STA Captain - S Log Solo RPG (TNG Cover) v1.41 - PDFCOFFEE.COM (2024)

CAPTAIN'S LOG SOLO ROLEPLAYING GAME

|CREDITS 2D20 SYSTEM DESIGNER Nathan Dowdell

978-1-80281-074-5 | 978-1-80281-075-2 | 978-1-80281-076-9 | 978-1-80281-077-6

STAR TREK ADVENTURES

MODIPHIUS ENTERTAINMENT

PROJECT MANAGER Jim Johnson

CHIEF CREATIVE OFFICER Chris Birch

LEAD WRITER Michael Dismuke

CHIEF OPERATIONS OFFICER Rita Birch

CAPTAIN’S LOG RULES DEVELOPMENT Michael Dismuke, Josh Allen, Alison Cybe, Jim Johnson & Samantha Webb

MANAGING DIRECTOR Cameron Dicks

ADDITIONAL WRITING Rachael Cruz, Nathan Dowdell, Keith Garrett, John Kennedy, Fred Love, Chris McCarver, Aaron M. Pollyea, Jacob Ross & Al Spader EDITING Jim Johnson, Keith Garrett & Bryce Johnston

HEAD OF BRAND Samantha Webb HEAD OF DEVELOPMENT Sophie Williams HEAD OF CREATIVE SERVICES Jon Webb CREATIVE COORDINATOR Kieran Street FINANCIAL CONTROLLER Luc Woolfenden

CANON EDITING Scott Pearson

LOGISTICS AND PRODUCTION MANAGER Peter Grochulski

GRAPHIC DESIGN Jane Robertson & Roxanne Thompson

ART DIRECTORS Rocío Martín Pérez & Ariel Orea

ART DIRECTION Ariel Orea & Jim Johnson

STUDIO COORDINATOR Rocío Martín Pérez

COVER ARTIST Stephanie Toro Gurumendi

PHOTOGRAPHER Fátima Martín Pérez

INTERIOR ARTWORK CBS Studios, Cryptic Studios, & Modiphius Entertainment

LEAD 3D DESIGNER Jonny La Trobe-Lewis

PROOFREADING Keith Garrett, Jim Johnson & Virginia Garcia McShannock PLAYTESTERS Josh Allen, Alison Cybe, Michael Dismuke, Paxton Griffin, Jim Johnson & Matt Wonderlin

3D DESIGNERS Ben de Bosdari & Sean Bullough

Modiphius Entertainment Ltd. 39 Harwood Rd, London SW6 4QP, United Kingdom [emailprotected] | WWW.MODIPHIUS.NET Modiphius Entertainment Product Number:

TOS Edition: MUH0142304 (ISBN: 978-1-80281-074-5) TNG Edition: MUH0142305 (ISBN: 978-1-80281-075-2) DS9 Edition: MUH0142306 (ISBN: 978-1-80281-076-9) DSC Edition: MUH0142307 (ISBN: 978-1-80281-077-6)

GRAPHIC DESIGNERS Stephanie Toro, Chris Webb, Mark Whittington & Leigh Woosey AUDIO AND VIDEO PRODUCER Steve Daldry EDITOR Bryce Johnston DEVELOPMENT COORDINATOR Jason Enos GAMES DESIGNER James Hewitt DEVELOPERS Jono Green & Ethan Heywood QA TESTERS Samantha Laydon & Nathan Perry COMMUNITY AND DESIGN ASSISTANT Dominic Westerland SCHEDULING AND DESIGN ASSISTANT Justin Talsma RPG DESIGN ASSISTANTS Andy Douthwaite & Jess Gibbs

SENIOR 3D DESIGNERS Joana Abbott, Domingo Díaz Fermín & Chris ‘Chrispy’ Peacey SENIOR 3D PLASTICS DESIGNER Colin Grayson

LEAD GRAPHIC DESIGNER Michal E. Cross

SENIOR PROJECT MANAGER Gavin Dady PROJECT MANAGERS Daniel Lade, Ben Maunder, Chris Shepperson & Haralampos Tsakiris OPERATIONS MANAGER John Wilson FACTORY MANAGER Martin Jones SENIOR PRODUCTION OPERATIVES Drew Cox & Warwick Voyzey

LEAD PRODUCTION OPERATIVE Anthony Morris PRODUCTION OPERATIVES Thomas Bull, Louis Hartley-Edwards, Jake Pink, Jake Skinner-Guy & Miles Turner ASSEMBLY TEAM Elaine Elizabeth Hughes & Nichola Jones TOOL MAKERS Luke Gill & David Hextall CUSTOMER SERVICE AND ACCOUNTS MANAGER Lloyd Gyan EVENTS MANAGER Gregoire Boisbelaud COMMUNITY MANAGER April Hill TRANSLATIONS AND PUBLISHING MANAGER Matt Timm DISTRIBUTION AND KEY ACCOUNTS MANAGER Gary Moore MARKETING MANAGER Ben O’Brien MARKETING COORDINATOR Shaun Hocking CUSTOMER SUPPORT REPRESENTATIVE Chris Dann WEBSTORE MANAGER Apinya Ramakomud BOOKKEEPER Valya Mkrtchyan FOR PARAMOUNT GLOBAL Marian Cordry, Brian Lady & Stephen Zelin WITH THANKS TO Gene Roddenberry, Marian Cordry, Scott Pearson, Thomas Marrone, and the many fans who support this game

The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd. 2023. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in an historical context. TM & © 2023 CBS Studios Inc. © 2023 Paramount Pictures Corp. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved., except the Modiphius Logo which is Modiphius Entertainment Ltd.

S TA R T R E K A D V E N T U R E S

CAP T A IN ' S LOG

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . 01

01.00 STAR TREK DEFINED. . . . . . . . . . . . . . . . . . . . . . . . 07 02.00 THE STAR TREK UNIVERSE . . . . . . . . . . . . . . . . . . . 17 03.00 REPORTING FOR DUTY . . . . . . . . . . . . . . . . . . . . . 71 04.00 YOUR HOME AMONG THE STARS . . . . . . . . . . . . . 139 05.00 RULES OF PLAY. . . . . . . . . . . . . . . . . . . . . . . . . . 179 06.00 PLAYING CAPTAIN'S LOG. . . . . . . . . . . . . . . . . . . . 225

APPENDIX I - PROBABILITY MATRIXES . . . . . . . . 253

APPENDIX II - ALLIES AND ADVERSARIES. . . . . . 281

APPENDIX III - LOCATIONS AND STARSHIPS . . . . 293

APPENDIX IV - ADDITIONAL MATRIXES. . . . . . . . 311

APPENDIX V - FORMS . . . . . . . . . . . . . . . . . . . . . 317

INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323

INTRODUCTION

SPACE , T H E FINAL FRON T IE R . . . “ . . .t o b o l d l y g o wh e r e n o one has gone before.” — F R O M STARFLEET’S M AN D ATE

| A UNIVERSE OF POSSIBILITY FOR MORE THAN 55 YEARS AND ACROSS 11 television series, 13 feature films, and countless other forms of narrative, from novels to comic books to games of all types, Star Trek has delighted audiences worldwide with its science-fiction storytelling in a future laced with hope, adventure, drama, and wonder. From its conception by creator Gene Roddenberry as “Wagon Train to the Stars” (a Western series that focused on a recurring cast exploring together) to its current life in no fewer than five series in active production, Star Trek stands unique among science-fiction media properties,

presenting a comprehensive and consistent setting in which virtually every fiction genre and type of character can find a home. Any type of story you can imagine telling can fit somewhere within the expansive Star Trek universe. Welcome to Captain’s Log, where you can learn about the franchise, the setting, the eras and styles of play available to you, and then use the tools in this book to create a unique character and tell amazing Star Trek-style stories, either by yourself or with a group of friends.

|SUPPLEMENT STRUCTURE CAPTAIN’S LOG PROVIDES ALL THE INFORMATION you’ll need to understand the essentials of the Star Trek setting, the tools you’ll need to create a character, and guidance on how to develop satisfying stories with that character, whether you play by yourself or with a group of friends. Chapter 1: Star Trek Defined provides a primer on what makes Star Trek unique among science-fiction media properties, including the setting’s ethos, mythos, expectations, assumptions, and more. In addition, this chapter discusses what Captain’s Log is and how it directly ties into the DNA of what

makes Star Trek an amazing stage on which to tell great stories. Chapter 2: The Star Trek Universe is aimed at the new or casual fan who might not be familiar with all the myriad details of the Star Trek universe and how they might apply specifically to a solo roleplaying game. This chapter provides information about how the contents of the setting operate, how beings in the setting live and work, the various eras of play available, as well as a number of styles you can use to set the tone of the stories you want to tell.

INTRODUCTION

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YESTERDAY'S ENTERPRISE This game can be used to tell stories in any Star Trek era, from the earliest days of the Federation in the 2100s to the 32nd century and beyond. You may choose to set your game at the dawn of Earth’s tentative steps to exploring space in the 20th and 21st centuries; during the “Five Year Mission” period in the 2200s when illustrious captains such as Georgiou, Pike, Kirk, and Kang commanded starships and pushed the boundaries of known space; during the 2300s

where the Klingon Empire and Federation forged peace and navigated the challenges of their new alliance while also facing a variety of threats; or even in the centuries following the events of Star Trek: Picard and into the far future depicted in recent seasons of Star Trek: Discovery. As Spock once said, “There are always possibilities.” Where will your imagination take you?  00.101

Chapter 3: Reporting for Duty explains how to build a character for Captain’s Log, either through a detailed lifepath to generate the character’s statistics and gameplay information, or via the creation in play method, to get you into the game faster. Whether you are playing a Starfleet officer, a civilian, or an officer from any other polity, this chapter will enable you to create a character that fits right into the Star Trek universe, no matter which era of play you choose to explore. Chapter 4: Your Home in the Stars enables you to build the other critical component of your stories – the ship or station on which your character lives. Starships and space stations in Star Trek are as critical as the characters, and this chapter gives you the tools you need to create the environment in which your character spends the bulk of their time. Chapter 5: Rules of Play provides all the rules you need to play in solo mode, including how to start your mission, how to handle task attempts, and ways to manage conflict in all its forms during the course of your mission. The chapter also discusses optional modes of play, including cooperative gameplay (gaming with fellow players without a gamemaster) and guided play (gaming with fellow players and a gamemaster serving as a narrator and guide). Chapter 6: Playing Captain’s Log offers additional guidance on effective Star Trek-style storytelling, oriented toward starting, playing, and completing a Captain’s Log session. You’ll find insights into the

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traditional three-act structure, writing log entries, using the probability matrixes to ask and answer questions to add to your narrative, information on various narrative devices, and insights into completing a mission. Appendix I: Probability Matrixes provides you with the most essential random tables you’ll use in Captain’s Log, including the Yes/No Probability Matrix. The chapter also provides guidance on generating mission types; creating themes, advantages, and complications; building encounters; and managing Momentum and Threat spends. Appendix II: Allies and Adversaries gives you a wide range of random tables useful for creating the many non-player characters you may encounter during any given mission. The chapter also provides guidance on creating creatures, beasts, and spaceborne entities for your character to encounter, befriend, evade, or defeat. Appendix III: Locations and Starships offers guidance and random tables designed to help you create sectors, systems, planets, and moons to discover and explore, as well as interesting locations to serve as set-pieces for your adventures. Also provided are tools and tables to help create alien civilizations and add details to their form of government, religion, and other key societal details. This appendix also offers guidance on creating random ships, stations, and related information,

such as generating ship damage and managing crew casualties. Appendix IV: Additional Matrixes offers additional random tables designed to help you flesh out your ongoing narrative, including how to manage your character’s downtime in between missions, exploring time intervals, and generating names. This

appendix also includes tables to help you determine where your character was injured and what type of injury they might have sustained, should they get harmed during a physical altercation. Appendix V: Forms includes the Character and Starship, Missions and Log Entries forms, and a sample filled-out character sheet.

|USING THIS GUIDE THIS BOOK PROVIDES YOU WITH A WEALTH OF information about Star Trek’s eras, styles of play, and character options, all designed to help you develop and play a character that fits into the Star Trek universe. The book also provides a complete rules system for telling your own unique Star Trek stories with your character. Whether you are playing a Human, Klingon, Bajoran, Vulcan, sentient android, self-aware hologram, liberated Borg, or something else, this guide can help you build a unique character and then tell amazing Star Trek-style stories with that character.

With this book and a couple of 20-sided dice, you can bring a unique Star Trek character to life and tell dramatic and engaging stories, in your very own Star Trek episode or ongoing series. You may choose to use the book as a facilitator to telling stories collaboratively with friends who use their own unique Star Trek characters. You may even choose to play Captain’s Log like a traditional roleplaying game, with a gamemaster narrating the action for a group of players, using this book as a guide and reference. The choice is yours. Now, gather your writing material, some 20-sided dice, and your favorite snacks. It’s time to explore the final frontier, Star Trek-style. Engage!

INTRODUCTION

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WHERE TO START? What if you want to play this game but you’ve never watched Star Trek? Perhaps you’re a casual fan who has viewed a handful of episodes here and there. Maybe you’re on the fence about the game and need inspiration. Perhaps you’re uncertain which handful of episodes out of the hundreds available might help answer “Just what is Star Trek?” and “What can I do in a game of Captain’s Log?” Consider watching the following episodes, which include some great character-focused Star Trek episodes and exemplify what’s possible for a typical Captain’s Log mission. As you watch them, imagine what your character might do to carry forward the Star Trek ideals and ethos embodied in these stories. STAR TREK The original series laid the foundation for the entire franchise and set the tone and style for more than 55 years of science-fiction storytelling. Episodes worth checking out include “Amok Time,” “The Galileo Seven,” “The Deadly Years,” and “Wolf in the Fold.” For a good example of how to have fun within the setting, check out “The Trouble with Tribbles.” STAR TREK: THE ANIMATED SERIES The Animated Series continues where the original series left off, and while the crew composition changed somewhat, the storytelling is as strong as ever. Three standout episodes include “The Time Trap,” “Yesteryear,” and “The Slaver Weapon.” THE MOTION PICTURES While feature budgets and scope require a refocus of intent, the Star Trek films deliver spectacle as well as story. The Wrath of Khan, The Search for Spock, and The Voyage Home present a deep, character-driven trilogy that is alternately action-packed, tragic, and humorous. It’s worth noting that three of the feature films involve time travel, a storytelling staple.

STAR TREK: THE NEXT GENERATION Moving the franchise into a new era, The Next Generation built on what came before and added much detail to the Star Trek universe. Some standout character-focused episodes include “Remember Me,” “Tapestry, “Data’s Day,” “The Inner Light,” “The Emissary,” and “Sins of the Father.” “All Good Things” brings the series to an epic conclusion and tells a deeply personal story along the way. STAR TREK: DEEP SPACE NINE Deep Space Nine took a bold new approach to Star Trek storytelling – rather than traveling to the adventure every episode, now the adventure would come to the station. This meant that issues and challenges left unresolved at the end of an episode would often still be present next time. Be sure to check out the episodes “Emissary,” “Duet,” “Dax,” “The Visitor,” “Far Beyond the Stars,” and “It’s Only a Paper Moon” for examples of powerful, character-driven stories. STAR TREK: VOYAGER Voyager showed us that even if you take a crew far away from the established Star Trek universe as shown in the Alpha and Beta Quadrants, you can still tell a wealth of stories in the Star Trek tradition. Standout character episodes include “Caretaker,” “Counterpoint,” “Lineage,” “Timeless,” and “Author, Author.” STAR TREK: ENTERPRISE Enterprise takes us to the beginning, showing us what exploration was like for Starfleet in its infancy. The Enterprise NX-01 breaks new ground episode after episode, illustrating what a deep-space exploration mission might look like. Check out the character development in “Carbon Creek,” “First Flight,” “Dear Doctor,” “Similitude,” the “Affliction” and “Divergence” storyline, and “In a Mirror, Darkly.”

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STAR TREK: DISCOVERY Taking the franchise into bold new directions (and, in more recent seasons, 900+ years into the setting’s future), Discovery tells some of the most mature and thoughtful stories of all the series. Consider viewing “Lethe,” “Such Sweet Sorrow,” “An Obol for Charon,” “Magic to Make the Sanest Man Go Mad,” “Die Trying,” “But to Connect,” and “New Eden.” STAR TREK: SHORT TREKS Each of the ten Short Treks episodes are character focused, and all worth checking out, but if you’re pressed for time, try to watch “Calypso,” “The Trouble with Edward,” and “The Escape Artist.”

Season two took the characters in a new direction, into the past and into an alternate universe. The episodes “The Star Gazer” and “Two of One” are good character-focused stories. STAR TREK: LOWER DECKS Taking the franchise into the funnest frontier, Lower Decks brings a whimsical yet reverent tone to Star Trek. It’s worth checking the whole series out since the episodes are short, but if you need a few highlights, watch “Much Ado About Boimler,” “Moist Vessel,” “No Small Parts,” “I, Excretus,” “Wej Duj,” and “Reflections.”

STAR TREK: PICARD

STAR TREK: STRANGE NEW WORLDS & STAR TREK: PRODIGY

The first season of Picard tells a deeply personal story, something not seen before in the annals of Star Trek on such a scale or with such focus. Check out “Remembrance” and “Nepenthe.”

Two more series released during the development of this book, Strange New Worlds and Prodigy. Both have great characterfocused episodes, so check them out!  00.102

INTRODUCTION

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CHAPTER 01.00

ST AR T R E K DE FI N E D 01.10

WHAT IS STAR TREK? . . . . . . . . . . . . . . . . . . . . 08

01.20

WHAT IS CAPTAIN'S LOG? . . . . . . . . . . . . . . . . . 13

S TA R T R E K D E F I N E D

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W HAT I S STA R T RE K ? “ A n d y o u p e o p l e, you’re all astronauts o n som e k ind of star trek .” – DR. Z E FRAM COCHRANE

| TEN FACTS ABOUT STAR TREK WHILE STAR TREK HAS BEEN IN THE PUBLIC’S collective consciousness for more than 55 years and is one of the most significant popular culture icons in the world, it has come to mean different things to different people over the franchise’s life. For that reason, it’s worth examining ten key points to help establish a baseline when thinking about adapting Star Trek to a Captain’s Log roleplaying game experience you’ll inhabit with your character.

