majority of that Species population but if
you wish to play you character in a different way go right ahead (just check with your
Game Master first). Just keep in mind the understanding that your character is breaking
the societal norms of their Species and that others of their kind may react to that.
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Human Human Human Human

Humans are easily the most outwardly, idealistic and
expansionist race. Humans have no true specialty or
extraordinary qualities and are average in both a technological
and physical sense. Instead they are more idealistic, outgoing
and cooperative than other races.

A founding member of the United Federation of Planets,
Humans of Earth became warp-capable in 2063, which was
the same year they experienced first contact with an alien
species, the Vulcans.

Human adaptability and their strong tradition of innovation
and cooperation have brought them to the forefront of the
current interstellar situation. It is for this very reason, however, that Human society is
constantly changing and evolving. This is seen not only on the isolated colonies and boomer
groups, but also in the staid and settled core worlds as well. Fashion, speech and especially
political views are constantly changing.

For species that are steeped in tradition and genealogical reverence as the basis of their
societies, the Human fascination with the novel experience and their unending desire to
innovate and explore, to discover for the sake of discovery, are all difficult concepts to grasp
for other Species.

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

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


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

Human Species Traits:
Base Speed is 10 meters
1 extra Feat at 1
st
level
Species Antagonism: Xindi,
Suliban, Klingon
4 extra skill points at 1
st
level, 1
extra skill point at each additional
level
Medium Size
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Andorian Andorian Andorian Andorian
The Andorians are a humanoid species from the moon
Andoria, capital world of the Andorian Empire, and are
one of the founding members of the United Federation
of Planets.

Andorians are a militaristic warrior race. This is underscored
by the fact their weapons have no stun setting. Service in the
Andorian Imperial Guard is considered honorable, and
military ranks have a great influence on social reputation.
Andorians never fight without reason and deplore dishonesty,
but they are capable of duplicity. Andorians consider their
race to be deeply emotional and passionate, even violent; they
aren't known for their charity and have few sympathies, but
they placed a high value on family and loyalty.
A crucial part of Andorian tradition was the so called ushaan, a code of honor demanding a duel
to the death in which the combatants fight against each other with a ice miner's tool, the ushaan-
tor. An enormous body of rules and regulations existed around this code of honor, summing up to
12,000 amendments. The Ushaan could be demanded by someone as a means of personal
vengeance, e.g. to avenge a personal loss. However, there existed a right of substitution, allowing
combatants to put up a replacement for themselves. Furthermore, each married combatant could
postpone a duel indefinitely, if there were no children to continue his claim. Additionally, the
fight might be called off, if one combatant disabled the other in way so he could not continue the
duel.

Physiology: Most Andorians have a distinctive blue skin and white or silver-colored hair.
Andorians have a higher metabolism than Humans. Andorians are very susceptible to high
temperatures; an Andorian could lose 10% of its body weight in as little as two days in climates
approaching the boiling point of water.

Andorians have two antennae on their heads that they use for balance. Andorians have at least
four anatomical variations regarding the placement of their antennae. Some have antennae
sprouting from the frontal bone of their skull. Others have antennae that sprout from their parietal
bone. The loss of an antenna is a humiliating experience for an Andorian.

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

Andorian Species Traits:
Medium Sized
Base Speed is 10 meters
Species Antagonism: Vulcans, Tellarites, Nausicaan
Immune to the effects of extreme cold and low oxygen environments
Andorians tend to be very arrogant to those who havent earned their trust, giving them a
2 to Charisma. The harsh environment of Andoria has also toughened them as a species
giving all Andorians a +2 to Constitution.
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Klingons Klingons Klingons Klingons
The Klingons are a humanoid warrior species that
originates from the planet Qo'nos M-class planet. One
of the major powers of the galaxy, the Klingons are a
proud, tradition-bound people who value honor and
combat. The aggressive Klingon culture has made them
an interstellar military power to be respected and feared.
Klingons believe that they have the instinctive ability to
look an opponent in the eye and see the intent to kill.
Because of their aggressive outlook, the Klingons have
generally had poor relations with other races after they
began to move out into space. Because the worlds of the
Klingon Empire are resource-poor, the Klingons have
developed an intense belief in the need for expansion and conquest in order to survive.

Klingon society is extremely complex. It is based on a feudal system organized around traditional
Great Houses of noble lineage, to which various parts of the population owe fealty. The Great
Houses are traditionally represented in the Klingon High Council, which is led by a Chancellor.
Males traditionally dominate public life in the Empire, assuming the leading roles in politics and
the military with only rare exceptions. Klingon women are treated as equals except in politics
and matters of inheritance. They are prohibited by law from serving in the High Council and
cannot take control of their Houses unless they have the money and no male successors of the
lineage. Otherwise, it is expected of Klingon women to exhibit the same physical prowess and
lust for blood and honor as the men. Klingon society functions through a system of family
reputation and honor.

Physiology: On average Klingons are larger and physically stronger than Humans, though
they possess much less tolerance for cold weather. Internally, Klingon anatomy is markedly
different from that of Humans. There is a great deal more multiple redundancy in their organs, a
principle they call brak'lul. This allows Klingons to survive severe injuries in battle. They have
twenty-three ribs, two livers, an eight-chambered heart, three lungs, and even redundant neural
function and multiple stomachs. Some geneticists believe the extra organs, notably the third lung,
evolved to give Klingons greater stamina on the battlefield. Klingons live for over 150 years, but
even into advanced old age are still strong enough for combat.

Homeworld: Qonos
Sun: Khronos
Colonies: Praxis, Rura Penthe and Kling
Languages: Klingon
Optional: Orion, Nausicaan

Klingon Species Traits:
Medium Sized
Base Speed is 10 meters
Species Antagonism: All. Klingons disdain all other species.
Immune to fear effects.
Klingons are tough and powerful. They receive a +2 to Strength and a +2 to
Constitution. They are very inhospitable and not scholarly resulting in a 4 to
Charisma and a 2 to Intelligence.
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Aenar Aenar Aenar Aenar
The Aenar (pronounced EEH-NAR) are a
humanoid race native to the Northern Wastes of
Andoria, and a subspecies of the Andorians.

The Aenar of the 22nd century lived in an
underground compound on Andoria, shielded by a
dampening field. The Aenar have no leader, but
will appoint a de facto leader or speaker if a
situation warrants it. Aenar have a strict law
against reading the minds of other people without
prior consent. They have a strictly pacifist
ideology, and deplore violence.

The Aenar were long considered a myth in Andorian society. But around 2104, the Andorians
discovered the Aenar living in the Northern Wastes of Andoria. Since then, they have
maintained diplomatic contact with the Andorian government.

Physiology: The Aenar are physiologically very similar to the Andorians, with two
antennae sprouting from their heads, although the antennae of the Aenar have small
indentations in the funnel shaped tips. The Aenar are completely blind and have no skin or
hair pigment, resulting in a pale white appearance (similar to human albinos). The most
distinctive trait of the Aenar, however, is their highly evolved telepathic abilities. An Aenar is
capable of reading minds and of psychically projecting itself to other humanoids. They use
telepathy to communicate amongst themselves. Given that the Aenar are a subspecies of
Andorians, therefore actually a member of the same species, they are genetically compatible
with Andorians. A hybrid Aenar/Andorian individual will have a greenish skin tone.

Homeworld: Andoria
Sun: Procyon VII
Colonies: None
Languages: Aenar
Optional: Andorian

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

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

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Nausicaan Nausicaan Nausicaan Nausicaan
The Nausicaans are a humanoid species native to the planet
Nausicaa.

While little has been seen that would indicate any pan-Nausicaan
governmental or military organization, Nausicaan society seems
to consist of large piracy clans. Hunting parties of several warp-
capable starships or raiders work out of asteroid bases, and pirates
would be armed with energy weapons of various design.

Most contact with Nausicaans is in the form of isolated run-ins
with civilians who would seem to be independent operators,
though the practice of using asteroids as settlements seems to be
normal for non-piracy groups as well.

Nausicaan culture would appear to be firmly rooted in violence. Most Nausicaan games involve
inflicting pain or injury, including one that involves tossing darts at each other's chest.

The Nausicaans are infamous thugs, and are a common choice as bodyguards or hired muscle

Physiology: Nausicaans are large aliens renowned for their lack of subtlety and surly, ill-
tempered manner. They are generally tall humanoids surpassing two meters in height, with great
body strength. Their faces are commonly ashen in color and are distinguished by a prominent
bone structure with sharp tusks protruding at either side of their mouths. Some Nausicaans also
have a line of four small horns that run vertically down the forehead.

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

Nausicaan Species
Traits:
Medium to
Large Sized
Base Speed is
15 meters
Species
Antagonism:
Humans
Nausicaans are
incredibly
strong, more
so even than
Klingons and
receive a +4 to Strength. They A Nausicaan Starbase
also arent know
for their personalities and receive a 2 to Charisma and a 2 to Wisdom.

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Orions Orions Orions Orions
The Orions are a humanoid species originating from
the planet Orion. Little is known about the
organization of the Orion government, or if indeed, a
central government exists.

Despite the rich cultural history of Orion and outside of
their "official" stance of neutrality, a dark side of the
Orion culture exists in their active trafficking of forced
labor through the Orion slave markets.

The primary entity operating within these confines are
known as the Orion Syndicate, which is comprised of a
conglomeration of traders, pirates and smugglers.
These individuals are also well known for their many
illegal operations outside of the slave trade including:
extortion, theft, raids, kidnappings and assassinations.

A secondary entity operating within the Orion realm is
known as the Orion Free Traders. The Orion Free Traders have a limited established
relationship with the Vulcans.

Physiology: Orions are known for their distinctive green skin. Orion males are typically bald
and, on average, taller and more muscular than an average Human male. Orion females are very
animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction.

In Orion society the males are slaves to the females. As a means of deception to other species,
however, the Orions maintain the facade that the females are the slaves. Selling Orion females on
the Orion slave market commonly does this.

Once sold to a male, the Orion slave girls use their unique physiology to their advantage; their
highly potent pheromones accelerates the metabolisms of males of many species, raising
adrenaline production to dangerous levels which causes aggression and ultimately a form of
delusion. Its most significant effect is to make them susceptible to suggestion. Not long after, the
"owner" males begin taking orders from their "slave" females.

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

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



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Risan Risan Risan Risan
The Risans are a humanoid race from the planet Risa
noted for their hedonistic approach to life. Risa is in
a binary system and although it is naturally a
swampland its extensive weather modification
system gives the entire planet a tropical climate.
Combined with the local's easygoing approach to life
this has made Risa a very popular holiday
destination.

The Risan language is not spoken by many non-
Risans, as most visitors do not bother to learn it.

Risans are extremely close to Humans in appearance,
but do have a small mark on their forehead as well as
a different internal biology, which rendered Human
treatment at Risan hospitals difficult in the 2150s.

The "Festival of the Moon", or Lohlunat, was a very popular celebration among the Risan people.
The mysterious sexual practice of jamaharon is considered extremely pleasant -- wanting it is
indicated with a statue called Horga'hn, which would become a symbol of the culture on the
planet.

Physiology: Externally, Risans are physically indistinguishable from Humans in every aspect
except for the markings they bear on their foreheads. They can even crossbreed with Humans,
along with other humanoid races like Andorians and Orions.

Homeworld: Risa
Sun: Epsilon Ceti
Colonies: None
Languages: Risan plus any other two of players choice
Optional: Any

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

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Denobulan Denobulan Denobulan Denobulan
The Denobulans are a humanoid species from the planet
Denobula. The Denobulans believed they were the only
intelligent species in the galaxy until the B'Saari made first
contact.

Denobulans are typically polygamous, where a man typically has
three wives, who each have three husbands. This creates
extremely large extended families; Phlox had 720 familial
relationships, 42 with romantic possibilities. In addition,
Denobulan marriages are not exclusive, and married Denobulans
can be intimate with anyone they choose. The females emit
powerful pheromones during their mating season. Male
Denobulans often become combative during this time, and mating
can require medical supervision. Denobulans typically prefer to be amongst large groups and find
solitude uncomfortable. However, Denobulans, at least males, are uncomfortable being touched
by persons they are not intimate with. Amongst Denobulans, it is considered healthy for a person
to hallucinate, as it is seen a harmless way to release nervous energy.

Physiology: Denobulans have prominent facial ridges running down either side of the
forehead to the cheeks, an enlarged brow ridge under a high receding hairline, a vertical crevice
in the center of the forehead and a ridged chin.

They also have ridges on their back, along the spine. Their toenails are dark brown and yellow
striped, and they grow so rapidly that they must be groomed once a week. Denobulans also have
very long tongues, and they use tongue scrapers. Denobulan males have a line of hair down the
middle of their chest, up to their throat.

Denobulans have a unique ability to enlarge their faces. This is an instinct for when they feel
threatened. It is likely similar to the defense mechanism of the blowfish, an aquatic life form
native to Earth. They also have an unusually wide smile for a humanoid. Denobulans normally
require very little sleep, but they do hibernate for five to six days each year.

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

Denobulan Species Traits:
Medium Sized
Base Speed is 10 meters
Denobulans are an intelligent and intuitive race. They receive a +2 to Intelligence
and a +2 to Wisdom
Denobulans have a genetic ancestry as cliff dwellers and therefore receive a
natural +10 Climb Bonus
Species Antagonism: Antarans
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Orantak Orantak Orantak Orantakken ken ken ken
Orantakken are telepathic humanoids from the planet
Oran'taku located just outside the Delphic Expanse.

The Orantakken had no concept of spoken language
until they made first contact with other species.
Orantakken telepathy is different from most telepathy.
Most races telepathically transmit words and sounds,
the Orantakken however transmit pure thoughts and
images. This is far more efficient but can only be
practiced by Orantakken.

The second and even more interesting aspect of the
Orantakkens telepathic ability is their ability to
recognize each living organism by its genetic
resonance frequency. That ability combined with their
natural eidetic memories allows them to experience and study the worlds around them with quite
a unique perspective.

The Orantakken appear to be standard humanoids with a textured bony enlargement just over the
ears. Orantakken technology is limited to rudimentary interstellar space flight via non-warp
technology equal to Warp One.

Physiology: Physiologically, Orantakken are humanoid with their only known external difference
from Humans being a series of horizontal ridges down the back of their neck and along their
spine. Orantakken traditionally mate for life. When two Orantakken have intimate relations their
body chemistry becomes interdependent, causing withdrawal symptoms if the two people
separate. The effect gets stronger with each mating and separation can be fatal.

Homeworld: Oran'taku
Sun: Chi Leonis
Colonies: None
Languages: Orantakken
Optional: Any

Orantakken Species Traits:
Medium Sized
Base Speed is 10 meters
Orantakken are highly telepathic and can communicate with and locate any
specific individual with 100 miles of their location
They can recognize any individual by the genetic resonance frequency at a range
of 50 feet
Orantakken have a perfect eidetic memory
Species Antagonism: Suliban
Due to their evolutionary path stressing the need for greater mental prowess
opposed to physical prowess, Orantakken have a 2 to Strength and a 2 to
Constitution.
15
Tandaran Tandaran Tandaran Tandaran
The Tandaran are a humanoid race that originated on
Tandar Prime.

Tandaran law is unusual in that it is based entirely
on "Guilty until proven innocent" and they have a
notoriously strict penal system.

In Tandaran, military/political rank influences social
standing. Because Tandaran are members of a
militant civilization, who consider defending the
Tandaran Protectorates and their own personal honor
of foremost importance, military service and its
accompanying rank are decisive factors in
determining social eminence.

The totalitarian nature of Tandaran society, in which
dissent is often a crime and Tandaran security
officers masquerade as citizens, has led many
Tandaran to be extremely paranoid.

The Tandaran government has established trade routes with various Tellarite merchants.

Physiology: Externally, Tandaran bear a striking resemblance to Risans in every aspect except
for the markings they bear on their foreheads. Where the Risan mark is generally
centered on the forehead the Tandaran mark is right above the bridge of the nose.

Tandaran can crossbreed with other Humanoids but their xenophobic paranoia
makes this extremely taboo.

Homeworld: Tandar Prime
Sun: Tandar
Colonies: Several Planetary colonies in the Tandar Sector
Languages: Tandaran
Optional: Suliban, Tellarite

Tandaran Species Traits:
Medium Sized
Base Speed is 10 meters
Species Antagonism: Suliban
Tandaran society lends itself to paranoia. As a result Tandaran characters begin
play with an inherent +10 bonus to the following skills: intimidate and sense-
motive.
Tandaran receive a +5 bonus vs. rolls to resist fear and mind-controlling effects




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Kreetassan Kreetassan Kreetassan Kreetassan
The Kreetassan were a warp capable humanoid civilization native to the planet Kreetassia in the
Alpha Quadrant. When a ship is in orbit of Kreetassa, it is, as a courtesy, expected to align its
chronometers with that of the Kreetassan Capital City.
The Kreetassan language is very complex by Human
standards. The words for eat and mate are very similar.
They consider eating in public a taboo. It is something
to be performed privately in the same manner as
mating. Kreetassan are often offended when they see
other species eating their food in public. Individuals
who have regular contact with other species grow
accustomed to the sight but never participate in what
they consider to be a vulgar display.

