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TO BOLDLY GO

Starfleet officer’s manual


Quick start kit
Version 1.0
OVERVIEW
“All I can say is that although we have only THE GAME The Klingon High Council has refused help in the aid efforts,
been together for a short time, I know that To Boldly Go is a game about a group of escalating tensions in the region. Meanwhile, the Federation is
you are the finest crew in the fleet. And I brave officers coming together as the crew enjoying a period of artistic and economic prosperity. Starfleet has
would trust each of you with my life. So, I am of a United Federation of Planets commissioned 10 new ships tasked with exploration and cultural
asking you for a leap of faith — and to trust exploration vessel. There are tense exchange throughout the quadrant. The flagship of Starfleet is the
me.” negotiations, daring maneuvers, dangerous newly retrofitted Enterprise-E, under the command of Captain Data.
– CPT. JEAN-LUC PICARD combat, and a wide galaxy of potential.
THE CHARACTERS
SUMMARY We will play to find out if this green The officers attempt to build their crew up from a bunch of recruits
• You play Starfleet officers aboard a United Starfleet crew can mesh into a highly into a reliable and stalwart force, complete with extensive ties within
Federation of Planets starship. There are efficient and discerning team while facing and outside of the United Federation of Planets. They do this by
faster than light warp drives, advanced previously unknown threats, powerful doing missions for Starfleet Command and other factions, pursuing
holodecks, replicators, phaser weapons, Klingons, devious Romulans, forgotten their own objectives, forging diplomatic alliances, defending the
and all manner of wondrous technology. technology, new phenomena, and strange weak and innocent, and upholding the ideals of the Federation.
beings all while retaining the dignity that
• You and the other players create a green makes them exemplars of Starfleet. THE PLAYERS
crew and ship and then take it on missions Each player creates a ship officer and works with the other players to
in order to explore the galaxy around you, THE SETTING create a ship to which their characters are assigned. Each player
all the while improving your status, With the Dominion and Borg wars in the strives to bring their player character (PC) to life as driven, complex,
cohesion, and efficiency. past, the Alpha/Beta Quadrant has entered and brave Starfleet officer who is motivated to explore the unknown.
into a period of growth and recovery. It is The players decide as a group on the tone and style of the game by
• Game play focuses on moments of action a time of peace not seen in almost thirty making judgement calls about the dice and actions, along with
during missions and the downtime between years. However, only four years ago the oversight from the game master (GM).
missions when characters recover and Romulan capital and homeworld of
pursue personal interests. Romulus was destroyed by a massive THE GAME MASTER
supernova. In response to this crisis, The The game master establishes a dynamic world around the characters,
TOUCHSTONES including the rest of Starfleet, many strange aliens and entities, and
This is a game obviously meant to play out Neutral Zone has been lifted for the first
time in over two-hundred years, allowing- the diverse world of adversaries and allies the ship will encounter.
adventures within the universe of Star Trek. The GM plays all the non-player characters in the universe by giving
However, it is designed with certain Star Trek in a flood of relief efforts spearheaded by
the Federation. each concrete objectives, motives, and methods of achieving those
properties in mind. Accordingly, when goals. They present opportunities and obstacles
pitching this game to your to the PCs. Then they follow the
players, mention chain of actions
the following and reactions
media touchstones. wherever it may lead.
• Star Trek: The Original Series BLADES IN THE DARK
• Star Trek: The Animated Series To Boldly Go is a hack of the RPG Blades
in the Dark by John Harper. To Boldly Go
• Star Trek: The Next Generation is not a standalone and requires the full version
• Star Trek II: The Wrath of Khan of Blades in the Dark or the quickstart version.
Also, this is purely a fan hack and not intended
• Star Trek IV: The Voyage Home for sale or commercial distribution.
Starting the Game
STARTING SITUATION complicate matters, the leader of the expedition, Dr. Charles EXAMPLE MISSION I
The year is 2391, and the United Federation of Planets has Weisman (an anthropologist and ancient AI scientist), has been While on shore leave on Station
recently pushed to expand its exploration of the known galaxy. missing for several days in the ruins. This has left his chief assistant, 79, DaiMon Gokor (a Ferengi Free
The USS Enterprise-E has just rembarked upon its continuing Dr. Brit Patel, in charge. The mission has changed from a simple Trader) tricks one of your ensigns
mission, and the Advanced Starship Design Bureau has begun shakedown cruise to an emergency evacuation. (Ensign Gavin Simril) into
development of the state-of-the-art Pacific-Class vessel. gambling away your ship.
IMPORTANT QUESTIONS
Your crew is the senior staff of a newly christened or refitted The following are important questions the crew will play to find out: • What will bring the Ferengi to
Federation exploration vessel en route to the Mesarthim system the negotiating table?
for its shakedown cruise. You have been ordered to travel to the
• What is causing the strange energy pulses from the ruins?
uninhabited system and test all systems and operational readiness. • How long does the crew have to evacuate the expedition? Do • What other actor wants to
profit from this sticky
they know? Create an evacuation clock that reflects the amount
MAKE CHARACTERS AND THE CREW situation?
of time the crew has.
Follow the Character Creation and Crew Creation procedures. • What would cause the Ferengi
Ask some of the following questions while they do it: • What dangers does the surrounding jungle hold? to resort to violence?
• Who is the captain of the ship? • What has Dr. Weisman found in the ruins? How has it • What will the Ferengi accept as
compromised him? How is it complicating the evacuation
• Why did you become a Starfleet Officer? What do you aspire efforts?
equitable?
to? How committed are you to your current assignment?
• Will the crew be able to evacuate everyone safely in time to EXAMPLE MISSION II
• Have you ever spent significant time outside the Federation? avoid catastrophe? Adm. Dari Garreta orders your
Why? What faction did you have extensive interactions with? crew to quietly assist in stabilizing
RUNNING THE GAME the Kalabran colony. Izarre
• How were you assigned to your ship? Have you worked with Following the completion of the mission, go through the steps of
any of the other crew members before? Valderrama, the colony’s leader,
downtime (detailed on Rules Reference 1) and allow players to take wants to stabilize their
• What’s your pastime? What is it, specifically? Why is it their two downtime actions. Don’t be afraid to drag the infrastructure, but is being blocked
especially riveting for you? consequences of players’ downtime actions into regular missions. by Dr. Brissa Peguero of Starfleet
• Who do you trust the most on the crew? Who do you trust the Moving forward, have all of your players secretly vote for the next science who has critical research
least? Why is that? Or will we play to find out? mission (transport, protect, diplomacy, research, aid, or shore leave) on the planet.
and provide a short detail. Then select either the most voted for or • Why does Adm. Garreta want
• Has [arm of Starfleet] ever tried to recruit you? Why didn’t most interesting detail and provide several major players/targets, a
you accept? Do they still hold any sway over you? this mission kept quiet?
twist or complication, and, if applicable, the factions the mission
For a one-shot or faster start, it is possible to forgo crew affects. Also, think up 3-4 questions that you may answer in play. • Why did these colonists leave
creation. The PC’s then either play members of an away team of a Finally, have one of the players make an engagement roll and start Earth for this arid planet?
vessel they do not have command of or are a team of young the mission accordingly. • What sorts of research does
officers on a training mission. Dr. Peguero have on Kalabran,
Keep in mind that To Boldly Go is less of a sandbox than Blades in
the Dark. This surprises players by missions and twists in the vein and what lengths will she go to
THE FIRST SCENE of Star Trek. Make your entanglement rolls in secret and allow them in order to protect it?
Upon arrival in the Mesarthim system the ship receives an to become full missions if that would make sense.
emergency distress call from a large archaeology expedition on
• What technical challenges are
Lastly, as a quick start hack, running a campaign of To Boldly Go there in installing the
Mesarthim III. The planet’s tectonic plates have recently begun to
requires the full version of Blades in the Dark. infrastructure?
destabilize and the expedition needs immediate evacuation. To
Advancement, System strain, and strain level
PC ADVANCEMENT SYSTEM STRAIN
Each player keeps track of the experience points (xp) that their character earns. During the game The Milky Way Galaxy is a big, dangerous place, and exploring it takes its toll both on the crew and the
session, you mark xp each time: vessel itself. To represent this, your vessel acquires System Strain as they carry out missions. After a
mission, your vessel takes system strain according to the nature of the operation:
• You make a desperate action roll. Mark the xp in the attribute for the action you rolled.
When you roll in a group action that’s desperate, you also mark xp. • 1 SYSTEM STRAIN: Smooth and low key; little danger.