1. Star Trek has a Science Fiction Setting First and foremost, Star Trek has a science fiction setting with all the expected tropes and trappings that make science fiction what it is. Spaceships, faster-than-light travel, energy weapons, new worlds to discover and explore, a wide variety of alien life-forms to encounter and interact with, all with a firm basis in known science and scientific principles, as well as theoretical science. And not only the “hard” sciences – physics, astronomy, chemistry, biology, and all the xeno- and exoversions of these, certainly – but also the “softer” sciences of archaeology, sociology, psychology, and anthropology play key roles in many Star Trek stories.

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Writers involved in Star Trek stories have taken full advantage of the franchise to examine social issues of their times, focusing those issues through a science fiction lens. From its inception right up to its present offerings, Star Trek has tackled a wide variety of social and political topics, including, but not limited to: racism, social injustice, gender equality, sexual identity, labor issues, the challenges of reliance upon automation, Human rights and Human rights violations, war, violence, religion and faith issues, drugs and addiction, and terrorism. The franchise’s handling of each topic may not always be perfect, and almost never attempts to present solutions. However, Star Trek shows us that it’s important to raise the questions and to highlight the issues, through a science fiction lens, in order to spark discussion and, perhaps, lead to change for the betterment of all.

2. Star Trek Presents a Positive, Hopeful, and Vibrant Forecast One of the first things you’ll note about Star Trek on screen is that the colors pop out at you. The future presented by the franchise is vibrant, rather than washed out or shaded in grays. Starfleet

uniforms and civilian clothing are colorful, and Starfleet vessels almost always have brightly-lit interiors and control panels and displays. This attention to bright colors reflects the overall positive tone of the franchise, the hope baked into the concept of each series. Starfleet officers live in a post-scarcity society where all basic needs are met, where all individuals are free to pursue whatever interests or careers they care to set their minds to. They explore the universe not to conquer other peoples or to acquire land or treasure, but to expand their understanding of themselves and the universe in which they live. Unlike other science fiction properties that might present a dystopian future or a dark, brooding noir type of world, or settings in which endless war is a daily fact of life, Star Trek offers a universe of morality, hope, and joy in the wonders to be explored. What do you want to explore while creating a Star Trek story?

3. In Star Trek, Diversity, Equity, and Inclusion are Paramount From the very first episode, Star Trek presents a diverse crew representing a wide variety of Human ethnicities, skin tones, backgrounds, histories, and identities, along with one half-Human, half-Vulcan science officer. In addition, the various series present many representatives from alien species and cultures, adding to the diversity of a given cast of characters. Star Trek presents a future where everyone is welcome, accepted, and considered equal no matter their species, gender identity, sexual preferences, faith, body shape, or other unique traits. Differences among individuals are embraced and celebrated, and discrimination and exclusion on any basis is prohibited. This standard of diversity, equity, and inclusion provides you with the flexibility to create any character you can imagine. They all have a home in the Star Trek setting.

S TA R T R E K D E F I N E D

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NON-FEDERATION CHARACTERS AND CAMPAIGNS Many Star Trek characters and cultures do not embrace the IDIC philosophy or adhere to the generally hopeful and utopian point of view portrayed in most Star Trek stories. Often, these characters and cultures are presented as antagonists for the heroes to battle or overcome, which in some cases can be problematic. Not all Cardassians are fascistic torturers, nor are all Romulans treacherous schemers. As with any species or culture, there are members across the many spectrums, from conservative to progressive, fascist to libertarian. Tarring an entire people with the same brush or label is as unacceptable and intolerable in the Star Trek universe as it is in real life.

To that end, if you want to play Captain’s Log as a Cardassian soldier based on a Galor-class warship, run operations as a member of a Romulan Tal Shiar strike team, or portray a Ferengi arms dealer working every side of a given conflict to earn maximum latinum, there’s nothing stopping you from doing so. The game’s mechanics don’t change. What will change are the tone and expectations of your game in comparison to what is traditionally seen as a Star Trek story. Putting aside the tenets of IDIC and the Star Trek ideal of an egalitarian future for another approach means your game will have a very different feel from the intentions of the franchise’s creators and the game designers. And that’s okay – make the game your own and go boldly.  01.101

4. The Characters Build and Nurture Relationships

5. The Franchise Focuses on Character over Plot

Watch any episode of Star Trek and you’ll find characters working together, playing together, and exploring together. While there is a certain level of discipline and distance maintained by some characters, many of the characters on the shows are friends on- and off-duty – sometimes even family.

Related to the previous point, Star Trek is arguably at its best when it focuses on the characters and how they react and change to the circumstances placed in their paths. How does Kirk react when he learns that Edith Keeler must die? What does the crew of the Enterprise-D feel when they see that their beloved captain has been assimilated by the Borg and turned into Locutus?

It is Human nature to form communities, and the communities we see episode after episode are often ones many fans want to tune back in to time and time again. We respond in kind when we see the characters caring for each other, risking their lives for each other, or sacrificing their all so that another might live on. There are so many great relationships to draw from for inspiration; here are just a few examples: the dynamic between Kirk, Spock, and McCoy; the loving father-son relationship of Benjamin and Jake Sisko; the friendships forged between Burnham and Tilly, Data and La Forge, Bashir and O’Brien, and Rutherford and Tendi; and the nurturing mentorship Saru imparts upon Tilly.

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Star Trek certainly has its share of stories where the plot must be solved by creative thinking, scientific know-how, and a judicious sprinkling of technobabble, but it is arguably the character-driven episodes that fans remember most vividly, and they are often the ones that keep us watching season after season. As you play through Captain’s Log, develop your character and their supporting cast into fully rounded, fascinating characters that you’d want to watch in action, session after session.

6. Most Characters Live in a United Federation of Planets By the 24th century in Star Trek terms, the United Federation of Planets has grown to include more than 150 member worlds and protectorates, a conglomerate of billions of beings working toward a common purpose. Allying together for mutual protection and mutual benefit pays dividends for the Federation, whose members know that they are stronger together, rather than separate. There is safety in numbers, but there is also strength and solidarity and shared purpose. In addition, the Federation is grounded firmly in policies and practices that portray a grand view of ethics and morality. The Federation is aware of its strength and potential for abuse on other worlds, intended or otherwise, and endeavors to manage these concerns via law and order and a series of directives and policies intended to stand the test of time. The Prime Directive – which focuses on noninterference with pre-warp cultures – represents the Federation’s awareness of itself and requires all who serve in Starfleet to follow the spirit, if not the letter, of that directive. The moral challenges that arise from it are a staple of Star Trek drama. Where and how will it play a role in your stories?

7. Starfleet Characters Blaze the Trail Starfleet is the uniformed, exploratory organization within the Federation, primarily focused on deep-space exploration and research. Starfleet vessels and crews also take on other missions and assignments based on the needs of Starfleet and the Federation, including, but not limited to, peacekeeping efforts, disaster relief, defense, and diplomatic operations. Most Star Trek characters are Starfleet members, though most series also present non-Starfleet characters to provide contrast and alternative viewpoints and storytelling possibilities. As an organization composed of members from Federation member worlds, protectorates, and sponsored individuals from non-Federation worlds,

Starfleet is one of the primary organizations beings of the Galaxy can join to contribute their talents to the furtherance of knowledge for all. Is your character a member of Starfleet? If so, what motivated your character to join Starfleet over any other profession or life interest? What skills or perspectives do they have to contribute? If they’re not a member of Starfleet, would they ever consider joining? Why or why not?

8. Star Trek Examines the Human Condition Every Star Trek series has at least one character, often non-Human, who serves as the means by which the writers and the audience explore what it means to be Human. In some cases, it might be a Human character who was raised in a nontraditional manner, such as in the cases of Michael Burnham and Seven of Nine. In many ways, these characters often have the most Human responses to events and are often the ones musing on the story’s moral in the episode’s coda. Commander Spock, Lt. Commander Data, Constable Odo, the Emergency Medical Hologram, Neelix, Kes, Dr. Phlox, Commander Saru… these characters bring a uniquely non-Human perspective to their series. They reveal to us, Humans here on Earth, answers to questions and then present the inevitable questions that arise from those answers. Do you want to play such a character? What role would they play in your game?

9. Star Trek Explores the Wonders of the Universe In addition to exploring what it means to be Human, Star Trek, as a science fiction setting, embraces the exploration of the unknown, via real science, plausible science, and, when needed, fictitious science that sounds good for the sake of the story. Virtually every character in the various series have some education and background in one or more science disciplines and can understand and operate most standard technology (e.g., most beings can operate a shuttlecraft much as many today might operate an automobile). S TA R T R E K D E F I N E D

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Star Trek has inspired generations of scientists, engineers, and theoreticians. Many technological devices and concepts that once began as science fiction concepts on the show have gone on to become real devices in real life. Just as modern technology inspires the writers of Star Trek to think more futuristically, Star Trek sparks innovation through inspiration. If your character isn’t a dedicated scientist or engineer, what disciplines are they interested in?

10. Characters Have Some Fun Along the Way Star Trek is most often presented as a science fiction drama, where high stakes, danger, and Galaxy-spanning events are used more frequently

|SUMMARY NOW THAT WE’VE ESTABLISHED WHAT STAR TREK is, or at least built a baseline to spark discussion, let’s take that foundation and apply it to the game you have in hand, Captain’s Log.

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CHAPTER 01.10

than day-to-day storylines; yet, even with the everpresent drama, somehow most of the characters seem to love their jobs, their fellow crewmates, and the journey they all share. They even crack smiles and tell jokes along the way. Many Star Trek episodes carry a tone and spirit firmly planted in the comedy genre, showing that even while traveling through deep space, working far from home, facing hundreds of possibly fatal encounters, it’s Human nature to occasionally get silly and stumble into comical situations. You might come out of them unscathed, with perhaps a bit of replicated egg on your face and a purring tribble perched atop your head. If it fits into your game concept, remember to have fun while exploring all your imagination has to offer.

CHAPTER 01.20

WH AT I S CAP T AI N' S L O G ? “ Ye s , y e s , y e s . N o w, where are the gam es?” – FA L O W, MA S T E R SURCHID O F THE WAD I

|TEN ASPECTS OF CAPTAIN'S LOG NOW THAT YOU HAVE A GREATER UNDERSTANDING of what Star Trek is (if you didn’t already have a firm grasp of it before picking up this book), you might be wondering just what is Captain’s Log and why would you want to play it? What can your character accomplish in this setting that hasn’t already been portrayed by the many characters and crews in hundreds of filmed stories, and hundreds more in print? Those questions can be answered if you consider the following ten aspects of the game. Think on them so that you can determine just what kind of Star Trek game you want to play, and with what kind of character.

1. Your Ship, Your Crew, Your Adventures The Star Trek universe is really, really big. It spans more than a thousand years of in-setting content and touches on all four quadrants of our Galaxy (and sometimes beyond!). While the many characters we’ve come to know and love over the last 55 years have told amazing stories and lived amazing fictional lives, there’s always more to discover. You are a unique individual, as is everyone who has ever played the game, written a Star Trek story, or played some role in the design, development, or production of any episode, movie, or printed story.

Your character will likewise be unique, and the stories you tell will be unique as well. You’ll be developing your own series, set on your ship or station, in your own corner of the Star Trek setting. Starfleet always has need of new officers and new starships; create yours and add your stories to the ever-expanding Star Trek universe.

2. Rules That Support Every Era While many Star Trek Adventures products are designed to fit into specific eras’ visual aesthetics, with rules for those particular eras, Captain’s Log was designed to be era-agnostic, both visually and rules-wise. This means you can create stories in any era of Star Trek with this ruleset. You can play games in the 22nd, 23rd, 24th, 25th, or 32nd century, somewhere in between, or even in an alternate timeline or parallel universe. Where will your imagination take you?

3. A Streamlined Ruleset Focused on Narrative The game system presented in Captain’s Log is a streamlined version of the 2d20 system used in Star Trek Adventures. It features a straightforward task resolution system: when you are presented with a task to attempt, calculate your target number S TA R T R E K D E F I N E D

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by adding one of your character’s attributes and disciplines together. Then, roll 2d20 and attempt to roll below the target number with one or both dice. If you learn only that core concept and can execute it consistently when attempting tasks and when in conflict, you’ll be armed with the single most essential tool you can use to build many sessions of entertaining gameplay. From there, you can gradually add in the rules for managing Momentum and Threat; using values and focuses; making use of your starship; and engaging in social conflict, personal combat, and starship conflict. Add additional mechanics as desired, adjusting the game system to the needs of your ongoing campaign and your comfort level with game mechanics. There are as many ways to play Captain’s Log as there are gamers playing or trying out the game. From play-by-post games in online forums that are 100% non-mechanics focused and essentially prompted fiction writing, to detailed combat scenarios using scratch-built models and painted miniatures moved around a game table, to something in between, there’s a way to play the game that will suit almost anyone.

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4. Character Creation Via a Lifepath The primary way to create a character for Captain’s Log is to work through a lifepath step by step, gradually building the character from childhood into their career as a Starfleet officer (or civilian, Klingon warrior, or officer of another polity). At each step of the lifepath, your character gains specific benefits and you are encouraged to begin building the story of that particular character. As you progress through the lifepath, you add more story elements to your character, along with additional mechanical benefits. Once you complete the lifepath, you’ll have a fullyrealized character ready to take their place among the heroes of the franchise. Unlike many other roleplaying games, where characters start out with modest abilities and stand real chances of dying early and often, characters in this game begin play as highly competent and capable beings, ready to take on whatever challenges the universe throws at them. What path will your character traverse on their lifepath?

5. A Role for Everyone Some players have a preferred role to play in roleplaying games, while others are happy to pick a role that best supports the needs of the game. No matter what type of player you are, or what type of character you want to play, there’s a place for them in Captain’s Log. If you come up with a character concept that excites you but doesn’t reflect the traditional idea of a Starfleet officer, brainstorm something amazing and craft a place for your character in the game.

6. A Concern for the Greater Good One common theme among almost all the main characters across the various Star Trek series is that they all strive to work together for the benefit of all, rather than toward their own self-interest or personal gain. Granted, there are some notable exceptions, though even the exceptions are still portrayed as generally good individuals who often try to make decisions that benefit someone other than themselves. Star Trek characters usually have strong moral compasses and are devoted to concepts such as duty, honor, personal integrity, truth, and justice. Character perspectives and sensibilities are defined in Captain’s Log in the form of a character’s values, which serve as a barometer of their essential outlook on the universe, and which can be tested or challenged session after session. A character’s values can change over time, reflecting the character’s growth – or regression – through their life experiences and how they choose to navigate them. What are your character’s most important values?

7. Limitless Potential Star Trek characters encounter and solve problems ranging from the mundane to the incomprehensible, from easy to near-impossible. Each individual brings their own unique blend of skills and abilities and applies those talents to whatever problem they are faced with. All the series present well-trained crew members who combine their talents with

those of other characters to devise creative and, often, effective solutions to the most seeminglyinsurmountable challenges. Captain’s Log continues these traditions by providing dozens of tables you can roll on to randomly create problems and challenges for your character, as well as numerous options for building allies and adversaries to either help or hinder you as you strive to complete your mission. The probability matrixes, combined with your imagination, should provide you with unique story experiences every time you conduct a new mission.

8. Opportunity for Dramatic Events Decade after decade, series after series, Star Trek serves up epic, expansive storylines packed with drama and high stakes. Captain’s Log delivers on this promise for high drama as well. The game’s story-driven mechanics in the form of Momentum and Threat allow you to alter the circumstances of scenes and encounters to amplify dramatic gameplay and present big, Galaxy-defining events. In addition, Captain’s Log has an advantage over the series we see on screen in that the game provides an infinite special effects budget, no limitation on alien species prosthetics, and the ability to tell stories as large as the universe itself. The television and movie screens may have a limit to the scale they can present, but that limitation dissolves at your gaming space, where your stories are limited only by your imagination.

9. Story-Driven Gameplay The mechanics built into the game – notably Momentum and Threat, as well as the use of your character’s values, focuses, and traits – are tools designed to enable you to create Star Trek-like story events. You should feel free to use as much or as little of the provided ruleset as you require to play through your missions. You may choose to use the full range of options at your disposal, or you may opt to use fewer rules. All such choices are equally valid.

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You may play entire sessions of the game where you don’t roll a single die, perhaps even multiple sessions where you don’t roll on a single matrix or attempt a task, but rather delve deeply into the narrative fiction in which your character is engaged. And, you may end up with sessions that are entirely task-focused or conflict-focused, where the dice fall hard and heavy and resources are spent in a whirlwind of activity. All these options are possible, so long as they serve the story you want to tell.

10. A Safe Space in Which to Explore Star Trek expresses the Vulcan term IDIC – Infinite Diversity in Infinite Combinations – where everyone is welcome, accepted, and considered equal no matter their species, gender identity, sexual preferences, faith practice, body shape, or other

unique traits. This concept holds true for players just as it does for player characters. Captain’s Log provides a safe space for gamers, regardless of their race, faith practice, sexual orientation, gender identity, or other traits. Just as any character concept can find a home in the Star Trek setting, any player is welcome to pick up this game and play a character in the Star Trek universe. Should you choose to play Captain’s Log with a group, you and your fellow players should discuss what makes for a positive and safe game experience for each person, and clearly note what you are and are not comfortable exploring within a game context. Just as it is essential for all Starfleet officers to have and follow a common code of behavior and conduct, so too should your game group have an agreed-upon set of guidelines and safety tools.

|BOLDLY GO YOU’RE NOW PREPARED WITH A STRONGER understanding of both Star Trek and Captain’s Log. Read Chapter 2 if you’d like to learn more about the Star Trek setting and review the eras and styles of play you might choose for your game.

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However, if you’re already familiar with Star Trek and are ready to jump into the game and begin creating a character, skip to Chapter 3 and get started!