On the Kreetassan homeworld in front of the Hall of
Diplomacy stands a row of Alvera trees that are over
300 years old, which are considered cultural treasures
by the Kreetassan. Defacing them in anyway is a
major offence to their people, however, if it is done
accidentally, there is a special apologizing ceremony that involves cutting the tree into many
pieces.

Kreetassan are famous for manufacturing plasma injectors, and conduct brisk trade throughout
the sector for them and other starship components.

Physiology: Kreetassan are a humanoid race that has an elaborate facial structure. They have
heavily ridged faces with a row of purple-tinged rectangular creases along the midline of the
forehead (nose to hairline), covering one-third its width. They wear their hair long and braided
and were dressed in long, brown, embellished gowns.

Homeworld: Kreetassia
Sun: Piraeus Alpha
Colonies: None
Languages: Kreetassan
Optional: Any

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


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Te Te Te Tellarites llarites llarites llarites
Tellarites are a warp capable race from the class
M planet Tellar Prime, located not far from the
Sol system. In 2161, they become one of the
founding races of the United Federation of
Planets.

Tellarites are known to be an impatient people.
They were also known for their stubborn pride.
They have a propensity toward strong emotion.
However, they enjoy a good argument, which is
even considered a sport on Tellar. Tellarites often
begin an interaction with a series of complaints;
this is how they start arguments with someone
they have recently met. If they have nothing to
complain about they will simply insult the person.
Because of their ability to argue, Tellarites make
excellent politicians.


Physiology: Tellarites are a sturdy humanoid species with distinguished snouts. They wear
beards and their hands are sometimes hoof-like in appearance.

Tellarites consider canine to be something of a delicacy. They find human room
temperature to be cold, indicative of a higher body temperature. Tellarites cannot
tolerate cold temperatures much more so than other species. They consider the
freezing temperature of water to be an extreme weather condition.

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

Tellarite Species Traits:
Medium Sized
Base Speed is 10
meters
Due to their
intolerance of cold
weather, Tellarites
suffer the penalties
of extreme cold
weather at 0* Celsius
as opposed to the
normal 25* Celsius A Sample of Tellarite Script
Since argument is such
integral parts of their culture Tellarites receive a +10 bonus to the following skills:
diplomacy and bluff. For the same reasons Tellarites receive a -2 to Charisma.
18
Vulcan Vulcan Vulcan Vulcan
Vulcans are a humanoid civilization instrumentally responsible
for the founding of the United Federation of Planets. They are
widely known for their logical minds and stoic natures. The
Vulcan homeworld is the planet Vulcan.

Culturally one of the most fascinating species in the Beta
Quadrant, the Vulcans were once an extremely violent and
emotional people (even by Earth standards) who waged almost
constant warfare on one another. They believed in a variety of
gods, such as war, peace and death. As their level of
technology improved, the Vulcans eventually reached a point
where their violent nature threatened species extinction.

In an effort to avoid this fate, a Vulcan named Surak
developed a new philosophy thereby igniting the Time of
Awakening. Surak maintained that the root cause of all the problems on Vulcan lay in the
uncontrolled outpouring of the people's emotions. His followers swore to live their lives by an
ethical system devised by Surak and based purely on logical principles. All expression of
emotions, negative or positive, was completely forbidden.

Although this new philosophy spread rapidly across Vulcan, a minority, many of who were
known as "those who march beneath the Raptor's wings", rejected Surak's ideals. A destructive
war began including the use of atomic bombs and among the victims was Surak himself.
Eventually, however, those who opposed logic left Vulcan and founded colonies elsewhere - most
notably on the planet Romulus, where they founded what eventually became the Romulan Star
Empire.

Physiology: Genetically, Vulcans and Humans are similar enough that they can produce
offspring without any problems. Externally, Vulcans are generally similar to Humans, the chief
exceptions being the Vulcans' notably arched and upswept eyebrows and distinguished external
ear structure, the top of which tapers into a into a clearly defined point. Most Vulcans have pale
skin with a very subtle greenish tinge, and straight, glossy dark brown or more commonly black
hair. Some Vulcans have brown skin, tightly coiled black hair, and physiognomic features similar
to those found in Humans of African decent. In contrast to their external similarities, Vulcan
internal anatomy differs radically from that of humans. For instance, their heart is where a
Human's liver would normally be, and beats several hundred times per minute.
Having evolved on a planet which is mostly desert, Vulcans have developed ways of surviving in
desert conditions. For example, they can survive for several days without water and have inner
eyelids that protect their eyes. Vulcans also have superior metabolism to humans. Caffeine and
sapotoxins have little effect on Vulcans. They are also capable of surviving for long durations
without food or sleep. Under stress, Vulcans can do without sleep for weeks. Vulcans are on
average three times physically stronger than humans and are noticeably more agile.

Homeworld: Vulcan
Sun: Eridani A
Colonies: PJem, several other science and philosophical outposts
Languages: Vulcan
Optional: Human, Andorian, Klingon and Tellarite

19
Vulcan Species Traits:
Base Speed is 10 meters
Medium Sized
Vulcans receive a +2 to Strength, Constitution and Dexterity due to their well formed
physiology
Vulcans receive a 2 to Charisma as many find the stoic approach to life standoffish
Due to their strict logical and unemotional existence Vulcans lack intuition and receive a
4 to Wisdom
Vulcans are telepathic but must make physical contact with another sentient in order to
share thoughts through a Vulcan Mind Meld
Vulcans have developed a telepathic nerve attack caused the Vulcan Nerve Pinch; in
order to perform this attack a Vulcan needs to make a successful melee attack; if the
attack hits the defender needs to make a Fortitude Save vs. SKILL CHECK 10 +
Character level of the Vulcan + Intelligence Modifier or fall unconscious for 1d10
rounds.
The Fire Plains on Vulcan
Suliba Suliba Suliba Suliban nn n
Suliban are no more evolved than Humans, and normally possess
three bronchial tubes. Vulcan evaluation concluded they were
non-threatening. The Suliban are a nomadic humanoid species
from Sector 3641 whose homeworld became uninhabitable in the
1850s.
The Suliban Cabal is an interstellar terrorist organization
composed of Suliban that place great emphasis on genetic
modification. Common modifications to members of the Cabal
included the addition of two bronchial tubes, altering the alveoli
clusters to process multiple atmospheres, the installation of
subcutaneous pigment sacs, the telepathic ability to sense
deception and biomimetic clothing. The Cabal's military forces
20
include ships such as the Cell Ship and the Stealth Cruiser, as well as Helix installations.
Not all Suliban are members of the Cabal; many regard the actions of the more violent members
of their species with disgust. Even so they themselves face considerable enmity from other
species, and some species such as the Tandaran keep all Suliban captive whether they are active
members of the Cabal or not.

In 2144, the Cabal began attacking the Tandaran after the Tandaran started putting non-Cabal
Suliban in determent camps. The war lasted until the 2150s. In 2151, the Cabal began staging
attacks within the Klingon Empire, making it appear as if one faction was attacking another,
leading to a civil war.

Suliban that leave the Cabal are hunted down, captured and brought to the nearest Helix complex
to be executed on public display. If the ex-Cabalist is killed in the process of the hunt then only
the head is returned to the Helix Complex where it is put on public display.

Physiology: Non-genetically altered Suliban are average bipedal humanoids. They tend to be
approximately 1.7 meters in height and have mottled green/yellow skin. Suliban live for over
125 years, but even into advanced old age are still agile and alert. Non-Cabal Suliban are
naturally amicable.


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

Suliban Species Traits:
Base Speed is 10 meters
Medium sized
Non-Cabal Suliban receive a +2 to Charisma due to their naturally amicable
demeanors.
Species Antagonism: Tandaran
o Cabal Antagonism: All. Suliban Cabalist have a definitive master race
complex
Genetically enhanced Suliban can choose three of the following enhancements:
o Breathe any gaseous atmosphere
o Ability to alter appearance to any humanoid species encountered
o The telepathic ability to sense deception
o Ability to consume any nontoxic material for sustenance
o The ability to climb across any surface like insects do
o Have a flexible bone structure that allows them to bend any part of their
body in any direction
o Compression of the body down to 2 thickness for up to 60 seconds at a
time
o The ability to see in the infrared and ultraviolet spectrums (+5 to Spot checks)
o Increased sense of hearing (+5 to listen checks)
o The ability to blend in with any surroundings (+5 to Hide)
21
Axanar Axanar Axanar Axanar


In 2151, the Earth ship Enterprise NX-01 made first
contact with the Axanar under unfortunate
circumstances.
An Axanar vessel was found adrift in space, with its
crew hooked up to draining tubes. The Axanar were
being harvested for their triglobulin. T

Te Axanar are an androgynous humanoid species with
an average life span of 400 years, native to the planet
Axanar.

The Axanar language is spoken by the Axanar species.
Like the languages of many humanoid species, the
language contains consonant and vowel sounds like
those found in Human languages.

The Axanar homeworld is highly fertile in reference to food crops and this allows the Axanar to
conduct a decent amount of trade with non-planetary based species such as the Nausicaans,
Orions and Suliban Cabalists.

Physiology: The Axanar body produces triglobulin from its zymuth gland. This substance has
medical and aphrodisiacal properties, and is used by a number of different
species for those purposes. Some even forcefully 'harvest' Axanar for their
triglobulin.

The Axanar apparently prefer a nitrogen-methane atmosphere but can breath a
nitrogen-oxygen atmosphere.


Homeworld: Planeta Axanaris
Sun: Astris Axanaria
Colonies: Luna Axanaris
Languages: Axanar
Optional: Nausicaan, Orion and
Suliban

Axanar Species Traits:
Base Speed is 10 meters
Medium sized
Axanar are unaffected by telepathic
abilities
Axanar are an extraordinarily hearty Planeta Axanaris and its moon, Luna Axanaris
Species and receive an inherent +2 to
Constitution


22
Xindi Xindi Xindi Xindi
The Xindi are an alliance of species that evolved on the same planet in the Delphic Expanse,
known as Xindus, whose infamous attack on Earth and attempts to eradicate Humans in the early
2150s change the course of history and initiate the series of events that help establish United
Earth as a major interstellar power.

Six different intelligent species developed on Xindus; one of them, the Xindi-Avians, is believed
extinct. The surviving species are united under the governance of the Xindi Council, which
contains two representatives from each species.

The different Xindi species are extremely similar in their functionally important DNA, sharing
over 99.5% despite the apparent physical differences. All the Xindi species share distinctive
ridges on their cheekbones and foreheads.

Xindi Xindi Xindi Xindi- -- -Aquatics Aquatics Aquatics Aquatics
The Xindi Aquatics are a non-humanoid race that has evolved
to living underwater. They are one of the six original species
of Xindi, with whom they share a common genetic ancestry.
They respond better to visual stimuli and are extremely
suspicious of the spoken word. They admire boldness and
confidence and treat hushed tones with suspicion.

Xindi-Aquatic communication is highly complex and, since
the Aquatics are underwater beings, they do not use their
mouths. When using the past tense, they switch to SONAR.

Physiology: The Aquatic females are larger and have rougher
skin than the males who are more slim and have smoother
skin. Females have a more humanoid looking face, where as male faces are rounder.

They have slit-like irises in their eyes and are capable of seeing far better underwater than
humanoids. Aquatics have three fingers on each forelimb, ending in short fingernail-like claws,
with webbing in between for easier swimming. Their skin is a greenish shade and has blotches of
olive. Like all Xindi, they have a fold at the top of their cheekbone. They have tails for
maneuverability and their hind limbs are fins.

Xindi Xindi Xindi Xindi- -- -Arboreal Arboreal Arboreal Arboreal
Xindi-Arboreal are among the most peaceful of the six
original Xindi species. Xindi-Arboreal are afraid of the
water. They are considered to be lethargic by the other Xindi
species. They are also extremely calm, even when taken
hostage.

Physiology: In appearance, Xindi-Arboreal are covered with
hair, have long sharp fingernails, dark eyes, and a ridge
running from their noses to the back of their heads.

This species probably evolved from some sort of arboreal
primate.
23
Xindi Xindi Xindi Xindi- -- -Insectoid Insectoid Insectoid Insectoid
The Insectoid language is a clicking dialogue that is the most
unusual and complex of all Xindi. In fact, there are 67
dialects of the Insectoid language. Insectoid have names that
grow longer and more difficult to pronounce as they grow
older.

Xindi-Insectoid interpret raised voices as a sign of hostility.
They are quick to make decisions and are often in alliance
with the Reptilians. Both species trade their technology
between each other and usually agree on all decisions.

Physiology: The Insectoid, like all Xindi species, have distinctive ridges on their cheekbones.
They are, as their name suggests, insect-like in appearance. They are genderless and reproduce
asexually. They protect their young by making a hatchery brig attached to their ships and shield it
if trouble arises. Their average life expectancy is only approximately twelve years.

Xindi Xindi Xindi Xindi- -- -Primate Primate Primate Primate
Xindi-Primates are among the most peaceful of the five Xindi
races.

The Primates, more than any other Xindi species, resemble
Humans. They have, like all Xindi, distinctive ridges on their
cheekbones. They also have larger foreheads. Like Humans,
the Primates have distinct white and black racial differences.
They have no eyebrows.

Other Xindi see the Primates as honest and trustworthy.
However, they are not seen as being very resilient. They are also the most intellectual species of
Xindi and therefore one of their own was assigned to develop the weapon to destroy Earth.

Xindi Xindi Xindi Xindi- -- -Reptilian Reptilian Reptilian Reptilian
Reptilians are perceived as being untrustworthy and
impatient by the other Xindi species. A common Reptilian
saying is "Patience is for the dead." It is said that dealing
with Reptilians is like bargaining with the sun; you make no
progress, and you come away burned. Nevertheless the
Reptilians are the first choice for when force is needed.

With their easily provoked and opinionated nature, Xindi-
Insectoid often side with the Reptilians on certain issues.
They sometimes even share ships with each other.

The Reptilians live out a militaristic lifestyle and hope to
ultimately rule over all the other species of Xindi. Reptilian
soldiers are surgically implanted with a "suicide gland" that
unleashes a neurotoxin when they are captured. The
Reptilians also use thermal chambers on board their ships due to their endothermic circulatory
systems. Reptilians prefer to be on or near the ground as opposed to up in the air.

24
Homeworld: Xindus (Destroyed)
Sun: Theta Eridani
Colonies: numerous; the Xindi spread out across the region known as the Delphic Expanse

Xindi-Aquatic Species Traits:
Base Speed is 20 meters (submerged)
Large sized
Cannot breathe gaseous atmosphere
+2 to Intelligence
Species Antagonism: Humans
Languages: Xindi-Aquatic
Can understand but not speak Xindi -Standard and Insectoid
Optional: None; Aquatics cannot speak (but may understand) any other language

Xindi-Arboreal Species Traits
Base Speed is 10 meters
Medium Sized
Aqua-phobic
+2 to Wisdom, -2 to Strength


Xindi-Insectoid Species Traits
Base speed is 20 meters
Medium sized
+4 to Constitution, -2 to Wisdom and Intelligence
Species Antagonism: Humans, Xindi-Primate and -Arboreal
Languages: Xindi-Insectoid
Can understand but not speak Xindi -Aquatic and Standard
Optional: None; Insectoid cannot speak (but may understand) any other language

Xindi-Primate Species Traits
Base Speed is 10 meters
Medium Sized
Species Antagonism: Humans
+2 to Intelligence, -2 to Wisdom

Xindi-Reptilian Species Traits
Base Speed is 10 meters
Medium Sized
+4 to Strength, -2 to Charisma, -2 to Intelligence, -2 to Wisdom
Species Antagonism: All; Reptilians hate all other Species, including the other Xindi
species.
Due to their reptilian physiology, Xindi-Reptilians suffer the penalties of extreme cold
weather at 10* Celsius as opposed to the normal 25* Celsius





45
Other Species Other Species Other Species Other Species
There are several other species that are space faring and active in the Sector during the 2140s
2160s. Not much is known of all of them but here is an overview of some of the more interesting ones.
Kantare Kantare Kantare Kantare
Kantare are an Alpha Quadrant humanoid species from the planet Kantare. They have scale-like
violet colored markings on the sides of their head from the hairline to the temples, and at the base
of the skull. The Kantare have a colony on the planet Kotare Barath as of 2129. They developed
sophisticated holographic technology some time before this.

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

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

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

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

Romulans Romulans Romulans Romulans
An Enigmatic race whose homeworld is somewhere in the Beta Quadrant. While no one has ever
actually seen a Romulan face to face (yet) many have fallen prey to Romulan Starships. If a
Romulan Starship Captain feels that they cannot win a battle they will scuttle their ship so as to
not allow another species access to their genetic code and their technology. Romulans are
constantly attempting to create distrust and conflict between the other species of the sector.
Rumor has it that they have an outpost in the remote system called Algeron.
46
Character Classes Character Classes Character Classes Character Classes

While the species of the sector have all developed very unique and prominent cultures in
their own rights, the needs of space are the same across the board. Every starship needs
technicians, pilots and a commanding officer to run her. Characters can be in space
either because they are working for an organization (i.e. Starfleet) or are in space for
military or scientific purposes. It might be that they are merchants (or maybe smugglers)
and are looking to make a profit.