• Your character performs an action that matches your playbook xp trigger. Ex. – the • 2 SYSTEM STRAIN: Fairly contained risk; standard danger.
Command xp trigger is “When you address a tough challenge with teamwork or diplomacy.” • 4 SYSTEM STRAIN: Chaotic and disordered; high danger.
To ‘address a challenge,’ your character should take a significant action to attempt to
overcome a tough obstacle or threat. Success does not matter, xp is awarded either way. This • 6 SYSTEM STRAIN: Tempestuous and potentially reckless; extreme danger.
xp is marked in the playbook advancement.
Add +1 System Strain if the mission involved killing. Add +1 System Strain if the mission took you into
foreign space. Add +1 System Strain if it involved a hated faction. Add +2 System Strain if military
At the end of each session, you may earn bonus xp. For each bonus below, mark 1 xp if it was
action took place. Add +2 System Strain if you violated the Prime Directive.
triggered at all, or mark 2 xp if it was triggered a lot during the session. You may mark end-of-
session xp on any xp tracks you want (an attribute or playbook).
You mark System Strain on the vessel sheet.
• You’ve expressed your beliefs, drives, species, heritage, or background.
SYSTEM STRAIN STRAIN LEVEL
• You struggled with issues from your pastime or highlighted emotion during the session.

Finally, you can earn xp by training during downtime. When you train mark xp in one of your When your System Strain hits 9, you gain a Strain Level and clear your System Strain. (Any excess “rolls
attributes or in your playbook. A given xp track can be trained only once per downtime phase. over,” so if your System Strain was 7 and you took 4, you’d reset with 2 System Strain marked.

Marking xp on the playbook


advancement track.
playbook Advancement The higher your Strain Level, the more you will creep onto the radar of the Office of the Inspector General.

Also, the combined level of your System Strain and Strain Level determines the severity of the
When you fill an xp track, you clear all the marks and your character earns an advance. When entanglements your vessel faces after a mission.
you earn an advance in your playbook track, you may choose an additional special ability. When
you earn an advance in an attribute track, you may add an additional action dot to one of the TEMPORARY LEAVE: REDUCING STRAIN LEVEL
actions under that attribute. The only way to reduce your crew’s Strain Level is through temporary leave of some sort. This could take
the form of mandatory leave, vacation, suspensions, the Starfleet Exchange Program, temporary assignments,
This character has filled their Charisma attribute track, so the or some other form of leaving the vessel (ex. – Picard becoming Locutus of Borg. Be creative, this can
player chooses to take an additional action dot in the become a powerful story moment). Whenever this happens to a crew member, your strain level is reduced
Discern action. by 1 and you clear your system strain.

This leave can be entirely voluntary, as the result of Starfleet orders or internal investigation, or due to
capture by enemies.

VESSEL ADVANCEMENT The severity of the leave depends upon your strain level when the leave occurs:
At the end of each session:
• STRAIN LEVEL 4: Many years, potentially a permanent leave, or even sacrificing oneself.
• Mark 1 xp for each vessel advancement item completed during the previous session. If done • STRAIN LEVEL 3: A year or two.
multiple times, mark 2 xp for it.
• STRAIN LEVEL 2: Several months.
When you mark 8 vessel advancements, clear the ticks and get 2 vessel upgrades or a new
special ability. • STRAIN LEVEL 1: A month or two.

Additionally, each PC gets 1 Requisition (+2 per vessel tier) as a bonus, which they may keep When a character goes on leave, detail how they are spending it and roll the vessel’s Tier to determine how it
as expendable requisition or put away in Renown for retirement. goes. On a 1-3 it goes poorly and leaves you negatively affected, on a 4/5 the leave goes as expected (most
likely dull and unexciting), and on a 6 the leave goes much better than expected.
Rules Reference 1
Action Roll TEAMWORK
CONTROLLED
1d for each Action dot. You act on your terms. You have a definite advantage.
Take 1 stress to give another player +1d. You might also suffer
Critical: You do it with increased effect. assist consequences from the roll. Only one person may assist a roll.
6: You do it.
+ +1d if you Push yourself
4/5: You do it, but there’s a catch: it takes extra time, you have reduced
(take 2 stress) –OR- you effect, you suffer lesser harm, you end up in an equal position. Lead a group action. Roll for each character who participates in
accept a Twist.
1-3: You are blocked, you hesitate, or falter. You may push on by moving
Lead a the group action. The best single roll counts as the action result.
Which applies to every character that rolled. Take 1 stress for
Note: You may either push yourself or accept
to an equal position, or try a different approach.
Group each failure from another character.
a twist to get a bonus die. You can’t do both.

EQUAL
You go head to head. You are evenly matched. Face danger for a crew mate. Step in to suffer the consequence in
Critical: You do it with increased effect.
Protect their place. You may roll to resist as normal, if you wish.
6: You do it.

4/5: You do it, but there’s a catch: you suffer harm, a complication Set up another character with your action. If you achieve it, any
occurs, you have reduced effect, you end up in a desperate position. Set Up team members who follow up get +1 effect or improved position.
1-3: Things go poorly. You suffer harm, a complication occurs, you end
up in a desperate position, you lose this opportunity.

Each time you roll a desperate action, mark Actions


a tick of xp for that attribute.
DESPERATE • COMMAND rapid obedience with your • NEGOTIATE with friends, colleagues, or
You overreach. You’re in serious trouble. force of personality or rank. Intimidate, adversaries. Parley, broker, or mediate an
inspire, or threaten. Encourage and agreement between parties. Work out a deal
Critical: You do it with increased effect.
commend. Lead an action with a team. on behalf of yourself or another.
6: You do it.
• DESIGN new systems, devices, or • OPERATE systems, vessels, or programs.
4/5: You do it, but there’s a catch: you suffer severe harm, a serious structures. Engineer, maintain, or rebuild Helm a starship, plot a course, run heavy
complication occurs. them according to their original purpose. machinery or transporters.
1-3: The worst outcome. You suffer severe harm, a serious complication Upgrade ship systems methodically.
• SOCIALIZE with colleagues, friends or
occurs, you lose this opportunity.
• FIGHT with an opponent. Assault or adversaries. Socially engage with those
defend a position. Engage in hand-to-hand, around you either for recreation or to gain
ranged, and ship based combat. access to resources, information, people or
The GM sets the consequences according to the situation. You may suffer one, some or all of the listed consequences. You may places.
attempt to avoid or reduce a consequence with a resistance roll.
• FIX a device, system, or structure. Add
new capabilities. Jury-rig. Use or repair • STUDY a subject with precise and detailed
technology in a way it wasn’t intended. investigation. Conduct an experiment.
Action Roll Quickly find a way to hold a breaking thing
together.
Research a topic. The process of academic
or scientific inquiry.
You reduce or avoid the consequence and take 6 Stress
1d for each Attribute dot. minus your highest die result. • INTUIT the intentions, emotional state, or • SURVEY a subject, object, situation, or
truthfulness of another person, group, or location and make inferences. Quickly
entity. Read a person for signs of deception ascertain or judge people, places, or things.
or bluffing. Scan objects, vessels, planets, or
When you roll a critical on resistance, clear 1 stress.
phenomena with sensors.
• MOVE to physically overcome a
challenge. Lift, run, climb, jump, swim, • TREAT wounds, ailments, or sickness.
sneak, or tough something out. Use your Reverse the effects of harm. Care for
dexterity and athletic skill. patients.
Rules Reference 1 After the mission, resolve Reward, System Strain, Entanglements, then Downtime – in that order

Reward (First) System Strain (second)