CHAPTER 02.00

T HE STA R TRE K UNI V E R S E 02.10

SOCIETY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

02.20

A PRIMER ON STAR TREK TECHNOLOGY . . . . . . 23

02.30

SERVICE PROTOCOLS. . . . . . . . . . . . . . . . . . . . 38

02.40

ERAS OF PLAY . . . . . . . . . . . . . . . . . . . . . . . . . 45

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STYLES OF PLAY . . . . . . . . . . . . . . . . . . . . . . . 53

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CHAPTER 02.10

SO CIE T Y “ E ly s i a i s , i n ma n y r e s p e c t s, a perfec t soc iety. But w it h a ll i t s v i r t u e s , i t i s n o t h om e. And hom e with all i t s f a u l t s ... i s w here we prefer to be.” – CAPT. JAME S T. KIRK

A WELL-WOVEN TAPESTRY Over more than 55 years, across 11 series and 13 feature films, Star Trek’s production and creative teams fashioned a sprawling science fiction setting that has remained remarkably cohesive. Even if it occasionally stretches a bit at the seams and allows in some minor inconsistencies here and there, the franchise and its contents as a whole hang together rather well. So much so that, for the purposes of Captain’s Log, there’s ample consistency in the franchise’s weft and warp that you should be able to confidently bring an authentic Star Trek

feel to play in any era and portray a character in situations that could easily stand alongside the many heroes and events depicted on screen and in print. This chapter is oriented toward fans new to Star Trek or those who want more information about the Star Trek setting to serve as a foundation for the stories you’ll create with this game. If you are already familiar with the setting, feel free to skip to Chapter 3 to create your character and begin playing Captain’s Log.  02.101

|A FUTURE OF HOPE AMONG THE MANY SCIENCE FICTION PROPERTIES and franchises in popular media, Star Trek is unique in that it presents an image of humanity’s future not as a post-apocalyptic nightmare or a cynical, dystopian cityscape, but rather as a positive, diverse, and hopeful one. Uniforms and ship corridors carry bright colors and dynamic designs. Crews made up of beings from dozens of different species and cultures work together to explore the mysteries of the universe, study scientific wonders, and still have time to explore their own rich inner worlds, to examine what it means to be alive, to play a role in a Galaxy staggering in scope and potential.

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This hopeful outlook is most evident when Star Trek is examining very real modern social issues, such as racism, sexism, and political unrest, or complex aspects of individual identity, including faith, disability, sexuality, and many others. Star Trek invariably promotes a future where everyone can live the life they want, unfettered by the 21st century challenges of bigotry, hate, and selfishness. The vast majority of characters in the Star Trek setting, especially those from the Federation, embrace this view and fold it into everything they do, the choices they make, and the direction they choose to pursue. Your character most likely shares this view. What do they see when they look to the stars?

|INFINITE DIVERSITY, INFINITE COMBINATIONS STANDING NEXT TO THE HOPEFUL VIEW OF THE future is the Vulcan ethos of Infinite Diversity in Infinite Combinations, or IDIC. This concept developed early on in Star Trek’s life and has grown to represent a philosophy baked into virtually every Star Trek story. It is made clear on screen, time and time again, that the United Federation of Planets, of which Starfleet is a key component, holds dear the rights and freedoms of all beings, even artificial life-forms. Further, the Federation expressly prohibits unfair discrimination based on a being’s species, ethnicity, nationality, spiritual or political beliefs (so long as those beliefs are not harmful to, or unjustly imposed upon, others), gender, sexuality, or a range of other factors, such as disability or neurological variation.

Within the Federation, all people are given the means and opportunity to pursue their ambitions and realize their full potential. The differences between individuals are embraced and celebrated, rather than becoming the basis for marginalization or persecution. Reflecting the strong ideal of IDIC, characters may be of any species, ethnicity, faith, sexual identity, gender, gender expression, and so forth without limit or restriction. Variations rarely have any impact upon the character in game mechanics terms, though you may choose to highlight some key element of your character mechanically, perhaps via a value or focus, should you so desire.

|CULTURE THE FEDERATION, AND THE HUNDREDS OF SPECIES, worlds, and cultures the main characters encounter across the Star Trek universe, each have cultures containing norms, expectations, and styles all their own. Precious few are provided with a deep dive into their beliefs, customs, morals, and so on – the stuff that roleplaying gamers rely on to deliver a meaningful portrayal of their character at the game table. The most-used species – Humans, Klingons, Vulcans, Betazoids, Cardassians, Bajorans, Ferengi, and Kelpiens, among others – are given sufficient cultural background (by virtue of being the species

of a main character) that makes them relatively easy to roleplay compared to others. Secondary canon has helped to fill in some of the blanks for other species as well. If you are playing a character from a well-known Star Trek species, much of the world-building has already been fleshed out for you. Create your character on that firm foundation and boldly add your own spin to an established species. If you are playing a character of a species that has not been given much canonical cultural detail (or if you are creating a unique species from scratch), embrace the fun challenge of fleshing out that T H E S TA R T R E K U N I V E R S E

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species for the purposes of your campaign. Much as The Next Generation added a wealth of detail on Klingon culture, and Deep Space Nine dove deeply into the Ferengi psyche, use the opportunity to take a canon species and build their culture as

you play. Species such as the Tellarites, Andorians, Tiburonians, Ktarians, and Pakleds could all be embraced as a player character and given deeper cultural details and practices that could enhance any game experience.

RELIGION AND SPIRITUALITY For all that the Federation is a broadly secular society, religious and spiritual beliefs are far from absent. Vulcans are a deeply spiritual people, with ancient traditions of monastic contemplation and asceticism, and philosophies that encourage deep self-knowledge and musings upon the metaphysical. Bajorans, on the cusp of being a Federation member, have a rich religious life centered around worship of the Prophets in their Celestial Temple, and this organized religion holds much social and political influence. While few other Star Trek cultures have had their faith so prominently shown on screen, every culture is shaped by the beliefs and faiths of its people, past and present. Within humanity, religion often takes on more individual forms of practice than it may have in the past, but even atheists and agnostics typically recognize the cultural impact that religion has had upon their lives. Many of these faiths and practices have evolved over the centuries as spiritual leaders debated the interpretation of their traditions and texts in the light of new discoveries and new technologies. The Federation does not have an official religion and guarantees freedom of religious expression so long as one’s religious beliefs are not harmful to others. RELIGION IN PLAY Star Trek has typically been a very secular franchise, sometimes dismissing religion as superstition and speaking of it as if it were something that a culture evolves beyond, with

god-like beings (or beings posing as gods) serving as antagonists in many episodes. Gene Roddenberry is said to have believed that contemporary religion would be gone by the 23rd century, with humanity favoring a form of secular humanism as our guiding philosophy. Star Trek: Deep Space Nine took a more balanced approach, with the Bajoran faith explored in detail, and Benjamin Sisko having to strike a balance between being a Starfleet officer and a religious figure, but the religion in question was always that of the Bajorans; Human faiths never factored into it. Star Trek: Enterprise suggested that a variety of Human faiths persisted at least into the 22nd century, with Phlox having studied a range of Human religions during his time on Earth. The second season of Star Trek: Discovery deals with faith in an abstract sense and reveals that Captain Pike’s upbringing included study of religion alongside science, rather than in place of it. In these small ways, Star Trek has grown to explore belief and faith in ways it didn’t originally, even if it still shies away from talking directly about any real Human religion. These considerations are important in a game context because religion is a part of people’s identities and cultures, and that is as much a part of IDIC as race, sex, gender identity, sexual orientation, and other factors. Within the game, you may wish to create a character which you identify with, and that may include some or all the aspects of your faith practice, if you have one.  02.102

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FEDERATION CITIZENS AND MONEY The United Federation of Planets is, broadly, a collection of post-scarcity societies where financial success and the accrual of wealth are archaic concepts consigned to history… but the exchange of resources is still managed and accounted for. Federation citizens receive a share of the economic product of their world, which is more than sufficient to provide for all their regular needs: food, housing, clothing, education, use of public utilities, and so forth. On a day-to-day basis, no citizen of the Federation needs to worry about lacking the means to survive. A portion of this share is set aside as credit to be traded on a discretionary basis for luxuries and extras – a visit to a restaurant, a bottle of real

wine, other items made the old-fashioned way rather than replicated, as well as a wide variety of trades practiced by skilled professionals. Starfleet personnel and citizens who travel extensively, or who come into contact with those outside the Federation, often exchange a portion of this discretionary fund for an equivalent value in latinum or other valuable commodity, allowing them to purchase goods and services from those who are not part of the Federation. For example, it is not uncommon for Starfleet personnel stationed at a Federation station or outpost to keep a stash of Klingon darseks or a few strips of latinum on hand for trading purposes.  02.103

|ECONOMY ANOTHER IMPORTANT FACET OF THE STAR TREK universe is that, by and large, the average Federation citizen has left behind the need to pursue a survival income or to hoard wealth. Replicator technology and the realities of a post-scarcity society mean that few beings in the Federation want for any of life’s essentials, which frees people to pursue careers or activities out of desire rather than necessity. Some individuals and cultures certainly do pursue wealth and material possessions, but these are seen as the exception rather than the norm.

Your character likely joined Starfleet (or whatever organization is appropriate for your game) out of a desire to better themselves rather than feeling the need to earn a salary and benefits or because they’re obligated to do so. Without a need to earn to live, free to join Starfleet to explore the Galaxy and to better themselves, what excites your character? What hobbies do they choose to pursue? Knowing that they can do anything they want if they put in the effort to learn new skills, what do they want to do in their Starfleet career? How about a second career? Perhaps they spend 30 years at one trade and then join Starfleet. What did they do and how does that experience influence their decision to join Starfleet?

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| STARDATES TIMEKEEPING IN THE STAR TREK UNIVERSE CAN BE tricky when dealing with multiple different worlds that each have their own native calendar and time systems, combined with issues that arise from relativistic effects. After the formation of the Federation, a standardized system was implemented called stardates. All you need to remember is that a stardate gives an internal reference to the chronological occurrences in your game. A story that occurs after another should have a higher stardate than the first. It’s up to you to figure out how you want to keep track of time.

While not always the case, there is a rough equivalence in stardates and the calendar of Earth after the 23rd century. A stardate of 44000.1 is roughly equivalent to January 1, 2367, with one year comprising 1000 stardate units. Alternate versions of stardates are sometimes used, including using the calendar year as the whole number, and the fraction of the year already passed as the decimal, i.e., 2285.2739 is 10 April 2285. You may also choose to use a traditional form of dating missions and sessions, for example, having one episode set on May 22, 2155 and the next episode set a couple weeks later, on June 14.

BEHIND THE SCENES: STARDATES If you want to use a stardate for your adventures that feels more authentic to the source material, consider the following guidance:

§

Star Trek: Enterprise uses traditional Gregorian calendar dating practices. The first episode, “Broken Bow,” starts on April 16, 2151, while the season four episode “Terra Prime” takes place on January 22, 2155. If you are playing in this era, feel free to use the Gregorian dating practice and simply sidestep the whole stardate issue.

§

Episodes in the original series, The Animated Series, the six original series-era feature films, Strange New Worlds, and the first two seasons of Star Trek: Discovery use stardates in the 1000–9900 range, though they are sporadic and rarely sequential from episode to episode. For example, the original series episode “The Man Trap” carries a stardate of 1513.1 (and is set in the year 2266), while Star Trek VI: The Undiscovered Country starts with a stardate of 9521.6 (and is set in the year 2293). If you are playing in this era, you can safely use a stardate in the 1000.x–9999.x range for the years 2254–2323 or thereabouts.

§

Starting with The Next Generation, the producers choose to use a five-digit stardate, suggesting a progression from the original series, and use a range of 41000.x–41999.x for the first season, set in 2364. This practice is continued sequentially through Deep Space Nine, Voyager, and the four The Next Generation feature films. For example, the pilot episode “Encounter at Farpoint” starts at stardate 41153.7 (and is set in the year 2364). Voyager’s final episode, “Endgame,” includes stardate 54973.4 (and is largely set in the year 2378). If you are playing in this era, you may wish to review various episodes or consult a Star Trek timeline resource in print or online to determine where in the canonical timeline you wish to place your adventures. Of course, you are free to ignore established canon and pick whatever dates you wish!

§

Star Trek: Picard is set in the year 2399, though it does not make use of stardates in its first season of episodes. Theoretically, the stardates would be in the 75000.x–75999.x range. If you’re playing a game set in this time period, you could choose to use a stardate following The Next Generation era pattern, or simply make use of the Gregorian dating system.  02.104

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CHAPTER 02.20

A PRIMER ON STAR TREK TECHNOLOGY “ I n s t r u me n t s r egister only those things t h e y ’r e d e s i g n ed to register. S pac e still c o n t ains infinite unk nowns.” – LT. CMDR. SPOCK

GADGETS AND GEAR This section provides an overview of some of the most commonly used technology found in the Star Trek setting with which your character would be familiar. Most of these types of technology are present in all eras, though

some are only available in specific eras. The various descriptions in this section will note what eras you may or may not find that particular technology.  02.201

|CLOAKING DEVICE A CLOAKING DEVICE, REGARDLESS OF THE POLITY producing it, is actually multiple pieces of equipment (heat sinks for the engines, baffled thruster ports, multispectral plating on the outer hull, etc.) installed on a starship that operate together to render the vessel undetectable to most sensors. Even the most advanced forms of the cloaking device require significant power; therefore, vessels under cloak generally do not have enough power to simultaneously provide for defensive and offensive systems. More primitive cloaking devices may even restrict the use of warp

and impulse propulsion, leaving the cloaked vessel maneuvering under thrusters only. You may expect to use a cloaking device for conducting covert missions, hiding from enemies, or getting a starship into position to make a surprise attack. While the Klingons and Romulans use cloaking devices extensively, the Federation has treaties that prevent its use in Starfleet vessels, except for the U.S.S. Defiant, which was destroyed during the Dominion War. Cloaking devices are present in all eras of play.

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| COMMUNICATIONS THE ABILITY TO TRANSMIT INFORMATION between two points is integral to the Star Trek setting, be it using a personal communicator to speak to your ship from a planet’s surface, or connecting to computer databases lightyears away to download the latest information on a wide variety of topics. Most citizens of the Federation grow up with easy access to voice and image communications to speak with family and friends. An easy rule of thumb is that if you can do something today with communications technology, you can do something equivalent with the communications technology of the Star Trek universe. Personal communicators (from any era) utilize a subspace transceiver just like ship-based subspace transceivers, but with a more limited range due to its smaller size and energy storage. You should assume that your starship’s communications array will allow you to communicate with any world within a reasonable distance and even monitor communications at the same range as long as it isn’t encrypted. Personal communicators are able to talk to a ship in orbit or a crew on a nearby moon. By the 24th century, most communications occur via subspace, a layer of reality that exists alongside normal space-time. Within subspace there is a “spectrum,” just like in the electromagnetic spectrum in normal space-time, that allows data to be transmitted at faster-thanlight speeds. Subspace communication utilizes these subspace frequencies, and like its equivalent radio transmissions in normal space-time, allows vast quantities of data to be spread across the Galaxy at incredible speeds. This does not mean instantaneous, as even subspace communications have an upper speed limit similar to light-speed in normal space-time. In the 22nd century, power and technological limitations meant real-time communications, even over as little a distance as Earth to Vulcan, were difficult without subspace boosters. In the 23rd century, it would be difficult to get immediate contact with Starfleet Command on Earth when on the edges of Federation space, but by the 24th

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century, real-time communications Federationwide were possible due to an extensive network of subspace communication relays and boosters. While the Federation enjoys freedom of communications for its population, other polities may not put as much significance on the use of subspace boosters. The Romulan Star Empire, as an example, may only utilize boosters to operate between Romulus and strategically important worlds, in order to compartmentalize and cover up rebellious actions in conquered star systems. The Ferengi Alliance may have an extensive network of subspace boosters so stock traders from across the Alliance can quickly and efficiently make profits. Regardless, lightly settled or explored sectors may not enjoy subspace relays and boosters at all, causing a communications lag. Communications on a planet, or even communications between a planet and orbit, may not rely on subspace technology, and instead rely on older and less power-intensive fiber-optic wires and laser data transmission, especially in the 22nd and 23rd centuries. This practice would become redundant as power generation increased and the technology for subspace communications became more miniaturized. In the 24th century, older styles of communication became niche hobbies and studied by historians rather than engineers, and starships of that era would rarely monitor the normal EM spectrum. Knowledge of these older communications styles can be useful when dealing with less technologically developed societies that are pre-warp, or in emergency situations where no subspace communication is possible. Remember that old never means useless! You can expect to have communications interrupted or made unreliable through multiple events, such as ion storms, sheer distance to transmit over, and enemy jamming, to name just some examples. The distance that sublight communications can cover ranges from hundreds of thousands of kilometers to hundreds or thousands of light-years. You should understand that real-time communications may only be

possible between different star systems when there are subspace boosters in between them to “speed up” the transmission. Outside of this, a rule of thumb would be to assume it takes one hour for your transmission to travel six light-years. In Captain Archer’s time of the mid-22nd century,

this would mean a transmission from Vulcan to Earth would take two hours and forty-five minutes to go one way. When exploring the edges of the Federation, the closest starbases may be tens of light-years away or more, and calls for assistance may not be heard for days.

LANGUAGE AND THE UNIVERSAL TRANSLATOR The invention of the universal translator in the 22nd century was a massive breakthrough in interspecies communication. In the centuries that followed, further advancements allowed the technology to be incorporated into personal communicators or unobtrusive wearable technology that allowed real-time conversation between any two beings regardless of shared language. Starfleet guidelines, and general pragmatism elsewhere, suggest that learning other languages in case of technical faults, or to help understand other cultures more deeply, is still valuable, but it is no longer an absolute necessity for an exploratory mission to have a xenolinguist on board as it was during the early missions of the Enterprise NX-01. In most games of Captain’s Log, the existence of the universal translator means that we can ignore language difficulties as a regular part of play, as it isn’t likely to be an issue. However, communication without using a universal translator is a plot point in numerous Star Trek stories, from the Enterprise crew desperately seeking to send a message in Klingon in Star Trek VI: The Undiscovered Country, to many stories involving Ensign Hoshi in Enterprise, to more recent stories such as the communication difficulties faced by the Discovery crew in the episode “An Obol for Charon.” Because of this, it’s occasionally useful to know what languages different characters speak and read.

Player characters are assumed to be completely fluent in one or two languages. These are typically the common language of their service – Federation Standard in Starfleet, or tlhIngan Hol in the Klingon Defense Force – and either a language reflecting the character’s heritage (an Andorian will be able to speak a form of the Andorian language, for example), or another language which the character studied at some point during their upbringing. It can be assumed that every civilization has numerous languages and regional dialects, with one being the most prominent and used for government and interstellar trade, as Federation Standard is for Earth. A character may additionally know languages based on their focuses – any focus relating to a particular culture means that the character has at least some understanding of that culture’s language, and knowledge of history may give a character a grounding in a dead language (such as Latin) or a particular chronolect of a language they already know (a chronolect is the way a language is spoken during a particular era, such as the differences between Old English and its modern forms). A focus in Linguistics or similar may allow a character to know numerous languages – Commander Saru, for example, speaks 94 different languages – and if you are willing to devote part of your character to that, you could choose to have your character know a minimum number of languages equal to their Reason score.  02.202

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|HOLOGRAM TECHNOLOGY HOLOGRAMS HAVE BEEN IN USE SINCE THE EARLY days of the Federation when holographic imaging systems were used to record and display lifelike 3-D representations of people, scenery, objects, strategic maps, and more (perhaps your character has a treasured holorecording of a loved one, or a place they’ve visited). Starting in the 23rd century, some polities experimented with holographic communication systems (in lieu of viewscreens), though they did not see widespread use.