Whatever the culture of a players character, the mechanics of the game are best served
by having standardized progression for character types. Game mechanics aside, the
actual role-playing is left entirely up to the players, the Game Master and the campaign
style that you as a gaming group wish to choose. In other words, while an Andorian
Operations Specialist and a Vulcan Operations Specialist use the same mechanics
template the culture and species traits are entirely different and role-playing should
reflect that.

Ability Scores Ability Scores Ability Scores Ability Scores

Your character has six abilities: Strength, Constitution, Dexterity, Intelligence, Wisdom and
Charisma. To obtain a score for an ability roll 4d6. Re-roll any ones or twos and sum the highest
three die. Do this for each of the six abilities. Apply all racial modifiers and voila, your ability
scores are ready to go. Use the following table to determine your ability score modifiers.

Ability Modifiers
Score Modifier Score Modifier Score Modifier
1 -6 9 10 0 21 22 +6
2 -5 11 12 +1 23 24 +7
3 -4 13 14 +2 25 26 +8
4 -3 15 16 +3 27 28 +9
5 6 -2 17 18 +4 29 30 +10
7 8 -1 19 20 +5 Ability Scores cannot surpass 30

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






47
Pilot Pilot Pilot Pilot

From take-off to landing, a Pilots work is never done. One of the most integral positions on a
starship of any class, Pilots tend to be freewheeling individuals that have a great passion for
piloting.

A starships Pilot is responsible for interstellar navigation, atmospheric travel and carrying out
evasive and offensive maneuvers during combat. When the starship is docked Pilots tend to be the
first ones in the local Starbases bar. Dont judge too quickly because theyre always the first
ones ready to get back out into space.

Class Features Class Features Class Features Class Features

The Pilot
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 0 1 2 1 Starship Operations 3
2 1 2 3 2 Combat Maneuvers +1 3
3 2 2 3 2 4
4 3 2 4 2 Evasive Maneuvers 4
5 4 3 4 3 4
6 5 3 5 3 Combat Maneuvers +2 5
7 5 3 5 3 5
8 6/1 4 6 4 Improved Navigation 5
9 7/2 4 6 4 6
10 8/3 4 7 4 Combat Maneuver +3 6
11 9/4 5 7 5 6
12 10/5 5 8 5 Advanced Evasive Maneuvers 7
13 11/6 5 8 5 7
14 12/7 6 9 6 Combat Maneuver +4 7
15 13/8 6 9 6 8
16 14/9 6 10 6 8
17 15/10/5 7 10 7 8
18 16/11/6 7 11 7 Combat Maneuver +5 9
19 17/12/7 7 11 7 9
20 18/13/8 8 12 8 Pilot Mastery 9

Combat Maneuvers: At 2
nd
level (and every four levels thereafter) a Pilot adds the given
bonus to all Pilot skill checks made during combat. The bonuses
do not stack.

Evasive Maneuvers: At 4
th
level a Pilot gains the ability to avoid enemy fire. To avoid
half the given damage in a single attack a Pilot makes a d20 roll
+10 and adds his Pilot skill bonus (to include all Class bonuses). If
the result is higher than the damage dealt the attempt is successful.
At 12
th
level a successful Evasive Maneuver results in no damage
taken. This ability can only be used once a round.
48

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

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

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

Operations Specialist Operations Specialist Operations Specialist Operations Specialist

The Operations Specialist (also known as operations officer or chief of operations) is a position
whose duties involve resource control, energy allocation, repair and Starship Systems
management. Communications control may also be within the realm of an Operations Specialist.

Operations Specialists coordinate the scheduling of resources, hardware and system usage for an
entire starship, outpost or space station.

On space stations, the Chief of Operations usually commands the maintenance and engineering
staff, since stations do not require the large number of propulsion engineers typically found
working under the command of a Chief Engineer on a starship

Class Features Class Features Class Features Class Features

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

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

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

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


49

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

The Operations Specialist
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 0 1 2 2 Skill Specialty, Starship Operations 4
2 1 2 3 3 Mind like a Database 4
3 2 2 3 3 5
4 3 2 4 4 Expertise +1 5
5 4 3 4 4 Technical Savvy +1 5
6 5 3 5 5 6
7 5 3 5 5 6
8 6/1 4 6 6 Expertise +2 6
9 7/2 4 6 6 7
10 8/3 4 7 7 Technical Savvy +2 7
11 9/4 5 7 7 7
12 10/5 5 8 8 Expertise +3 8
13 11/6 5 8 8 8
14 12/7 6 9 9 8
15 13/8 6 9 9 Technical Savvy +3 9
16 14/9 6 10 10 Expertise +4 9
17 15/10/5 7 10 10 9
18 16/11/6 7 11 11 10
19 17/12/7 7 11 11 10
20 18/13/8 8 12 12 Expertise +5, Technical Savvy +4 10

Medic Medic Medic Medic

Trained in practical emergency medical knowledge and skills that can be deployed within a rapid
time frame. Patient treatment guidelines are described in protocols following cultural and
shipboard policies and traditions.

Advanced Medics have the theoretical, practical and scientific knowledge to appropriately apply
complex patient treatments, albeit usually under the supervision of a medical officer. Certain
scenarios arise in which there is no Doctor available (small crew transports, smugglers, raiders)
the Medic must assume all responsibilities

The role of the "medic" cannot readily be equated to any other non-military profession. Medics
perform the roles of doctor, nurse, counselor, paramedic, psychologist, surgeon, pharmacist,
50
clinical coordinator, physiotherapist, teacher, and so on. The roles are so extensive that the
"medic" has difficulty gaining recognition for their skills.

Class Features Class Features Class Features Class Features

Enhanced Treat Injury: Whenever a Medic uses the Treat Injury skill, they get a +2
bonus to their check. This bonus is a result of training and their
familiarity with medical tricorders and other medical equipment.
It increases by an additional +2 at 5
th
, 10
th
, 15
th
and 20
th
levels.
The Medic
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 0 2 1 1 Enhanced Treat Injury + 2 3
2 1 3 2 2 Anesthetics 3
3 2 3 2 2 Remove Stun 4
4 3 4 2 2 Neutralize Toxin 4
5 4 4 3 3 Enhanced Treat Injury +4 4
6 5 5 3 3 Radiation Therapy 5
7 5 5 3 3 Treat Disease 5
8 6/1 6 4 4 5
9 7/2 6 4 4 Minor Surgery 6
10 8/3 7 4 4 Enhanced Treat Injury +6 6
11 9/4 7 5 5 6
12 10/5 8 5 5 7
13 11/6 8 5 5 Advanced Radiation Therapy 7
14 12/7 9 6 6 Advanced Surgery 7
15 13/8 9 6 6 Enhanced Treat Injury +8 8
16 14/9 10 6 6 8
17 15/10/5 10 7 7 8
18 16/11/6 11 7 7 Exotic Surgery 9
19 17/12/7 11 7 7 9
20 18/13/8 12 8 8 Enhanced Treat Injury +10 9




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

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

51
Remove Stun: If a fellow PC has been stunned the Medic may take a round to
treat them. A Medic must make a Treat Injury check with the
SKILL CHECK being 10 + the original Save SKILL CHECK of
the Stun. If the Medic is successful the PC recovers from their
stunned state.

Radiation Therapy: The Medic becomes skilled in uses specific types of radiation to
assist in long term care. As a side effect the Medic can also
devise medical means to offer radiation resistances for short time
periods if a successful Preventative Medicine skill check is
made. See the Radiation table for details. At the Advanced
level the effectiveness of the Medics treatments doubles.
Surgeries
Surgery: The Medic acquires
enough knowledge to begin
performing surgery. To do so a
Medic must make a Knowledge
(Specific Species Anatomy) roll and
add +1 for every two levels of the
medic. The Treat Injury Skill Checks
differ for each level of Surgery (Basic,
Advanced, Exotic) and even for each
type of surgery. Please consult the
Surgeries table for details.

Game Mechanics
Proficiencies:
Sidearms (Energy)
Light Armor

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



Tactical Specialist Tactical Specialist Tactical Specialist Tactical Specialist


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

Setting a break or sprain 15
Repairing a flesh wound 15
Cosmetic Enhancement 20
Removing projectiles 17
Dentistry 20
Blood Transfusion 20
Hernia Treatment 20

Major Surgery SKILL CHECK

Open Heart Surgery 35
Lung Surgery 30
Brain Surgery 40
Surgery on other Organs 28
Limb Re-attachment 34
Life Support System Implementation 25
Neurosurgery 38

Exotic Surgery SKILL CHECK
Blood Transfusion between
different species 30
Organ Transplant between
two different species 40
Unique Medical Attempt 40+
52
extensive amount of bonus Techniques reflects this extra combat training, as they must be chosen
from the following list:
Acrobatic, Ambidexterity, Armor Proficiency (Heavy), Blind Fight, Combat Precision,
Defensive Combat, Dodge (Mobility, Spring Attack), Improved Critical, Improved
Initiative (Improved Disarm, Improved Trip), Hand to Hand Combat (Defensive Method,
Offensive Method, Advanced Techniques), Distant Shot, Accurate Shot, Manifold Shot,
Swift Shot, Mobile Shot, Heavy Handed, Smite, Attack Weapon, Quickdraw, Two Weapon
Fighting, Improved Two Weapon Fighting, Weapon Savvy, Weapon Specialty.

The Tactical Specialist
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 1 2 2 1 Bonus Technique 4
2 2 3 3 2 Bonus Technique 4
3 3 3 3 2 5
4 4 4 4 2 Bonus Technique 5
5 5 4 4 3 5
6 6/1 5 5 3 Bonus Technique 6
7 7/2 5 5 3 6
8 8/3 6 6 4 Bonus Technique 6
9 9/4 6 6 4 7
10 10/5 7 7 4 Bonus Technique 7
11 11/6/1 7 7 5 7
12 12/7/2 8 8 5 Bonus Technique 8
13 13/8/3 8 8 5 8
14 14/9/4 9 9 6 Bonus Technique 8
15 15/10/5 9 9 6 9
16 16/11/6/1 10 10 6 Bonus Technique 9
17 17/12/7/2 10 10 7 9
18 18/13/8/3 11 11 7 Bonus Technique 10
19 19/14/9/4 11 11 7 10
20 20/15/10/5 12 12 8 Bonus Technique 10

Game Mechanics:

Proficiencies:
Sidearms (Energy) Rifles (Energy)
Sidearms (Projectile) Rifles (Projectile)
Light Armor Grenades
Medium Armor Martial Weapons (melee)

Hit Die: D10

Skill Sets: Everyman, Tactical
Skill Points: 4 + INT modifier (times four at 1
st
level)


53


Mercenary Mercenary Mercenary Mercenary

Where the Tactical Specialist gets their benefits from hard training and relentless study of combat
methodology, the Mercenary has one teacher: Experience.

A mercenary is a soldier who fights or engages in warfare primarily for private gain, usually with
little regard for ideological, national, or political considerations. Never truly affiliated with an
actual government, Mercenaries are guns-for-hire in the most literal sense.

Due to the political instabilities of the 2150s, there were many Private Military Organizations that
formed that would offer military services in exchange for payment. It was not uncommon for a
Mercenary to be taking orders from a particular group and then several months later (after being
hired by another group) be shooting at his former employers.

Class Features Class Features Class Features Class Features

The Mercenary
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 1 2 1 1 Sixth Sense 4
2 2 3 2 2 Heat of Battle 1/day 4
3 3 3 2 2 5
4 4 4 2 2 5
5 5 4 3 3 Heat of Battle 2/day 5
6 6/1 5 3 3 Stun Resistance 6
7 7/2 5 3 3 6
8 8/3 6 4 4 Heat of Battle 3/day 6
9 9/4 6 4 4 7
10 10/5 7 4 4 7
11 11/6/1 7 5 5 Heat of Battle 4/day 7
12 12/7/2 8 5 5 Bloodlust 8
13 13/8/3 8 5 5 8
14 14/9/4 9 6 6 Heat of Battle 5/day 8
15 15/10/5 9 6 6 9
16 16/11/6/1 10 6 6 9
17 17/12/7/2 10 7 7 Heat of Battle 6/day 9
18 18/13/8/3 11 7 7 10
19 19/14/9/4 11 7 7 10
20 20/15/10/5 12 8 8 Heat of Battle 7/day 10

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

54
Heat of Battle: When the Mercenary feels that a fight is starting to get intense he can fly
into the Heat of Battle. He temporarily gains a +4 to Dexterity, a +4 to
Constitution but loses his Wisdom bonus to Defense. The Heat of Battle
lasts for 3 + 1/level of Mercenary the character has.

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

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

Game Mechanics

Proficiencies:
Sidearms (Energy) Rifles (Energy)
Sidearms (Projectile) Rifles (Projectile)
Light Armor Grenades
Medium Armor Martial Weapons (melee)
Heavy Armor Martial Weapons (ranged)

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

Boomer Boomer Boomer Boomer

As soon as a population expands beyond the confines of its homeworld the need for an
inter-planetary merchant class is born. Called Boomers in Earth-slang, these merchants
tend to end up trading far and wide with many species that are not even know by their
homeworld governments.

Usually found far from home and in between worlds in deep space, your average Boomer
usually has no one to rely on but themselves. Making repairs on the fly, being able to
bandage up a plasma burn and fighting off pirates all fall into the category of all in a
days work for a Boomer.

Class Features Class Features Class Features Class Features

Bonus Techniques: A Boomer can choose any feat for their bonus feat slots.

Lucky Shot: A Boomer relies on luck more often than not. A Boomer can reroll
any one roll that has resulted in a failure. Follow the progression
as stated on the Boomer advancement table to see how many times
per day a Boomer can use this ability.
55

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

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

The Boomer
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 0 2 1 2 Bonus Technique 2
2 1 3 2 3 Lucky Shot 1/day 2
3 2 3 2 3 Barter 3
4 3 4 2 4 Lucky Shot 2/day 3
5 4 4 3 4 Skill Emphasis 3
6 5 5 3 5 4
7 5 5 3 5 4
8 6/1 6 4 6 Lucky Shot 3/day 4
9 7/2 6 4 6 5
10 8/3 7 4 7 Bonus Technique, Skill Emphasis 5
11 9/4 7 5 7 5
12 10/5 8 5 8 Lucky Shot 4/day 6
13 11/6 8 5 8 6
14 12/7 9 6 9 6
15 13/8 9 6 9 Skill Emphasis 7
16 14/9 10 6 10 Lucky Shot 5/day 7
17 15/10/5 10 7 10 7
18 16/11/6 11 7 11 8
19 17/12/7 11 7 11 8
20 18/13/8 12 8 12 Lucky Shot 6/day, Skill Emphasis 8


Game Mechanics

Proficiencies:
Sidearms (Energy) Light Armor
Sidearms (Projectile) Martial Weapons (melee)
Rifles (Projectile)

Hit Die: d8
Skill Set: Everyman, Pilot, Medical and Communications
Skill Points: 4 + INT modifier (times four at 1
st
level)

56

Mystic Mystic Mystic Mystic

The galaxy is full of species with many different interpretations of how the Cosmos came
into existence. Some religions blend the spiritual and the scientific while others abhor
combining the two but whatever the general belief structures of a religion are they always
seem to develop individuals who embrace the more esoteric side of their philosophies.

A Mystic believes in the pursuit of achieving communion with, or conscious awareness
of, the divine spiritual truth through direct experience, intuition, or insight - and the belief
that such experience is an important source of knowledge, understanding, and wisdom.


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

To be a mystic a character must be telepathic.

Class Features Class Features Class Features Class Features

The Mystic
Lv
l
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 0 1 1 2 Mind Speak 1
2 1 2 2 3 Suggestion 1
3 1 2 2 3 2
4 2 2 2 4 Enthrall 2
5 2 3 3 4 Detect Thoughts 2
6 3 3 3 5 3
7 3 3 3 5 Arouse Emotion 3
8 4 4 4 6 Telepathic Stasis 3
9 4 4 4 6 4
10 5 4 4 7 Hypnotism 4
11 6/1 5 5 7 4
12 6/1 5 5 8 Friendship 5
13 7/2 5 5 8 5
14 7/2 6 6 9 Create Image 5
15 7/3 6 6 9 Dream Message 6
16 8/3 6 6 10 6
17 8/3 7 7 10 6
18 9/4 7 7 11 Dominate 7
19 9/4 7 7 11 7
20 10/10 8 8 12 Break Mind 7
57

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

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

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

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

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

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

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

Friendship: At 12
th
level the Mystic can instill an overwhelming sense of
Friendship into a single target. This causes the affected being to
agree with and defend any statements made by the Mystic. It also
58
encourages the befriended being to defend the Mystic from
physical violence. Also, any reasonable request will most likely be
accommodated. The targeted being may make a will save to avoid
the Mystics attempt.