A mission yields 2 Rep by default. If the • 2 Requisition: Minor mission. Add +1 System Strain if the mission • 1 System Strain: Smooth and low key; little danger.
target of the mission is higher Tier, earn +1 • 4 Requisition: Small mission. involved killing. Add +1 System Strain if • 2 System Strain: Fairly contained risk; standard danger.
Rep per Tier higher. If the target of the • 6 Requisition: Standard mission. the mission took you into foreign space. • 4 System Strain: Chaotic and disordered; high danger.
score is lower Tier, earn -1 Rep per Tier
• 8 Requisition: Major mission.
Add +1 System Strain if it involved a • 6 System Strain: Tempestuous and potentially reckless;
lower (minimum 0). hated faction. Add +2 System Strain if extreme danger.
• 10+ Requisition: Vital mission. Potentially sector military action took place. Add +2 Plus any additional system strain from complications or twists
If no one knows of the mission, earn 0 Rep. altering. System Strain if you violated the Prime during the session.
Directive.
Entanglements (tHIRD)
After a payoff, secretly roll an entanglement according to your level of System Strain plus your Strain Level:
Downtime (Fourth)
When you are off duty between missions, you may pursue two downtime actions. You also recover all of
Level: 0-3 Level: 4/5 Level: 6+ your armor uses. During downtime, you may take additional action by spending 1 Requisition or 1 Rep
per action.
1) Grievances 1) Grievances 1) Threat of Exit
For any downtime roll, add +1d to the roll if you get help from a friend or contact. After the roll, you may
2) Old Enemies 2) Old Enemies 2) Unknown Entity increase the result level by one for each Requisition spent, by requesting assistance, materials, etc. (so a
3) Neutral Parties 3) Reprisals 3) Strange Rift 1-3 result becomes a 4/5, 4/5 becomes 6, 6 becomes Critical).
4,5) Friend in Trouble 4,5) Internal Investigation 4,5) Court Marshal
Engage in your Pastime and roll dice equal to your lowest attribute. Clear stress
6) Cooperation 6) Systems Failure 6) Temporary Leave equal to your highest die result. If you clear more stress levels than you had marked,
pastime you overindulge (see below). If you cannot engage your pastime during downtime,
Cooperation. A +3 status faction asks you for help. Agree shows up to complicate things. Find a way to deal you take stress equal to your Quirks.
to do it or forfeit 1 Rep per Tier of the friendly faction. If with them. Overindulge. You make • Attract Trouble: Roll an additional entanglement.
you don’t have +3 faction status, you avoid entanglements a misjudgment because • Strained: Your pastime somehow strains the ship systems, +2 System Strain.
Reprisals. An opposed faction makes a move
for now. of your pastime – in • Take leave: In pursuit of your pastime, you take a short personal leave.
against you (or a friend/contact). Pay them 1 Rep
Court Marshal. The Office of Inspector General begins a and 1 Requisition per Tier of the enemy to accessing it or engaging • Exhausted: You use up all avenues for your pastime aboard the ship. Find a
court marshal of one of the PCs. Either concede, lose 3 appease them, allow them to make their move, or in it. What happened? new source for your pastime.
Requisition, and be placed on temporary leave or defend oppose them.
yourself in court. Remove all level 1 harm. You may also begin to heal your level 2 and/or level 3
Strange Rift. The ship encounters some sort of harm, if you have access to proper treatment. Untrained or risky treatments may call
Friend in Trouble. A friend, or someone on the periphery dimensional or temporal rift. This may be an
of your crew finds themselves in trouble with the OIG, rival alternate timeline, entity from the past or future,
Recover for action rolls. Successful treatment creates a long term project clock to heal all of
your level 2 and level 3 harm. If you take further harm before you finish healing,
faction, or other obstacle. Make a fortune roll to find out or parallel dimention. you must once again Recover before you can continue healing.
how well they fare or pay 2 Requisition to resolve it.
Systems Failure. A system on your ship fails in a
Grievances. A Federation member is disgruntled at the way severe or catastrophic manner. If near a station, Long Term Work on a Long Term Project, if you have the means. Roll a trait and mark 1
they have been treated. Make a fortune roll to determine pay 3 Requisition to fix it or deal with it. segment on the project clock per level (1-3: one, 4/5: two, 6: three, Critical: five).
the severity of their issues (1-3 = severe, needs immediate Project
Temporary Leave. Starfleet command orders a
attention or 3 Requisition; 4-5 = mundane, needs minor
PC to be permanently or temporarily transferred Acquire temporary use of an asset. Roll the crew’s Tier. The result indicates the
attention or 1 Requisiton; 6 = nonissue, small token of
to another ship, station, or post. Something else Acquire Asset quality of the asset (1-3: Poor, 4/5: Standard, 6: Fine, Critical: Exceptional).
support required).
happens to cause a PC to leave the ship. This
Internal Investigation. The OIG questions an NPC clears your Strain Level. Mark 1 XP for an attribute or your playbook (if you have the appropriate crew
member of your crew or one of your crew’s contacts about
Train training upgrade). You can train a given trait only once per downtime.
Threat of Exit. A Federation member threatens
your actions. Make a fortune roll to find out how well it
to immediately depart if their demands are not Spend time to gather information in safety. The action roll result indicates the quality
goes or spend 2 Requisition to avoid it.
immediately met. Pay 4 Requisition or deal with Gather Info (1-3: Poor, 4/5: Standard, 6: Fine, Critical: Exceptional).
Neutral Parties. A neutral faction throws their weight it yourselves.
around. They threaten you, friends, or Federation holdings. Reduce
Unknown Entity. Your vessel attracts the Say how you reduce System Strain on the ship/crew and roll your ship’s Tier. Reduce
Forfeit 1 Rep and 1 Requisition per Tier of the faction or
attention of some unknown power, entity, or System Strain system strain by 1 per result level (1-3: one, 4/5: two, 6: three, Critical: five).
stand up to them and lose 1 Status with them.
lifeform. The GM decides what it wants or needs.
Old Enemies. An individual you have angered in the past Deal with it in some manner.
GM Reference
GM GOALS HUMAN NAMES LOOKS
Play to find out what happens. Names: Arlen, Brendon, Britt, Broderick, Man, Woman, Androgynous, FORTUNE ROLL
Bring the Milky Way to life. Cordell, Denise, Gavin, Hassan, Hella, Ambiguous, Alien CRITICAL: Exceptional outcome/ Great effect.
Convey the world honestly. Konstantin, Lari, Maddie, Marta, Michael, 1d for each Trait rating.
Affable Fair Scarred
Masuma, Naoko, Nikolai, Porter, Scotty, 6: Good outcome / Standard effect.
Athletic Fierce Sharp
GM PRINCIPLES Shizuko, Sonja
Battered Handsome Slim 4/5: Mixed outcome / Limited effect.
Be a fan of the PCs.
Let everything flow from the fiction. Family Names: Abe, Anderson, Bowdoin, Beautiful Hulking Stern + +1d for a Major Advantage.
Davies, Guan, Locke, Madigan, Maximov, Bright Lean Stout 1-3: Bad outcome / Poor effect.
Hold on lightly.
Address the characters. McPherson, Moneaux, Nakajima, Ng,
Phillips, Polzin, Schaefer, Song, Tyrell,
Calm
Chiseled
Lithe
Muscular
Striking
Tired
- -1d for a Major Drawback.
Address the players.
Wakeman, Walker, Watson Cold Open Warm
Paint the world w/ a wondrous brush.
Dark Petite Wiry NOTABLE CHARACTERS FEDERATION SHIP NAMES (USS)
Surround them w/ optimistic sci-fi.
ANDORIAN NAMES Delicate Rough Worn Aasimov, Anchorage, Andraste, Apollo, Athens,
Consider the position. Admiral Gregory Quinn, one of three ranking members Audubon, Beijing, Bohr, Catawba, Chimera,
Names: Crathaa, Crilev, Hori, Irath, Shalen, PLACE DESCRIPTIONS
Theni, Thira, Tholex, Thora, Thrasoan of Starfleet Command. Comanche, Dakota, Damascus, Delaware, Elizabeth,
GM ACTIONS desolate, lifeless, rocky, wind-
swept, lush, verdant, misty, Gibraltar, Gobi, Hermes, Herodotus, Huang He,
Ask questions. Family Names: sh’Anin, sh’Firro, sh’Kerri, Minister Satok, head of the V’Shar and a sitting member
treacherous, ruins, glistening, Isabella, James Cook, John Muir, Immanuel Kant,
When things are getting started: sh’Shuni, zh’Sharo, zh’Shela, zh’Vari of the Vulcan High Council.
spires, tranquil, bustling, Lakota, Manticore, Mekong, Minerva, Monitor,
• What’s your goal?
• What’s your mission? (and BETAZOID NAMES cosmopolitan, stormy, tropical, Lt. Cmdr. Lincoln Dowe, an up-and-coming investigator Navigator, Osiris, Pathfinder, Philadelphia, Phobos,
Names: Acal, Astred, Diastri, Esrod, harsh, temperate, frozen within the Office of the Inspector General. Rachel Carson, Sarajevo, Sarah Pritchard,
what’s the detail?)
Jeesoro, Kiri, Meeva, Osnan, Rasin, Russa, Tocqueville, Trident, Victoria, Washington,
TECHNOBABBLE Admiral Erma Felna, a sharp, tough officer with Starfleet Yangtze, Zephyr
And when things are underway: Tuvra
primary, secondary, auxiliary, Tactical.
• How do you do that? (which Family Names: Asinit, Dalo, Mi, Tro, emergency, port, starboard, fore, KLINGON SHIP NAMES (IKS)
action do you use?) Captain Marilynn Cantos, an operative for Starfleet Ach’argh, Bo’Degh, BortaS, Buruk, Cha’Par, Chaq,
Udenu aft, universal, central, inertial,
• What’s your goal? (what’s the radiation, gravimetric, magnetic,
Intelligence with a web of informants and spies. DungDaj, HemtaHghach, HuD, Pa’qlj, Ruv, Sam’ra,
effect?) KLINGON NAMES Toh’Kaht, Urmang, VuDmeyvetlh, Yob
negative, ion, antimatter, quantum, Lt. Syrrak, a young Vulcan researcher with Starfleet
Adan, B’Kora, B’Kreva, Ch’Mara, Dora, phase, polarization, flux,
Cut to the moment of crisis. Science, rumored to have extensive research in genetics ROMULAN SHIP NAMES (RIS or IRW)
D’Temer, J’Kara, Kasa, Kura, Magh’Ka, resonance, focus, dynamic,
Telegraph trouble before it strikes. and exobiology. Apnex, Bloodwing, Claudius, Courser, Domitianus,
Mira, N’Mara, Shussa, Sira, T’Aral, Vak’Ka interference, transition,
Tell them the consequences and ask. Donatra, Gauntlet, Gladius, Hasta, Hiren, Ihhliae,
replication, variance, stabilization, Captain McKinley Hohstadt, captain of the science
Offer them a twist. ROMULAN NAMES Karzan, Korthre, Octavius, Phoenix, Pontilus,
dissipation, transference, vessel USS Sally Ride.
Make a progress clock or tick one. Aeran, Aihhon, Alal, D’Kare, Doanna, Ra’tar, Regulus, Sagittarii
degeneration, dampener, system,
Ask the players. Enhel, Kara, Mara, Movok, N’Alak, Rhhiri, Captain Renna Castillon, captain of the tactical vessel
transducer, matrix, sensor, coil, INDEPENDENT SHIP NAMES (CS/HLV/SS)
Actions ripple through the Universe. Sabak USS Resolute.
capacitor, inducer, emitter, buffer, Ace of Spades, Albatross, Athens, Dart, Euphoria,
Think off-screen.
VULCAN NAMES drive, accelerator, scanner, Captain Sybok, captain of the exploration vessel USS Frontier, Harlequin, Hellhound, Huntress, Infinity,
Arar, Hathev, Karik, Laria, Lokar, Madhev, actuator, module, node, stabilizer, Churchill. Katharina, Memphis, Opal, Promise, Razor, Reaver,
What do you do?
Mena, Sakar, Sarok, Seleia, Selva, Sepek, inverter, grid, generator, conduit, Rhapsody, Serenity, Serpent, Shrike, Siren, Spitfire,
Thana, Tokath, T’Mir, T’Pau, T’Sai sequencer, cell, compensator Captain Isaiah Barrett, captain of the medical frigate Suzanna, Templar, Titan, Wailing Wind
USS Sekhmet.
consequences L’Kura, a powerful and honorable member of the Klingon FLASHBACK STRESS COSTS
High Council, has extensive ties to the Klingon Defense • 0 Stress for a normal action for which you had
You suffer harm (1-3). You have reduced effect. You end up in a worse position. It takes extra time. Force. easy opportunity.
• 1 Stress for a complex action or unlikely
Commander Ghora, a young member of Klingon opportunity
You lose your opportunity. Complication (Tick a clock 1-3 segments. Or a new obstacle or threat appears.) Intelligence. Rumored to have spent time in the Federation. • 2+ Stress for an elaborate action which
involved several special opportunities or
Mala Risar, a conniving operative for the Obsidian Order. contingencies.
EFFECT 1. LIMITED: How is the effect diminished? EFFECT FACTORS Bruny Marro, a wealthy Cardassian merchant and
VIGILANCE INGENUITY CHARISMA
How does the effect manifest? What significant obstacle remains? member of the Detapa Council.
- QUALITY / TIER +
2. STANDARD: How does the expected FIGHT DESIGN COMMAND
If there’s a clock for your effect manifest? What’s left to do, if DaiMon Gokor, a greedy but intelligent Ferengi free
MOVE FIX INTUIT
obstacle, tick segments equal to anything? - SCALE + captain.
that effect level. 3. GREAT: How is the effect increased? OPERATE STUDY NEGOTIATE
SubCommander Teeleya, a Romulan officer with greater
What extra benefit manifests? - POTENCY + aspirations. SURVEY TREAT SOCIALIZE
ACTIONS
Character Creation • COMMAND rapid obedience with your
force of personality or rank. Intimidate
or threaten. Build up or commend. Lead
an action with a team.
1. CHOOSE PLAYBOOK 5. CHOOSE A BACKGROUND
Your playbook determines the position and role of your character, their ... and detail it with a note about your specific history. For example, • DESIGN new systems, devices, or
special abilities, and how they advance. Multiple players can choose the Academy: Career Starfleet. Assign one action dots based on your structures. Engineer, maintain, or fix
same one. Background choice (max starting action rating is 3). them according to their original purpose.
2. CHOOSE YOUR RANK 6. ASSIGN ACTION DOTS • FIGHT with an opponent. Assault or
Discuss who in the crew wants to be Captain, First Officer, etc. and assign a Assign 2 additional action dots. No action may begin with a rating higher defend a position. Engage in hand-to-
rank to your character. The crew needs 1 Captain, 0-1 Commander, 1-3 than 3 (After creation, action ratings may advance for your crew, you can hand, ranged, and ship based combat.
Ensigns to Lieutenant Commanders, and 0-1 Petty Officers. Fill in the advance actions up to rating 3. When you unlock the Mastery advance for
appropriate number of pips on your sheet. Assign 3 actions dots for a your ship, you can advance actions up to rating 4 and 5).
• FIX a device, system, or structure. Add
new capabilities. Jury-rig. Use or repair
Captain or Commander, and 1 action dot for a Lt. Commander or
technology in a way it wasn’t intended.
Lieutenant. Captains and Commanders also begin the game with a foible. 7. ITEMS CARRIED
Captain You have access to all of the items on your character sheet. For each • INTUIT the intentions, emotional state,
mission, decide what your character’s load will be. During the operation, or truthfulness of another person, group,
Commander you may say that your character has an item by checking the pip for the item or entity.
Lieutenant Commander you want to use – up to a number of items equal to your chosen load. Your
load determines your movement speed and threat level. • MOVE to physically overcome a
Lieutenant challenge. Lift, run, climb, jump, swim,
- Light (you are faster, less threatening, and less likely to incite anger) sneak, or tough something out.
Lieutenant (Junior Grade)
- Normal (a standard away team loadout)
• NEGOTIATE with friends, colleagues,
Ensign
- Heavy (you’re slower and well prepared, but also more threatening) or adversaries. Parley, broker, or
Petty Officer Some items count as two items for load (they have connected boxes). Items mediate an agreement between parties.
in italics don’t count toward your load. Work out a deal on behalf of yourself or
another.
2. CHOOSE STARTING AND SPECIAL ABILITY
8. CHOOSE A CLOSE FRIEND AND A RIVAL • OPERATE systems, vessels, or
Playbooks start with their starting ability. Choose one additional special
Mark the one who is a close friend, long-time ally, family relation, or lover programs. Helm a starship, plot a
ability. If you can’t decide, the one at the top of the list is a good option for
(upward pointing triangle). Mark one who is a former friend turned rival, course, run heavy machinery or
beginners.
enemy, scorned lover, betrayed partner etc. (down pointing triangle). transporters.
3. CHOOSE A SPECIES
9. CHOOSE YOUR PASTIME • SOCIALIZE with colleagues, friends or
The Federation contains many different species. Most of them are fairly
Pick your preferred pastime and detail it with a short description and source. adversaries. Socially engage with those
similar in terms of their physical and mental capabilities. However, if you
For example, Art: Live Theatre (Crew Productions, Ensign Chen). around you either for recreation or to
play a species with unusual strength, intellect, or power, choose an
gain access to resources, information,
advantage and a disadvantage. Some common species are provided below.
10. RECORD NAME AND LOOKS people or places.
Species Advantage Disadvantage LOOKS: Man, Woman, Androgynous, Ambiguous, Alien • STUDY a subject with precise and
detailed investigation. Conduct an
Aenar Telepath Blind experiment. Research a topic. The
Affable Fair Scarred
Athletic Fierce Sharp process of academic or scientific inquiry.
Betazoid Telepath Brutally Honest
Beautiful Handsome Slim
Bright Hulking Stern
• SURVEY an object, situation, or
Klingon Extreme Fortitude Short-Tempered
location and make inferences. Quickly
Calm Lean Stout
Trill Symbiote Allergies Chiseled Lithe Striking ascertain or judge places and things.
Cold Muscular Tired Scan objects, vessels, planets, or
Vulcan Super Strength Unempathetic Compassionate Open Weathered phenomena with sensors.
Dark Petite Wiry • TREAT wounds, ailments, or sickness.
4. CHOOSE A HERITAGE Delicate Rough Worn
Reverse the effects of harm. Care for
… and detail it with a note about your family life. For example, Starfleet: patients.
Bridge Crew. Assign an action dot based on your Heritage choice (max
starting action rating is 2).
TO BOLDLY GO Jupiter
p l a y b o o k
c o m m a n d o f f i c e r VIGILANCE
A gifted and judicious
leader
FIGHT
Starting Ability
BORN LEADER: When using Command on a subordinate member of MOVE
NAME RANK Starfleet, you may add +1d per difference in rank dot.
OPERATE
SPECIAL ABILITIES
LOOK SURVEY
RENOWNED COMMANDER: You have acquired a certain
reputation (ex. – brilliant, creative, judicious, etc.). Whenever you bring
HERITAGE: COLONY— BACKGROUND: ACADEMIC—CRIMINAL— this reputation to bear, gain +1d to your rolls until the end of the scene.
Ingenuity
HOMEWORLD—REFUGEE—STARFLEET— ENLISTED – GOVERNMENT – LABOR
TRADER
EFFICIENT: Due to your efficient leadership style, during downtime,
you may give yourself or another crew member +1 downtime action. DESIGN
SPECIES ADVANTAGE DISADVANTAGE
FACILITATOR: During downtime, you get +1 result level when you FIX
make acquire asset, gather info, or reduce heat rolls.
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING STUDY
INCISIVE WIT: You gain +1d to the engagement roll if you have
STRESS FOIBLES ANGER—DISGUST—EXUBERANCE— gathered information on the problem or location. TREAT
INDECISION—FASCINATION—FEAR—
PRIDE—SADNESS
WELL KNOWN: At the end of each downtime phase, you earn +2
renown. CHARISMA
Harm RESIST ADVANCED
NEED
LEAD FROM THE FRONT: When protecting a crew member, gain
3 HELP Lead from the front special resistance. If a crit is rolled when you command a crew member COMMAND
or lead a group action, clear 1 stress.
INTUIT
2 -1D SEASONED DIPLOMAT: Having brokered many deals, you don’t
need a roll to Intuit lies. Turn this into an immediate controlled NEGOTIATE
LESS REQUISITION RENOWN position.
1 EFFECT SOCIALIZE
VETERAN: Choose a special ability from another source.
RECOVERY Get treatment in downtime to activate your healing project clock
IMPOSING friends QUARTERS Items
MISSIONS 3 LIGHT 5 NORMAL 6 HEAVY
Secretly vote for the mission, provide a detail. Cmdr. Alexander Fredrickson, Starfleet Command
Advanced Emergency Transponder
• Transport: Item / Person.
• Protect: Threat. _______________________________ Cpt. Darian Jurach, USS San Francisco Desktop Monitor
• Latinum Currency