Many late 24th century starships are equipped with an Emergency Medical Hologram (EMH), an artificial intelligence designed to mimic a humanoid being and programmed with extensive medical knowledge. An EMH can operate in sickbay (which has been equipped with holo-emitters) and is intended to supplement or temporarily replace the medical staff in emergencies. Such holograms are not designed to be self-aware, though there have been a few notable exceptions.

However, the most significant use of holographic technology came with the invention of the holodeck (or, in some places, a smaller holosuite). Developed in the 2360s to address the psychological needs of most organic life-forms to relax and experience familiar environments – and do so in a way that utilized a minimum of space in the ships they were installed in – holodecks became instantly popular with Federation starship crews (despite a few technological hiccups).

As depicted in Star Trek: Picard, emergency holograms have expanded significantly by 2399. Additional varieties in use include the Emergency Engineering Hologram (EEH), Emergency Hospitality Hologram (EHH), Emergency Navigational Hologram (ENH), and Emergency Tactical Hologram (ETH). Emergency holograms in this era can be modeled on existing people, including their memories and personality.

Holodecks combine holographic imaging, forcefields, and tractor beams to create interactive environments that can be touched as well as seen (and heard, smelled, and even tasted). Standard safety protocols prevent items on a holodeck from being deadly, though accidents are still possible – for example, someone skiing in an Andoria simulation could still suffer a leg injury. Adding artificial intelligence allows for holographic characters that users can interact with, and the use of replicators allows for physical objects one can use or even consume. In general, objects created on a holodeck vanish when taken beyond its doors. A holodeck program can be paused, saved, and altered while in progress, using either voice commands or by summoning the room’s exit or “arch” (the control-laden framework around the door). This technology is in use beyond the Federation as well, popular for recreation, as a training tool, and as a development and simulation tool for disciplines ranging from engineering to medicine. It has also been used in anthropological field research, where holographic “duck blinds” hide observation posts behind images of natural scenery such as cliff walls or dense vegetation.

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Besides recreational use and emergency holograms, any ship department can make use of a holodeck in their day-to-day work. Science and medical officers can create working models of physical compounds, spatial phenomena, and even life-forms to test theories. Engineers and conn officers can run lifelike simulations to try out different power and flight configurations. Security officers train extensively against any conceivable simulated enemy in multiple environments. Counselors use carefully-crafted holo-environments (and sometimes holo-characters) to aid the therapeutic process. And command officers immerse themselves in situations both tactical and interpersonal that hone their instincts concerning following Starfleet protocol and making effective command decisions. Consider coming up with a few ideas for the kinds of holo-programs your character spends time in. Are they a holo-novel fan who enjoys stepping into the shoes of a fictional character? Do they spend more time in fitness and training programs than in pure recreational ones? Do they like designing their own programs? Do they hang out with other crew members in a simulated environment based on a real location, or perhaps even a fictional one?

|PROPULSION STARSHIPS IN THE STAR TREK SETTING MOVE among planets, systems, sectors, and quadrants using two primary forms of propulsion: impulse (sublight), and warp (faster-than-light). While many episodes present other forms of propulsion, including solar sails, quantum slipstream drives, and subspace tunnels, this primer focuses on the two most common forms you’ll likely use in virtually every adventure.

Impulse Drive An impulse drive is the primary set of equipment used to propel a starship, shuttlecraft, or probe at sublight speeds. United Earth, and later the Federation as a whole, standardized impulse drives to use highly efficient fusion reactors that would generate energy for ship systems and plasma exhaust that could be channeled through magnetic and subspace baffles to provide thrust that resulted in propulsion. These fusion reactors utilize deuterium reactions that produce helium and hydrogen atoms, free neutrons, and an amazing amount of energy. In the setting, it means that a helmsman can both accelerate and decelerate with an impulse drive without ever having to change the orientation of their starship.

You can use these systems to not only propel your vessel at sublight speeds, but also use them in ways that require thrust like a rocket or power like a nuclear power plant. Impulse drives are used to travel within star systems, and even at quarter impulse speed, a starship could travel from low Earth orbit to the Moon in 21 seconds. At full impulse, a starship would only require around a half hour to go from the Earth to the Sun, and could travel the entire diameter of Neptune’s orbit in a little more than 33 hours. While slow compared to warp velocities, an impulse drive is able to adequately provide movement inside a star system for most of the Federation’s citizens. All impulse drives in common use have limitations on velocity; this speed is typically between 0.25 and 0.33c. This restriction is meant to address both safety and relativistic effects. The faster a vessel goes in real space under impulse, the more damage any particles, dust, or larger objects impacting the vessel will cause, requiring more power to deflector systems to keep everyone on board safe. Time dilation becomes an issue as well: the faster a vessel goes, the more the outside universe seems to speed up. While at low velocities this may not be a large issue, at higher speeds the ship’s crew

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may find themselves unable to react fast enough to outside threats. Most civilizations the Federation interacts with do not like vessels continually being out of sync with other ships and headquarters, so the time dilation makes coordination difficult at best. At extremely high sublight velocities, it’s possible that characters may only feel they have been traveling for days when years or decades have passed outside. In game play, you may find that an impulse drive may shut down from heavy use, or that steep gravity wells mean the impulse drive struggles to provide enough velocity to escape. While fusion reactors are much safer than fission reactors (due to their failure only resulting in the dissipation of high-energy plasma out external vents), working near them still has dangers that you can introduce to provide some nail-biting tension, such as the plasma vents being damaged, the impulse drive taking damage during battle when maneuvering is vital, or perhaps the relativistic limiter failing and requiring repair before time (in the outside universe) literally runs out.

Warp Drive Star Trek without warp drive would be limited to being “Solar System Trek.” It is one of the most quintessential technological systems that every player character will encounter. Simply put, warp drive is a propulsion technology that warps spacetime around a vessel by producing a subspace bubble. This bubble allows a vessel inside of it to stay at slower-than-light velocities, avoiding relativistic effects, and moving the bubble itself at superluminal velocities. This subspace bubble is produced by warp coils, pieces of technology found in a vessel’s warp nacelles. Most vessels keep these nacelles far from the inhabited areas of the ship for safety reasons, but this isn’t a firm design rule. Warp travel requires significant amounts of power, even at low speeds, and this is commonly provided by matter/antimatter reactions inside of a warp core. In Starfleet vessels, the matter and antimatter streams converge inside a chamber where a faceted dilithium crystal helps to focus the resultant plasma into a ship’s warp plasma system, channeling the high-energy material to the vessel’s warp coils.

ERA-SPECIFIC TERMINOLOGY TRANSLATOR Many elements of Star Trek effectively work the same in different eras but have different names.

Here is a list of items and concepts that use different labels over time. 

Enterprise

Star Trek

The Next Generation

communicator

communicator

combadge

grappler

tractor beam

tractor beam

hand scanner

tricorder

tricorder

landing / boarding party

landing / boarding party

away team

particle rifle

phaser rifle

phaser rifle

phase cannon

phaser bank

phaser bank / phaser array

phase pistol

hand phaser

hand phaser

photonic torpedoes

photon torpedoes

photon torpedoes

polarized hull plating

screens or shields

shields

protein resequencer

food synthesizer

replicator

recreation deck (“rec deck”)

holodeck 02.203

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This form of energy generation isn’t the only means of providing power to warp drives. The Romulan Star Empire builds vessels that power their propulsion through a naked singularity. Any kind of large power source can provide power to drive a vessel in warp, even fission reactions found in modern nuclear reactors, though the lower the amount of energy provided, the lower the warp velocities. Much like other types of propulsion, warp coils are unable to sustain their maximum power rating for long durations, and vessels that have been traveling at higher than cruising speed must often slow or even stop for a period of time to let the coils cool or to perform maintenance. While warp speeds are incredibly fast by early 21st century standards, space is a very large place, and traveling between star systems isn’t something that happens in moments. During the 23rd century, a ship cruising at warp 6 (216 times the speed of light) would take 7 days and 4 hours just to travel between Earth and its closest stellar neighbor, Proxima Centauri. Even in the 24th century, when starship cruising speeds are higher and the warp scale was reconfigured, a ship cruising at warp 6 (392 times the speed of light) would still take nearly 4 days on the same journey. The highest speeds seen on screen are achieved by the Intrepid-class starship, capable of emergency speeds of warp 9.975, or a staggering 5126 times the speed of light, allowing the vessel to move between Earth and Proxima Centauri in a little more than 7 hours.

Regardless of the era, you should remember that if your crew is exploring deep space, help will often be weeks away. Standard warp isn’t the only way to travel at superluminal velocities. Transwarp is another form of travel that is often mentioned. First theorized in the late 23rd century, transwarp drive allows a vessel to shunt itself entirely into subspace, exponentially increasing the real space velocities of a starship. Borg vessels use this type of propulsion, in addition to normal warp propulsion, to be able to traverse the entire Galaxy in a matter of hours, either through conduits generated by an individual vessel, or through stable transwarp conduits, which provide even higher relative velocities. Warp and transwarp are only two examples of faster-than-light travel in the Star Trek universe, and there are dozens of others, each with their own quirks and benefits. Maybe your character will be able to figure out a way to introduce them to Starfleet and change the Galaxy for the better. Your characters can use warp drive systems in many ways, including for purposes of bending spacetime, producing localized temporal acceleration or deceleration, or even defensively to cause directed energy weapons to bend around the vessel. Warp drive is a wondrous invention, and there are countless opportunities for a creative player to use the technology in unique and fascinating ways.

|SENSORS SENSOR TECHNOLOGY IS A BROAD CATEGORY OF technology ranging from the “Mark 1 Eyeball” to the most advanced multispectral interferometric wideband subspace/EM detectors of the 24th century. Sensors are any device that can detect the outside universe and provide information about that occurrence to the user. Eyes see the visible portion of the EM spectrum and provide data to the brain to help a person interpret their surroundings. Dolphins use a form of sonar, allowing sound waves from their chirps to travel through the water and bounce back off objects so the dolphin can better interpret

their surroundings. In the Star Trek universe, there are far more things to detect than just the visual part of the EM spectrum and sound in water! The most common sensors player characters will come across while on a starship are longrange sensors. These are a variety of detection devices that operate by sending out pulses of wide-spectrum subspace energy and detecting the reflected energy that returns. The most important aspect of these sensors is that they use subspace; they aren’t limited by the speed of light. This is

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why starships can detect vessels approaching from light-years away, why the bridge crew can see a star collapsing as it happens even though they are light-minutes or hours distant, and how a starship navigates around obstacles in their path while at warp. These sensors operate on principles similar to modern-day radar and are used to determine the location of a ship or other object along with some basic information about it, such as speed, size, and mass. Operators skilled with such systems can tease out quite a bit of information about stars and planets, but detailed information is limited. In other words, a science officer won’t be able to detect where a specific person is standing on a planet’s surface from light-years away, but may be able to tell that there are many people on that world, via electromagnetic emissions typical of a technological society. Short-range sensors are similar to their long-range counterparts but have a larger amount of data they can gather at a higher resolution. Many of these sensors have no need to operate at faster-than-light speeds, so they do not rely on subspace to function, but often can be tied into subspace devices to get longer-range data than they otherwise would. These devices include standard electromagnetic spectrum detectors (cameras, as an example), particle detectors (such as Geiger counters), and even telescopic or microscopic equipment. Examples of short-range sensors include tricorders, medical scanning equipment, diagnostic equipment in engineering, etc. A rule of thumb is that if there is a real-world equivalent to a sensor (an optical telescope, Doppler radar, magnetic anomaly detector, blood pressure monitor, etc.), then the sensor falls into the shortrange category.

As the resolution at which a sensor is supposed to scan gets higher (i.e., moving from scanning something the size of a Human to a size of a cell), the closer the sensor needs to be to function well. This is why patients lay down in sickbay to be scanned for their injury or illness instead of being diagnosed from across the ship. It’s also why stars can be scanned from quite long distances but planets require closer proximity. For example, a star system may be detected from dozens of light-years away, a planet in that system or a starship not attempting to hide may be detected from several light-years away, and intelligent life on a planet may be detected as far away as a few light-years. Determining that the life-signs are humanoid will require the starship to be in the same star system as the world, detecting that the humanoid life-forms are Romulan may mean being an AU (150 million kilometers) away, and getting an accurate count on how many Romulans are living on the planet would require the starship to be in orbit. Discovering that the Romulans on the planet are sick will require being within tens of meters of the Romulans, and identifying the viral infection they are stricken with will require close contact. No approach yields more accurate information than being up close with whatever it is you are scanning and being able to manipulate it yourself. Exploration is far more than looking at something from a distance; it is about seeing, smelling, and experiencing it. And that means getting off your ship and transporting down to the planet or over to that alien spacecraft to check things out first-hand.

|SHUTTLECRAFT WHILE STARSHIPS MAY BE THE CAPITAL SHIPS OR ocean liners of the Star Trek universe, shuttlecraft are more akin to personal transportation. Shuttlecraft are small, space-capable vessels that most citizens of the Federation have easy access to. They are common sights both in planetary atmospheres and when traveling between worlds. Some shuttles have limited

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warp capabilities, and while you may not want to take long journeys between star systems with them, they can reduce the time it takes to get to faraway planetary bodies within a star system to hours. You can use shuttlecraft in any way you can imagine using an automobile, aircraft, helicopter, or shortrange spacecraft such as the space shuttle orbiters.

|TRACTOR BEAMS A TRACTOR BEAM IS A PIECE OF EQUIPMENT THAT focuses emitted gravitons and antigravitons into a coherent stream. This stream of particles is then directed at a nearby object, likely less than a few thousand kilometers away, so the beam can either bring the object closer, hold it at a set distance, or push it away. The mass of the object able to be towed or moved in such a way is normally limited to around a similar, but lower, mass as the vessel

generating the tractor beam. In other words, while a starship should be able to tow a smaller starship, it would be entirely unable to move a planet. In combination with the Laws of Motion and deactivated inertial dampeners, you may find interesting ways of maneuvering your starship using the tractor beam to push off objects to change your momentum.

|SHIELDS DEFLECTOR SHIELDS (ALSO CALLED EITHER deflectors or shields) are the most common type of defensive measure employed by starships in the known Galaxy. Available starting around the 2240s, shields are forcefields that surround a ship or base in an invisible bubble – except when they are hit by something, at which point an observer will see a multicolored flash of Cherenkov radiation. Shields protect against both physical objects (such as asteroids) and many types of energy (including phasers and other weapons). Shields that are active are said to be “up,” and shields that are inactive or have collapsed are referred to as “down.” Objects and weapons striking a shield reduce its effectiveness. Some interstellar phenomena can also impair or disable shields, including nebulae, stellar flares, radiation storms, geomagnetic storms, novas, and black holes. Once a ship or station’s shields are gone, the shields collapse and offer no further protection until restored or repaired. Most

ships cannot withstand many attacks once the shields are down. Some shipboard activities generally cannot be performed while shields are up, including transporting to or from the ship, launching or landing shuttlecraft, and operating a cloaking device. Some cultures have been able to work around this restriction, such as the Dominion and Borg with their advanced transporter technology. Shields operate at a specific frequency, and normally operate at the same frequency as the ship’s own weapons so they do not interfere with each other. Shield (and matching weapon) frequencies are changed regularly, because if an enemy manages to match its weapon frequency to that of the shields, the weapon will do the same as the target ship’s own weapons: bypass the shields entirely.

|TIME TRAVEL TIME TRAVEL IS A COMMON OCCURRENCE IN Star Trek stories. From the Guardian of Forever to the Orb of Time to the Red Angel time suit, Starfleet officers and members of other cultures have had many journeys into the past and future. In the Star Trek universe, time is malleable. It is possible to change the past and affect one’s own

timeline, so extreme caution is advised for any officers who find themselves traveling into history. Indeed, in the late 24th century, the Federation instituted a Temporal Prime Directive that prohibits changes to the past, in much the same way that the original Prime Directive prohibits interfering in the natural development of other worlds. Officers who travel through time can expect a thorough debriefing

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by the Department of Temporal Investigations. It is likely that other cultures have instituted similar directives and departments as the Federation. (Before establishing the Temporal Prime Directive, the Federation experimented with missions to the past for observational purposes.) The Temporal Prime Directive has three essential rules:

§ §

Don’t interfere with historical events.

§

Avoid revealing information about the future that could itself cause interference or even generate a time paradox.

Do take action to prevent historical alterations, if necessary.

The methods employed in traveling through time are quite varied, but common means to do so include the slingshot effect (warping near a powerful gravity source, such as a star, then rapidly breaking away), warp drive malfunctions, transporter accidents, and the general (but vague) category of “temporal anomalies.” Evidence of time travel is often detectable by sensors and tricorders, in the form of

such phenomena as temporal distortions, tachyons, and rare subatomic particles called chronitons. Alterations to history during time travel sometime create alternate timelines. These sometimes exist only between the time a change is made in history and the time someone else repairs that change, but in other cases, they remain in existence as a separate reality, leaving it possible to travel back and forth between the two timelines. This is separate from the concept of parallel universes, in that alternate timelines differ from ours only because of changes to historical events, whereas parallel universes generally incorporate different physical laws, even if the changes are minor compared to our own universe. In addition to the Federation, the Borg and Klingons both have access to time travel technology, and records at the Department of Temporal Investigations indicate that numerous other civilizations do as well. The Orb of Time on Bajor has been used for this purpose. Some organisms have even shown the ability to manipulate or travel through time, such as the Devidians, the Q, and a species of quantum singularity life-forms.

|WEAPONS THOUGH PEACE IS STARFLEET’S GOAL, IT’S A FACT of life that combat happens. (In the Klingon Empire, it’s an aspiration.) It helps to know the weapons you will be facing as well as the ones you will be using, so this section offers an overview of both handheld weapons and those installed on starships. We won’t cover every weapon in use in Star Trek, but rather present a summary of the most common or noteworthy. Note that when encountering the aftermath of a battle, it is often possible to use sensors and tricorders to determine which type of weapon was involved in an attack by analyzing the damage. Sometimes even hearing the sound of a weapon can differentiate it; Federation phasers sound quite different than Klingon disruptors.