Create Image: At 14
th
level the Mystic can cause 1d6 sentient beings to see things
that arent there. The Mystic can create a projected mental image
no greater in size than 10 cubic feet. It can include sight, smell,
sound and tactile qualities. The image can also speak if the Mystic
wishes it to. The image lasts only as long as the Mystic
concentrates on it and it alone. The Mystic can walk, talk eat and
do other basic tasks but must maintain most of their concentration
on the image causing them to seem aloof and unaware. The
targeted being may make a will save to avoid the Mystics attempt.

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

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

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

Proficiencies: Martial Weapons (melee)
Light Armor

59
Hit Die: d6
Skill Sets: Everyman, Communications
Skill Points: 4 + INT modifier (times four at 1
st
level)
The Saving Throw SKILL CHECK of a Mystic Abilities is:
10 + half the level of the Mystic (rounded down) + Mystics Intelligence modifier

Advanced Training Advanced Training Advanced Training Advanced Training

Sometimes regular training just isnt enough. There are always advanced techniques and
methods that separate a specialist from a generalist. Thats where Advanced Training
comes into play. Each type of Advanced Training has prerequisites that must be fulfilled
before any levels can be taken in it.

Commanding Officer Commanding Officer Commanding Officer Commanding Officer

Whether its in command of a deep space Explorer, a military Cruiser or a Cargo
Freighter, every ship needs a Commanding Officer. Also put in charge of troops in a
military environment the Commanding Officer has a definitive leadership quality. It is
the Commanding Officer who makes the life and death decisions of their subordinates as
well as all decisions that affect the day-to-day life of all underneath the Commanding
Officers command. Different titles include Captain, General, Lieutenant or Commander
depending on organization, species and situation.

Prerequisites: Base Attack Bonus +8
Starship Operations
Diplomacy 6 Ranks
Pilot 6 Ranks
Repair 6 Ranks
Sense Motive 6 Ranks
Organizational Affiliation
(Must belong to an Organization that has a Command structure)

The Commanding Officer
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 1 1 1 1 Technical Savvy, Bonus Technique 1
2 1 1 2 2 Requisition 2
3 2 2 3 3 Starship Survival 2
4 3 2 3 3 Tactical Assault 3
5 3 3 4 4 Leadership 3

Game Mechanics
Skill Sets: Everyman, Operations, Pilot and Communications
6 + INT modifier
60
Hit Die: d8

Technical Savvy: Commanding Officers always look like they have the answer (even
if they really dont!) and because of this air of confidence they
instill a +4 Competency bonus to themselves and everyone within
30 of the Commanding Officer when making Repair checks.

Bonus Technique: The Commanding Officer gets a bonus feat (players choice)
indicative of all the extra training they put in in order to take
command.

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

Starship Survival: While in command of a vessel the inherent Defense of the ship gets
a +4 bonus due to the Commanding Officers command and
control coordination.

Tactical Assault: While in command of a vessel the inherent attack bonus of the
ships weaponry increases by +4 due to the Commanding Officers
knowledge at effective offensive tactics.

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


Chief Engineer Chief Engineer Chief Engineer Chief Engineer

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

61
Having that kind of drive, knowledge and ability comes in handy when its time to save a
ship in a jam. It usually leads to a reputation of a 'miracle worker'. Its this intense focus
that enables the Chief Engineer to master the complexities of Warp Drive engineering
and other starship systems.

An expert in technical and analytical abilities, the versatility of a Chief Engineer is
practically a requirement on larger starships (as is the miraculous ability to complete
repairs in record time).
.
Prerequisites: Base Attack Bonus +6
Starship Operations
Repair 10 Ranks
Computer Use 10 Ranks
Write Program 6 Ranks

The Chief Engineer
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 1 1 1 1 Power Relay 1d6 1
2 1 2 2 1 Jury Rig 1
3 2 3 3 2 Power Relay 2d6, Back of my hand 2
4 2 3 3 2 Miracle Worker 2
5 3 4 4 3 Power Relay 3d6 3

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

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

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

Miracle Worker: At 5
th
level a Chief Engineer has learned all the methods and
techniques that separate the bumbling amateur from a true
professional. They can now half all repair times.
Game Mechanics
62

Skill Sets: Everyman, Operations
6 + INT modifier
Hit Die: d8

Ace Ace Ace Ace

While regular Pilots may fly for the thrill of it, for an Ace there is something more. An
Ace has a connection to their ship and even a connection to the stars. For an Ace its a
personal undertaking to maneuver a starship and because of that they have a distinct and
enhanced approach to the controls.

Prerequisites: Base Attack Bonus +6
Starship Operations
Starship Alertness
Pilot 10 Ranks
Navigate 10 Ranks
Plot Course 8 Ranks
The Ace
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 1 1 1 1 Affinity +2, Autodock 1
2 1 1 2 1 Like a Sextant 2
3 2 2 3 2 Affinity +4, Starship Dodge 2
4 2 2 3 2 Flyby 3
5 3 3 4 3 Affinity +6 3

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

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

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

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

Flyby: At 4
th
level the Ace gains the ability to fly to within mere meters of
an opposing starship at high speed. As a result the opposing
starships Commanding Officer must make a Will save SKILL
63
CHECK = 1 per level of Ace + 1 per the number of ranks the Ace
has in Pilot. If the Will Save is unsuccessful the enemy ships
crew is stunned for one round and cannot act.

Game Mechanics

Hit Die: d8
Skill Sets: Everyman, Pilot
4 + INT modifier

Elite Trooper Elite Trooper Elite Trooper Elite Trooper

There are situations where whats needed is someone who knows how to fire a gun.
Well. Whether its repelling a hostile boarding party or sending an Away Team into a
hostile situation, sometimes more direct tactics are necessary than what your average
Tactical Specialist can offer up. Its situations like these where the Elite Trooper shines.

Prerequisites: Base Attack Bonus +8
Combat Precision
Alertness
Quickdraw
Improved Initiative
10 Ranks in Explosive

The Elite Trooper
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 1 1 1 1 Weapon Mastery I
Uncanny Dodge (Dexterity Bonus to AC)
1
2 2 2 2 1 Sure Shot 2
3 3 3 3 2 Weapon Mastery II 2
4 4 3 3 2 Improved Critical 3
5 5 4 4 3 Weapon Mastery III
Uncanny Dodge (cant be flanked)
3

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

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

64
Sure Shot: At 2
nd
level the Elite Trooper can opt to forego all other attacks
and movement in a round and attempt a Sure Shot. The Elite
Trooper makes a single attack with a +4 Concentration bonus to
the attack roll. If successful, the attack automatically does
maximum damage for the weapon used. Can only be used with
ranged weapons.

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

Game Mechanics

Hit Die: d12
Skill Sets: Everyman, Tactical
2 + INT modifier

Intelligence Operative Intelligence Operative Intelligence Operative Intelligence Operative

Spying on enemies of the state or collecting data on enemy troop movements, an
Intelligence Operative can be anywhere and be anyone. Advanced cosmetic surgery even
makes inter-species intelligence operations possible, although difficult.

Intelligence Operatives report only to their direct superiors within their agency. Many
intelligence missions are covert and as a result the Intelligence organizations of the sector
undertake many missions without the direct knowledge of their respective governments.

It isnt that uncommon for operatives to pose as cargo ship crewman, military
personneleven as a cook if the need arises.

Prerequisites: 10 Ranks in Bluff
10 Ranks in Disguise
10 Ranks in Sense Motive
10 Ranks in Gather Information
10 Ranks in Move Silently
10 Ranks in Tumble

The Intelligence Operative
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 1 1 1 1 Computer Hack, Rosetta Stone 1
2 1 2 2 2 Skill Emphasis 1
3 2 3 3 3 Interrogate, Resist Interrogation 2
4 2 3 3 3 Toxic Compound Use 2
5 3 4 4 4 Death Strike 3
65

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

Skill Emphasis: The Intelligence Operative gains this skill for free at second level.

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

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

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

Hit Die: d6
Skill Sets: Everyman, Tactical and Communications
4 + INT modifier

Explorer Explorer Explorer Explorer

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

66
Explorers tend to be found beyond the extent of their species charted space. They need
to be rugged, self-reliant individuals with more than just a flare for adventure.

Prerequisites: Cultural Understanding Game Mechanics
10 Ranks in Diplomacy Hit Die: d6
10 Ranks in Gather Information Skill Sets: All
10 Ranks Navigate 6 + INT modifier
10 Ranks Plot Course
10 Ranks Survival
Must speak three languages to Rank 3 other than native language
The Explorer
L
V
L
Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Defense
1 1 1 1 1 Contact I, Accurate 1
2 1 1 1 1 Bonus Technique, Coordinates 2
3 2 2 2 2 Contact II 3
4 2 2 2 2 Close Enough, Bonus Technique 3
5 3 3 3 3 Contact III 4

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

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

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

Close Enough: By 4
th
level an Explorer has learned how to make repairs to a ship
that are good enough for casual travel but wont hold up in a
firefight or in any kind of spatial anomaly. By utilizing half the
repair parts necessary for a repair job an Explorer can repair
systems to operational status but they will only last 1d4 + 1 per
level of Explorer the character has rounds during hazardous
conditions (combat, spatial anomaly, neutron storm etc).

Bonus Techniques: At 2
nd
and 4
th
levels the Explorer gains bonus Techniques. A
player can choose any Technique.
67
Chapter Two Chapter Two Chapter Two Chapter Two
Skills and Techniques Skills and Techniques Skills and Techniques Skills and Techniques

Skills Skills Skills Skills

Everyman Skill Set

Bluff
Climb
Computer Use
Entertain (_____)
Gamble
Hide
Intimidate
Jump
Knowledge (_____)
Listen
Profession (_____)
Read/Write (Language)
Search
Speak (Language)
Perception
Swim
Use Tricorder (medical)
Use Tricorder (tactical)

Pilot Skill Set Operations Skill Set

Dock Repair
Pilot Demolition
Plot Course Disable Device
Navigate Craft (Item)
Write Program

Medical Skill Set Communications Skill Set

Surgery Bargain
Treat Injury Bluff
Preventive Medicine Diplomacy
Knowledge (Medicine) Disguise
Knowledge (Biology) Gather Information
Knowledge (Anatomy) Sense Motive
Knowledge (Pharmaceutical)

Security Skill Set

Escape Artist
Use Explosive
Forgery
Stealth
Survival



68
How Skills work in Star Trek RPG

Skills in Star Trek RPG are grouped into Skill Sets. Characters get their skill proficiencies based
upon Class and Advanced Training. Characters can use skills that they are not proficient in but
they will receive a 5 modifier to all rolls in reference to Skill Checks they are not Class
proficient in. Skill Points may be allocated into any Skill regardless of whether the character has
a Class proficiency with that Skill Set or not unless specifically noted.

The maximum number of ranks a character may have in a given skill is 4 + 1 per level, maximum
16 ranks.

Skill Points are also gained dependant upon class and level. See the particular Class or Advanced
Training description to see how many Skill Points a character gets per level.

For critical success and failure, please consult the following chart.

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


How to make a Skill Check

In order to attempt a Skill Check a player must roll a d20, add the number of ranks their character
has in the skill, add the respective ability modifier and then add any other miscellaneous bonus.
If the resulting number is equivalent or higher than the Skill Checks Target Number, then youve
succeeded. If the result is lower, the attempt fails.

A simple task (using a Tricorder to analyze the structural integrity of a building) would have a
Target Number of 14, whereas attempting to isolate the bio-sign of a specific individual on a
Space Station would be more difficult with a prospective Target Number of 28.

The Game Master should determine target Numbers for Skill Checks.

Below is a description of all the skills in the Star Trek Role Playing Game. Within each
description you will find recommended uses and which ability modifier to add to your Skill
Check rolls.


69
Skill Descriptions

Everyman Set

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

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

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

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

Gamble
Wisdom: people love games of chance but
there is a certain skill to it. Ranks in this
skill will ensure your characters dont lose
all their money. There is never a guarantee,
though

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

Intimidate
Strength; when youre trying to pry
information out of someone I t pay to be big
and mean looking. If someone doesnt want
to give you the information that you need, it
may be easier to scare it out of them.

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

Knowledge (_____)
Intelligence; by selecting this skill a
character begins their study in a particular
subject. This eventual expertise allows them
to make Knowledge checks in given
situations. For example, a character with
Knowledge (Kreetassan Culture) would be
allowed to make a Skill Check to determine
if the character was aware of Kreetassan
taboos. The success or failure margin
determines how much (or how little)
information is known and how accurate the
information is. This skill must be taken
independently for each type of knowledge.
Certain Knowledges are class-related skills
and may not be taken without the
appropriate Skill Set proficiencies.

Listen
Wisdom; sometimes you can hear them
coming. Sometimes you cant. Putting skill
points in Listen ensures that the noise level
doesnt have to be on par with a Klingon
poker game for your character to hear it.


Profession (_____)
Intelligence; this skill allows characters to
have a secondary profession besides their
70
class. The Profession could be anything
from Novelist to Cook to Lawyer. A
character can contract their services for
payment if they wish. This skill must be
taken independently for each profession.

Read/Write (Language)
See the special entry at the end of the Skills
section

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

Speak (Language)
See the special entry at the end of the Skills
section

Perception
Wisdom; unlike Search (where a character is
actively looking for something) Perception
comes in to play when a character isnt
specifically looking for something. For
example, while buying supplies Richard and
Anne are told to make Perception Skill
Checks. Richard rolls a 12 and Anne rolls a
19. Annes character notices the ambush
and isnt caught by surprise whereas
Richardss character walks right into the
ambush.

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

Use Tricorder (medical)
Intelligence; equipped with sensors and
analysis software tailored for medical
diagnostic purposes but different enough in
use that proficiency with a tactical Tricorder
does not entail proficiency with a medical
Tricorder. A Medic must use a medical
Tricorder to analyze a patients wounds
before making a Treat Injury or Surgery
check. Higher ranks in this skill allow
characters to get better results when
scanning or analyzing with a Tricorder.

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

Pilot Skill Set Pilot Skill Set Pilot Skill Set Pilot Skill Set

Dock
Intelligence; take off and landing are a skill
unto themselves. Whenever a character
attempts to safely take off, land, dock or
undock a starship they may add their Dock
skill to their Skill Check.
Pilot
Intelligence; whenever attempting to
maneuver a starship at Impulse or slower
speeds a character may add their Pilot skill
to their Skill Check.

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

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


71
Operations Skill Set Operations Skill Set Operations Skill Set Operations Skill Set

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

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

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

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

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

Medical Skill Set Medical Skill Set Medical Skill Set Medical Skill Set

Treat Injury
Intelligence; this is the mainstay skill of
Medics and Doctors everywhere. Use this
skill when treating an injury that doesnt
require surgery such as burns, bruises and
stun effects.
When using the Dermal Regeneration tool of
a Medical Tricorder a character can heal 1d8
Hit Points for every 5 ranks in Treat Injury
the character has. Regular wounds have a
Treat Injury TN of 15 to cause effective
healing.

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

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

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

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

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

Communications Skill Set Communications Skill Set Communications Skill Set Communications Skill Set

Bargain
Charisma; this skill allows characters to get
the best deal attainable on services and
goods. To use this skill, a character must
make an opposed bargain check with the
merchant they are purchasing from.
72
Bluff
Charisma; whenever the character is
attempting to lie or be ambiguous in a
situation, they may add their Bluff bonus to
their Skill Check.

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

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

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

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

Security Skill Set Security Skill Set Security Skill Set Security Skill Set

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

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

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

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

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












73

Language Language Language Language
How it works in Star Trek RPG

During this early era of play (2130 2165) the idea of a Universal Translator is still in its infancy
and wont even be in common use until the late 2150s (and then only by cultures affiliated with
the Coalition of Planets). The UT wont be a standard piece of technology until the 2170s when
it becomes more fine-tuned by necessity through the expansion of the Federation. Until then
UTs are usually only found being used by the more advanced Starships and their crews.

This being said it is important that characters have the ability to speak multiple languages. All
characters begin play being fluent and literate in their native language. Some species
automatically begin play with more than one language. In those cases the secondary languages
should be treated as being conversational/proficient. If a player wishes to add extra languages at
first level, they must choose from the relevant species Optional Languages list.

To gain the ability to read/write or speak a language, a player must put at least one skill point
(maximum four) in the desired language skill. The language skill progression works as follows:

One Skill Point (Familiar)
A character understands only the most basic of words such as food, water, ship, yes and no. If
trying to communicate in this language a character only understands 10% of what is being said.
If trying to read a text the character can only decipher 10% of the words but cannot write in the
given language.

Two Skill Points (Basic Understanding)
While speaking the character can get across messages such as I am from Earth or Where is the
closest Starbase? A character can grasp basic concepts within a written text and can write terse
messages in the language but cannot give specific detail (only generalities). Overall
understanding is at 30%.

Three Skill Points (Conversational/Proficient)
While speaking the character can grasp most concepts but does not have the ability to discuss
technical details or abstract ideas. Also, colloquialisms are difficult (if not impossible) to
understand. Reading and writing greatly improve at this level. While a character could write a
letter to a friend in this language or read local newspapers technical information, legal language
and advanced phrasing are beyond their ability. Overall understanding is at 65%.