Diplomacy: Sides at the table.
Research: Subject of Research.
_______________________________ DaiMon Gokor, Ferengi Captain
Command PADD
• Aid: What is needed. _______________________________ Admiral V’Lok, Commandant of Starfleet Academy Legal Documents
• Shore Leave: Location. Diplomatic Dress Uniform
_______________________________ __________________________________________
TEAMWORK Combadge PADD
_______________________________ Standard Tricorder
Assist another character. _______________________________ Phaser Type-1 Phaser Type-2
Mark xp: playbook Advancement Medical Kit
Lead a group action. _______________________________ • When you roll a desperate action. Emergency Beacon
Protect a teammate. _______________________________ Emergency Transponder
• When you address a tough challenge with teamwork or diplomacy.
Set up another character. _______________________________ EVA Suit
• At the end of session, if you’ve expressed your beliefs, drives, Pattern Enhancer
_______________________________ species, or heritage. Also mark XP if you struggled with issues Hyperspanner
+ PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
_______________________________
_______________________________
involving your pastime or highlighted emotion during the session. Resist + Advanced
___________________________
TO BOLDLY GO M a r s
p l a y b o o k
T a c t i c a l o f f i c e r VIGILANCE
A vigilant and careful
protector
FIGHT
Starting Ability
ONE PERSON ARMY: In non-ship combat, you operate at the same MOVE
NAME RANK scale as a whole away team.
OPERATE
SPECIAL ABILITIES
LOOK SURVEY
INTIMIDATING PRESCENCE: When threatening another, you may
use your Fight action score when negotiating without compromising
HERITAGE: COLONY— BACKGROUND: ACADEMIC—CRIMINAL— your position or effect.
Ingenuity
HOMEWORLD—REFUGEE—STARFLEET— ENLISTED—GOVERNMENT—LABOR
TRADER
STRATEGIST: When using Study to take stock of an adversary, you
get +1d. DESIGN
SPECIES ADVANTAGE DISADVANTAGE
GUARDIAN: When you Protect a crewmate, you gain +1d to the FIX
resistance roll.
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING STUDY
UNFLINCHING: When you resist with Vigilance, you get +1d.
STRESS FOIBLES ANGER—DISGUST—EXUBERANCE— TREAT
INDECISION- FASCINATION—FEAR—
PHASER JOCKEY: You are excellent at using phasers. You gain
PRIDE—SADNESS
potency in combat when using either shipboard or personal phasers
CHARISMA
Harm RESIST ADVANCED BATTLEFIELD TACTICS: When you Command a ship division in
NEED
combat, they temporarily ignore the effects of harm. They also gain
3 HELP Strong under fire potency and +1d to resistance rolls. COMMAND
STRONG UNDER FIRE: You get special resistance against physical INTUIT
2 -1D and energy attacks in combat. When you roll a critical in combat, clear 1
stress. NEGOTIATE
LESS REQUISITION RENOWN
1 EFFECT VETERAN: Choose a special ability from another source. SOCIALIZE
RECOVERY Get treatment in downtime to activate your healing project clock
Tenacious friends QUARTERS Items
MISSIONS 3 LIGHT 5 NORMAL 6 HEAVY
Secretly vote for the mission, provide a detail. Lt. Jane Scotts, Security Officer
Phaser Type-3 (Phaser Rifle)
• Transport: Item / Person.
• Protect: Threat. _______________________________ Terra Dohasan, Smuggler Melee Weapon _______________
• Field Modulator