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Handheld Weapons The most common personal weapon in the Federation and many other societies is the phaser (except in the Star Trek: Enterprise era, when it was the earlier-model phase pistol). Phasers are phased particle beam weapons, favored by the Federation because of their versatility, despite the fact that other weapon types can more easily cause greater damage. Depending on the setting used, a phaser can stun, heat, cut, kill, or even vaporize targets. Another highly popular weapon in the Galaxy is the disruptor, favored by the Klingons, Romulans, Gorn, Tholians, Breen, and more. Disruptors are less versatile than phasers but perform well at their primary task: inflicting damage. They do not have a stun setting, though characters can still use them for non-lethal attacks, in which case the target receives burns that are minor but survivable.

Other energy weapons in use in the known Galaxy are less ubiquitous. Though the Federation discontinued the use of lasers, early particle beams, and phase pistols by the early 2250s, a few civilizations still use them. Some cultures, such as the Andorians, have used plasma weapons, though the Dominion uses a version that incorporates an anticoagulant effect that makes injuries inflicted by them far harder to treat. The Federation has used a variety of grenades that use phaser pulse technology to stun targets, collectively called pulse grenades. The Klingons have an affinity for using melee weapons in addition to energy weapons, from their d’k tahg dagger to their

legendary bat’leth, and many warriors default to these whenever possible. Similarly, the Jem’Hadar enjoy using their kar’takins, which are like short polearms. Most energy weapons have a few features in common. They generally appear in both pistol and rifle variants, with the rifles having greater accuracy and the capability to inflict greater damage. They use rechargeable power cells that can support a tremendous amount of sustained usage. And many have an “overload” feature that can turn the weapon into a makeshift explosive device. T H E S TA R T R E K U N I V E R S E

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Starship Weapons Starships usually mount both energy weapons and projectile-based ones, commonly called torpedoes. In general, energy weapons are more precise, while torpedoes inflict more damage. ENERGY WEAPONS Phasers are the primary starship weapon for many cultures, including the Federation, and some use a combination of phasers and other energy weapons, such as the Cardassians, Ferengi, and Orions. Shipboard phasers are similar to their handheld counterparts and can even use the stun setting (over a large area!). Disruptors are also common starship weapons, equipped on Klingon, Romulan, Gorn, Tholian, and Breen ships. Some civilizations have developed more unconventional weapons. The Breen use an energy dissipation weapon that can drain power from ships without damaging them, and the Ferengi sometimes fire an electro-magnetic pulse that combines a high-damage blast with low-level power disruption. Jem’Hadar ships use phased polaron beams, which excel at penetrating shields. One of the most unusual weapons is the Tholian web spinner, capable of (slowly) ensnaring a ship and draining it of power.

TORPEDOES Starships in earlier eras (or modern fleets used by less-advanced civilizations) used rockets, spatial torpedoes, and then photonic torpedoes. As of the original series era, photon torpedoes became the most popular starship projectile weapon in the known Galaxy, and see use by the Federation, Klingons, Orions, Gorn, Dominion, Hirogen, Vidiians, and many others. Torpedoes are longrange projectiles that carry powerful explosive or energetic payloads. Many torpedoes can track a target, pursuing it at high speed until it strikes and detonates. Photon torpedoes contain a quantity of antimatter that combines with matter on impact, creating a powerful explosion. In the late 24th century, Starfleet began equipping ships with the more advanced and higher-damage quantum torpedoes, which work on a similar principle but use plasma-based warheads. An earlier plasma weapon still in use from the original series era is the Romulan plasma torpedo. This weapon is extremely powerful and can even follow a ship into warp for short periods of time. They require a tremendous amount of energy and have a longer charge time than most torpedoes, but when they strike, they spread a lingering field of plasma around the target, inflicting additional damage over time.

|TRANSPORTER SYSTEMS A TRANSPORTER IS A FORM OF TELEPORTATION system that converts matter into a stream of energy and sends it to another location where it is reassembled moments later. Transporters work on life-forms as well as objects and are used by most spacefaring civilizations in the Alpha and Beta Quadrants. They are available in all eras of play, though see the Transporter Era Notes (page 36) sidebar for comments on key changes over time. Traveling by transporter is commonly called “beaming,” as in “beam me up.” The complete dematerialization/rematerialization process only takes a few seconds. In game terms, most transporters are limited to Close range on a starship

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scale, which is close enough to beam to and from a planet from standard orbit. Some advanced civilizations have transporters that can operate across far vaster distances – up to thousands of light-years. Transporters cannot normally operate through shields, which means sending an away team to another ship would require one’s own shields to be down as well as those of the target vessel. In rare circumstances this has been overcome, as when the operator was familiar with the target vessel’s shield refresh cycle, and some civilizations’ transporters have been designed to bypass shields – notably the Dominion and the Borg. Beaming can be attempted

at warp speed, but at greater difficulty, and the velocity of the beaming ship must be set to match that of the target ship. Shipboard transporters are typically housed in one or more transporter rooms. Most transporter rooms have six transporter pads, sufficient to transport six individuals or an equivalent amount of cargo at once, though it is possible to beam more than six people with an increase in Difficulty. A transporter room is normally staffed by a transporter chief who specializes in the operation, maintenance, and repair of the system. A transporter operator commonly scans for a communicator or combadge as an easy way to identify and gain a sensor lock on a person for transport, though this is not required. Site-to-site transport is beaming from one location to another without materializing in the transporter room doing the beaming. Note that the transportees technically still pass through the transporter’s systems on the way, they just don’t materialize until they reach their destination. Biofilters were developed and added to transporter systems to scan incoming matter streams for known bacteriological and viral signatures and remove them, greatly reducing the risk of an away team bringing contaminants or diseases aboard. In a similar manner, a transporter operator can disable or remove weapons possessed by transportees, if they are of a known design. They can even nullify the effect of a weapon that has been fired during the transport sequence. These modifications to the matter stream are possible because of the pattern buffers that store the stream before materialization. The transporter system can hold a person’s pattern in stasis for short periods, typically a few minutes, before the pattern starts to degrade. Delaying a new arrival’s materialization in this way is sometimes used to give security or medical officers time to reach the transporter room, depending on the situation. Stellar flares, radiation storms, ion storms, and geomagnetic storms or other atmospheric disturbances can stop transporter operations or cause them to malfunction. Large amounts of

solid matter can block transporters as well, such as a target deep underground. Some devices can intentionally prevent nearby transporter operations, including transporter scramblers, transport inhibitors, and particle scattering fields. Transporter accidents are common in Star Trek, though this is likely skewed due to the fact that viewers are often presented with the dramatic moments rather than the countless routine times that everything works fine. In fact, engineer Geordi La Forge once stated that transporting is the safest way to travel. But it is true that transporters have led to people failing to materialize properly, materializing in the wrong location, aging in reverse, visiting the Mirror Universe, duplicating, splitting into two separate entities, merging two entities into one, and traveling through time. Perhaps it’s no wonder that some people still distrust them.

Replicators A major offshoot of transporter technology is the replicator, a device which uses a transporter to instantly recreate a wide range of inanimate objects. First available in The Next Generation era, replicators are popular among many societies in the Alpha and Beta Quadrants for producing tools, clothing, weapons, decorations, and even meals. The finished product is virtually a perfect copy of the object it was modeled on. Replicators form their creations from a supply of stored raw material, and they can work in the other direction as well – recycling waste material and other objects by dematerializing them and storing their raw materials for later replication. Replicators are useful on a ship for creating spare parts on an as-needed basis, though crews often keep important replacement parts in physical storage, either because they are difficult to replicate or because they are important enough that they might be needed when replicators are unavailable (such as during a loss of power). Replicators can scan items as well, which allows users to store object patterns for later replication. Note that some substances or items have too complex a molecular structure to replicate. An

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TRANSPORTER AND REPLICATOR ERA NOTES ENTERPRISE ERA: Transporters are new in the 22nd century and most people don’t put much trust in them for beaming living beings. A relatively primitive progenitor of replicators called protein resequencers can prepare a limited menu of common food choices to supplement the galley. THE ORIGINAL SERIES ERA: Transporters are in common use in the 23rd century, though some traditionalists still don’t trust them. Life-forms in transit are immobilized until they fully materialize. Intraship beaming is difficult and generally avoided. Replicators have not been developed yet, though food synthesizers replace the older protein resequencers in supplementing shipboard meal production, often in the form of multicolored food cubes.

example is latinum, and this is part of the reason latinum remains valuable. One of the most popular uses for replicators is for producing food, and replicators on starships include thousands of stored meal selections. Replicator terminals are located in most living quarters on a ship, as well as in lounges and other common areas. Most replicated meals on a Starfleet ship are designed with enhanced nutritional value as compared with their traditionally-cooked counterparts. Klingon ships don’t use replicators for food, instead relying on the important role of the ship’s cook. Though the energy cost is significant for creating most of the crew’s meals using transporter systems, the benefits are tremendous. Food storage needs are reduced, as is the need for personnel to prepare it, and of course the crew (and visiting guests) have access to a wide variety of dishes at a moment’s notice. It is important to note that replicators use molecular-level object imaging, rather than the quantum-level imaging employed by transporters,

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THE NEXT GENERATION ERA: Transporters are ubiquitous in the 24th century, and replicators are new. The transport process is faster than in the past, taking only a few seconds to dematerialize and rematerialize. Transportees can move and talk during transport. Intraship beaming is common and unremarkable. Beaming patients directly to sickbay is a frequent benefit. THE 32ND CENTURY: As depicted in the third and fourth seasons of Star Trek: Discovery, transporter technology in the 3100s advanced to the point that portable transporters were miniaturized and built directly into combadges, removing the need for transportees to go to a dedicated transporter room before beaming.  02.205

which means replicators are not suitable for recreating living things. It also means that replicated meals are not perfect, and single-bit errors sometimes occur; this may be why some users say they can distinguish replicated foods from the “real thing.” Specialized replicators in sickbay and various science labs have higher resolution than most, allowing them to replicate pharmaceuticals and other scientific supplies, and even create biological organs. Consider what sorts of meals your character enjoys. Do they prefer dishes from home (if available), or do they like to sample foods from other worlds? What’s their “comfort food?” Do they prefer old-fashioned hand-prepared meals, or have they ever even experienced such a thing as traditional cooking? Have they created and shared replicated meals of their own? Besides meals, what sort of things does your character tend to replicate? Do they dress their quarters with copies of art objects or other decorations? Or are there certain “original” keepsakes they have around for sentimental value?

THE FINE ART OF TECHNOBABBLE Often when Star Trek scriptwriters need to include dialogue that sounds scientific and technological, they simply type “TECH” into the script and let designated technical consultants fill in the appropriately Star Trek-sounding wording. As a player, you can operate in a similar manner. Don’t worry about the difference between baryon particles and tachyon particles (unless you want to) – just think about the gist of what you want to communicate, and assume your character and the NPCs use the proper wording. For example, if you’re wondering if it’s possible to detect the recent use of a time travel device in the area, you don’t have to say you’re scanning

for chronitons; you can just say you’re scanning for evidence of time travel. If your character is hiding aboard an enemy ship and trying to figure out how to sabotage its warp drive, you don’t have to know the difference between an intermix chamber and a plasma manifold – just note that you’re looking for ways to force the ship to stop. However, if you do feel like slinging technobabble like the characters on screen, go for it! One way to do this is to find a list of words related to the topic at hand. The following are some examples from technological domains commonly encountered in Star Trek stories.

Domain

Example Words

Computers

algorithm, compression, cybernetic, encryption, interface, matrix, model, network, neural, positronic, processor, subroutine

Engineering

accelerator, actuator, array, assembly, buffer, capacitor, coils, compensator, compressor, converter, generator, grid, module

Medicine

disorder, dysfunction, inducer, membrane, molecular, organic, receptor, resequencing, solution, syndrome

Physics

dark matter, field, frequency, graviton, inertial, nano-, neutrino, phase, polarity, quantum, tachyon, tetryon, wave

Time

causal, chrono-, dilation, inter-phasic, singularity, spacetime, temporal

Other

anomaly, continuum, flux, subspace

You can also use any number of online technobabble generators or just throw out whatever tech-y words sound appropriate to you.

Don’t worry too much about believability – neither you nor any of the other players of this game actually went to Starfleet Academy.  02.206

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CHAPTER 02.30

SERV I CE PRO T OCOLS “ I a s s u me s h e ’ l l b e s h i p s h a p e and Bristol fashion.” — C AP T. J EAN - LUC P ICARD

THE PREMISE OF STARFLEET Starfleet, the Klingon Defense Force, and other spacefaring organizations depicted in the Star Trek franchise are based on real-world militaries, even if they are not all militaries in a strict definition of the word. There has been much debate about whether Starfleet is a military in the same sense as modern armed forces; suffice it to say that whether it is a true military or not (or whether you choose to make

it so for the purposes of your stories), Starfleet does have a codified set of standard operating procedures that govern the organization’s operations and its members’ conduct and behavior. This section briefly discusses some of those procedures, specifically those that are likely to come up frequently in a Captain’s Log mission.  02.301

| STANDARD OPERATING PROCEDURES STARFLEET IS A VAST ORGANIZATION SPREAD across thousands of light-years, incorporating beings from over 150 member worlds and their associated colonies, and involved in a constant stream of research, exploration, defense, and training duties. Any attempt at detailing the procedures in use across the entire fleet would be an exercise in futility. Thankfully, Starfleet Command has codified the standard operating procedures in such a way that even guests visiting a starship (or a player wanting to learn how Starfleet functions) are able to quickly learn what should generally happen in certain circumstances. The Klingon Empire and other spacefaring polities in the Star Trek universe can be expected to have

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similar operating procedures. Adapt the following as you see fit for your non-Federation games.

Docked / External Support Mode Sometimes referred to as a blue alert or condition blue, this mode of operations is used when a starship is docked with a space station or starbase, landed on the surface of a planet or moon, or is otherwise out of harm’s way. The vessel has powered down its primary power source, typically its warp core. Secondary power systems, such as the impulse fusion reactors, are kept at minimal operations for as long as external power to the starship is connected. Life support systems are

also put in standby if the connected facility is able to provide support for these systems. Most of the vessel’s primary systems, ranging from propulsion to defensive and offensive systems, are either shut down or put on standby. During this downtime, the player characters and other crew are likely being shuffled off the ship for shore leave or encouraged to relax elsewhere off-ship. This is also a perfect time for the crew to perform vital maintenance on areas that are dangerous to access during normal operations, such as the warp core, warp coils, damaged bulkheads, and the outer hull. During these times, characters aren’t usually armed, and few characters would be carrying any specific equipment with them that isn’t personal possessions. Outside of these generalities, engineers performing maintenance may carry a tricorder and engineering toolkit. Medical personnel may continue performing their duties in sickbay and have access to the equipment normally at that location, but would rarely be carrying said equipment around the ship. Before the advent of replicators, a ship’s quartermaster might have found themselves at their busiest during this time as they coordinated loading and unloading of equipment, resupplied the vessel’s departments, and even ensured that personal equipment from newlyarriving officers and crew was stowed or moved to their assigned quarters.

Standard Operations During most adventures, this is the standard operating mode of a starship when conditions are not out of the ordinary. Referred to as cruise mode in the 24th century, it is also called condition green, referring to the Human tendency to use the color green to represent when a system is operating normally. On primarily Human-crewed starships, there are usually three shifts that total 24 hours, or a standard Earth day. The shift schedule can vary widely depending on the crew composition and the captain’s preferences. A primarily Vulcan crew and captain may keep a 24-hour standard day but only utilize two duty shifts, while an Andorian crew may use a 32-hour day and four duty shifts.

For most adventures, standard operations is the starting condition for the ship. Engineers on duty will likely have a tricorder and engineering toolkit, and medical personnel in sickbay will have access to medical diagnostic equipment. When entering a new solar system, science officers, especially those with physical science specialties, may want to scan the major worlds (planets and moons) in the system and, if time allows, the minor bodies (asteroids and comets). Interesting geological anomalies are noted and passed to specialists, and if life is detected on any world, xenobiologists and perhaps medical personnel will be called on to assist in the analysis of the data. Entering orbit around a world gives characters a better chance at understanding the long-range sensor readings. It’s here where characters with specialties can perform more detailed scans, perhaps pinpointing an anomaly or refining what was detected at long range. Standard away teams (or landing parties, depending on the era) move to the surface to get better readings, if surface conditions are safe for the crew. When an away team has beamed to the surface, Starfleet typically will have a shuttlecraft on standby in case transportation from the surface becomes an issue. A standard away team composition for general exploration consists of a command officer (often one with experience in the type of world they are exploring), multiple science division members who are specialists in relevant fields, and a single security officer. Away teams beaming down to worlds with life-forms will also include at least one medical officer, and often include a xenobiologist in case the away team encounters any new pathogens or otherwise fascinating life-forms. Regardless of why the away team is beaming to the surface, all characters are given communicators (if they do not already have one), tricorders applicable to the specialty, and the security officer will be equipped with a sidearm (type-1 phaser, phase pistol, or disruptor pistol). Away teams with a diplomatic assignment will rarely have any member armed unless the society being contacted is known to put an emphasis on being armed at all times. The captain of a vessel, in coordination with the chief of security, may amend these procedures T H E S TA R T R E K U N I V E R S E

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as needed (for example, requiring all away team members to be armed with type-2 phasers).

Yellow Alert / Caution A yellow alert is called on a starship when the situation seems as though danger to the ship or her crew is a distinct possibility. On Starfleet vessels, this means that shields are raised, all shuttlecraft are readied for use, and recreational activities (such as holodeck programs) are canceled. While Starfleet does not usually fully arm weapon systems at yellow alert, Klingon vessels do but refrain from targeting nearby vessels or surface targets. The entire crew (apart from those in their sleep period) is brought to a ready status, and crewmembers with multiple areas of expertise are directed to where they are most needed. Similar precautions are taken for away teams that are moving into a potentially dangerous environment or situation. Just like standard away teams, these response teams are led by a command officer who has experience in combat situations, a medical officer trained in emergency medicine, and at least two security personnel (one officer and one enlisted). An operations or science division member may be present depending on circumstances. All members of the response team are armed with hand weapons and standard tricorders, and the medical officer carries a medical tricorder and a medkit. The response team is the standard form of away team when the environment is dangerous due to its climate or atmosphere, and environmental suits are issued to the team before beam down, along with portable light sources if dark conditions are likely. While on the surface, a shuttlecraft is kept in a ready launch status, and ship’s sensors are kept focused on the away team in case any problems arise.

