Sei sulla pagina 1di 8

Star Trek RPG Character Building

- For Star Trek Adventures Alpha v1.3. Updated 2017-01-24

* Species: Select one as a trait Note: Not all species related talents, traits, etc
* Traits: Select additional with GM approval will be on every member of that species, and
* Values: Select four values other species may have access to species
* Attributes: Distribute 55 points (range 7-12) specific elements. A Betazoid might not be a
* Disciplines: Distribute 16 points (range 1-4) telepath, and a Vulcan might not know how to
* Focuses: Select six focuses Mind Meld. Conversely a human *might* be
* Talents: Select four talents schooled in Vulcan Philosophy and a particularly
* Stress: Fitness + Security tough alien may have the equivalent of Klingon
* Unarmed Damage: (Security+1)[CD] Resilience.
* Weapon Damage: Add security [CD]

Species
* Andorian * Denobulan * Tellarite
* Bajoran * Human * Trill
* Betazoid * Klingon * Vulcan
* Cardassian * Romulan

Traits
* (Betazoid) Telepath * Exacting * Precise
* Advisor * Explorer * Protective
* Aggressive * Fiercely Protective * Renowned Expert
* Antisocial * Gambler * Ruthless
* Argumentative * Gregarious * Self-Important
* Artistic * Hard-Working * Skilled Cook
* Athletic * Historian * Socially Awkward
* Bold * Honorable * Spiritual
* Bookworm * Hot-Shot Pilot * Sportsman
* Careful * Inquisitive * Struggles with Emotions
* Commanding * Likeable * Suspicious
* Competitive * Observant * Technician
* Confidence from Expertise * Obsessive * Unaccustomed to Violence
* Counselor * Old-Fashioned * Undisciplined
* Creative * Outdoorsperson * Wary
* Decisive * Patient
* Deeply Spiritual * Peaceful
* Disciplined * Persuasive
* Dispassionate Clarity * Philosophical
* Enjoys Games of Strategy * Polymath
* Enthusiastic * Practical
Values
* (Andorian) Proud Son of Andoria * Enthusiastic and Eccentric
* (Cardassian) Cardassians did not choose to be * Exploring to Test New Theories
superior, fate made us this way. * Fast Ships and Strange New Worlds
* (Klingon) Today is a Good Day to Die! * Fearless to a Fault
* (Romulan) I will not fail in my Duty to the * Finding Order in the Chaos of the Unknown
Empire * Firm Believer in the Federation
* (Trill) Four Lifetimes of Adventure * First Into Danger
* (Trill) Wisdom of Many Lives * First, Do No Harm
* (Vulcan) Headstrong Young Vulcan * Focussed When It Matters
* (Vulcan) Infinite Diversity in Infinite * Former Engineer at the Daystrom Institute
Combinations * Fortune Favours the Bold
* (Vulcan) Student of Vulcan Philosophy * Frontier Medicine
* (Vulcan) The Needs of the Many Outweigh the * Grew Up On the Frontier
Needs of the Few or the One * Gruff, Critical, and Acerbic
* A Responsibility to the Truth * Head-first into the Unknown
* A Starship is a Home, it's Crew a Family * Hesitation is as Bad as Inaction
* A Theory For Every Situation * Holds Everyone to the Highest Standards
* Aggressive and Proud * Hope For The Best, Prepare For The Worst
* Always Prepared, Always Vigilant * Indefatigable Confidence
* Always Seeking Adventure * Inexperienced and Idealistic
* Always Something to Learn * Insatiable Curiosity
* Always There For the Crew * Keep Believing and You'll Get Through
* Always Watching Anything
* Artist, Philosopher, and Scientist * Keeping the Peace
* Bluntly Honest and Keenly Insightful * Knows the Ship Inside and Out
* Body and Mind Alike Must Be Healthy * Lead by Example
* Brash and Outspoken * Let's See What's Out There
* Calm under Pressure * Likes to Tinker
* Careful and Circumspect * Lost a Previous Ship and Crew
* Compassionate Student of Other Cultures * Maybe If I Do This
* Confident and In Control * Meticulous Scrutiny and Pride in His Work
* Curious About Humanity * Most Comfortable in a Crowd
* Decisive but never Hasty * Never Give Up On Your Crew
* Deeds Matter More Than Intent * Never More Force Than Necessary
* Defence and Protection * Never Off-Duty
* Difficult to Work With * No Love of Violence