Four Skill Points (Fluent/Literate)
While speaking the character can understand complex phrasing, abstract concepts and even wax
philosophic. The character can read and comprehend even the most advanced texts with amazing
clarity and can translate a given text into their native language (or any language they are
Fluent/Literate in) with ease. A character has the ability to write detailed treatises and has a
decent grasp on colloquialisms. Overall understanding is at 95%.

Possible Language Options
Human Klingon Andorian Nausicaan Orion
Risan Denobulan Tandaran Kreetassan Tellarite
Vulcan Suliban Xyrillian Enolian Many other possibilities

74
Techniques Techniques Techniques Techniques
Acrobatic
Alertness
Ambidexterity
Animal Affinity
Armor Proficiency
Light
Medium
Heavy
Athletic
Blind Fighting
Cautious
Combat Precision
Combat Responses
Defensive Combat
Cultural Understanding
Pounce
Endurance
Exotic Weapon Proficiency
Fame
Tech-head
Improved Stamina
Improved Determination
Improved Agility
Improved Initiative
Improved Disarm
Improved Trip
Improved Critical
Low Profile
Hand-to-Hand Combat
Defensive Method
Offensive Method
Advanced Techniques



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

75
Technique Descriptions Technique Descriptions Technique Descriptions Technique Descriptions

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

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

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

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

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

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

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

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

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

Combat Responses
Requirements: Combat Precision
A character may take an attack of
opportunity a number of times equal to
their Wisdom modifier.

Defensive Combat
Requirements: Combat Precision,
Combat Responses
By making only a single attack in a
round a character may add their
Constitution modifier to their Defense
until the end of the round.

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

Endurance
The character is exceptionally strong
(like a bull). They receive an inherent
76
+2 bonus to all Strength related Skill
Checks.

Exotic Weapon Proficiency
This Technique allows a character to use
a never before encountered weapon
without the usual 4 penalty.

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


D% Contact
0 4 Crime Lord
5 7 Assassin
8 10 Smuggler
11 14 Pirate
15 22 Thief
23 26 Con Artist
27 30 Gambler
31 34 Hacker
35 38 Mercenary
39 42 Engineer
43 46 Private Investigator
47 50 Spy
51 54 Doctor
55 58 Pilot
59 62 Tradesman
63 65 Police Officer
66 68 Military Officer
69 71 Starship Officer
72 75 Police Chief
76 79 Administrator
80 83 Councilman
84 87 Mayor
89 91 Senator
92 96 Governor
97 100 GMs Choice



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

Improved Stamina
The character can withstand great
physical adversity. They receive a +2 to
all Fortitude Checks.

Improved Determination
The character has a strong mind. They
receive an inherent +2 to all Will
Checks.

Improved Agility
The character is exceptionally reactive
to their surroundings and receives an
inherent +2 bonus to their Reflex
Checks.

Improved Initiative
Requirement: Improved Agility
The character responds more quickly to
dangerous situations than is normal.
They receive an inherent +4 bonus to
their Initiative rolls.

Improved Disarm
Requirement: Improved Agility
The character can attempt to disarm
their opponent without instigating an
attack of opportunity.

Improved Trip
Requirement: Improved Agility
The character can attempt to trip their
opponent without instigating an attack of
opportunity. If the trip is successful,
they can also make one attack against
their tripped opponent.

77
Improved Critical
Requirement: Base Attack Bonus +8
The character chooses a single weapon
that they are proficient in. Their critical
threat range with that weapon increases
by one.

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

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

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

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

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

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


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

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

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

Mobile Shot
Requirement: Accurate Shot
A character can attack before , during or
after their movement for a given round.

Heavy Handed
When attacking with a melee weapon,
this Technique allows a character to add
their Strength modifier to their damage
rolls.

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

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

Skill Emphasis (_____)
Pick one Skill. The character is
exceptionally versed in that Skill and
78
receives a +4 bonus to all Skill Checks
with it.

Sharp Eyed
The character is has exceptional vision
and receives an inherent +2 bonus to
Search and Perception checks.

Stamina
The character heals from wounds more
quickly than normal. Instead of the
usual 1d4 Hit Points healed per day the
character heals 2d4 Hit Points per day.

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

Starship Operations
The character is proficient in the basic
operations of a starship. Characters
without this Technique take a 6 penalty
on all Skill Checks in relation to
operating a starship.

Steady
The character has sure and steady
movement. The character receives an
inherent +2 bonus to Jump, Swim and
Climb checks.

Stealthy
The character has an aptitude for
stealth. They receive an inherent +2 to
Hide and Move Silently checks.

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


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

Terrain TN
Very Soft 10
Soft 15
Firm 20
Hard 25

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

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

Two Weapon Fighting
The character is trained in the use of two
weapons at the same time. This
Technique allows the Character to make
a second attack with their off-hand
79
weapon at their lowest attack bonus per
standard attack.

Weapon Savvy
Requirement: Base Attack Bonus +4
Pick one weapon. The character is
extraordinarily proficient with it. They
receive a +1 bonus to all attack rolls
with that weapon.

Weapon Specialty
Requirement: Weapon Savvy
Pick a weapon that the character
already has Weapon Savvy with. The
character knows how to get optimum
damage from the chosen weapon and
deals +1 damage with it.


Weapon Group Proficiency
Choose a group of weapons from the list
below. You understand how to use all
weapons in that group in combat.

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




80
Chapter Three Chapter Three Chapter Three Chapter Three
Equipment

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

A note about money A note about money A note about money A note about money

All prices are given in the Terran Credit. The Terran Credit is the currency of Earth until 2198
when the New World Economy is instituted and money goes the way of the dinosaur.

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

Trade Goods
Items for Trade

The trade goods listed here are just a
small example of the myriad of
materials that might be considered a
commodity on some worlds.

Weapons and items listed on the
General Equipment table can also be
deemed worthy enough to haul as
cargo if the prices are right.



Exotic and Toxic Compounds Exotic and Toxic Compounds Exotic and Toxic Compounds Exotic and Toxic Compounds

Some items are not exactly considered legal in most trade circles. Some of these compounds
have proven to be effective against most known Species. The table beneath gives the particulars
for several of the more commonly available compounds.
General Medical Supplies (1 kg) 10 Credits
Food Products (normal) (1 kg) 1 Credits
Food Products (specialty) (1 kg) 10 Credits
Common Metal Ore (1 kg) 6 Credits
Semi-Precious Metal Ore (1 kg) 280 Credits
Precious Metal Ore (1 kg) 1000 Credits
Textiles (per meter squared) 10 Credits
Dilithium (I kg) 2500 Credits
Warp Plasma (1 liters) 50 Credits
Plasma Injector (one) 150 Credits
Repair Parts (one) 10 Credits
Warp Coil (one) 500 Credits
62

Toxic and Exotic Compounds
Compound Compound Compound Compound
Effect Save DC Price/dose
Assegai Causes a 1d6 hour coma. 18 200 Credits
Turkarra Causes 5d10 damage to internal organs. 24 275 Credits
Ornafor Causes 1d4 Dexterity damage for 1d10
days
20 1200 Credits
Karfar Causes death; on a successful Save take
2d8 damage
22 4500 Credits
Yarall Hallucinogen. 15 to all Checks for 1
hour.
22 50 Credits
Kreshta Causes Euphoric state and 4 to all Checks
for 1d6 hours
18 35 Credits
Drizzrek Causes a 10 to Intelligence score for 1d4
days
17 2200 Credits
Gorah Encourages amiability. Must make pass a
Will save (TN 24) to tell lies or to be
deceitful. Lasts for 1d6 hours.
19 1250 Credits
Ket Ro Causes sleep to be impossible for 1d6 + 1
days
24 1400 Credits


Armor Types

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


Armor of the 22
nd
Century

Type Defense Soak Cost
Basic Ballistics Vest (light) 0 1 650 Credits
Vulcan Survival Jacket (light) -1 2 975 Credits
MACO Tactical Body Armor (light) 0 3 1600 Credits
Andorian Ballistic Uniform (light) -1 3 2150 Credits
Antaran Battle Armor (medium) -2 4 2800 Credits
Tellarite Defensive Suit (medium) -3 5 3375 Credits
Tandaran Personnel Protector (medium) -4 6 4950 Credits
Nausicaan Heavy Fight Jacket (heavy) -5 7 7200 Credits
Klingon Warriors Panoply (heavy) -6 8 8575 Credits




63
Weaponry of the 22
nd
Century

Sidearms
Weapon Damage Range Type Critical Cost
9mm 1d8 25 m Projectile 20, x2 265 Credits
EM 33 2d6 25 m Energy Pulse 20, x2 400 Credits
Phase Pistol 3d4 25 m Energy Beam 1920,x2 780 Credits
Plasma Gun 4d4 25 m Energy Pulse 20, x2 995 Credits
Sonic Disruptor 2d8 25 m Sonic Wave 19-20,x2 1185 Credits
Particle Compressor 5d4 25 m Energy Pulse 20, x2 1680 Credits

Rifles
Weapon Damage Range Type Critical Cost
Carbine Rifle 1d10 100 m Projectile 19-20,x2 1235 Credits
Compression Rifle 2d8 100 m Energy Pulse 19-20,x2 1490 Credits
Phase Rifle 3d8 100 m Energy Beam 1920,x2 1880 Credits
Energy Blaster 4d6 100 m Energy Pulse 19-20,x2 2695 Credits
Particle Accelerator 2d10 100 m Energy Beam 19-20,x2 3145 Credits
Disruptor Rifle 5d6 100 m Energy Pulse 19-20,x2 3670 Credits

Grenades
Weapon Damage Range Type Critical Cost
Stun Grenade Stun DC 20 5 m Stun - 78 Credits
Fragmentation Grenade 5d4 5 m Explosive 20, x3 128 Credits
Concussion Grenade 3d6 5 m Explosive 20, x3 184 Credits
Incendiary Grenade 6d4 5 m Explosive 20, x3 266 Credits
Smoke Grenade - 5 m Smoke - 44 Credits

Martial Weapons
Weapon Damage Range Type Critical Cost
Andorian Ushaan-Tor 1d8 - Slash/Pierce 19-20,x2 85 Credits
Klingon Batleth 2d6 - Slash/Bash 20, x3 358 Credits
Klingon Mekleth 1d6 - Slash 20, x2 112 Credits
Human Katana 1d10 - Slash/Pierce 19-20,x2 226 Credits
Vulcan Lirpa 1d8/1d6 - Slash/Bash 20, x3 180 Credits
Xindi Reptilian Dagger 1d4 - Pierce 18-20,x3 45 Credits
Nausicaan Kris Blade 1d12 - Slash 19-20,x2 288 Credits

Batteries/Cartridges
Item (# of Rounds/Charges) Cost Item (# of Rounds/Charges) Cost
Sidearm Projectiles (15) 10 Credits Compression Rifle (60) 24 Credits
Sidearm Sonic Charge (25) 15 Credits Phase Rifle (45) 18 Credits
Sidearm Energy Beam (35) 12 Credits Energy Blaster (40) 15 Credits
Sidearm Energy Pulse (20) 20 Credits Particle Accelerator (50) 28 Credits
Rifle Projectile (30) 20 Credits Disruptor Rifle (30) 20 Credits
64
Equipment
Item Cost
All Weather Clothes (allows wearer to be comfortable between 0- 45 Celsius) 35
Breather Mask (space/underwater/atmospheric filter) 48
Communicator (range 100 kilometers) 99
Datapad 25
Flashlight 5
Tricorder (Tactical) 735
Tricorder (Medical) 875
Binoculars 39
Alloyed Rope 20
Tool Kit (needed to conduct repairs) 140
Holographic Imager (records holo-vids) 20
Field Surgeons Kit (allows for surgery outside of a hospital) 300
Portable Power Generator (200 charges) 150
Space Ration 2
Universal Translator 14,000


Services
Meals Cost Lodging Cost Medical Cost
Five Star 50 Credits Luxury Suite 285 Credits Complex
Surgery
3500
Credits
Two Star 22 Credits Good Hotel 109 Credits Minor
Procedure
500
Credits
No Star 5 Credits Shabby Motel 39 Credits Basic Checkup 100
Credits

Travel
Quality
Cost per Day Example
Steerage 50 Open spot in a Freighters hold
Poor 100 A bunk on a Cargo Hauler
Average 200 Splitting a room with several other
passengers on a Runabout
Good 500 A private room on a starship
Luxurious 1200 A private stateroom on a ship designed to
carry passengers


65
Chapter Four Chapter Four Chapter Four Chapter Four
Starships

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

Choose your ship type (shuttlecraft, freighter, cruiser, heavy cruiser)
Choose style of Primary Weapons Systems
Choose style of Secondary Weapons Systems (if available)
Choose Support Systems (as available)
Determine crew size and homeworld, exact size of ship (smaller ships have fewer
systems, larger ships have more systems)
Make sure that your systems energy cost doesnt exceed you reactors energy
capabilities! A ship can only have one reactor and one backup power supply!
These rules are left a little vague intentionally; there have been hundreds of ships
on screen in the Star Trek Universe and this allows Game Masters and Players to
be creative with ship design.






66
Starship Systems Descripti Starship Systems Descripti Starship Systems Descripti Starship Systems Descriptions ons ons ons

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


Communications
By transmitting information through subspace rather than normal space, subspace
communications permit the sending of data and messages across interstellar distances
faster than the speed of light, proving it much more practical than conventional radio.

Because messages sent over subspace travel so much faster than the speed of light, they
are the basis for interstellar communication. Starships rarely even monitor frequencies
that travel at the speed of light or slower. Subspace communications have a varying
degree of band frequencies, from upper (or high-band) to lower.

Earth developed subspace communication in 2138. Subspace amplifiers are required in
order to maintain real-time contact between Earth and Earth Starfleet vessels over long
distances. Contact with these amplifiers is maintained with a subspace antenna. If this
antenna is damaged, a starship is only capable of short-range communication.

Subspace Communications Range (in light years)
Short Range: 2 Light Year
Mid-Range: 15 Light Years
Long-Range: 40 Light Years
* For unlimited range there must be a subspace amplifier every 40 light years

Life Support
Life support systems are the most crucial aboard any space vehicle. They typically
include temperature and climate control, waste processing, radiation shielding,
atmosphere recycling and bacterial and viral filtering systems.

Life support can be shut down in order to divert its energy resources to other systems.
Once life support is shut down it takes an average of 60 minutes for the crew of a
Starship to begin to feel adverse effects.

Failure of Life Support systems can be fatal to a crew.

Amount of time without Life Support
Adverse Effects
Up to 60 minutes No effect
60 to 90 minutes -4 to all Checks
91 to 120 minutes -8 to all Checks
121 to 150 minutes Fortitude Save of TN 18 or fall unconscious
180 minutes + Death by asphyxiation & hypothermia


67

Gravity Plating
The artificial gravity generator is a component of most starships in the mid-22nd century.
The artificial gravity generator changes the environment of a starship from zero gravity to
artificial gravity, using the vessel's gravity plating. Gravity plating is a collection of
plates used to simulate a gravity environment on starships. Gravity plating can be lined
along a ships exterior hull, or across the interior deck plates.

A subsystem of Gravity Plating is inertial dampers. They are a system used on almost all
starships to counter the effects of rapid acceleration/deceleration of a vessel by sustaining
and absorbing the natural inertia of a vessel as it either moves through space or if it is
under attack from another vessel. If a starship were to jump to warp speed without using
inertial dampers, the members of the crew would almost certainly die as the rapid
acceleration would throw them back in to the consoles and rear walls killing them
instantly. Conversely, they would also be killed if a ship were to come out of warp but in
this instance the crew would be thrown forward.

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

Hull Plating
Polarized hull plating is a defensive technology. In a battle situation, electromagnetic
power can be applied to the hull materials, making them several orders of magnitude
harder. This is the only defensive technology is used on starships of cultures that have not
yet developed shield technology. Unlike shields, polarization cannot be amplified to
reinforce a specific section. The amount of polarization on the forward sections of the
ship is the equal on the aft.

Hull plating on any ship has a 100-point scale. What varies from ship to ship (and what
determines the strength of a ships hull plating) is its Damage Reduction (DR).
Whenever a ship takes damage with active hull plating first subtract the DR number from
the damage roll and then subtract the result from the Hull Plating 100-point scale. When
the scale reaches 0, it indicates that Hull Plating is offline and needs a Repair check (TN
20) in order to be brought back online (2 hour repair time). Once Hull Plating is offline
all damage done gets subtracted directly from a ships Hull Point with no damage
reduction. Note that Hull Plating Systems can have from DR 0 to DR 20.
For example:
A Klingon Raptor fires a Disruptor (6d10 damage) at an NX Class and rolls 47 points of
damage. The NX Class has DR 15 and Hull Plating is at 29. The NX Class takes 32
(47 15 = 32) points of damage to its Hull Plating taking it offline since Hull Plating is
now at or below zero. The next attack deals 54 points of damage that is taken directly
out of the NX Class Hull Points leaving it with 446 Hull Points (500 54 = 446).
68
Deflector Control
The navigational deflector dish is a component of many starships, and is used to deflect
space debris, asteroids, microscopic particles and other objects that might collide with the
ship. At warp speed the deflector is virtually indispensable for most starships as even the
minutest particle can cause serious damage to a ship when it is traveling at supra-light
velocities. If the Deflector Dish goes off line warp speed will cause the ship to become
destroyed within 1d4 minutes of travel due to micrometeorite collisions. Furthermore,
when the deflector dish is offline a ship cannot travel faster than half-impulse.