Red Alert / Danger When a ship is in danger, about to enter an emergency, or is in a combat situation, a red alert is declared. The entire crew is brought to action, including those who were asleep. To provide for this contingency, many positions aboard a starship have two personnel assigned, one of whom may take over the position if the other is injured or otherwise

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unable to perform their duties. Long- and shortrange sensor sweeps are performed around the starship by the vessel’s tactical and science officers. On Starfleet vessels, weapon systems are brought fully online, whereas Klingon vessels will lock targets and begin combat operations immediately. On larger or more tactically advanced vessels, some command and operations officers report to their duty stations on the battle bridge, or to an auxiliary control center where bridge functions are duplicated. The officers there can take control of a ship’s operations if the bridge station or officers are unable to perform their duties. Given enough time, all crew arm themselves with hand weapons and security personnel prepare for possible boarding actions when in proximity to a hostile vessel. Away teams beaming into a hostile or dangerous situation are sometimes called boarding parties or tactical response teams. The only science division member typically on these teams is a medical officer capable of performing emergency medicine, equipped with a sidearm (usually set to stun to preserve their Hippocratic Oath), medical tricorder, emergency surgical gear, and a variety of hypospray ampules reserved for triage situations. The command officer of the party is always one with some tactical training and armed with a sidearm. The remainder of the party consists of security officers armed with hand phasers and possibly phaser rifles. If possible, transporter locks are maintained on every member of the team, and a shuttlecraft with extra security personnel is made ready in case transport to and from the area becomes impossible. If the party has arrived on scene in a shuttlecraft, the vehicle will be equipped with transport enhancers for the team to carry if they need to use them for emergency beam-out.

Emergency Evacuation / Medical Emergency All starships have a maximum number of crew complement they are rated to carry. This number, ranging from a dozen to thousands for larger ships built by the Federation and nearby polities, is determined by the number and quality of quarters for their crew, the volume needed for crew support

equipment, and, most importantly, the efficiency of the vessel’s life support systems. In rare circumstances such as an emergency evacuation, a starship may take aboard far more than its normal crew complement, stretching its resources to the breaking point to get civilians, rescued ship’s crew, or even livestock out of harm’s way. The numbers vary by starship, but at least twice the number of the standard complement of the vessel can be accommodated for short periods of up to a few days to a week before a strain on ship’s systems begins to show. On board a starship, the primary officer in charge of evacuation operations is the chief medical officer, as they mobilize anyone in the crew with at least first aid training to assist any wounded or sick individuals. During this time, any such character will have access to a medical kit and medical tricorder. Security personnel are posted around sensitive areas of the starship to maintain operational security and to ensure that personnel can continue to perform their duties. Away teams that are responding to a medical emergency have a makeup that is different than many landing parties. The team is led by a security officer with an additional security officer present to provide protection for the medical personnel who compose the majority of the team. Medical personnel include at least one general practitioner, one nurse or doctor trained in triage techniques, and specialists in the type of medical problem at

hand (viral or bacterial infections, radiation sickness, etc.). Security personnel beam down with sidearms unless hostile action is expected, in which case larger rifles may be issued on the determination of the commanding officer. Security personnel may also be equipped with a medical tricorder if they have any training. Medical personnel will each beam down with a medical kit, medical tricorder, and specialist equipment for the situation at hand. While shuttlecraft are typically used to evacuate severely wounded beings who are unable to be transported, in quarantine situations, shuttlecraft operations are halted unless the vessel has an isolated shuttlebay, as on many medical vessels.

Security Alert When a ship is boarded or an escaped prisoner or otherwise hostile entity is on board, a security alert is declared. All personnel are issued sidearms from the ship’s armory. Security personnel are equipped with phaser or disruptor rifles if the threat calls for it, as determined by the chief of security or commanding officer. Operations or science officers continually scan the interior of the ship for the hostile force or any signs of non-standard ship operation. Finally, security personnel are deployed to vital ship areas such as the bridge, main engineering, armory, weapon systems, and shuttlebays to guard the personnel and equipment in those areas.

|ORBITAL TYPES WHEN ORBITING AROUND A PLANET, A STARSHIP can assume any of several types of orbits, and some are mentioned more frequently than others in the Star Trek universe. A standard orbit is one in which a starship continues to use propulsion to maintain a position above a specific area of a planet, often from one to ten thousand kilometers in altitude, to facilitate transporter operations, sensor sweeps of the region, etc. This is in contrast to a synchronous orbit, where a starship doesn’t need to maintain power to its propulsion systems to stay above a region, but is at a much higher altitude, depending on the mass and rotation of the planet. A polar orbit

is one in which a starship crosses over the axial poles of a planet; this is a highly efficient way to quickly get sensor coverage across the whole globe. An inclined orbit is one in which a starship moves around the planet at an angle to its equator, giving it a path that looks like a sine wave when seen on a flattened map of a world. While not an orbit, Lagrange points are nonetheless useful to players who are portraying helm officers; these are gravitationally stable points between two masses, often quite far from either. Objects placed at Lagrange points remain stationary with respect to both the masses.

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STARFLEET’S NAVAL TRADITION

STAR TREK NAUTICAL LEXICON

Many of the customs, regulations, trappings, and rituals of Starfleet originate from Earth’s nautical traditions. This is especially true of the Star Trek: Enterprise and original series eras, but it is evident in later centuries as well. A key part of this is that Star Trek creator Gene Roddenberry was inspired by the Horatio Hornblower novels written by C. S. Forester, which feature the action-oriented nautical adventures of an introspective ship captain whose voyages involved both warfare and diplomacy.

Abandon ship: Leave the (presumably doomed) ship by previously arranged means, typically transporter, shuttle, or lifeboats. “All hands, abandon ship!”

We can start with the “U.S.S. Enterprise,” a vessel named after several noteworthy nautical ships from Earth history. “U.S.S.” is a common naval ship prefix that originally meant “United States Ship.” As was common with some Earth navies, Starfleet ships are traditionally referred to in the feminine. Starfleet ranks are also modeled after Earth navies, from admiral down to ensign, and even including midshipmen (Academy cadets receiving shipboard training). One notable rank holdover from Earth’s naval tradition is calling the commanding officer of a vessel “captain” even if they hold a lower rank than captain. (The person in charge in other fleets is often called “commander,” simply meaning “the one who commands.”) Many shipboard positions also have naval origins. The second in command is called the first officer, executive officer, exec, or XO. The head of a department is called a chief, such as the chief engineer. In earlier eras (through the original series), the officer piloting the ship is called the helmsman, and crews include the position of yeoman, which is an assistant to higher-ranking officers. For players who wish to immerse themselves in nautical-sounding speech, consult the following lexicon, which lists terms and phrases useful in giving orders and describing situations during a Captain’s Log mission.

Abeam: Alongside the ship, on a line at a right angle to the ship’s heading. “When she comes abeam of us, transport the survivors aboard.” Aboard: On a ship. “We have 300 tribbles aboard.” Adrift: Unmoored and not moving under the ship’s own power, likely drifting. “No power readings…she looks to be adrift.” Aft: Toward the back of the ship. “Aft torpedoes, fire!” Ahead full: Proceed at full speed, normally interpreted on starships as full impulse. All stop/full stop: Stop propulsion and bring the ship to a stop (possibly relative to some other object). A common response to this order’s completion is, “Now reading all stop.” The “all” is a throwback to ships that had multiple engines and would turn some off to move slowly, or all to come to a stop. Amidships: In the middle of a ship. “The torpedo struck her amidships.” Astern: Behind or toward the rear of a ship. “The object they dropped lies astern of the ship.” Aye: Confirms that an order has been heard an understood. “Aye, sir,” or the more emphatic “Aye aye, sir.” Battle stations: Orders the crew to prepare for combat immediately: “All hands to battle stations.” The similar order “general quarters” does the same. Bearing: The direction of an object relative to a starship. “Sensors are picking up an object bearing 245 degrees mark 18.” (Note that you would say this as “two-four-five degrees mark one-eight” rather than “two hundred and forty-five degrees mark eighteen.”) Belay: Cancel. “Belay that order.” Bow (rhymes with “how”): The front of the ship. “The anomaly is just off our bow.”

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Bulkhead: A dividing wall between shipboard compartments. “The enemy boarding party is trying to cut through the bulkhead into engineering.”

Heading: The direction a ship is moving relative to galactic coordinates. “The Tholian ship has a heading of 110 mark 12—directly toward the convoy.”

Captain on the bridge: A formal way of announcing a commanding officer’s arrival. Variants include other locations (“Captain on deck!”) and flag officers (“Admiral on the bridge!”).

Heave to: Another way of ordering a ship to stop, often issued as a demand. “Orion vessel, heave to and prepare to be boarded.”

Clear the bridge: Orders all non-essential personnel to leave the bridge. Closing: Moving closer. “That sensor blip has returned, and it’s closing fast.” Come about: Change the ship’s course to a new heading. “Come about to 045 mark 7.” Course: A path set by a navigator, giving the ship a new heading. An intercept course is one type, intended to meet up with a target vessel. “Set a course for Betazed.” Dead ahead: Directly in front of the ship. “The pirate ship is dead ahead.” Something directly behind is dead astern. Dead in the water: Disabled and incapable of defending oneself. “One more hit and we’ll be dead in the water.” Deck: A horizontal level or “floor” of a ship. “Impact on deck five!” Drydock: A starship repair yard located in space, away from gravitational or atmospheric interference. “The ship will need some time in drydock to repair those breaches.” Fore: Toward the front of the ship. Often interchangeable with “forward.” “Report to the fore phaser room.” Hail: Initiate communications. “Hail the Romulan vessel” or “Open hailing frequencies.” Hand: Crew member. “All hands, brace for impact!” Hard aport / hard astarboard: Turn the ship as quickly as possible in the specified direction. “Hard aport, get us away from that station!”

Helm: The controls for piloting the ship (aka the conn in later eras). Leave / shore leave: Time off from duties, especially shore leave, involving downtime on a planetary surface. “Looking forward to shore leave on Risa?” Maiden voyage: A vessel’s first assignment. Port: To the left side of the ship. “The signal came from our port side, 120,000 kilometers away.” Shakedown cruise: A simple mission to test a ship and her crew’s readiness for duty after first being constructed or after major repairs or refit. Shipshape: Functioning normally. Shipyard: A starship construction facility, which may be on a planetary surface or may consist of orbital drydocks. “The newest class of cruiser is under construction at the Utopia Planitia shipyards.” Skeleton crew: The minimum number of hands required to operate a ship, often assuming little or no redundancy. Starboard: To the right side of the ship. “Starboard shields buckling!” Steady as she goes: Remain on current course; keep doing what you’re doing. Stern: The back, or aft-most, part of the ship. “The pursuing ship has struck our stern.” Something behind the ship is called “astern,” or “dead astern” if it is exactly behind. Take the conn: Can mean either take control of piloting the helm of a starship or shuttle, or take command of the ship (e.g., if the commanding officer or watch officer has to leave the bridge and turn over command to someone else). Underway: Describes a ship in motion. “Once we are underway, the trip will take two days.”  02.302

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|THE PRIME DIRECTIVE STARFLEET’S GENERAL ORDER ONE, ALSO KNOWN as the Prime Directive, prohibits personnel from interfering in the affairs and natural development of other cultures – even if such changes are well-intentioned. The most familiar application of this Prime Directive involves non-warp-capable cultures, as these are the cases where interference could happen most easily and with dramatic consequences. Even introducing a world with the knowledge that “aliens” exist – perhaps even accidentally – could transform a planet’s society overnight, with end results that are not predictable. The Prime Directive is not just a rule, it is the guiding philosophy of Starfleet. Upholding it takes priority over the lives of Starfleet personnel, even an entire crew. Unfortunately, upholding it is not always easy, and often involves making tough decisions. Should the crew intervene to save a primitive population even though the Prime Directive forbids it? If an allied Klingon ship asks a Starfleet crew for help against another Klingon faction, should the player characters get involved? If crew members themselves get into legal trouble on a developing world, do other characters dare bend the rules to get them out of it? In Captain’s Log, the Prime Directive is not meant to trip you up, or prevent them from doing fun things; instead, it is a means to increase drama and

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introduce philosophical considerations into a story. There is often a lot of room for interpretation of whether the Prime Directive should apply in a given situation, and you should feel free to determine whether you think it does and what you should do. Such moral quandaries are the bread and butter of Star Trek. Although Starfleet captains are often in the spotlight for possible Prime Directive violations, every crew member must do their part to apply the directive. The captain won’t be the only one to suffer scrutiny from Starfleet Command if an officer reveals “miraculous” capabilities to a primitive culture. Loss of reputation is possible, as well as demotion, or even, in extreme cases, court martial. Complicating this, of course, is the fact that although every Starfleet officer has sworn a vow to uphold the Prime Directive, not every officer has the same opinions about the directive or how to interpret it. This is a good thing, though, because it is an amazing source of drama. Keep in mind that not only do most other cultures not have such a noninterference directive, some of them actively work to interfere with other cultures. Indeed, a Starfleet crew might have to involve themselves to prevent interference from happening, or repair it when it already has.

CHAPTER 02.40

ER AS OF PL A Y “ H o w l i t t l e d o y o u mortals understand tim e.” — “J UD G E” Q

SELECTING AN ERA OF PLAY The Star Trek franchise spans thousands of years of storytelling, though that massive breadth of time can be broken down into specific eras of play. The various eras can generally be mapped to specific series, though as the franchise continues to grow, there are

overlaps where multiple series fit into the same general era. This chapter details the key eras of play you should consider when determining when in the Star Trek timeline you wish to set your Captain’s Log adventures.  02.401

| THE FOUNDATIONAL YEARS (2063-2199) THE LATTER HALF OF THE 21ST CENTURY WAS A time of great change for humanity. The hundred years after Earth’s first contact with an extra-terrestrial civilization would prove to be formative and crucial to the eventual safety of the local Orion Spur.

This era includes Star Trek: Enterprise, elements from other series, and parts of Star Trek: First Contact.

Hope and Distrust Earth lay in ruins. World War Three ended without a victor. The military forces of Earth had beat themselves bloody and destroyed everything around them in drug-fueled nuclear rage. Vulcans had always seen humanity as unworthy of contacting, an emotional and dangerous species that didn’t have the common sense of even the warlike Andorians. The Human Zefram Cochrane changed everything overnight on April 5, 2063, when he rode Phoenix into orbit and broke the warp barrier, ironically on top of a rocket designed for mass destruction. The Vulcan survey vessel T’Plana-Hath made landfall after monitoring the Phoenix’s flight, beginning a nearly century-long struggle between the two peoples.

Earth was dying from climate change, radioactive pollution, and nearly a century of constant warfare. Humanity began to see its own follies in a new light, and began to make changes for the better. Vulcans assisted in the rebuild effort to some extent, though they also worked to ensure Humans didn’t push too far too quickly. Unlike what they had done with the other species in the local stellar neighborhood, Vulcans refused to assist humanity with technological and scientific studies beyond allowing medical exchange programs to visit a slowly uniting Earth, Luna, Mars, and the fledgling colony on Alpha Centauri. Vulcans had been exploring space since Earth’s 9th century BCE, Tellarites and Andorians since the late 19th and early 20th centuries, respectively, and Earth was forced to play catch-up. Each technological development, each breakthrough in warp technology, was hindered by Vulcan interference and the sowing of doubt in humanity’s own ability to walk as equals in the Galaxy. At each step, humanity surprised the Vulcan High Command with breakthroughs through means the Vulcans would consider reckless, dangerous, or impossible. The Warp 5 program was the breakthrough the T H E S TA R T R E K U N I V E R S E

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United Earth Space Probe Agency (UESPA) and Earth’s Starfleet needed. With the construction and launch of the NX-01 Enterprise in 2151, a new age of exploration began, one with a renewed Earth looking outward, not just with wonder of all there was to discover, but with hope.

Coalition and Federation The exploits of Enterprise during her early voyages opened up the nearby Orion Spur to humanity’s eyes and showed how much the Vulcan High Command had been hiding from Humans. Two species had homeworlds even closer to Earth than Vulcan: the Andorians and the Tellarites. While the Tellarites had a neutral relationship with the Vulcans, the Andorians were hostile and teetering on the edge of open conflict with the High Command. The increasing presence of Starfleet and UESPA vessels in the regions near the Sol system drew attention, first from the Suliban, then from the Xindi, both of whom struck out at Earth and its colonies. These brief conflicts drew together the Vulcans, Andorians, and United Earth, and it was only a short time before Tellar Prime was also drawn into the burgeoning group of allies. The addition of the trade fleets of the Tellarites to what was called the Coalition of Worlds was a step too far for the new allies’ oldest foe, the Romulan Star Empire. Originally a group of dissident Vulcans who fled their homeworld, the Romulans had been interfering in the Vulcan government for centuries in an attempt to force a return to older ways.

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Many historians believe that much of the Vulcan antagonism toward the Humans and Andorians was started and supported by the Romulans in order to weaken all the nearby allies. Events quickly unfolded as Romulan interference was brought forward. The Coalition of Worlds was at war, and Earth was the primary target. During the Earth-Romulan War, bonds were forged that bound the members of the Coalition together. The war was brutal and every world lost tens of thousands of officers and crew, in addition to countless civilian casualties. Worlds burned from orbital bombardments. Before, there was a loose coalition of worlds, then the war made each member see the others in a new light, one in which they not only could, but should, cooperate. The founding of the United Federation of Planets on August 12, 2161, with the original delegates from Vulcan, Andor, Earth, and Tellar Prime, built a framework for a government that stabilized the region for dozens of light-years in every direction. Starfleet, with the remnants of UESPA at its core, quickly became the Federation’s unified organization tasked with exploration and defense. Following the founding of the Federation, worlds in the region began clamoring for admittance to the new government. The last half of the 22nd century saw the Federation begin its push outward into the Galaxy as it slowly rebuilt from the devastation of the Earth-Romulan War. Once it was stable, the peaceful explorers in Starfleet would begin to get pushback from less-cooperative galactic neighbors.

| FEDERATION AND EMPIRE (2200-2299) THIS ERA INCLUDES STAR TREK (THE ORIGINAL series), Star Trek: The Animated Series, the first two seasons of Star Trek: Discovery, Star Trek: Strange New Worlds, and all of the original series-era motion pictures (plus the opening scene of Star Trek: Generations).