* Drawn to the Unknown * No Stranger to Violence
* Driven and Ambitious * Nothing Better Than Practical Experience
* Driven to Ease Suffering * Obsession is Just a Deeper Level of
* Duellist Concentration
* Eager and Ambitious * Outspoken and Argumentative
* Eager Athlete and Martial Artist * Over-Eager
* Emotion in a Crisis only Makes Things Worse * Precise to a Fault
* Engineer at Heart * Precision and Rationality
* Protective of the Crew * The Patient's Choice is Paramount
* Proud and Honest * The Price of Peace is Vigilance
* Push the Limits * The Right Words at the Right Time Can Avert
* Rash and Reckless Disaster
* Reckless Thrill-Seeker * The Thrill of Discovery
* Rough and Tumble Frontier Doctor * There's Nothing Like Practical Experience
* Scientific Curiosity * Thorough and Analytical
* Seek Out New Life * Threw Out The Handbook and Wrote My Own
* Serving Starfleet is a Family Tradition * To Explore Strange New Worlds
* Slow to Trust, Slow to Forgive * To Fly the Ship, Know the Ship
* Speak Carefully and With Purpose * To Seek Out New Life
* Student of the Art of War * Understands Machines Better Than People
* Student of Warfare * Understands Technology Better Than People
* Take Good Care of My Ship * Unflappable
* Teacher and Advisor * Vigorous, Aggressive, and Passionate
* Test Everything to their Limits * Voice of the Crew
* The Captain's Second Opinion * Young Prodigy
* The Only Acceptable Losses are None
Focuses
* (Vulcan) Vulcan Martial Arts - Suus Mahna * Internal Medicine
* (Vulcan) Vulcan Neuropressure * Interrogation
* (Vulcan) Vulcan Philosophy * Intimidation
* Analysis * Investigation
* Anatomy * Leading by Example
* Anthropology * Linguistics
* Astronavigation * Martial Arts
* Astrophysics * Melee Attacks
* Athletics * Mental Discipline
* Biology * Navigation
* Botany * Observation
* Boxing * Paranoia
* Chemistry * Persuasion
* Combat Tactics * Phasers
* Communications Systems * Physics
* Composure * Politics
* Computer Systems * Power Systems
* Computers * Propulsion Systems
* Coordination * Psychiatry
* Courageousness * Psychology
* Cryptography * Quantum Mechanics
* Cultural Anthropology * Sensor Systems
* Diplomacy * Shuttlecraft
* Disciplined * Stellar Cartography
* Duelling * Stubbornness
* Emergency Medicine * Subspace Fields
* Epidemiology * Surgery
* Evasive Maneuvers * Survival
* Experimental Equipment * Theoretical Physics
* Fearlessness * Toxicology
* Field Medic * Transporters and Replicators
* Field Repairs * Trauma Counselling
* Fine Manoeuvring * Vigilance
* First Aid * Warp Drive
* Flight Control * Warp Engines
* Force Fields * Warp Propulsion
* Guerilla Tactics * Xenobiology
* Hand-to-Hand
* Hand-to-Hand Combat
* Hardiness
* Helm Operations
* History
* Impulse Engines
* Infectious Diseases
* Instruction
Talents
* ​(Andorian) The Ushaan​​: When you make a incapacitate assailants. The nerve pinch counts
melee attack, or are targeted by a melee attack, as a melee weapon with the profile below. It
and you buy one or more d20s by adding to uses the Science skill instead of Security when
Threat, you may re-roll your dice pool. making an Attack, and for determining bonus
* ​(Betazoid) Betazoid Telepathy​​: You’re able damage.
to sense the surface thoughts and emotions of * ​A Little More Power​​: Whenever you perform
living creatures – barring a few species immune an Engineering Task aboard your ship, you may
to telepathy, though this may still require a Task spend one Momentum to regain one spent
during a stressful situation. With concentration, Power.
you can read deeper thoughts, and project your * ​Acceptable Risk​​: Whenever you add one or
thoughts to others. The Difficulty of Tasks to more points to Threat to pay for an Immediate
read or project thoughts is reduced if the subject Momentum Spend, you may roll one [CD] for
is family, another telepath, or someone each point of Threat you are adding; each Effect
extremely familiar. rolled prevents a point being added to Threat.