Sensors
The term sensor is used to refer to any device that is used to scan, record, or otherwise
observe any aspect of an environment surrounding a starship, station, or person. This
could be as simple a device as a manual camera or light sensor, or as complicated as the
many devices designed to scan the matter and energies of subspace, space, time and
stellar bodies that make up all of existence.

There are many ways to mask a sensor scan, sensor screens are the most commonly used.
You can also mask a sensor scan with certain materials, or radiations. Successful sensor
use is determined by a Computer Use skill check.

Most starships can scan in the following methods:
^ Denotes Short Range only

* Chemical Identity ^
* Electromagnetic
* Electron Resonance ^
* Gamma Ray
* Gravimetric ^
* Laser Imaging
* Molecular Imaging ^
* Neutron Densitometry
* Thermal Analysis ^
* Proximity Sensors ^
* Targeting (i.e. Tactical Scan) ^
* Topographic Imaging ^
* Sub Atomic ^
* Antiproton Beam
* Biological Reference ^
* Geological ^
* Internal Ship Sensors ^
* Magnetic Resonance
* Passive High Resolution Visual
* Subspace Differential
* Virtual Positron Imaging

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

Transporters
The transporter is a subspace device capable of almost instantaneously moving an object
from one location to another. Transporters are able to dematerialize, transmit and
reassemble an object. The act of transporting is often referred to as "beaming."
69

Transporter rooms usually consist of a transporter console, a transporter platform with an
overhead molecular imaging scanner, primary energizing coils and phase transition coils.
A pattern buffer with a biofilter is located on the deck below the room. The outer hull of
a starship incorporated a number of emitter pads for the transporter beam.

Transporters work on the quantum level and employ Heisenberg compensators to enable
secure transport of life forms. Biofilter built into the transporter systems prevent
dangerous microorganisms from boarding the ship.

Transporters have a range of 10 to 50 kilometers. Each transporter units range must be
determined during the design phase. Not all species have transporter technology.

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

Tractor Beam
A tractor beam is an attenuated linear graviton beam used by starships and space stations
to control the movement of external objects. The beam places spatial stresses on the
object in specific areas allowing the ship using the tractor beam to hold the object in a
fixed location or alter its position or trajectory.

Tractor beams are generally only used at sub-warp velocities. To safely tow a vessel at
warp speed, the target vessels engines must be deactivated to avoid shearing forces
against both the towing and towed vessels. Using a tractor beam can be done at warp
speed only if both vessels' speeds are exactly matched. Tractor beams have a range of 18
kilometers.


Warp Drive
Warp drive is a technology that allows space travel at faster-than-light speeds. It does this
by generating warp fields to form a subspace bubble that envelops the starship, distorting
the local space-time continuum and moving the starship at velocities that exceed the
speed of light. These velocities are referred to as warp factors.

Warp Drive costs 8 energy points to have online plus an increasing amount of energy the
faster the starship travels. See the Warp Speed and Energy Costs table below for
specifics. The speed of light is commonly referred to as C (C = 1 billion kph).



70
Warp Speed Factors and Energy Costs Warp Speed Factors and Energy Costs Warp Speed Factors and Energy Costs Warp Speed Factors and Energy Costs
Warp Factor Multiple of C Energy Cost
1 1 c 1
2 8 c 4
3 27 c 9
4 64 c 16
5 125 c 25
6 216 c 36
7 343 c 49
8 512 c 64
9 729 c 89
10 1000 c 100

Determining Warp Factor as relative to actual speed is a relatively straightforward scale
that follows the formula:

V = c WF

Where V = Velocity of the vessel, c = the velocity of light, and WF = the warp factor.
This scale has the advantage of simplicity; the velocity in multiples of light speed at any
given warp factor is that number cubed. The energy cost of traveling at a particular Warp
Factor is that Warp Factor squared plus 8 points of energy to keep the ships warp drive
online.

Starships of the 22
nd
century tend to top out at approximately Warp Factor 6.8, with the
average being approximately Warp Factor 5 with many ships still not surpassing Warp
Factor 2.5.

Shields
Shields operate by creating a layer of energetic distortion containing a high concentration
of gravitons around the object (ship, city, etc.) to be protected. Shield energies can be
emitted from a localized antenna or "dish" (such as a ship's navigational deflector), or
from a network of "grid" emitters laid out on the object's surface (such as a ship's hull).

Neither matter nor highly concentrated energy (i.e., weapons fire) can normally penetrate
a shield without first matching the exact shield frequency. Warships match their own
shield and weapon frequencies so their shielding does not stop them from defending
themselves. Continuous or extremely powerful energy discharges, can, however,
progressively dissipate the integrity of a shield to the point of failure.

Normally transporters are not capable of penetrating shields. Shields on board a starship
have one other weakness that can be exploited by a knowledgeable and highly skilled
opponent. The area directly aft of a ship's impulse engines is weaker than the rest of the
shield envelope. This allows the ship's impulse "exhaust" to exit the shield rather than
being trapped inside it. It takes time to activate a deflector shield.

71
A starship needs exactly 10 seconds (one round) to lower or raise its shields.
Shields work as a defensive factor by absorbing up to a certain amount of damage before
going off line. Only Heavy Cruisers have Shield capability in the 22
nd
century up to
2165. They will be fitted on to Explorer vessels at that time as well. Note that a starship
can have 50 to 250 Shield Points.

If a ship has 200 Shield Points, an opposing ship must inflict 200 points of damage (or if
your lucky roll 76-80 on a Critical Hit) to take shields offline. Once a ships Shield
Points have been reduced to zero they are offline and need a Repair check (TN 20) in
order to be brought back online (2 hour repair time).

Computer Core
A starships Computer Core has the ability to run (or "host") multiple operating systems
and thereby operate not as a single computer but as a number of virtual machines. In this
role, the single Computer Core (and its mainframe cluster group) can replace dozens or
even hundreds of smaller servers, reducing management and administrative costs while
providing greatly improved scalability and reliability.

Computer Cores run a group of smaller mainframes as cluster groups. Mainframes run at
about 17,801 MIPS. A standard starship Computer Core joins up to 32 of these systems,
making them behave like a single, logical computing facility of as much as 221,248
MIPS.

The CPU speed of a Computer Core has historically been measured in millions of
instructions per second (MIPS). MIPS have been used as an easy comparative rating of
the speed and capacity of Computer Cores.

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

In the 22
nd
century full impulse is the equivalent to one-third the speed of light (i.e.
34,300,000 kph).

Thruster Systems
Thrusters rely on Newton's Third Law. This states that: "Every action must have an equal
and opposite reaction." Positively and negatively charged particles are separated. Using a
set of magnetic fields, these particles are accelerated to the direction, opposite to the
direction the starship or other body is trying to reach. Due to the impulse of these
particles as they're expelled, a force acts on the body in the opposite direction, equal to
72
the force with which the particles are expelled. As a result, the body is accelerated in this
direction.

Thruster top speed is approximately 1,000kph minus 100 kph for every size class above
Small so that Medium top speed is 900 kph, Large is 800 kph, Huge is 700 kph etc.

Stealth Systems
Stealth is a form of technology used to render starships totally, or at least less, detectable
to sensors.

Many space-faring civilizations use varying forms of stealth technology. Masking
circuitry is a stealth technology used aboard warships of the Romulans, Suliban Cabal
and Xyrillians to minimize their sensor signature. The power consumptions of stealth
technology are high, meaning weapons and shields cannot be used while a cloak is on.

Interactions between electromagnetic radiation and ionized gas have been extensively
studied for a variety of purposes, including the possible concealment of starships from
sensors. Plasma stealth is a process that uses ionized gas to reduce the sensor image of a
ship. While it is possible to reduce a starships sensor image, wrapping the frame in
plasma may possibly induce a total invisibility by allowing visible light (as well as
other spectrum radiations) to be dispersed by the ionized plasma. These developments
are still in the testing mode throughout the 22
nd
century.

Weapons Systems Weapons Systems Weapons Systems Weapons Systems

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

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

Phase Cannons
A phase cannon is a phase-modulated energy weapon, a type of particle weapon that
serves as a successor to plasma cannons. The phase cannon is rated for a maximum
power output of 500 gig-joules. The cannons of NX class starships were mounted on
retractable turrets that extended from the ship's hull when deployed and rotated as they
73
were being targeted. Phase cannons emit a concentrated beam of energy that can be set at
different yields.

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

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

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

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

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

74
Starship Weapons and Starship Weapons and Starship Weapons and Starship Weapons and
Support Systems Tables Support Systems Tables Support Systems Tables Support Systems Tables
If the occasion ever arises that starship weaponry is used against people, personal sized vehicles or
equipment all damage is multiplied by 100.
Critical hits occur on a natural roll of 20 and result in double damage and system specific damage. Refer
to the Starship Critical Damage Table.
Starship Weapons Systems (excluding Shuttlecraft)
Weapon Damage Range Type Energy Cost Price
(In Terran Credits)
Rail Gun 2d10 5 Projectile 0 1100 Credits
Plasma
Turret
4d6 8 Energy 1 2700 Credits
Phase
Cannon
5d8 12 Energy 2 4000 Credits
Disruptors 6d10 10 Energy 4 5800 Credits
Concussion
Missile
3d8 5 Projectile 2/ Active
Tube
500 Credits
Spatial
Nuclear
Torpedoes
4d12 12 Projectile 3/ Active
Tube
1800 Credits
Antimatter
Torpedoes
6d12 18 Energy 4/ Active
Tube
2200 Credits
Photon
Torpedoes
10d12 22 Energy 6/ Active
Tube
3100 Credits
Torpedo System: 9000 Credits per Tube Rail Gun Ammo: 25 Credits per Burst

Starship Support Systems
System Energy
Cost
Price System Energy
Cost
Price
Communications* 2 2100 Credits Sensors* 2 2900 Credits
Life Support 4 8000 Credits Grappler/Tractor 1/2 1200/4000 Cr
Gravity Plating 1 3300 Credits
Hull Plating* 2 4500 Credits Shields* 7 11,000 Credits
Navigation 1 5300 Credits Computer Core 2 6100 Credits
Deflector Control 1 1700 Credits Impulse 4 7500 Credits
Warp Drive *
(Warp Factor 1)
8 22,000
Credits
Thrusters 2 3500 Credits
Transporters* 2 8000 Credits Stealth Systems 20 38,000 Credits
*Credit and Energy costs listed are for initial base increment. See Incremental Costs table for details.

Starship Incremental Costs
System Increment Credit Cost per
Increment
Energy Cost per
Increment
Communications Short/Mid/Long +0/+5000/+8300 +0/ +2 / +6
Hull Plating per DR 5 +1500 +1
Warp Drive per + 1 Warp Factor +14,000 Special
Transporters per 10 kilometers +950 +2
Sensors Short/Mid/Long +0/+6100/+11,000 +0/+3/+8
Shields per 50 Shield Points +7000 +5
75
Starship Reactor Details & Movement Rates
Ship Type Main
Reactor
Energy
Emergency Power
Recharges at a rate of 1/minute as long
as there is excess power available from
the Main Reactor
Movement
Space (Atmosphere)
Shuttlecraft 15 5 extra for five rounds 2 (18)
Freighter 28 10 extra for seven rounds 10 (N/A)
Light Cruiser 40 15 extra for ten rounds 9 (N/A)
Heavy Cruiser 65 25 extra for fifteen rounds 8 (N/A)
Explorer 50 20 extra for ten rounds 9 (12)
Raider 40 15 extra for seven rounds 11 (16)
Starbase* 100 750 30 150 for 50 rounds 0/Orbital
*See Starbase table at the end of this Chapter for particulars


Starship Size Categories (Standard Starship Defense is 19)
Size Category Length in meters Defense Modifier
Tiny 1 24 +2
Small 25 99 +1
Medium 100 300 0
Large 301 500 -1
Huge 501 700 -2
Massive 701 900 -3
Enormous 901 1100 -4


Shuttlecraft Weapons System Modifiers
Weapon Range Damage
Rail Gun 2 1d10 damage; up to 3 cannons (1500
round capacity; 50 round burst)
Plasma Cannon 3 2d6 damage; up to 2 turrets
Phase Cannon 6 2d8 damage; 1 cannon
Disruptor 5 3d10 damage; 1 cannon (can only be fired
every second round due to energy drain)
*All Shuttlecraft Systems are 50% of listed energy and credit cost (rounded up) except
for Warp Drive.










76
Ship Classes Ship Classes Ship Classes Ship Classes


Generic Shuttlecr Generic Shuttlecr Generic Shuttlecr Generic Shuttlecraft aft aft aft
Crew 1 2
Passengers 2 5 Energy Cost
Size Tiny N/A
Propulsion Thrusters (1000 kph)
25% Max Impulse
1
2
Warp (max/cruising) N/A or 1/1 0 or (8)
Decks 1 N/A
Cargo 5 Metric tons N/A
Defense 21 N/A
Movement: 12 Space/18 Atmosphere N/A
Hull Points 100 N/A
Hull Plating N/A 0
Shields N/A 0
Support Systems
Variable Factor Energy Cost
Grappler/Tractor Beam (0 kilometer) 0
Transporters (0 kilometers) 0
Sensors Short Range 2
Life Support Standard 2
Gravity Plating Standard 1
Communications Short/Mid Range 1
Navigation Standard 1
Computer Core Standard 1
Deflector Control Standard 1
Auxiliary Craft 0 N/A
Reactor Output: 15 Total Energy Cost: 12 (20)
Armament
Damage Dice Energy Cost (per unit)
2 Foreword Plasma Cannon 2d6 per cannon 1 (x2)






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



77
Generic Freighter/Runabout/S Generic Freighter/Runabout/S Generic Freighter/Runabout/S Generic Freighter/Runabout/Scout cout cout cout
Crew 4 25
Passengers 8 40 Energy Cost
Size Small or Medium N/A
Propulsion Thrusters (1000 kph/900 kph)
50% Max Impulse
2
4
Warp (max/cruising) 3 (2.5) 8
Decks 1 3 N/A
Cargo 2500 20,000 Metric tons N/A
Defense 20 (Small), 19 (Medium) N/A
Movement: 10 (Space) N/A
Hull Points 180 N/A
Hull Plating 100, 5 DR 2
Shields N/A 0
Support Systems Support Systems Support Systems Support Systems
Variable Factor Energy Cost
Grappler/Tractor Beam (0 kilometer) 0
Transporters (0 kilometers) 0
Sensors (Short/Mid) Range 2/5
Life Support Standard 4
Gravity Plating Standard 1
Communications (Short/Mid) Range 2/4
Navigation Standard 1
Computer Core Standard 2
Deflector Control Standard 1
Auxiliary Craft 0 N/A
Reactor Output: 28 Total Energy Cost: 34
Armament Armament Armament Armament Damage Dice Damage Dice Damage Dice Damage Dice
Energy Cost (per unit)
Plasma Turret (x3) 4d6 per turret 1 (x3)
Phase Cannon (1) 5d8 per cannon 2 (x1)




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

The most noticeable feature of cargo freighters is their large cargo bays. Furthermore,
they are usually equipped with light armament to defend against pirates and oncoming
asteroids.


78

Raider Raider Raider Raider
Crew 11 48
Passengers 1 20 Energy Cost
Size Medium N/A
Propulsion Thrusters (900 kph)
100% Max Impulse
2
4
Warp (max/cruising) 4 (3.2) 8
Decks 3 N/A
Cargo 1500 5000 Metric tons N/A
Defense 19 N/A
Movement: 11 Space/16 Atmosphere N/A
Hull Points 180 N/A
Hull Plating 100, DR 10 3
Shields N/A 0
Support Systems Support Systems Support Systems Support Systems
Variable Factor Energy Cost
Grappler (5 kilometers) 1
Transporters (0 kilometers) 0
Sensors (Short/Mid/Long) Range 2/5/10
Life Support Standard 4
Gravity Plating Standard 1
Communications (Short/Mid/Long) Range 2/4/8
Navigation Standard 1
Computer Core Standard 2
Deflector Control Standard 1
Auxiliary Craft 1 N/A
Reactor Output: 40 Total Energy Cost: 45
Armament Damage Dice Damage Dice Damage Dice Damage Dice
Energy Cost (per unit)
Plasma Turret (x4) 4d6 per turret 1 (x4)
Spatial Torpedoes (2 Fore) 4d12 per torpedo 3/Active Tube
26 Torpedoes



The Raider is a type of light starship designed and commonly used by fringe groups as
well as a common Pirating vessel. They come in varying sizes although they tend to keep
towards the lower end of Medium size.

The smaller variants have a small cockpit with seating for two, and a cargo area in the aft
section. The larger versions have a separate and much more spacious cockpit which holds
four stations, and larger crew facilities in the aft sections.