Diplomacy: Sides at the table.
Research: Subject of Research.
_______________________________ Esma Zax, Betazoid Humanitarian
Night Glasses
• Aid: What is needed. _______________________________ Cpt. Darwin Holtz, USS Chimera Electronic Restraints
• Shore Leave: Location. Personal Force Field
_______________________________ __________________________________________
TEAMWORK Combadge PADD
_______________________________ Standard Tricorder
Assist another character. _______________________________ Phaser Type-1 Phaser Type-2
Mark xp: playbook Advancement Medical Kit
Lead a group action. _______________________________ • When you roll a desperate action. Emergency Beacon
Protect a teammate. _______________________________ Emergency Transponder
• When you address a tough challenge with violence or intimidation.
Set up another character. _______________________________ EVA Suit
• At the end of session, if you’ve expressed your beliefs, drives, Pattern Enhancer
_______________________________ species, or heritage. Also mark XP if you struggled with issues Hyperspanner
+ PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
_______________________________
_______________________________
involving your pastime or highlighted emotion during the session. Resist + Advanced
___________________________
TO BOLDLY GO mercury
p l a y b o o k
E n g i n e e r i n g o f f i c e r VIGILANCE
A resourceful and
inventive technician
FIGHT
Starting Ability
ALL SHE’S GOT: When attempting to push a ship beyond its normal MOVE
NAME RANK capabilities, gain +1d to Fix, Design, and Operate rolls.
OPERATE
SPECIAL ABILITIES
LOOK SURVEY
JURY RIGGER: When using improvised materials to repair a system,
device, or vehicle you gain +1d to Fix rolls.
HERITAGE: COLONY— BACKGROUND: ACADEMIC—CRIMINAL— Ingenuity
HOMEWORLD—REFUGEE—STARFLEET— ENLISTED—GOVERNMENT—LABOR CYBERNETICS MASTER: You can Fix or Design cybernetics to
TRADER
augment deficiencies or enhance capabilities. Also, your crew gets +1d
to long-term project fix or design rolls dealing with cybernetics. DESIGN
SPECIES ADVANTAGE DISADVANTAGE
WARP THEORIST: You can use Study rolls in order to push the warp FIX
engines beyond their normal capabilities.
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING STUDY
SYSTEMS EXPERT: When using downtime to reduce System
STRESS FOIBLES ANGER—DISGUST—EXUBERANCE— Strain, you may add +1 result to any one die. TREAT
INDECISION- FASCINATION—FEAR—
PRIDE—SADNESS
ARTIFICIAL INTELLIGENCE EXPERT: When interacting with
artificial intelligences, you gain +1d to negotiate rolls. CHARISMA
Harm RESIST ADVANCED
NEED
MIRACLE WORKER: When working on a project clock using Study,
3 HELP Technical mind Fix, or Design, fill +1 segment. COMMAND
TECHNICAL MIND: You get special resistance against energy and INTUIT
2 -1D chemical effects. When you roll a critical while fixing something, clear
1 stress. NEGOTIATE
LESS REQUISITION RENOWN
1 EFFECT VETERAN: Choose a special ability from another source. SOCIALIZE
RECOVERY Get treatment in downtime to activate your healing project clock
Clever friends QUARTERS Items
MISSIONS 3 LIGHT 5 NORMAL 6 HEAVY
Secretly vote for the mission, provide a detail. Dan McCarthy, Permaculturist
Advanced Hyperspanner
• Transport: Item / Person.
• Protect: Threat. _______________________________ Cpt. Shawn Ledwith, USS Philadelphia Gravitic Calipers
• Magnetic Probe