* ​(Klingon) Klingon Resilience​​: Your Soak is * ​Advisor​​: Whenever you assist another
increased by +1 against Attacks to Stun. character using the Command skill, the
* ​(Klingon) Warrior’s Spirit​​: When you attempt character being assisted gains one point of
a Melee Attack, and purchase one or more bonus Momentum if the Task is successful.
additional dice with Momentum, you may re-roll * ​Ambushes and Traps​​: Whenever you use the
any number of d20s. Ready action to ready a Ranged Attack, that
* ​(Trill) Joined Trill​​: May spend one Ranged Attack gains one bonus d20.
Determination to gain an additional Focus for the * ​Among Friends​​: Whenever you are engaged
duration of a scene these represent memories in social conflict, and you do not use intimidation
and experiences from past lives. or deception, you may re-roll your dice pool if
* ​(Vulcan) Kolinahr​​: The character has you buy one or more bonus d20s with
undergone the ritual journey to purge all Momentum.
emotion. The character reduces the Difficulty of * ​Analytical​​: Whenever you attempt a Science
all Tasks to resist coercion, mental intrusion, Task, and you purchase one or more d20s using
pain, and other mental problems by two. Momentum, you may re-roll your dice pool.
* ​(Vulcan) Mind Meld​​: The character has * ​Boldly Go​​: Whenever studying an unknown
undergone training in telepathic techniques that phenomenon, charting an unknown world, or
allow the melding of minds through physical otherwise exploring the unknown, and you buy
contact. This is a Control + Science Task with a one or more bonus d20s by adding to Threat,
Difficulty of 1, which can be opposed by an you may re-roll your dice pool.
unwilling participant (who would use Control + * ​Calm Under Pressure​​: When trying to
Command, also with a Difficulty of 1). If persuade someone not to resort to violence, add
successful, the character links minds with the a bonus d20.
participant, sharing thoughts and memories. * ​Careful Words​​: When engaged in social
This link goes both ways, and it is a tiring conflict, and buying additional d20s with
process for the character. Complications can Momentum, you may re-roll your dice pool.
result in pain, disorientation, or lingering * ​Clear Up the Signal​​: Whenever attempting to
emotional or behavioral difficulties. establish communications in a difficult situation,
* ​(Vulcan) Vulcan Nerve Pinch​​: You have has or if the signal is encrypted, you may reduce the
learned numerous anatomical techniques that Difficulty by one, to a minimum of zero.
can be used to swiftly and nonlethally * ​Close Protection​​: After making a successful
attack, you may spend one Momentum to taking (or not taking) a course of action, you
protect a single ally within Close range. The next may use Medicine instead of Command.
attack against that ally before the start of your * ​Emergency Medicine​​: Whenever attempting
next turn increases in Difficulty by one. to perform First Aid when lacking the appropriate
* ​Cold Reading​​: When attempting to determine tools, reduce the Difficulty by one, to a minimum
if someone is lying, or attempting to glean of zero.
information from someone unwilling, add one * ​Emergency Transport​​: When attempting to
bonus d20. operate a Transporter in difficult circumstances,
* ​Collaboration​​: Whenever an ally attempts a reduce the Difficulty by one.