Raider starships are usually in use for a long period of time and tend to be under constant
repair. Many are known to be in use for several decades by using rebuilt engines and
system replacement as opposed to salvaging the ship for parts and rebuilding.


79

Heavy Cruiser Heavy Cruiser Heavy Cruiser Heavy Cruiser
Crew 65 227
Passengers 1 35 Energy Cost
Size Large or Huge N/A
Propulsion Thrusters (800 kph/700 kph)
100% Max Impulse
2
4
Warp (max/cruising) 6 (4) 8
Decks 4 12 N/A
Cargo 3500 10,000 Metric tons N/A
Defense 18 or 17 N/A
Movement: 8 Space N/A
Hull Points 450 750 N/A
Hull Plating 100, DR 20 5
Shields 100 SP 14
Support Systems Support Systems Support Systems Support Systems
Variable Factor Energy Cost
Tractor Beam (18 kilometers) 2
Transporters (40 kilometers) 8
Sensors (Short/Mid/Long) Range 2/5/10
Life Support Standard 4
Gravity Plating Standard 1
Communications (Short/Mid/Long) Range 2/4/8
Navigation Standard 1
Computer Core Standard 2
Deflector Control Standard 1
Auxiliary Craft 6 N/A
Reactor Output: 65 Total Energy Cost: 70
Armament Damage Dice Damage Dice Damage Dice Damage Dice
Energy Cost (per unit)
Disruptor (4 Foreword) 6d10 per disruptor 4 (x4)
Photon Torpedo (3Fore, 2Aft) 10d12 per torpedo 6/Active Tube
80 Torpedoes



The term Heavy Cruiser is sometimes used synonymously with Battleship. In reference to
starship classification, Battleships are a type of large and powerful Heavy Cruiser. In
traditional terms, Battleships are the most powerfully armed and most heavily armored
warships of their era. It is likely that the definition is true among starships, although
standards may vary by species and technological level.

Heavy Cruiser is a generic term for any heavily armed vessel designed for war, combat or
defense. These vessels include battleships, escorts, and destroyers.





80

Starship Critical Damage Table Starship Critical Damage Table Starship Critical Damage Table Starship Critical Damage Table

% Roll Effect of Critical Damage Repair
TN
1 Life support failure; see Life Support Failure table for details 25^
2 - 30 Gravity Plating damaged; all rolls at 2 until repaired 12
31 - 35 Deflector Control damaged; ship takes 6 damage (No DR) every round that
movement exceeds half of maximum movement rate
15
36 - 40 Sensors damaged; all checks made related to sensor use at -4 15
41 - 45 Computer Core damaged; all navigation checks and attack rolls at -2 12
46 - 50 Impulse Drive damaged; movement at 50% of maximum 20^^
51 - 55 Grappler/Tractor Beam disabled 18
56 - 60 Weapon damaged; DM randomly chooses one single weapon, it ceases to
function
20
61 - 65 Warp Drive damaged; maximum Warp factor halved; maximum energy
output reduced by 20%
25*
66 - 70 Computer Core shutdown; all rolls at -5 25^
71 - 75 Impulse Drive disabled; ship can only move with thrusters, effective
movement rate is 1/five rounds
25*

76 - 80 Shields down; the ship loses all remaining shield points; if no shields then
hull plating goes offline
20^
81 - 85 Weapons Group damaged; DM randomly chooses one weapon group, it
ceases to function
25^
86 - 90 Warp Drive Disabled; ship cannot go to Warp 28**
91 - 99 Warp Core Damaged; maximum energy output is reduced by 30% 28**
100 Warp Core severely damaged; maximum energy output reduced by 60%,
emergency power offline
30****
^ Requires 2 hours per ^ to repair
* Requires one day per asterisks to repair
Other repairs take one minute per TN; i.e. a TN 15 takes 15 minutes to Repair
81
Human Ships Human Ships Human Ships Human Ships

NX Class Explorer NX Class Explorer NX Class Explorer NX Class Explorer available after 2151
Crew 81 Starfleet, 12 MACO
Passengers 1 10 Energy Cost
Size Medium N/A
Propulsion Thrusters (900 kph)
100% Max Impulse
2
4
Warp (max/cruising) 5 (3.5) 8
Decks 7 N/A
Cargo 2500 Metric tons N/A
Defense 19 N/A
Movement: 9 Space/12 Atmosphere N/A
Hull Points 500 N/A
Hull Plating 100, DR 10 4
Shields N/A 0
Support Systems
Variable Factor Energy Cost
Grappler (5 kilometers) 1
Transporters (50 kilometers) 10
Sensors (Short/Mid/Long) Range 2/5/10
Life Support Standard 4
Gravity Plating Standard 1
Communications (Short/Mid/Long) Range 2/4/8
Navigation Standard 1
Computer Core Standard 2
Deflector Control Standard 1
Auxiliary Craft 4 N/A
Reactor Output: 50 Total Energy Cost: 55
Armament
Damage Dice Energy Cost (per unit)
6 Phase Cannons (4F, 2A) 5d8 per cannon 2 (x6)
2 Plasma Turrets 4d6 per turret 1 (x2)
Spatial Torpedoes (80) 4d12 per torpedo 3/Active Tube
Antimatter Torpedoes (36) 6d12 per torpedo 4/Active Tube
3 Foreword/2 Aft Tubes

The NX-class was the first class of starship built with the warp five engine, thereby
enabling Humanity's first steps of exploration beyond its neighboring star systems.
Serving in the Earth Starfleet, the first ship of the NX-class was Enterprise,
commissioned in 2151. The second ship, Columbia, was commissioned in 2154.

The NX-class consisted of a habitable saucer module that contained seven decks
(Lettered A- through G-deck) and a symmetrical warp field governor located just aft of
the saucer section, that regulated the warp field shape that would otherwise break apart at
higher warp factors. Two half-decks were inserted between D- and E-deck, as well as
between E- and F-deck. These contained plasma conduits and access tunnels.

82
Jupiter Class Runabout Jupiter Class Runabout Jupiter Class Runabout Jupiter Class Runabout
Crew 19 Starfleet
Passengers 1 2 Energy Cost
Size Small N/A
Propulsion Thrusters (1000 kph)
25% Max Impulse
2
4
Warp (max/cruising) 3 (1.8) 8
Decks 2 N/A
Cargo 1750 Metric tons N/A
Defense 20 N/A
Movement: 10 Space/14 Atmosphere N/A
Hull Points 180 N/A
Hull Plating 100, DR 5 2
Shields N/A 0
Support Systems
Variable Factor Energy Cost
Grappler/Tractor Beam (5 kilometers) 1
Transporters (30 kilometers) 6
Sensors (Short/Mid) Range 2/5
Life Support Standard 4
Gravity Plating Standard 1
Communications (Short/Mid) Range 2/4
Navigation Standard 1
Computer Core Standard 2
Deflector Control Standard 1
Auxiliary Craft 0 N/A
Reactor Output: 28 Total Energy Cost: 40
Armament
Damage Dice Energy Cost (per unit)
2 Plasma Turrets 4d6 1 (x2)
1 Forward Phase Cannon 5d8 2
Spatial Torpedoes (40) 4d12 3/Active Tube
1 Foreword Tube


The Jupiter class is the mainstay of Earth's Starfleet from 2138 to 2150. The ships are
designed for general-purpose defensive duties and in-system transport. They are fitted
with spatial torpedoes, a phase cannon and two plasma turrets.

The Jupiter would rarely undertake deep space missions - they would typically use their
interstellar capability to transit to a given system and then operate there for a considerable
period, conducting local patrols at impulse or low warp. At the end of their mission the
ship would then return home at warp speed. Such missions could last as much as ten
years, and with a thirty year hull life a typical Neptune class vessel might only travel to
two or three different systems throughout its life.




83
Starfleet Shuttlepod Starfleet Shuttlepod Starfleet Shuttlepod Starfleet Shuttlepod

Crew: 1
Passengers: 1 6
Size:
Tiny 16 meters
Propulsion:
Thrusters
(1000 kph)
Warp: N/A
Cargo:
5 Metric tons
Movement:
2 (Space)
18 (Atmosphere)

Phase Cannon:
2d8 damage; 1 cannon
Defense: 21
Hull Points: 100
Hull Plating: 0


Support Systems:

Sensors:
Short Range only
Life Support
Gravity Plating
Communications: Short
Range only
Navigation
Computer Core


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

An NX Class Explorer leaving orbit and preparing to jump to Warp

84
Starships of Other Species Starships of Other Species Starships of Other Species Starships of Other Species

TPlana Hath Survey Vessel (Freighter) TPlana Hath Survey Vessel (Freighter) TPlana Hath Survey Vessel (Freighter) TPlana Hath Survey Vessel (Freighter)
Crew 7
Passengers 1 5 Energy Cost
Size Small N/A
Propulsion Thrusters (1000 kph)
35% Max Impulse
2
4
Warp (max/cruising) 3 (1.8) 8
Decks 1 N/A
Cargo 500 Metric tons N/A
Defense 20 N/A
Movement: 10 Space/6 Atmosphere N/A
Hull Points 250 N/A
Hull Plating N/A 0
Shields N/A 0
Support Systems
Variable Factor Energy Cost
Tractor Beam (18 kilometers) 2
Transporters (0 kilometers) 0
Sensors (Short/Mid/Long) Range 2/5/10
Life Support Standard 4
Gravity Plating Standard 1
Communications (Short/Mid/Long) Range 2/4/8
Navigation Standard 1
Computer Core Standard 2
Deflector Control Standard 1
Auxiliary Craft 0 N/A
Reactor Output: 28 Total Energy Cost: 43
Armament
Damage Dice Energy Cost (per unit)
4 Plasma Turrets 4d6 per Turret 1 (x4)




During the Earth's twentieth and twenty-first centuries the Vulcans began conducting an
extensive effort to explore nearby star systems. Initially intended to survey all nearby
systems for any signs of life, by 2120 the Vulcans had decided to concentrate their efforts
on discovering space faring civilizations like their own. Ships traveling at relativistic
speeds on missions that could last for decades carried out these missions.

Various models of the TPlana Hath have been employed but most are fitted to carry a
small number of passengers and crew on extended exploration and scientific research
missions.

The TPlana Hath has operated successfully for many decades, conducting missions on
over ninety new worlds and participating in first contact situations a total of sixteen
times.
85


DKyr Type Heavy Cruiser DKyr Type Heavy Cruiser DKyr Type Heavy Cruiser DKyr Type Heavy Cruiser
Crew 147
Passengers 1 20 Energy Cost
Size Huge N/A
Propulsion Thrusters (700 kph)
100% Max Impulse
2
4
Warp (max/cruising) 6.8 (5) 8
Decks 13 N/A
Cargo 14,000 Metric tons N/A
Defense 17 N/A
Movement: 8 Space N/A
Hull Points 700 N/A
Hull Plating 100, DR 15 6
Shields N/A 0
Support Systems
Variable Factor Energy Cost
Tractor Beam (18 kilometers) 2
Transporters (0 kilometers) 0
Sensors (Short/Mid/Long) Range 2/5/10
Life Support Standard 4
Gravity Plating Standard 1
Communications (Short/Mid/Long) Range 2/4/8
Navigation Standard 1
Computer Core Standard 2
Deflector Control Standard 1
Auxiliary Craft 6 N/A
Reactor Output: 65 Total Energy Cost: 49
Armament
Damage Dice Energy Cost (per unit)
Phase Cannons (6F, 2A) 5d8 per cannon 2 (x8)
3 Plasma Turret 4d6 per Turret 1 (x3)
Antimatter Torpedoes (200) 6d12 per Torpedo 4/Active Tube
4 Forward Tubes/3 Aft Tubes



The D'Kyr-type is a type of Vulcan starship operated by the High Command during the
mid-22nd century. Some of these vessels are given the designation of Heavy Cruiser in
the 2150s.

As with most Vulcan ships, this type utilized a "ringed-engine," that was held in place by
a ring in the ship's hull. The engine-ring could rotate around 90, but was usually kept in
the full upright position. The inside of the ring would glow blue while the ships engines
were online. Keeping the ring from rotating anymore was a small auxiliary craft that
docked into the outer ring.


86


Andorian Kumari (Heavy Cruiser) Andorian Kumari (Heavy Cruiser) Andorian Kumari (Heavy Cruiser) Andorian Kumari (Heavy Cruiser)
Crew 86 Imperial Guardsmen
Passengers 1 18 Energy Cost
Size Large N/A
Propulsion Thrusters (800 kph)
100% Max Impulse
2
4
Warp (max/cruising) 5.8 (4) 8
Decks 11 N/A
Cargo 8500 Metric tons N/A
Defense 18 N/A
Movement: 8 (Space) N/A
Hull Points 600 N/A
Hull Plating 100, DR 10 4
Shields N/A 0
Support Systems
Variable Factor Energy Cost
Tractor Beam (18 kilometers) 2
Transporters (0 kilometers) 0
Sensors (Short/Mid/Long) Range 2/5/10
Life Support Standard 4
Gravity Plating Standard 1
Communications (Short/Mid/Long) Range 2/4/8
Navigation Standard 1
Computer Core Standard 2
Deflector Control Standard 1
Auxiliary Craft 2 N/A
Reactor Output: 65 Total Energy Cost: 43
Armament
Damage Dice Energy Cost (per unit)
Phase Cannons (4F, 3A) 5d8 per cannon 2 (x7)
Antimatter Torpedoes (100) 6d12 per torpedo 4/Active Tube
Photon Torpedoes (60) 10d12 per torpedo 6/Active Tube
4 Forward Tubes/3 Aft Tubes


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



87

Klingon D Klingon D Klingon D Klingon D- -- -5 (Raider) 5 (Raider) 5 (Raider) 5 (Raider)
Crew 26 Klingon Warriors
Passengers 1 5 Energy Cost
Size Medium N/A
Propulsion Thrusters (900 kph)
100% Max Impulse
2
4
Warp (max/cruising) 5.4 (3.8) 8
Decks 2 N/A
Cargo 3250 Metric tons N/A
Defense 19 N/A
Movement: 11 Space/16 Atmosphere N/A
Hull Points 500 N/A
Hull Plating N/A 2
Shields 100 14
Support Systems
Variable Factor Energy Cost
Tractor Beam (18 kilometers) 2
Transporters (0 kilometers) 0
Sensors (Short/Mid/Long) Range 2/5/10
Life Support Standard 4
Gravity Plating Standard 1
Communications (Short/Mid/Long) Range 2/4/8
Navigation Standard 1
Computer Core Standard 2
Deflector Control Standard 1
Auxiliary Craft 1 N/A
Reactor Output: 40 Total Energy Cost: 59
Armament
Damage Dice Energy Cost (per unit)
6 Disruptors (4F, 2A) 6d10 per Disruptor 4 (x6)
Photon Torpedoes (140) 10d12 per Torpedo 6/Active Tube
3 Forward Tubes/2Aft Tubes



Comparable in design to it's sister classes, the Raptor class scout and D5 class battle
cruiser, the exterior design of the Bird-of-Prey utilizes the same basic avian design,
including a bold feathered pattern painted on the hull.

The bulk of the ship's overall mass is incorporated in the aft section of the ship. The
bridge module is located on a bulbous forward section, which was separated from the aft
section by a relatively thin connective section that attached to and flared into the aft
portion, which sweeps down below the main body forming wings.

Located on the caudal section of the ship, is the ship's shuttle bay, impulse engines and
warp nacelles. The nacelles are positioned on the extreme upper aft section of the ship,
positioned perpendicular to the impulse engine.

88
Starship Tokens Starship Tokens Starship Tokens Starship Tokens
Cut out and use these tokens on a grid to make starship combat easier to run during a gaming session. Each
token has the starships name and class. Some have pre-made templates for use while others require that
you write up the ship description yourself following the starship creation guidelines outlined on the first
page of this chapter. Shuttlecrafts are depicted at 5x actual size.

Klingon Starships Klingon Starships Klingon Starships Klingon Starships

D 7 Bird of Prey D 5 Raptor
Heavy Cruiser Light Cruiser Raider Scout

Human Starships Human Starships Human Starships Human Starships

NX Class Neptune Jupiter J-Class NX & Sol
Explorer Light Cruiser Runabout Cargo Hauler type Shuttles

Vulcan Starships Vulcan Starships Vulcan Starships Vulcan Starships

DKyr Type Surak TPlana Vulcan
Heavy Cruiser Explorer Hath Trade Vessel
89

Andorian Kumari Tellarite Romulan (Stealth)
Heavy Cruiser Light Cruiser Heavy Cruiser




Nausicaan Orion Pirate Andorian Mining Suliban (Stealth) Xindi Xindi
Raider Raider Freighter Light Cruiser Insectoid Primate
Raider Runabout

Dry Dock (Medium) Deep Space Communications Planetary
Outpost (Medium) Defense Satellite
(Small)


90

Human Deep Space Outpost (Large)
Space Habitat/Trading
Complex (Large)


Research
Station
(Small)


Multipurpose Space Facility (Large)

91


Starbase Detail Chart

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



Romulan Tactical Outpost Algeron (Huge)
Starbase
Size
Defense Main
Reactor
Output
Emergency
Power
Cost
Multiplier
Hull Points
(approximately)
Small 18 100 30 for 50 rounds 2x 475
Medium 17 250 60 for 50 rounds 3x 600
Large 16 475 90 for 50 rounds 5x 950
Huge 15 625 120 for 50 rounds 7x 1400
Enormous 14 750 150 for 50 rounds 10x 2500
92





Klingon Operational Command Station Outpost Kling (Enormous)



93
Chapter Five Chapter Five Chapter Five Chapter Five
Organization Organization Organization Organizations of the Era s of the Era s of the Era s of the Era

Major Organizations Major Organizations Major Organizations Major Organizations

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

Earth Organizations Earth Organizations Earth Organizations Earth Organizations

Earth Starfleet Earth Starfleet Earth Starfleet Earth Starfleet

The Earth Starfleet (often simply called Starfleet) is the primary space defense and exploration
organization of United Earth in the early-to-mid-22nd century. The primary authority of the
Earth Starfleet is referred to as either Starfleet Command or UESPA (United Earth Space Probe
Agency) under the jurisdiction of the Command Council, and is located in the city of San
Francisco, Earth.