The Calm Before the Storm The formation of the United Federation of Planets in the mid-22nd century led to a time of slow growth at the beginning of the 23rd century as Starfleet rebuilt its shattered fleets and was tasked with protecting the new borders with the Romulan Star Empire and the Klingon Empire. Internally, the Federation was solidifying its governance of its member worlds, and was slowly integrating new members. Exploration had taken a back seat to consolidation for the time being. Campaigns set in this period of the 23rd century should have a focus on diplomacy and a sense of unease. The scars from the Earth-Romulan War are still fresh, and many worlds still have people in power who remember the orbital bombardments and losing loved ones in the conflict. While the Romulans in this time have been quiet for decades, and the construction of the Neutral Zone outposts has been complete for decades, there is still worry that the Romulans will attack again. Into the mid-23rd century, this sense of paranoia fades and worry about the rise of the Klingon threat takes over. It’s in this era where the core worlds of the Federation are at their strongest together, yet still somewhat apart. It’s rare for species to serve on each other’s starships, but not unheard of. It’s here where you can begin to include ideas and concepts that may be literally alien to the players’ characters. Exploration is a common thread for Starfleet in all eras, but here it is focused on ensuring the stars contained inside Federation space have their worlds fully charted, their resources mapped, and new colony worlds flagged for later settlement.

Five-Year Missions A new age of exploration began with the development of the incredibly powerful duotronic computer by Richard Daystrom in 2243. Installed in the new Constitution-class starships, these computers would significantly improve sensor data analysis. Starfleet saw the opportunity and grabbed hold. This is the era of the deep space five-year missions where Constitution-class starships were sent out far past the Federation’s borders with the goal to find new civilizations, make new scientific discoveries, and fly the flag of the Federation. Campaigns in this period are all about exploration and the problems that come along with it. Diplomacy on the frontier, encountering new and old threats that are rising again, and as time goes on, another period of open warfare. Discarded pieces of the past can come back to haunt the Federation, and the long-simmering conflict with the Klingons can erupt at any time.

On the Shoulders of Giants The cold and hot wars with the Klingon Empire of the 2250s and 2260s would cease with the Treaty of Organia in 2267. The final opposition to the peaceful expansion of the Federation had ceased, and with it the payoff to the investment in exploration and diplomacy Starfleet had undertaken through the earlier part of the century. What the Treaty or Organia started, the Khitomer Accords of 2293 solidified into place. The Federation and Klingon Empire would move together into the 24th century as allies. Campaigns set in this time are ones where espionage is commonplace. Peace may mean the vessels of Starfleet and the KDF aren’t facing off with each other across the Neutral Zone, but it does mean intelligence agents, saboteurs, and diplomatic backstabbing is far more common. Both sides distrust each other and are forced to meet at the negotiation table by the Organians. The treaty also made it clear that whoever could best develop a planet would gain use of that world, so scientific discoveries and new technologies such as the Genesis Device were important to both polities. T H E S TA R T R E K U N I V E R S E

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Exploration, as always, is Starfleet’s priority, and discovering new worlds in the treaty area that the Federation could use to better itself and deny use to

the Klingons was important, making the treaty area one of the most charted in the region.

|ALLIES AND ADVERSARIES (2300-2379) THIS ERA INCLUDES STAR TREK: THE NEXT Generation, Star Trek: Deep Space Nine, Star Trek: Voyager, and all four Star Trek: The Next Generation motion pictures. The peace that the Klingon Empire and Federation share isn’t one that can be relied upon, and both nations work to ensure that war isn’t the outcome of disagreements. The stabilization of the climate of Qo’noS and the other settled worlds in the Klingon home system by Starfleet Corps of Engineers terraforming teams requires decades of work, slowing the colonization and terraforming efforts elsewhere in the Federation. While Starfleet continues to push into the frontier and integrate new civilizations, the beginnings of large conflicts are set in motion that change the Orion Spur as much as the founding of the Federation itself did. In the first decades of the 24th century, Starfleet makes it a priority to explore and chart the entirety of the Romulan Star Empire’s border. As many new habitable worlds are discovered and new civilizations are contacted, it becomes clear that the Romulans had done little expansion into the coreward regions beyond their held systems except to attack and enslave inhabited worlds. The Federation Council decides to provide aid to worlds about to be annexed by the Romulan Empire and to offer Federation membership to shield them from future aggression. The Federation expands at a speed that the glacial Romulan Empire can’t match. The Romulan Star Empire finds itself almost entirely circled by Federation- or Klingon-held space by the early 2300s. The Romulans respond in the only way they know: through subterfuge and indirect attacks. The Romulan Star Empire begin a series of raids into the Klingon Empire, often disguised as pirate forces, but sometimes not hiding the fact that they were Romulan. With the Klingon Empire still rebuilding from

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the Praxis disaster, Starfleet is called upon to assist the Klingon Defense Force (KDF) in hunting down these raiding forces. The Romulans ensure that they only attack worlds where Starfleet has no assets or can’t reach in time, and the Klingon government comes to believe that perhaps this was a way for the Federation to weaken the Klingon Empire. In 2344, an event occurs that changes minds and cements the relationship between the Klingons and Federation: the Battle of Narendra III. U.S.S. Enterprise NCC-1701-C, commanded by Captain Rachel Garrett, responds to a distress call from the Klingon colony on Narendra III and engages the overwhelming force of Romulan warbirds intent on annihilating the civilian population. The bravery of Enterprise and the sacrifice of her crew and ship showed all in the Klingon Empire that Starfleet crews are willing to both die for their allies and die honorably in battle. The Federation and Klingon Empire soon signed a treaty that would enable the two polities to work together as firm allies. The final two conflicts are set in motion with the rapid expansion of the Federation into star systems claimed by the Cardassian Union. Many habitable worlds are discovered in the region along the border, and settlers from both polities claim the same worlds. The result is worlds taking defense into their own hands, with the two governments not clear on who should be where. The Federation-Cardassian War lasts from 2347 to 2366, and includes lowintensity conflicts across dozens of star systems. While the Cardassian military is far smaller than Starfleet, it makes up for its size with brutality and a willingness to destroy civilian targets. As Starfleet and the Cardassian military skirmish year after year, the worlds defending themselves form militias, then standing militaries. When worlds begin to change hands both during the war and after the treaty ending it, partisan groups become common.

The largest of these was the Maquis, who continued to fight against Cardassian occupation of their worlds until they were later wiped out by the Dominion. The Cardassian Union, while occasionally testing the border patrols of the Federation, largely holds to the peace treaty, but feels the Federation is not forceful enough in preventing continued Maquis raids and attacks. Between 2366 and 2373, the Cardassian government becomes more belligerent with the Federation, demanding Starfleet destroy the “terrorist” group. With the discovery of the Bajoran wormhole in 2369, the Union begins to feel cheated and ignored by the Federation. Due to these deteriorating relations, shortly after contact

with the Dominion is established in 2371, the Cardassians join the Dominion in hostilities against the Federation and its allies. The Dominion War is fought between 2373 and 2375, resulting in horrific losses on both sides. While the Federation and its Klingon and Romulan allies stop the Dominion from destroying them, each ally loses hundreds of starships and millions of lives. While the 24th century starts with the hope of long-term peace in the local Orion Spur, it quickly devolves to low-scale warfare, then high-intensity conflict. Each of the major polities experiences major changes in their policies that shift their gaze inward for decades to come.

|POST-WAR AND RECONSTRUCTION (2380-2401) THIS ERA INCLUDES STAR TREK: LOWER DECKS and Star Trek: Picard. The years after the end of the Dominion War bring a shift in focus for all the large polities. Extensive resources were expended fighting the Dominion and their allies, and even more are required to rebuild formerly occupied worlds such as Betazed, not to mention the large amount of aid required to stabilize the broken Cardassian Union. Inside the Federation, there is strong opinion to not assist the Union, until the devastated world of Betazed pledges the remains of their merchant navy to assist in the relief efforts. The Betazoids’ gesture ensures that public opinion quickly sways back to assistance. In the Klingon Empire, the former leader of the Empire’s military efforts, General Martok, becomes Chancellor and begins a series of reforms. Subject species and worlds across the Empire are given more rights – most significantly, the right to serve on KDF vessels, in an attempt to shore up the military after the losses of the war. The former subjects become Minor Houses in their own right and pledge support to Chancellor Martok. While some waning Houses fight against these reforms, the strength of the Empire – diplomatically, economically, and militarily – improves at a faster rate than other allies.

The Ferengi Alliance provides trade and weapons to both sides in the conflict, and the increasing interaction with the Federation impacts their society. The rise of Grand Nagus Rom in 2375 brings significant changes to the Alliance: female citizens gain equal rights to males, and limited labor unions form for certain trades. While not a popular move with the wealthiest of their society, and one resulting in skirmishes between union members and hired mercenaries, these reforms cause the economy of the Alliance to become noticeably stronger in the years after the war. The Alliance also becomes one of the greatest contributors to the rebuilding of the Cardassian Union. As the Grand Nagus notes, “A little goodwill is an investment; a lot of it is insurance against future uncertainty.” The Romulan Star Empire suffers only minimal losses during the Dominion War, but its losses from home-grown events prove far more costly. The Romulan Senate is assassinated by a Human named Shinzon in 2379, and he claims the title of Praetor with the assistance of Reman sympathizers. It is only through Starfleet’s intervention that Shinzon is stopped. Temporary political chaos follows as forces from across the Empire converge on Romulus to fight over who would become Praetor and lead the new Senate. The looming civil war is halted in 2387 by the destruction of the Romulan star. The capital

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system of the Empire is destroyed in minutes. The radiation from the event renders more than fifteen worlds uninhabitable and requires the evacuation of billions of sentient beings. With the remaining Romulan navy distracted by the relief efforts, several Houses in the Klingon Empire begin a series of annexations of bordering star systems inside the former Romulan Empire, expanding Klingon territory coreward. Already surrounded by Federation worlds, the farthest worlds of the former Romulan state are allowed membership to both protect them from hostile pirate groups in the region and to ensure they do not add to the chaos plaguing the former Empire. This rapid expansion of the Federation means Starfleet personnel already stretched thin after the losses of the Dominion War suddenly find themselves having to patrol and

integrate nearly six sectors of space, including former worlds inside the now-defunct Romulan Neutral Zone. The response to the Federation’s rapid expansion is a colossal ship-building campaign by Starfleet to better protect its new member worlds via easilymanufactured modular starship classes, such as the Inquiry-class. In response, multiple Romulan factions begin manufacturing swarms of smaller corvette-style birds-of-prey capable of swarming a target. Even with these new fleets, both Starfleet and the Romulan factions continue to fall behind on properly charting all of the now-open areas of space, with inhabited worlds going undiscovered only light-years from long-time Federation member worlds. By the end of the 24th century, the Federation firmly controls most disputed systems, and law and order returns to systems plagued by piracy and lawlessness for a decade or more.

|THE TEMPORAL COLD WAR (27TH CENTURY AND OTHER TIMEFRAMES) TTHIS ERA INCLUDES ELEMENTS FROM STAR TREK: Enterprise and other series. The Temporal Cold War is a paradox in many ways. Many of the primary participants originate from the 26th to 31st centuries, but the battlefield stretches widely across the timelines of multiple branching universes. Participants even appear from possible futures where they existed, intruding into multiple pasts in order to ensure their future selves. Temporal agents of the Federation in the 31st century see a far different picture than those who are living through the events in chronological order. To them, the war stretches from antiquity into the far future. Events have probabilities and history books are just hopes for what may be, has been, or is for a short period of relative time. The 26th century sees the beginning of events when a parallel timeline intrudes into the 22nd century. The Sphere Builders, capable of looking across time, see that they would be defeated by the allied powers of Starfleet and the KDF and

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decide to intervene to ensure that the Federation never comes into existence. From that point, exact chronological events are difficult to determine. One theory is that two separate time travel events executed by Romulans – one from the 24th century that attempted to change the 23rd century, and one from the 27th century that sent a strike force to 4th century Vulcan to assassinate Surak – begin the process of polities sending agents back in time to either secure crucial events or change them in favorable ways. Many of these early agents are lost in the shifting timelines, some going rogue and continuing the fight long after their mission is done. When multiple versions of Starfleet timeships begin fighting each other for the right to be the “real” version of themselves, the Federation detonates multiphasic subspace field weapons in the early 25th century to provide a dimensional “nudge” to nearby parallel timelines. The goal is to shore up temporal stability and prevent incursions from other possible futures, but it accomplishes little, as new futures appear each time an agent from any side travels through time.

The Guardian of Forever (an ancient time travel device and sentient being) determines that the timelines of multiple realities are beginning to fray around the edges from the constant splintering of possibilities. A cease-fire is called in the relative present while the Temporal Accords are debated. The end result is peace as long as no new temporal warfare is waged by any current or possible current participant. Any polity engaging in attempts to change history would be erased from reality. While peace is declared, the war itself continues to be waged as agents, starships, and even whole worlds move through space-time and appear to perform their duties before disappearing again into the past, alternate present, or future. The primary battlefields

of the 26th to 32nd centuries are ones where events are unclear, a Gordian knot of cause and effect in which even the most well-read historian or researcher may be correct one moment and then wrong the next. The events after the signing of the Temporal Accords are still as much in flux as before, but careful study of the timeline by Accord Monitors existing in subspace note few incursions from possible realities. Only already-departed agents, vessels, and probes are seen moving through the continuum, and allowing them to continue to perform the missions they’ve already accomplished will ensure the stability of all possible futures.

|THE 32ND CENTURY THE THIRD SEASON OF STAR TREK: DISCOVERY took the franchise into a bold, new direction and era of play, moving the franchise to the late 3100s and upending the major polities in the Galaxy. Much about the setting remains the same, in terms of species and technology, though much has changed as well.

Somewhere around the year 3069, a cataclysmic event known as the Burn occurs, which renders inert most dilithium in the known Galaxy. The Burn causes the detonation of every active warp core, crippling Starfleet and many other galactic polities. Countless deaths result from the event, along with the destruction of many cities, stations, and worlds. New technologies must be created to compensate

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for the changes, and active dilithium, now a rare and precious resource, skyrockets in value.

Emerald Chain and started destroying their ships and bases.

The Federation is a shell of its former self, the disparate pieces of it striving to hold together and continue its mission. In the resulting anarchy, various factions, such as the Emerald Chain, rise up to gather power and influence.

The Federation’s return to prominence could not have come at a better time, as the next great crisis of the 32nd century saw the destruction of dozens of planets. A massive Dark Matter Anomaly (DMA) was discovered, using its massive gravity well to annihilate planets within minutes. The DMA, which was over 5 light-years across, was revealed to not just be a random anomaly but a construct created by an unknown species known as the 10-C. The 10-C, who were highly reclusive, utilized the DMA to render down planets in order to retrieve the boromite ore within their mantles. It was thanks to the efforts of the crew of the U.S.S. Discovery and the Federation that the 10-C’s new homeworld was discovered and the 10-C were convinced to power down the DMA. The successful negotiation between the 10-C and the saving of United Earth from destruction did much towards restoring the public’s trust in Starfleet and the Federation, and membership slowly started to grow.

With galactic travel severely limited, the foundations of the galactic community as it had stood for centuries slowly collapsed. Colonies were suddenly cut off from their homeworlds, and many species found themselves in desperate need of medicine, food, and other key supplies. Several key member species of the Federation withdrew entirely, crippling what remaining strength Starfleet had. When Earth, once considered the heart of the Federation, withdrew its membership, the Federation could do nothing but quietly remove what resources it could from the planet and withdraw. The Emerald Chain filled the need for couriers to deliver goods between systems and the criminal syndicate slowly expanded its reach across the quadrants. When a new source of dilithium was found, the Federation was slowly able to stop its decline and, for the first time in centuries, began to grow once more. Older members were welcomed back while newer species sought the protection and commerce the Federation offered. With its strength renewed, the Federation was able to cripple the might of the

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The 32nd century presents an entirely new stage for galactic intrigue and adventure. What role does your character play in this Star Trek era? Will you play a brave Starfleet officer looking to chart a new course forward, or perhaps an independent trader seeking their fortune? Whatever the case, the future is still being written, and there is opportunity for you to blaze an all-new trail.

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STYLE S OF PL A Y “ S o m et i me s t h e o n l y wa y to find out where you fit in is t o s t e p o u t o f t h e r o u tine, bec ause som etim es w h e r e you r e a l l y b e l o n g wa s waiting right around the c orner all along.” — M ICHAEL BURN HAM

SELECTING A STYLE OF PLAY There are a variety of adventure and campaign styles of play you can select from to use as the foundation for your game. Adventure is to be had, whether it is serving within the deep interior of your territory, along the borders, or exploring unknown space far from home.

This section details the most common styles of play upon which Captain’s Log stories can be built. Think about which one appeals the most to you, or if perhaps a combination of styles better suits your interests.  02.501

|ADMIRALTY CAMPAIGNS ADMIRALTY CAMPAIGNS PUT YOU IN A HIGHranking leadership position either within Starfleet or the Klingon Defense Force, allowing you to make big decisions that could affect billions of lives on multiple worlds. The typical approach to an admiralty campaign is for you to take on the role of an admiral, or perhaps the role of support staff, such as adjutants, intelligence officers, or a Federation diplomat. This sort of campaign can work across many different time periods and regions of space. A few examples include the birth of the Federation, the years following the Khitomer Accords that established peace between the Federation and the Klingons, and the years before and after the destruction of the Romulan star. Players in any of these eras have to balance complex political considerations with challenging

logistical constraints. In many cases, the high ethical standards embraced by the Federation further complicate matters. For instance, characters in charge of a squadron along the Romulan Neutral Zone may feel an ethical obligation to help Romulan refugees after the destruction of their star. How will those characters respond if the very refugees they’re trying to help refuse to abandon the decades of hostility and bad blood between the Federation and the Star Empire? These questions, and the broad implications they have for the future of the Federation, form the core of an admiralty campaign.