Diplomacy: Sides at the table.
Research: Subject of Research.
_______________________________ Dach Thenkirsh, Tellarite Warp Theorist
Engineering Tricorder
• Aid: What is needed. _______________________________ Marre, Orion Entertainer Plasma Torch
• Shore Leave: Location. Engineering Kit
_______________________________ __________________________________________
TEAMWORK Combadge PADD
_______________________________ Standard Tricorder
Assist another character. _______________________________ Phaser Type-1 Phaser Type-2
Mark xp: playbook Advancement Medical Kit
Lead a group action. _______________________________ • When you roll a desperate action. Emergency Beacon
Protect a teammate. _______________________________ Emergency Transponder
• When you address a tough challenge with mechanical ingenuity or
Set up another character. _______________________________ quick thinking.
EVA Suit
Pattern Enhancer
_______________________________ • At the end of session, if you’ve expressed your beliefs, drives, Hyperspanner
+ PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
_______________________________
_______________________________
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Resist + Advanced
___________________________
TO BOLDLY GO saturn
p l a y b o o k
O p e r a t i o n s o f f i c e r VIGILANCE
A daring and adaptive
pilot
FIGHT
Starting Ability
ADAPTABLE: Take 2 stress to roll your best action rating while MOVE
NAME RANK performing a different action. Say how you adapt your skill to this use.
OPERATE
SPECIAL ABILITIES
LOOK SURVEY
JACK OF ALL TRADES: When performing an action with zero rank,
you do it with increased effect.
HERITAGE: COLONY— BACKGROUND: ACADEMIC—CRIMINAL— Ingenuity
HOMEWORLD—REFUGEE—STARFLEET— ENLISTED—GOVERNMENT—LABOR SENSORS EXPERT: When using ship systems to gather
TRADER
information, you gain extra potency.
DESIGN
SPECIES ADVANTAGE DISADVANTAGE INFORMATION ANALYST: When you Study records,
communications, or transmissions, gain increased effect level. FIX
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING HOTSHOT: When using Operate to pilot a vessel, you gain +1d. STUDY
STRESS FOIBLES ANGER—DISGUST—EXUBERANCE— DAREDEVIL: When you make a desperate roll, you get +1d. TREAT
INDECISION- FASCINATION—FEAR—
PRIDE—SADNESS
CLUTCH TRANSPORTER: When using Operate to transport
lifeforms, you gain increased position. Controlled becomes automatic, CHARISMA
Harm RESIST ADVANCED Equal becomes Controlled, Desperate becomes Equal, and Impossible
NEED
becomes Desperate.
3 HELP Perceptive wit COMMAND
PERCEPTIVE WIT: You get special resistance against a type of
harm of your choice (choose when selecting this ability). When you roll INTUIT
2 -1D a critical while using Operate, clear 1 stress.
NEGOTIATE
LESS REQUISITION RENOWN VETERAN: Choose a special ability from another source.
1 EFFECT SOCIALIZE
RECOVERY Get treatment in downtime to activate your healing project clock
Dedicated friends QUARTERS Items
MISSIONS 3 LIGHT 5 NORMAL 6 HEAVY
Secretly vote for the mission, provide a detail. Rixon Kalkaya, Federation Liason
Heavy Duty Tricorder
• Transport: Item / Person.
• Protect: Threat. _______________________________ Lt. Zandos Rice, Communications Officer Remote Comms Hub
• Advanced Comms Cipher

Diplomacy: Sides at the table.
Research: Subject of Research.
_______________________________ Cpt. Diego Castillon, USS Starhammer
Antigravity Lifters
• Aid: What is needed. _______________________________ Sub-Cmdr. Seraka, Romulan Officer Palm Beacon
• Shore Leave: Location. Diplomatic Dress Uniform
_______________________________ __________________________________________
TEAMWORK Combadge PADD
_______________________________ Standard Tricorder
Assist another character. _______________________________ Phaser Type-1 Phaser Type-2
Mark xp: playbook Advancement Medical Kit
Lead a group action. _______________________________ • When you roll a desperate action. Emergency Beacon
Protect a teammate. _______________________________ Emergency Transponder
• When you address a tough challenge with technical skill and
Set up another character. _______________________________ adaptation.
EVA Suit
Pattern Enhancer
_______________________________ • At the end of session, if you’ve expressed your beliefs, drives, Hyperspanner
+ PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
_______________________________
_______________________________
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Resist + Advanced
___________________________
TO BOLDLY GO p l u t o
p l a y b o o k
Science o f f i c e r VIGILANCE
An inquisitive and
specialized researcher
FIGHT
Starting Ability
SPECIALIZED: Choose a specialty (e.g. – Astrophysics, Exobiology, MOVE
NAME RANK Geology, ________). Get +1d when you Study or Survey that specialty.
OPERATE
SPECIAL ABILITIES
LOOK SURVEY
KNOWLEDGEABLE RESEARCHER: Once per session, you gain a
free downtime action to assist another character’s long term project
HERITAGE: COLONY— BACKGROUND: ACADEMIC—CRIMINAL— roll without taking stress.
Ingenuity
HOMEWORLD—REFUGEE—STARFLEET— ENLISTED—GOVERNMENT—LABOR
TRADER
LIKE NOTHING ELSE: When making a Study roll on unknown
forms of life or novel stellar phenomena, you have increased effect. DESIGN
SPECIES ADVANTAGE DISADVANTAGE
STARFLEET CONNECTIONS: If you need unique supplies or FIX
information, make a Study roll. The result determines the quality of
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING supplies. Also at the end of each downtime phase, +2 Renown. STUDY
STRESS FOIBLES ANGER—DISGUST—EXUBERANCE— INTERDISCIPLINARY SCIENTIST: Choose a second specialty. If TREAT
INDECISION- FASCINATION—FEAR—
the subject falls within both specialties gain +2d total.
PRIDE—SADNESS

EXPERTISE: When you lead a group action using your best action- CHARISMA
Harm RESIST ADVANCED rating, you can suffer only 1 stress at most from any failed rolls.
NEED
3 HELP Well studied QUICK-WITS: Whenever you resist using Ingenuity, you may add COMMAND
+1d.
INTUIT
2 -1D WELL STUDIED: You get special resistance against harm from
unknown forms of life and environmental effects. When you roll a NEGOTIATE
LESS REQUISITION RENOWN critical while using Study, clear 1 stress.
1 EFFECT SOCIALIZE
VETERAN: Choose a special ability from another source.
RECOVERY Get treatment in downtime to activate your healing project clock
Curious friends QUARTERS Items
MISSIONS 3 LIGHT 5 NORMAL 6 HEAVY
Secretly vote for the mission, provide a detail. Cpt. Thani ch’Faila, USS Galileo
Science Tricorder
• Transport: Item / Person.
• Protect: Threat. _______________________________ Dr. Durza Nusias, Trill Geneticist Personal Drone Sensors
• Personal Research Files

Diplomacy: Sides at the table.
Research: Subject of Research.
_______________________________ Cmdr. Katerine Rackham, Starfleet Science
Science PADD
• Aid: What is needed. _______________________________ Karuk, Vulcan High Council Holographic Recorder
• Shore Leave: Location. Science Field Kit
_______________________________ __________________________________________
TEAMWORK Combadge PADD
_______________________________ Standard Tricorder
Assist another character. _______________________________ Phaser Type-1 Phaser Type-2
Mark xp: playbook Advancement Medical Kit
Lead a group action. _______________________________ • When you roll a desperate action. Emergency Beacon
Protect a teammate. _______________________________ Emergency Transponder
• When you address a tough challenge with intellect and studious
Set up another character. _______________________________ investigation.
EVA Suit
Pattern Enhancer
_______________________________ • At the end of session, if you’ve expressed your beliefs, drives, Hyperspanner
+ PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
_______________________________
_______________________________
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Resist + Advanced
___________________________
TO BOLDLY GO neptune
p l a y b o o k
Medical o f f i c e r VIGILANCE
A compassionate and
skillful doctor
FIGHT
Starting Ability
SHIP’S DOCTOR: You get +1d when making a Treat roll while in MOVE
NAME RANK your ship’s medbay or medical suites.
OPERATE
SPECIAL ABILITIES
LOOK SURVEY
ATTENTIVE PHYSICIAN: Your crew gets +1d to long-term project
healing roles dealing with physical harm.
HERITAGE: COLONY— BACKGROUND: ACADEMIC—CRIMINAL— Ingenuity
HOMEWORLD—REFUGEE—STARFLEET— ENLISTED—GOVERNMENT—LABOR DOCTOR’S ORDERS: When making a Command roll on someone
TRADER
under your care, you gain +1d.
DESIGN
SPECIES ADVANTAGE DISADVANTAGE LAST MINUTE CURE: When studying an unknown disease or
malady that has infected a crew member, you gain increased effect. FIX
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING EXPERTISE: When you successfully gather information on anything STUDY
medically related, you gain potency.
STRESS FOIBLES ANGER—DISGUST—EXUBERANCE— TREAT
INDECISION- FASCINATION—FEAR—
PATCH ME UP DOC: You may Treat someone during a score to
PRIDE—SADNESS
ignore the effects of a wound penalty for the duration of the score.
CHARISMA
Harm RESIST ADVANCED IM A DOCTOR NOT A … : You may take 2 stress to roll your Treat
NEED
action for any Ingenuity action. State how you do this.
3 HELP Strong immune system COMMAND
STRONG IMMUNE SYSTEM: You get special resistance against
harm from diseases and psychological attacks. When you roll a critical INTUIT
2 -1D while treating, clear 1 stress.
NEGOTIATE
LESS REQUISITION RENOWN VETERAN: Choose a special ability from another source.
1 EFFECT SOCIALIZE
RECOVERY Get treatment in downtime to activate your healing project clock
Empathetic friends QUARTERS Items
MISSIONS 3 LIGHT 5 NORMAL 6 HEAVY
Secretly vote for the mission, provide a detail. Cpt. Vance Bowdin, USS Heisenberg
Hypospray
• Transport: Item / Person.
• Protect: Threat. _______________________________ Lt. Cmdr. Gema Foxwell, Starfleet Medical Medical Tricorder
• Autosuture