The main purpose of the Earth Starfleet is to "...seek out new life and new civilizations." and
"...go boldly where no man has gone before." (This quote is attributed to Zefram Cochran, the
inventor of warp drive on Earth.)

Earth Starfleet is a civilian organization but has adopted many aspects of Earth's earlier military
forces, even though its main role is scientific development and exploration. Ranks within
Starfleet closely follow the naval traditions of the United States of America and the British Royal
Navy.

In 2153, following the Xindi attack on Earth and the numerous firefights that the Enterprise NX-
01 had been involved in since its launch in 2151, it was determined that vessels of the Earth
Starfleet would begin to carry detachments of United Earth's elite military unit, the MACOs, thus
taking a step towards the unification of the Earth Starfleet and Earth Military Command -- and of
the roles of defense and exploration.

All Earth Starfleet officers and able crewmen wore the same basic uniform, with differences in
insignia and color-coded elements designed to distinguish rank and departmental function. Earth
Starfleet departments included Starfleet Operations and Starfleet Security. Some Starfleet
personnel worked for the United Earth Diplomatic Corps.

One of the primary projects of Earth Starfleet is to develop a viable and fast interstellar engine
that would allow Earth to traverse cosmic distances in reasonably short time. Despite some
allegations of interference - or at least a refusal of assistance - from the Vulcans, Earth has made
notable progress in developing a warp five engine by the 2150s.

94
Earth Starfleet Rank Structure Earth Starfleet Rank Structure Earth Starfleet Rank Structure Earth Starfleet Rank Structure




Fleet Admiral Admiral Vice Admiral Rear Admiral Commodore






Captain Commander Lieutenant Ensign Cadet







Crew Chief Crewman 1
st
Class Crewman 2
nd
Class Crewman 3
rd
Class


Earth Cargo Service Earth Cargo Service Earth Cargo Service Earth Cargo Service

The Earth Cargo Service (or ECS) is the primary operating agency governing the operations of
Earth-registered interstellar cargo transport vessels in the first half of the 22nd Century.

Prior to Starfleet's NX program taking off with the launch of Enterprise (NX-01) in 2151, ships of
the Earth Cargo Service were Earth's only real presence in outer space throughout the 2140s. The
crew of these ships would spend years traveling from one planet to another; whole generations of
these "boomers" grew up in space, and the ownership of ships often passed down family lines.

Military Assault Command Operations Military Assault Command Operations Military Assault Command Operations Military Assault Command Operations

Military Assault Command Operations (commonly abbreviated as MACO) is United
Earths military organization in service on Earth during the 2140s through the 2160s prior
to the founding of the Federation. The MACOs were not directly associated with the
Earth Starfleet until 2153 when a unit of MACOs was put under the command of Captain
Jonathan Archer of the NX-01 Enterprise.

MACO posts included Atlanta and the Janus loop. Training posts include West Point in New
York. MACOs have similar weapons, training, and tactics to the previous Special Forces of a
number of member nations of United Earth, and their rank insignia is similar to that of the U.S.
Marine Corps.




95
Section 31 Section 31 Section 31 Section 31

Section 31 is the code name of an officially nonexistent and non-condoned rogue agency within
Starfleet Intelligence that claims to protect the security interests of the United Earth (and later on,
the Federation). Section 31 takes its name from Article 14, Section 31 of the Earth Starfleet
Charter, which allowed certain rules of conduct to be "bent" during times of extraordinary threat.

Little information is available about the activities of the organization; one of its operatives has
claimed that Section 31 deals with threats to United Earth that others do not even realize exist.
Section 31's actions are autonomous and neither controlled nor acknowledged by Starfleet
Command or the United Earth government.

Vulcan Organizations Vulcan Organizations Vulcan Organizations Vulcan Organizations

Vul Vul Vul Vulcan High Command can High Command can High Command can High Command

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

Vulcan Science Directorate Vulcan Science Directorate Vulcan Science Directorate Vulcan Science Directorate

The Vulcan Science Directorate is the head scientific authority of the Vulcan High Command,
well known for its reluctance to embrace unorthodox ideas.

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

Vulcan Security Directorate Vulcan Security Directorate Vulcan Security Directorate Vulcan Security Directorate

The Vulcan Security Directorate is an agency within the Vulcan High Command. It is
directly responsible for the defense of the homeworld and for intelligence interests of the
Vulcan government.

The Security Directorate is tasked with gathering and analyzing information concerning
neighboring powers in the galaxy. The information it receives is then passed on to the
High Command that acts upon the information and analyses.

Andorian Organizations Andorian Organizations Andorian Organizations Andorian Organizations

Andorian Imperial Guard Andorian Imperial Guard Andorian Imperial Guard Andorian Imperial Guard
The Andorian Imperial Guard is the primary military force of the Andorian Empire and
maintained both starships and infantry. It had ranks of general, captain, commander,
96
lieutenant and guardsman. The Imperial Guard is staffed with both male and female
personnel. The Imperial Guard has been in existence for at least four Andorian
generations prior to 2153.

The standard sidearm issued to Imperial Guardsmen is an assault-rifle sized weapon which fires
blue energy beams. It does not have a stun setting.

When a Guardsman died far from home, it was his compatriots' duty to take a piece of the fallen
back with them to Andoria (e.g. a vial of their blood). This item was to be taken to the Wall of
Heroes.

Andorian Mining Consortium Andorian Mining Consortium Andorian Mining Consortium Andorian Mining Consortium

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

Denobulan Organizations Denobulan Organizations Denobulan Organizations Denobulan Organizations

Denobulan Medical Academy Denobulan Medical Academy Denobulan Medical Academy Denobulan Medical Academy

The Denobulan Medical Academy is the overseeing Academy of the Denobulan Academic
Council. The main facility is in Triax on Denobula, though it is unclear if there are any other
administrative facilities elsewhere. It has existed for well over two centuries as a part of the
Denobulan Academic Council that consists of various academies all dealing with particular fields
of research (physics, engineering, political science, literary studies etc).

The Denobulan Medical Academy contains many diagnostic and treatment wards, containing the
most advanced and varied technologies. Long-term facilities are available to care for seriously ill
patients. It is also responsible for all medical research activities on Denobula. Researchers are
required to obtain approval from the Denobulan Medical Academy before proceeding with new
treatments and medications.

The Denobulan Medical Academy is also responsible for the regulation and training of various
counselors, psychiatrists and psychologists.

Orion Organizations Orion Organizations Orion Organizations Orion Organizations

The Orion Syndicate The Orion Syndicate The Orion Syndicate The Orion Syndicate

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

97
During the 22nd century, the Orion Syndicate controlled space neighboring the Klingon Empire,
near the Briar Patch, and heavily patrolled by the area of space known as the Borderland, often
abducting crewmembers of alien ships for the slave trade.

If a member of the Syndicate is killed, the Syndicate looks after the deceased member's family.

Orion Free Traders Orion Free Traders Orion Free Traders Orion Free Traders

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

First Colony is an extensive asteroid colony in the Berenices star system and has a population of
approximately 78,000 Orions.

Klingon Organizations Klingon Organizations Klingon Organizations Klingon Organizations

Imperial Klingon Fleet Imperial Klingon Fleet Imperial Klingon Fleet Imperial Klingon Fleet

The Klingon Imperial Fleet is the name for the starship fleet and military personnel serving under
the Klingon Empire during the 22nd century.

The majority of Klingon Imperial Fleet members are common warriors. In order to become an
officer a candidate must pass the entrance exam. An oversight council who can reject the
application then must approve the prospective officer. Officers usually serve on the Klingon
Empire's ships and warriors are sent into battle, whether it is on planetary assaults or when
boarding other vessels.

The system of hierarchy aboard ships within the Imperial Klingon Fleet is highly structured.
According to their systems, one that has operated successfully for centuries, the First Officer of
any Klingon vessel has the duty to assassinate his Captain when and if the Captain becomes weak
or unable to perform. It is expected that his honorable retirement should be assisted by his "first".
The second officer also shares similar duties with his "first".

The Klingon Imperial Fleet is capable of deploying a fleet of ships to destroy an entire planet.

Imperial Klingon Intelligence Imperial Klingon Intelligence Imperial Klingon Intelligence Imperial Klingon Intelligence

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

Order of the Batleth Order of the Batleth Order of the Batleth Order of the Batleth

The Order of the Bat'leth is an exclusive Klingon group, a status awarded to warriors who
have distinguished themselves in battle. It is considered the highest honor a Klingon can
98
receive. Every year, the chancellor inducts new members into the Order in a ceremony at
the Hall of Warriors in the headquarters of the Klingon Defense Forces. Drunken
celebrations are held for a full day before the induction itself, which is part of the
ceremony as an endurance test.

A Human NX Class Main Bridge A Human NX Class Main Bridge A Human NX Class Main Bridge A Human NX Class Main Bridge



A Klingon Bird of Prey Main Bridge A Klingon Bird of Prey Main Bridge A Klingon Bird of Prey Main Bridge A Klingon Bird of Prey Main Bridge


99
Chapter Six Chapter Six Chapter Six Chapter Six
Game Mechanics

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

Encounters Encounters Encounters Encounters

Combat in Star Trek RPG is fairly straightforward. Follow the following steps:

1. Roll for initiative
Before the first round of Combat, each player rolls Initiative (1d20 + Dexterity
modifier + feat bonuses). The Game Master rolls Initiative for the enemy. Whoever rolls
highest goes first and whoever rolls lowest goes last.

2. Actions
There are four basic types of actions: attack actions, movement actions, free
actions and full round actions. A character can do any of the following combinations of
actions:
Move at 4x their full rate of speed (run)
Use their full attack action
Move at their normal speed and make a single attack
Do any of these things and make a free action as well
A Skill Check done during combat is considered an attack action
Drawing a weapon is considered a movement action unless a character has the
Quickdraw Technique

3. Attacking, Defending and Soaking
To make a successful attack that will deal damage a characters attack roll must
exceed a targets Defense score. To deal damage to a target the damage dealt must
exceed their Armor Soak.
Attack Roll: 1d20 + Base Attack Bonus + Technique Bonuses
Defense: 10 + Dexterity Modifier + Class Bonus + Technique Bonuses
Armor Soak: Equals the value of Armor worn by the character

4. Damage
Each weapon type deals damage according to a particular die type (d4, d6, d8, d8,
d10 or d12). After a successful attack roll, roll the die that corresponds to your weapon
and have the result subtracted from your targets total Hit Points (after all relevant Armor
Soaks, etc.) as the effective damage. Also, add any bonus damage from Techniques.
100
5. Attack Options
* Attack: A single attack; can be made in concert with movement
* Full Attack: Some characters can attack more than once. Doing so is
considered a full attack. A character cannot make a move action in
the same round as making a full attack action.
*Charge: A charge is a melee attack in which a character runs at 2x speed in
a straight line (at least 5 meters) as part of an attack. A charge
attack incurs a +2 attack bonus and deals double damage on a
successful hit. A charge incurs an attack of opportunity.

6. Attacks of Opportunity
During combat you threaten the area around you within two meters, even if it is
not you turn. If an enemy moves through your threat area without engaging you in
combat, they incur an attack of opportunity. Enemies who enter your threat area and
engage in combat do not provoke an attack of opportunity. Enemies that retreat from
your threat area who are using all-out defense do not provoke an attack of opportunity.
Making an attack of opportunity is resolved like any other normal attack. A
character can only make one attack of opportunity to a particular enemy but may make a
number of attacks of opportunity per round equal to their Dexterity modifier.

7. All Out Defense
A character may choose to use the All Out Defense. By doing nothing but
defending themselves a character receives a +4 bonus to their Defense score. While
acting this way, a character may not attack or attempt to use any skill. They may only
move and defend themselves.

Saving Throws

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

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

Death, Dying and Healing Death, Dying and Healing Death, Dying and Healing Death, Dying and Healing

Life in space is dangerous. As a character loses hit points they suffer negative effects.



0 Hit Points
101
If your hit points reach 0, your character is unconscious. The character is
considered helpless and cannot move or do any actions whatsoever.

-1 to 9 Hit Points
At this point, the character is dying. They are still unconscious and helpless, but
they also lose 1 hit point per round.

-10 Hit Point or 0 Constitution
At this point the character has died.

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

Healing Healing Healing Healing
A character that uses the Treat Injury skill in concert with a Medical Tricorders
Dermal Regenerator can heal wounds incurred by regular damage but not critical
wounds. A Medic with a successful Surgery check can heal wounds incurred by critical
damage. Surgery DCs can be found in Chapter One in the Medic character class
description. Regular wounds have a Treat Injury TN of 15 to cause effective healing.

Attempting to heal without a Medical Tricorder is not as effective. A successful
check on a TN of 22 will stop any bleeding but will only heal 1d4 Hit Points.

Character Conditions Character Conditions Character Conditions Character Conditions

There are any number of conditions that can have adverse affects on a character.
Use the following definitions and modifiers to facilitate game play.

Ability Damaged: implies that the character has lost at least one point of an ability score.
The loss is temporary and these lost points return at a rate of 1 per day.

Ability Drained: implies that the character has lost at least one point of an ability score.
This loss is permanent.

Blinded: implies that the character cannot see. The character has a 50% miss chance on
all attack rolls as well as a 4 to all rolls. The characters effective dexterity drops to a 3.
Blindness can be temporary or permanent, curable or not as the story allows.

Cowering: the hero is frozen in fear, losing all Dexterity bonuses and cannot take any
actions. Attackers gain a +2 bonus to hit cowering enemies. Effect length varies.

102
Dazed: unable to act, a dazed character can take no actions but can defend themselves
normally. Typically lasts for 1 round.

Deafened: the character cannot hear and suffers a 4 to initiative checks and cannot
make Listen checks. Length of the condition may vary.

Dead: a character is dead when their Hit Points drop to 10 or lower or when the
Constitution score drops to 0 or lower.

Exhausted: characters that are exhausted suffer a -6 to Strength and Constitution, move
at half speed and can only attack once per round. Lasts until the character has had 6
rounds of consecutive rest.

Helpless: paralyzed, sleeping or unconscious characters are considered helpless. Any
attack against a helpless character is automatically successful and deals maximum
possible damage.

Knocked Out: when a character takes more subdual damage than they have Hit Points
they are knocked out and rendered helpless for 1d20 minutes. Subdual damage can only
be dealt by melee weapons (to include unarmed attacks). When attempting to deal
subdual damage an attacker receives a 4 penalty to all attack rolls.

Panicked: effects are the same as Cowered, but characters that are Panicked will attempt
to flee if at all possible.

Prone: a character is prone when they are lying flat on the ground. They receive a 4
penalty on attack rolls. Melee attacks against a prone character receive a +4 bonus.
Ranged attacks against a prone suffer a 4 penalty. Getting up from the prone position is
a full round action.

Stable: the character is no longer dying but is still unconscious.

Stunned: a character that is stunned is rendered helpless for 1d10 minutes.

Starship Combat

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


Starship Defense Ships Defense Rating + Pilots Dexterity Modifier

A Pilot must make a successful Pilot Check (TN 17 + 1 per enemy
ships actively involved in combat with the pilots ship) each round
of combat to maintain their Dexterity bonus to their Starships
Defense score.
103

Starship Attack Bonus Tactical Officers Attack Bonus

Starship Attacks per Round Tactical Officers Attacks per Round

Starship Movement Starship movement has a ratio of Movement Rate 1 = 1 =
1 square on a grid. Each turn counts as one inch of
movement per 45 of the turn. Starships can attack before,
during or after movement.

To make a successful turn during combat a Pilot must make
a successful Pilot Check (TN 18 + 1 per 45 turn) to
successfully complete the maneuver. If the Pilot fails their
Pilot Check they only turn 45. On a roll of 1 a Pilot
stalls his engines for 1d4 rounds.


Ranged Combat Increments

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

Weapon Weapon Weapon Weapon Range x1 Range x2 Range x3 Range x4 Range x5
Sidearm 0 -4 -8 -12 N/A
Rifle 0 -2 -4 -6 -8
Grenade/Thrown 0 -2 -4 -8 -12



104

Combat Critical Chart


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




105
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