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• 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.
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.
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
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
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
Gorn Hegemony II
Bajoran Resistance I
Free Traders I
Factions of Star Trek
United Federation of Planets Klingon Empire Ferengi Alliance
Cardassian Union
Other Powers