Science Task, you may spend one Momentum * ​Epidemiology​​: When attempting to diagnose,
(Immediate) to allow them to use your Science or study a disease, add one bonus d20.
skill and an appropriate Science Focus. * ​Field Medicine​​: When attempting a Medicine
* ​Computer Expertise​​: Whenever attempting a Task, ignore any increase in Difficulty for
Task that involves the programming or study of working without the proper tools and equipment.
a computer system, you may add a bonus d20 * ​First Aid​​: When attempting the Treatment
to your pool. Task during a combat scene, you gain a bonus
* ​Constantly Watching​​: When attempting a d20, and you may always Succeed at a Cost,
Task to detect danger or hidden enemies, with each Complication adding +1 to the
reduce the Difficulty by one. Difficulty of healing the Injury subsequently.
* ​Cryptanalysis​​: Whenever attempting to * ​Fly-By Attack​​: After a successful Conn Task
decipher information which is encoded, in combat, you may spend two Momentum to
encrypted, distorted, or which contains hidden assist a character on your ship making an
content, and you buy one or more d20s by Attack.
adding to Threat, you may re-roll your dice pool. * ​Follow My Lead​​: Once per scene, when you
* ​Cultural Studies​​: When dealing with an succeed at a Task during combat or another
unfamiliar culture, reduce the Difficulty of the perilous situation, you may also spend two
Task by one. Momentum. If you do, choose a single ally. The
* ​Daring​​: When attempting a Task during next Task that ally attempts counts as having
combat, and you buy one or more d20s by assistance from you, using your Presence +
adding to Threat, you may re-roll your dice pool. Command.
* ​Dauntless​​: When trying to resist being * ​Full of Potential​​: When you spend
intimidated or threatened, you may add a bonus Determination, you may add three bonus d20s
d20 to your pool. to a Task, instead of adding a single d20 that
* ​Delegate​​: When you assist another character has already rolled a ‘1’. Note that you cannot
using your Command skill during an Extended buy more than three bonus d20s for any Task.
Task, that character gains +1 Progress for each * ​Further and Faster​​: Whenever you attempt a
Effect rolled. Task involving your Conn skill, and you buy one
* ​Diagnosis​​: When attempting a Medicine or or more bonus d20s by adding to Threat, you
Science Task to determine the nature of an may re-roll your dice pool.
illness or other biological problem, and you buy * ​Hypothesis​​: When you succeed at a Science
one or more dice with Momentum, you may Task to identify or determine the nature of
re-roll your dice pool. something, you gain two bonus Momentum,
* ​Disciplined Piloting​​: When attempting any which cannot be saved and which must be spent
Task from the Helm role, and you have bought on the Obtain Information Momentum Spend.
one or more d20s with Momentum, you may * ​I Know My Ship​​: When trying to determine the
re-roll your dice pool. source of a technical problem with your ship,
* ​Doctor’s Orders​​: When attempting to add one bonus d20.
coordinate others, or coerce someone into * ​I Know the Limits​​: Whenever you use the
Direct Task and assist a Helm Task with it, the re-roll your dice pool.
assisted character may re-roll one d20. * ​Pack Tactics​​: Whenever you assist another
* ​Improvised Solutions​​: Whenever you attempt character during combat, that character gains
a Task involving untested or purely theoretical one bonus Momentum if they succeed.
engineering or scientific solutions, and you add * ​People Skills​​: Whenever engaged in Social
one or more points to Threat to buy bonus d20s, Conflict, and adding one or more d20s to your
you may re-roll any number of d20s. pool by spending Momentum, you may re-roll
* ​Improvised Techniques​​: You ignore any your dice pool.
difficulty increase to Medicine Tasks caused by * ​Precise and Efficient​​: After rolling a test, but
not having the correct tools. before determining success or generating
* ​In the Nick of Time​​: When you attempt an Momentum, you may spend one point of
Engineering or Science Task as part of an Momentum (Immediate) to re-roll any number of
Extended Task, you gain +1 Progress for each dice in the pool.
Effect rolled. * ​Precise Evasion​​: After succeeding at the
*​ Intense Scrutiny​​: Whenever you succeed at a Evasive Action Task, you may spend two
Task using Reason or Control as part of an Momentum; if you do, the ship does not suffer
Extended Task, you may ignore up to two the increase to the Difficulty of Attacks caused
Resistance Soak for each Effect rolled. by Evasive Action.