Diplomacy: Sides at the table.
Research: Subject of Research.
_______________________________ Cmdr. Valkra, Klingon Defense Force
Laser Scalpel
• Aid: What is needed. _______________________________ Dr. Neshaa zh’Rasda, Andorian Virologist Neural Stimulator
• Shore Leave: Location. Dermal Regenerator
_______________________________ __________________________________________
TEAMWORK Combadge PADD
_______________________________ Standard Tricorder
Assist another character. _______________________________ Phaser Type-1 Phaser Type-2
Mark xp: playbook Advancement Medical Kit
Lead a group action. _______________________________ • When you roll a desperate action. Emergency Beacon
Protect a teammate. _______________________________ Emergency Transponder
• When you address a tough challenge with intellect and by aiding
Set up another character. _______________________________ others.
EVA Suit
Pattern Enhancer
_______________________________ • At the end of session, if you’ve expressed your beliefs, drives, Hyperspanner
+ PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
_______________________________
_______________________________
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Resist + Advanced
___________________________
TO BOLDLY GO v e n u s
p l a y b o o k
Communications officer VIGILANCE
An empathetic and
perceptive counselor
FIGHT
Starting Ability
EMPATHY: You may use discern to treat mental issues, illnesses, MOVE
NAME RANK harms, or quirks.
OPERATE
SPECIAL ABILITIES
LOOK SURVEY
DEVOTED FRIEND: If you offer a crew member honest and
meaningful advice or counsel and they act on it, they clear 1 stress.
HERITAGE: COLONY— BACKGROUND: ACADEMIC—CRIMINAL— Ingenuity
HOMEWORLD—REFUGEE—STARFLEET— ENLISTED—GOVERNMENT—LABOR TRUST ME: You get +1d vs. a target you have a relationship with.
TRADER
PSYCOANALYSIS: Crew members gain +1d on long-term project DESIGN
SPECIES ADVANTAGE DISADVANTAGE
rolls to remove Quirks and long-term project healing rolls dealing
with mental harm. FIX
PASTIME: ART – GAMES – HOLODECK – READING – SPORT – SCIENCE – SOCIAL – TINKERING CALMING PRESCENCE: If you roll a critical on a non-combat roll, STUDY
crew members in your immediate vicinity clear 1 stress.
STRESS FOIBLES ANGER—DISGUST—EXUBERANCE— TREAT
INDECISION- FASCINATION—FEAR—
I’M HERE FOR YOU: You may take 2 stress to relieve 1 stress from
PRIDE—SADNESS
another member of your crew. Additionally, members of your crew get
+1d to long-term project heal rolls involving mental harm. CHARISMA
Harm RESIST ADVANCED
NEED WHAT ARE THEY HIDING: When attempting to Intuit if someone,
3 HELP See right through you something, or a group is lying or covering up, get +1d. COMMAND
SEE RIGHT THROUGH YOU: You get special resistance vs. INTUIT
2 -1D persuasion and deception. When you roll a critical while negotiating,
clear 1 stress. NEGOTIATE
LESS REQUISITION RENOWN
1 EFFECT VETERAN: Choose a special ability from another source. SOCIALIZE
RECOVERY Get treatment in downtime to activate your healing project clock
Empathetic friends QUARTERS Items
MISSIONS 3 LIGHT 5 NORMAL 6 HEAVY
Secretly vote for the mission, provide a detail. Dr. Solok, Exopsychologist
Psychotricorder
• Transport: Item / Person.
• Protect: Threat. _______________________________ Meannaxa So, Betazoid Ambassador Altairian Brandy
• Neural Scanner

Diplomacy: Sides at the table.
Research: Subject of Research.
_______________________________ Thorann, Mysterious Alien
Bottle of Chateau Picard
• Aid: What is needed. _______________________________ Tako Naori, Starfleet Academy Crew Psychological Profiles
• Shore Leave: Location. Diplomatic Dress Uniform
_______________________________ __________________________________________
TEAMWORK Combadge PADD
_______________________________ Standard Tricorder
Assist another character. _______________________________ Phaser Type-1 Phaser Type-2
Mark xp: playbook Advancement Medical Kit
Lead a group action. _______________________________ • When you roll a desperate action. Emergency Beacon
Protect a teammate. _______________________________ Emergency Transponder
• When you address a tough challenge with compassion, intuition, and
Set up another character. _______________________________ insight.
EVA Suit
Pattern Enhancer
_______________________________ • At the end of session, if you’ve expressed your beliefs, drives, Hyperspanner
+ PUSH YOURSELF (take 2
stress) –OR- accept a TWIST
_______________________________
_______________________________
species, or heritage. Also mark XP if you struggled with issues
involving your pastime or highlighted emotion during the session.
Resist + Advanced
___________________________
Staff Sheet
N a m e a nd R a nk N a m e a nd R a nk N a m e a nd R a nk

SPECIES SPECIES SPECIES

LOOK LOOK LOOK

STRENGTH WEAKNESS STRENGTH WEAKNESS STRENGTH WEAKNESS

ASSUMED ACTIONS ASSUMED ACTIONS ASSUMED ACTIONS

_______________________ _______________________ _______________________


_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________

DESCRIPTION AND NOTES DESCRIPTION AND NOTES DESCRIPTION AND NOTES


Staff Sheet
N a m e a nd R a nk N a m e a nd R a nk N a m e a nd R a nk

SPECIES SPECIES SPECIES

LOOK LOOK LOOK

STRENGTH WEAKNESS STRENGTH WEAKNESS STRENGTH WEAKNESS

ASSUMED ACTIONS ASSUMED ACTIONS ASSUMED ACTIONS

_______________________ _______________________ _______________________


_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________

DESCRIPTION AND NOTES DESCRIPTION AND NOTES DESCRIPTION AND NOTES


Staff Sheet
N a m e a nd R a nk N a m e a nd R a nk N a m e a nd R a nk

SPECIES SPECIES SPECIES

LOOK LOOK LOOK

STRENGTH WEAKNESS STRENGTH WEAKNESS STRENGTH WEAKNESS

ASSUMED ACTIONS ASSUMED ACTIONS ASSUMED ACTIONS

_______________________ _______________________ _______________________


_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________

DESCRIPTION AND NOTES DESCRIPTION AND NOTES DESCRIPTION AND NOTES


Ship Creation
1. CHOOSE SHIP TYPE CREATING A SHIP DIVISION SHIP UPGRADES
Your ship type represents the purpose of your By default, any time a ship’s crew attempts an action, they roll 2d6 and take
vessel, its special abilities, and how it advances. the worst result. To add the first quality level to a division costs two crew • QUALITY: Each upgrade improves the quality rating of all
The only type available in this quick start is advances. When you first create a new division, record their specialist type the crew’s items of that type – beyond the quality established
Exploration. This is a ship in the mold of the from the list below (feel free to create your own if you have a good idea). by the vessel’s Tier and fine items. So, if you are Tier 1, with
classic Enterprise vessels (other possible ship types advanced tricorders and +1 quality tools upgrade, your
• ENGINEERING: Engineering Physicists, Maintenance Engineers, Systems Engineers, tricorder could be on an equal footing with a Tier 3 faction’s
could include Tactical and Science). Warp Field Engineers, Structural Engineers obstacle. By upgrading your items, you can better compete
2. CHOOSE A SPECIAL ABILITY • SCIENCE: Astronomers, Biologists, Chemists, Geologists, Physicists, Social Scientists with higher-Tier opponents.
Choose 1 starting special ability for the ship. • MEDICAL: Epidemiologists, Exo-Medicine Specialists, Medical Archaeologists, • EXTRA REQUISITION: You have expanded your vessel’s
Medical Geneticists, Psychiatrists potential requisition. You can store +4 requisition for each
3. CHOOSE REPUTATION • TACTICAL: Bodyguards, Infiltration Specialists, Marines, Ordnance Officers, upgrade.
Ambitious, daring, formidable, honorable, Survivalists, Vehicle Specialists
intelligent, inquisitive, insightful, judicious, • FIGHTER WINGS: Your vessel has a wing of four
professional, progressive, or stealthy. You earn A division uses its quality for actions within its purview (ex. – Engineers Federation Attack Fighters, one man fighters armed with three
ship XP when you bolster your crew’s reputation. performing a Fix action). When a division performs an action outside its torpedo launchers and two forward phaser emitters. They are
Alternatively, you can make up your own. purview (ex. – when Engineers attempt to Treat), use quality of zero. When a equipped with standard deflector shields as well. They are
division performs an action for which its specialty applies, it gains potency. not warp capable. One wing per upgrade.
4. ASSIGN CREW UPGRADES (Add an additional specialty to a division by spending a crew advance.)
• MASTERY: Your vessel has access to master level training.
Mark 2 upgrade boxes. If you choose a ship You may advance your PC action ratings to 4 (until you
Choose 0-2 edges:
division, create it using the rules on the right. unlock this upgrade, PC action ratings are capped at 3). This
• INDEPENDENT: This division is excellent at operating without senior staff supervision
and can be trusted to make solid decisions on their own. upgrade costs 2 advances to unlock.
5. CHOOSE A FAVORITE CONTACT
You begin with all of your Contacts. Mark the one • TENACIOUS: This division will doggedly pursue the task at hand. • OFFICER’S QUARTERS: Your vessel has well appointed
who is a close friend, long-time ally, or dedicated Officer’s Quarters for bridge crew and major non-bridge
• INSIGHTFUL: This division is very perceptive, difficult to deceive, and can be
supporter. expected to see past the surface level of the situation.
officers.