* ​Interrogation​​: When in a social conflict, * ​Psychoanalysis​​: When you spend one or
attempting to uncover information from an more Momentum on the Obtain Information
unwilling person, and you buy one or more spend to learn more about a person, gain one
bonus d20s by adding to Threat, you may re-roll additional Momentum which must be spent on
your dice pool. Obtain Information.
* ​Jury-Rig​​: Whenever you attempt an * ​Push the Limits​​: When a Conn Task is
Engineering Task to perform repairs, you may increased by environmental conditions or
reduce the Difficulty by two. If you do this, damage to the engines, reduce the Difficulty by
however, then the repairs are only temporary, one, to a minimum of one.
and will last a single scene, plus one additional * ​Quick Study​​: When attempting to make use of
scene per Momentum spent (Repeatable) before an unfamiliar medical procedure, or treat an
they fail again. Jury-rigged repairs can only be unfamiliar species, reduce the Difficulty by one,
applied once. to a minimum of zero.
* ​Lead by Example​​: When you make a * ​Quick Thesis​​: On any successful Science
successful Attack, you may spend two Task, you gain one bonus Momentum which
Momentum to assist another character's next may only be used to reduce the time the Task
Attack with your Daring + Command. takes.
* ​Loyalty and Discipline​​: Whenever you * ​Quick to Action​​: During the first round of any
receive assistance from a leader, you may re-roll combat, your allies may ignore the normal cost
any number d20s on that Task. to retain the initiative.
* ​Mean Right Hook​​: Your Unarmed Strike * ​Roughing It​​: Whenever attempting a Security
Attack has the Vicious 1 Damage Effect. Task that uses your Survival Focus, add a
* ​Methodical and Efficient​​: When attempting to bonus d20.
repair damaged technology, and you buy one or * ​Stealth and Guile​​: When attempting to remain
more d20s with Momentum, you may re-roll your hidden or unnoticed, you can spend one
dice pool. Momentum to increase the Difficulty of enemy
* ​Negotiator​​: When attempting a Task during a Tasks to detect you by one.
social conflict to persuade without the use of * ​Studious​​: Whenever you are performing
deception or intimidation, and you buy one or Research and spend one or more Momentum to
more d20s by spending Momentum, you may Obtain Information, you may ask one additional
question.
* ​Survivor​​: The cost to avoid an Injury is
reduced by one, to a minimum of one.
* ​Technical Advice​​: Whenever you assist
another character by providing technical
information, the character you’ve assisted may
re-roll one d20.
* ​Technical Expertise​​: When attempting a Task
assisted by the ship’s Computers or Sensors,
you may re-roll one d20.
* ​Technical Ingenuity​​: When you attempt an
Engineering Task, you are improvising or
working on untested theories, and you buy one
or more d20s by adding to Threat, you may
re-roll your dice pool.
* ​Testing a Theory​​: When you attempt a Task
using Engineering or Science, you may roll one
additional d20, so long as you have completed a
previous Task covering the same scientific or
technological discipline earlier in the same game
session.
* ​Triage​​: When attempting a Task to identify
specific injuries or illnesses, or to determine the
severity of a patient’s condition, you may spend
one Momentum (Repeatable) to diagnose one
additional patient.
* ​Uncertainty Principle​​: Whenever attempting
to operate a Transporter in difficult
circumstances, and you have added one or
more bonus d20s by adding to Threat, you may
reroll your dice pool.
* ​Veteran Officer​​: After you spend a point of
Determination, roll 1[CD]; if an Effect is rolled,
that point of Determination is immediately
regained.
* ​Wary​​: Whenever you attempt a Task to notice
or detect an enemy or hazard, you may re-roll
one d20.
* ​White-knuckle Ride​​: When piloting a vessel,
and you buy one or more dice by adding to
Threat, you may re-roll your dice pool.
* ​Working Theory​​: Whenever you assist
another character by providing a scientific
theory, the character you have assisted may
re-roll one d20.

Potrebbero piacerti anche