6. SHIP NAME AND DETAILS • RAPID: This division executes is duties more quickly than would normally be expected. • VIGILANCE, INGENUITY, CHARISMA, OR
PERSONAL TRAINING: If you have the appropriate
Coming up with a ship name can be difficult, but
Choose a number of flaws equal to edges: training upgrade, you gain +2 XP when training that attribute
they are often named after historical ocean-going
• (or your playbook, with Personal training) instead of your
vessels, historical figures, myths, or legends. HIDEBOUND: This division operates according to the rules and regulations of Starfleet
to a fault. normal +1 XP.
Determine the class of your vessel and give it a
registry number. • OVERZEALOUS: This division is overeager and frequently tries to bite off more than • QUANTUM TORPEDOES: Your vessel is equipped with
they can chew. quantum torpedoes, the most advanced torpedo type the
7. TIER, MORALE, REP, & REQUISITION • UNDISCIPLINED: This division lacks self-control and is often insubordinate. Federation has access to.
You begin at Tier 1, with high Morale, and 0 Rep.
You start with 2 Requisition. • CAUTIOUS: This division is overly wary and often times unwilling to take on risk. • RUNABOUTS: Your vessel is equipped with a Danube-
Class runabout. This small, well-armed, vessel is warp
(Add and edge or flaw by spending a crew advance.) capable and manned by a crew of 2-4. One runabout per
8. ASSIGN FACTION STATUS TICKS
Each player assigns a positive tick and a negative upgrade.
If applicable, record the name of any significant duty officers relevant to the
tick with any Tier 1 or Tier 2 faction (to represent new division. • SECURE: Your vessel is especially secure against intruders.
past interactions). Then, as a group, assign one This may take the form of specially trained security
positive and one negative tick at Tier 3. Say why When you send a division to achieve a goal, roll their Quality to see how it personnel, onboard automated phaser, remote force fields, etc.
you have good or bad status with these factions. If goes. Or, a PC can oversee division operation by leading a group action. The
you have an idea for a cool faction, write it in at the quality of any opposition relative to the division’s quality affects the position • WORKSHOPS: Your vessel has several workshops with
appropriate Tier (individual ships are general Tier 1 and effect of the action. full fabrication suites and wide array of tools. You may
or 2). perform long term projects involving construction in these
workshops.
TO BOLDLY GO Exploration Vessel
Engineering QUALITY
WEAK IMPAIRED BROKEN RESIST

________________________
General Engineers, Systems Engineers

SPECIAL ABILITIES ________________________


U.S.S. ________________________
SELF SUFFICIENT: Each PC may add +1 action rating to Design,
NAME REPUTATION Treat, or Negotiate (up to a max rating of 3). ________________________
NCC – ALL HANDS: During downtime, one of your away teams may take a
REGISTRY VESSEL CLASS downtime action to acquire an asset, reduce heat, or work on a long-term Medical QUALITY
project. WEAK IMPAIRED BROKEN RESIST

SYSTEM STRAIN STRAIN LEVEL ________________________


General Medics
DIPLOMATS: When you do a mission involving a major power (e.g. –
SYSTEMS: Klingon Empire, Romulan Star Empire), you get +4 requisition for the ________________________
mission.
VIP
ADVANCED
CREW UPGRADED ________________________
QUARTERS EXCHANGE MEMORY
+1d to
HOLOSYSTEM
S
PROGRAM BANKS PRIDE OF STARFLEET: You have some of the best engineers in the ________________________
BASE Engagement (Tier roll) - +1 Effect to fleet. Take -1 system strain during downtime and +1d to gather info on
+/- 1 to any
Roll for Heat = Gather Info technologies.
pastimes roll in
Transport and
Diplomacy
Holodecks
Requisition in
Downtime
rolls for
Missions
Science QUALITY
WHERE NO ONE HAS GONE BEFORE: When contending with WEAK IMPAIRED BROKEN RESIST
unknown lifeforms, you gain potency and +1d to resistance rolls.
SUPPLY LINES ________________________
General Scientists
-2 System VETERAN CREW: Each PC has learned from previous experiences.
Strain per
BASE SHIP BASE BASE
You get +1d to resistance rolls.
________________________
Score ________________________
CONSTANT IMPROVEMENT: Whenever you do a mission to ________________________
ADVANCED
upgrade a ship system, gain +1d to the engagement roll.
WARP ENGINE
ADVANCED DIPLOMATIC MEDICAL
TUNING XENOBIOLOG
FABRICATION CORPS
+1d on
Engagement
SUITE ATTACHE
SUITES
+1d to
Y LABS
+2 Requisition
VETERAN: Choose a special ability from another source. Security QUALITY
+1d for on site +2 Requisition WEAK IMPAIRED BROKEN RESIST
Roll for time
sensitive
Fix and Desing for Arbitration
Treatment and
Healing Project
for New Life
scores
Vessel advancement
Rolls Missions
missions Rolls • Discover new life, civilizations, or worlds. ________________________
General Tactical Staff

• Aid the people of the Federation. ________________________


REQUISITION EXTRA REQUISITION Tier • Solve a challenge without resorting to violence.
________________________
________________________
• Bolster your reputation or add a new one.

Reputation Bases Morale Low High Contacts Vessel Upgrades SHIP QUALITY
Cpt. Naida Carrick Advanced Stellar Cartography Extra Requisition Computers
Advanced Runabouts Fighter Wings Defenses
____________________________________________ Dr. Pheobe Sanghvi
Officer’s Quarters Sensors
Elite Engineers (+1 Quality)
____________________________________________ Thavan Ch’Rasda, Andorian Trader
Starfleet Connections (increased
Quantum Torpedoes Shuttles
Seleia, Vulcan Scientist Runabouts Supplies
____________________________________________ effect when dealing with Starfleet)
Secure Tools
Ch’Kota, Klingon Warrior Persistent (+1 Quirk Box)
____________________________________________ Rear Adm. Reuben Gault Visual Acuity Transmitter
Workshops
TRAINING
Weapons
DIVISIONS
____________________________________________ ____________________________
(Visuals on Away Teams in
Multispectrum)
Vigilance UPGRADE COSTS

Ingenuity +1 Quality: 2
____________________________________________ Charisma Add Type: 1
____________________________________________ _____________________________________ Personal Add Edge: 1
Staff Remove Flaw: 1
____________________________________________ _____________________________________ Mastery
Factions of Star Trek
United Federation of Planets Klingon Empire Ferengi Alliance
Starfleet Command V Klingon High Council V Ferengi Trade Mission IV

Vulcan High Council IV Klingon Defense Force IV Ferengi Fleet Captains III

Office of Inspector General IV Klingon Intelligence III Ferengi Free Traders II

Starfleet Tactical III

Starfleet Intelligence III

Starfleet Science III

Starfleet Medical III Romulan Star Empire


V’Shar III Romulan Senate V

Colonization Command II Romulan Military IV

Terraform Command II Tal Shiar III

Starfleet Corp of Engineers II Cardassian Union


Starfleet R&D I Cardassian Central Command IV

Obsidian Order IV Other Powers


Detapa Council II Q Continuum VI

Cardassian Dissidents I Orion Syndicate III

Gorn Hegemony II

Bajoran Resistance I

Free Traders I
Factions of Star Trek
United Federation of Planets Klingon Empire Ferengi Alliance

Romulan Star Empire

Cardassian Union

Other Powers

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