Inside the Situation Room The responsibilities entrusted to Starfleet admirals vary widely. Some admirals command a squadron, while others may work as administrators on a starbase or at Starfleet Command. Some admirals oversee a particular region of space, such as the

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Cardassian border, while others work on a specific portfolio of issues or operations. You should have a good understanding of what your game is about and make sure to create a character with relevant expertise and skills. Admiralty campaigns usually involve a heavy dose of politics and intrigue. This may require the main characters to establish relationships with spies, informants, and diplomats from hostile powers. Encounters with Section 31, the secret faction devoted to upholding Federation security at all costs, may also occur in an admiralty campaign. Often, characters introduced in this style of campaign have ulterior motives or hide their true intentions. Admirals and their staffs must hone their ability to sniff out deception and cement relationships with adversaries. This creates great potential for social conflict. You may want to think of ways your character can apply social tools effectively in highstakes situations. Information is power in an admiralty campaign. Admirals can’t be sure they’re making the best decisions unless they can see the full picture. Their support staff must make sure they’re doing everything they can to gather accurate and complete intelligence. They must also offer options of how to proceed based on that information. Gathering intelligence to inform the admiralty’s decisions may require support staff to attend regular briefings or to analyze reports and data gathered by others. It’s important to remember that the main characters in your campaign are supposed to be the heroes of the story. Most heroes don’t spend their

days analyzing reports from behind a desk. Rather, they go out and do heroic things, often at great risk to themselves. Accordingly, admiralty campaigns may require potentially dangerous fact-gathering missions and maybe even covert adventures. Starfleet Command usually frowns on admirals risking their lives by personally going on such missions, so these tasks often fall to support staff. However, flag officers have wide latitude to determine the right personnel for their operations. If a Romulan diplomat wishes to establish a backchannel with the Federation to exchange vital information but insists on speaking directly with a high-ranking Starfleet officer, it’s entirely possible that the admiral might make the calculation that personally traveling across the Neutral Zone is worth the gamble. Players in this kind of campaign should remember that they need not spend all their time in conference rooms listening to briefings and hashing out scenarios. Admirals and their support staff should make an effort to get out and experience the Galaxy. Admiralty campaigns might feature diplomatic summits in exotic locations, high-stakes treaty negotiations between hostile governments, demonstrations of innovative scientific research and technology, classified tactical briefings, and secret exchanges with spies or double agents. Any of these situations might go badly, resulting in the potential for action and danger. If the admiral has a squadron of ships under their command, then support staff might command those vessels and lead them to all manner of strange new worlds on high-priority missions.

|ADVENTURES WORTHY OF THE SILVER

SCREEN: CINEMATIC-STYLE CAMPAIGNS GRAB AN ICE-COLD SODA AND A TUB OF POPCORN, and don’t forget the buttery topping! Star Trek has a long tradition of telling sweeping, action-packed stories tailor-made for the silver screen, and you might want to capture that same cinematic feel in your game. In most cases, movie-style games

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adhere to the same conventions and tropes that you’ll find in most other campaign styles. But there are a few considerations that can set your game apart if you decide to pull out all the stops and go for box-office gold.

Often, the Star Trek film franchise distinguishes itself from the iterations made for television by telling bigger stories and leaning into action and adventure. Usually, this means big-budget set pieces and largerthan-life villains. Think of the destruction of the Enterprise above the Genesis Planet or the menace of Khan or the Borg Queen. Those stories can wow a theater full of movie-goers, and they can inspire truly memorable encounters in a roleplaying game. As an added bonus, you don’t have to worry about staying within a budget, so it doesn’t cost you anything to amp up the scale and action of your game. As a player in a movie-inspired campaign, you should display a willingness to go for broke and risk it all to create thrilling moments. This might mean taking on the role of the action hero, such as when Jean-Luc Picard and James Kirk team up to fight Tolian Soran on Veridian III. Or this philosophy might lead your character to make the ultimate sacrifice to save their crewmates, such as when Spock exposes himself to lethal radiation to conduct engine repairs, or when Data uses his emergency transporter to beam Picard to safety instead of himself before the destruction of the Scimitar. These kinds of personal sacrifices should occur at crucial moments in the story, and they should make a big difference in the plot by saving the other main characters, or achieving some other major, positive development. If you have doubts about your main character dying, no worries. They can always be resurrected in the sequel.

Off-Screen Character Advancement A lot can happen “off-screen” in a campaign aiming for a cinematic feel. In other campaigns, you can expect much of the character development, promotions in rank, and major improvements to your starship to occur in game. That is, these situations largely occur during a session and your character will have a chance to respond to them in the moment. In a cinematic campaign, months or years might pass between adventures, and the beginning of one adventure might find your character in a dramatically different place than where they were at the end of the previous adventure. Think of

Hikaru Sulu, who received a promotion to captain and took command of the U.S.S. Excelsior between films. Similarly, Geordi La Forge received prosthetic eyes and no longer needed his VISOR between film appearances. These are significant character moments, and, had those developments occurred during a television series, we might have expected scenes devoted to exploring the ramifications they had for these characters. In a film series, these developments often occur off-screen, and the audience simply has to keep up. Cinematic campaigns give you a chance to dramatically change your character’s circumstances between adventures. Maybe they get transferred or promoted before the next adventure. Maybe significant personal developments occur, such as an engagement or marriage. Don’t be afraid to shake up your character’s status quo in big ways and then explore those changes during the following adventure. This same storytelling style applies to factors external to your characters as well. Significant changes to your campaign’s status quo may occur off-screen. For instance, your crew might be transferred to a newer, more advanced ship (maybe you give your new ship the same name as your old one, adding a letter from the alphabet to the end of its registry). Or the political balance of power might shift with the signing of a new treaty or the outbreak of a new war. Characters from your supporting cast might have moved on to different things, leaving new characters with unfamiliar faces in their old positions. As a player, you should try to accept these sudden shifts in the status quo with an open mind. After all, a good story pushes characters to grow and change. Many entries in the Star Trek film franchise aim to tell big stories that result in sweeping changes. Characters may die, and ships may crash or explode. You needn’t feel too attached to the old status quo. Each of these big changes is just a new opportunity to tell a different story. And if there’s anything that’s constant about the Star Trek universe, it’s that there are always new stories to tell.

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|CAMPAIGNS BASED ON

SEASON-LONG STORY ARCS SOME GAMES REVOLVE AROUND STORY ARCS that play out over a series of intricately connected sessions. These games focus on a central mystery or conflict that starts early in the campaign and doesn’t reach its conclusion until near the end, much like the season finale of a television show. These campaigns may place less of an emphasis on providing a resolution for individual episodes and save the big payoff for the end. In Star Trek terms, you might think of this approach as similar to how Star Trek: Picard and Star Trek: Discovery are structured. Think of the mystery surrounding the Red Angel during the second season of Discovery or the real reason behind the synth attack on Utopia Planitia as depicted during the first season of Picard. A Captain’s Log campaign can emulate this kind of storytelling by posing questions and teasing plot threads during early sessions that you may not intend to answer until later. This campaign structure builds tension and allows players to invest in the central themes and mystery over hours of play. So, when the story finally reaches its climax and the plot is laid bare, it can be tremendously rewarding. Following are some guidelines to keep in mind to stay engaged with the long game of a season-long story arc.

Be Patient Patience is a virtue in a game focused on a central story arc. The default mode of Star Trek storytelling showcases episodes that introduce a central conflict, allow the characters to engage with the conflict, and then reach a resolution – all within the span of about 45 minutes. Conflict, in this case, simply means a problem at the core of a story that the main characters must solve. Most Star Trek series contain episodes in which the main characters confront a conflict and then warp off to their next adventure where they’re likely to deal with a totally new conflict that may have no connection to anything that occurred in previous episodes.

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Season-long story arcs involve conflicts that unfold over a much longer period of time, and you may find yourself dealing with the same conflicts from one session to the next rather than starting each session with a clean slate. This may require some patience on the part of the players, especially those keen on exploring as many strange new worlds and new civilizations as possible. If you’re playing in a campaign that focuses on season-long, or even campaign-long arcs, savor the sense of anticipation as you build toward the conclusion. You can devote regular scenes to having the main cast of your campaign speculating on the events of the main story arc. If your campaign takes place on a starship, make a point of having the main characters meet in the conference room or the crew lounge, reviewing clues and plot points and guessing where the story is leading. It’s also helpful to slow down and regularly go over the major developments of the central story arc to make sure you understand what’s going on. Games revolving around a long-developing, central story arc often involve an intricate and interconnected web of characters, locations, and events. These layers can build on top of one another to form a deep and engrossing story, but the big payoff at the conclusion likely will fall flat if you don’t make an effort to keep these elements fresh in their memories or record them somewhere.

Connect Your Character with the Plot This might be good advice for many different styles of play across many different roleplaying games, but it’s especially true for a game centered on long story arcs. You should try to find a way to connect your character as closely as possible to the central story arc. This style of game spends a lot of time building toward a climax that might take a dozen or more sessions to reach. When you put that much time and effort into one big story, you want the resolution to feel as impactful as possible. Making the stakes personal for your character is one of the most

effective ways of ensuring a meaningful conclusion. The last thing you want is to feel like the climax of the season-long arc didn’t make any difference to your character’s development. Captain’s Log offers a few mechanical elements, such as a character’s values and focuses, that can help you tie your character into the big story arc of your campaign. VALUES Values are perhaps the most obvious tool in weaving your character into a long-term plot thread. Values motivate your character and provide insight into your character’s priorities. Values that reflect curiosity or a commitment to scientific inquiry, for example, will keep your character in the mix during a season-long story arc that centers on a mystery. The ability to challenge values over the course of a long story arc also creates opportunities to develop your character, and rich character development is one of the hallmarks of season-long storytelling. If you intend to weave a lengthy arc into your campaign, you may want to review your character’s values early on to see if they reinforce the campaign’s themes. If so, play up those values during play. If not, you might

be able to challenge and change them in play as the story arc unfolds. FOCUSES Focuses are your character’s specializations and expertise, and represent one of the simplest ways to make sure your main character is in the thick of the action when the big, season-long story arc reaches its conclusion. Make sure you take a few moments to consider your character’s focuses and how they might help to connect your character with the ongoing story arc. CAREER EVENTS Elements from your character’s lifepath career events can provide excellent fodder for long-term storylines. This can be especially true if you took the time to roleplay scenes from the main characters’ career events. You can mine your character’s career events for interesting supporting characters, events, or locations that could reemerge during your campaign. Crucial points in your character’s backstory can come back to drive your current adventures.

|CLOSE TO HOME: POLITICAL

CAMPAIGNS AND CORE WORLDS SOME CAMPAIGNS MAY DEAL HEAVILY WITH A single region of space rather than warping across multiple quadrants and visiting a strange new world every session. Or your campaign may return to the same central world repeatedly throughout your travels, immersing your character in the politics, culture, and peoples of a specific planet or region, such as the Badlands or the Triangle. This can provide opportunities to engage in deep world building. The more time you spend on a single planet or in a specific region, the more you’ll likely develop that setting with vivid details and dynamic traits. This can be a rewarding collaborative exercise. However, these kinds of campaigns also have a way of piling baggage on your characters. When your missions keep you close to a single region, your actions and choices stick with you. You’re likely to

make friends, but you’re also likely to draw the ire of enemies. Mistakes will come back to haunt you. You can’t simply turn your back on the consequences of your choices. You have to live with them. This style of campaign may take place in the core worlds of the Federation, perhaps on Earth or Vulcan. Or, if you’re playing in a Klingon campaign, you might spend much of your time on Qo’noS. These storied locations have been the backdrop for countless stories, and you shouldn’t have any trouble finding interesting things to do on these worlds. Politics and diplomacy might play major roles in your campaign. Various factions might vie for power, and your decisions might tip the scales in one direction or another. Imagine a Klingon campaign in which powerful Houses maneuver for influence among the High Council. Or think of how

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Captain Jonathan Archer and the Enterprise NX-01 had to build trust among the founding worlds of the Federation, planets that in some cases had been on the verge of war with one another. This close-to-home campaign approach might also apply farther away from the core worlds. It might be rewarding to spend an entire campaign ushering a frontier world through the process of becoming a member of the United Federation of Planets. This could be an original world or colony that you invent. You might draw inspiration from watching the crew of Deep Space 9 as they deal with the many complications and crises that mark the Federation’s relationship with Bajor. In addition to building relationships with various Bajoran political factions, the crew also has to contend with the constant specter of Cardassian interference, as well as the Maquis and, later, the Dominion. Throughout the series, the characters cement relationships, make hard decisions, and deal with the consequences of everything they did to change the course of the region. Similarly, a Captain’s Log campaign that follows this model will offer you the opportunity to build

prolonged relationships with any and all influential factions that inhabit your chosen region of space. In many cases, the motivations of these factions may come into conflict with each other. Your regular presence in the area impacts the local politics and the balance of power. You may find that your character is sympathetic to a particular faction but unable to help them. This might be due to Starfleet orders, the Prime Directive, or treaty stipulations. You may find that collaborating with an adversarial faction, or otherwise compromising your principles, may serve the greater good of your mission. You might also find that your character’s feelings about a particular character or faction may shift over the course of the campaign as the story evolves. Imagine the complex emotions Kira Nerys must feel as she risks her life to help the Cardassians – a people that oppressed the Bajorans for much of her life – overthrow the Dominion during the late stages of the Dominion War. This kind of textured storytelling works well in a close-to-home style game, but may not work as well in a traditional Star Trek series in which your character and crew might travel to dozens different systems but rarely spend much time at any single location.

|DEEP SPACE EXPLORATION GAMES HUMANS HAVE AN INSATIABLE LUST FOR exploration. We have been enraptured with the idea of space long before our first rocket went into orbit. An everlasting fire was set in the hearts of people ever since the first person looked down on the blue orb called Earth from the earliest crewed starships. But humanity is not alone in its quest to visit the stars. Hundreds of other species share the appetite for adventure. In like manner, you may have decided to play Captain’s Log so that your imagination can take you farther than any Human has gone before. The Star Trek universe has an endless array of strange new worlds, fascinating civilizations, and scientific wonders to explore, and you might want to be the first Starfleet or Klingon officer to discover them. You are willing to land on hostile planets, encounter bizarre

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anomalies, and interact with extraordinary beings, all for the sake of saying you were the first to do so. Not everyone is cut out for deep space exploration missions. You will be estranged from friends and family you leave behind. You will be far away from the safety and security of the Federation or Klingon Empire. You will need to use every iota of wit and ingenuity to overcome unprecedented challenges and come up with novel solutions to an endless array of wild situations. Even though you will be warping into the deepest regions of the Galaxy, it does not mean you are completely alone. Deep space does not mean unexplored space. It could mean that it has not been explored by you. Your crew may unwittingly cross into the sovereign territory of another species or pass

into the realm of monstrous or godlike creatures. There are things out there beyond description, and hazards that have cost entire crews their lives. Still, you dauntlessly press onward seeking to reap the rewards of knowledge that might be the key to unraveling the ancient secrets of our universe. A few varieties of deep space exploration campaigns are listed below.

Scientific Missions Most deep space exploration missions depicted in Star Trek serve the main purpose of expanding the Federation’s knowledge of the Milky Way Galaxy. Though it is rarely seen, it is logical that the Klingon Empire has its own form of exploration. Seeking out new life and new civilizations is just part of deep space missions. Survey missions help chart star systems and spatial phenomena. They mark hazards that could endanger other vessels that are seeking to do more detailed exploration of star systems or desiring to set up colonies. Survey missions could include setting up subspace beacons to enable long-range communications or establishing defense nets to protect from hostile invasions. These missions can also help locate valuable resources that are of use to Federation worlds and their colonies. Discovering new life could mean encountering a sentient species. First contact is a carefully-regulated event. It is logical that any deep space exploratory

vessel would have mission specialists well-versed in first contact protocol, diplomacy, and xenolinguistics. Some deep space missions involve studying strange anomalies, searching for lost ships, and even crossing the boundaries of time and space. Officers are expected to keep detailed logs of all their findings. Every piece of data adds to the collective knowledge of the Federation. And, ultimately, knowledge is power.

Tactical Missions The farther starships push into the Galaxy, the more likely they are to encounter a hostile species with designs of its own. This has switched the tone of some deep space missions from scientific to tactical. A good example of this is Starfleet’s explorations of the Gamma Quadrant. It was not long after the Bajoran wormhole was discovered that Starfleet, Ferengi, Klingon, Romulan, Pakled, and other vessels began exploring the newly-opened region of space. Within a short time, it was discovered that the Dominion held sway over much of the quadrant and they were not pleased about all the “solids” pouring through from the Alpha Quadrant. What initially was met with excitement was soon replaced with a sense of dread. Exploring the Gamma Quadrant was equivalent to poking a hornet’s nest. Before long, Starfleet and its allies were devoting more resources to tactical exercises

DISTANCE IN STAR TREK : THE SIMPLE SOLUTION There are a variety of sources in published form and on the internet that explain how long it takes to get from here to there in the Milky Way Galaxy. Also, it seems that sometimes a deep space vessel has little trouble establishing communications with the nearby starbase while at other times they are out of range. Give or take a spatial anomaly or two, subspace communications should travel at roughly warp 9.9995. This means that it would take a

subspace transmission one full day to travel 144 light years. However, this guideline seems to be bent in more than one television episode. You should understand that time and distance in Star Trek is usually more of a plot device than an exact science. You may choose to come up with a variety of explanations as to why inconsistencies may appear; distance is rarely the crux of any story.  02.502

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and intelligence-gathering missions into the Gamma Quadrant than to scientific studies. In a similar manner, your crew might decide on a clandestine deep space mission into Dominion, Romulan, Breen, Tzenkethi, or some other hostile species’ space. Or maybe the unexplored Shackleton Expanse appeals to you and your players. Tactical missions afford more action, tension, and suspense than purely scientific missions. But, gathering intelligence that will secure the borders of your species is essential to your survival.

Non-Starfleet Missions Deep space exploration is not solely under the purview of Starfleet. Independent organizations, civilian agencies, and Federation members are free to pursue their own expeditions. This is highly risky since most vessels are rarely as well equipped as their Starfleet counterparts.

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If you choose to embark on a deep space mission that is unsanctioned by Starfleet, be prepared to bend the rules to survive. The Prime Directive might not hold much sway on the borderlands. You will likely find yourself in backwater bars and ragtag outposts searching for supplies or information. You may need to form alliances with non-Federation species to survive or integrate alien technology into your starship to effect repairs. Still, some scientists, archeologists, or treasure hunters brave the risks to reap the rewards, be they scientific or monetary.

Guidance for Deep Space Exploration Games If you are playing in a deep space exploration campaign, you can expect to come across stellar phenomena and alien civilizations that no other Starfleet or Klingon vessel have ever come across. But you must first locate the anomalies. It is undoubtedly thrilling to hear the commanding officer declare, “First star to the right and straight on ‘til morning.”

A crew might start by initializing long-range scans to locate star systems with a high probability of having planets capable of sustaining humanoid life. Enhanced long-range particle and field detectors and imaging systems might chart hazards along the way like solar flares, supernovas, black holes, and a wide variety of radiation, geomagnetic, or ion storms. All this information feeds the stellar cartography and astrometric labs and is normally transmitted back to the closest starbase via an encrypted subspace relay network, until it finally arrives for analysis at Starfleet Headquarters. Curiosity dictates further exploration. Excitement grows as the vessel comes within a few light-years of the target system. Sensors may start picking up evidence of civilization. The subspace and interstellar chemistry pallet could be brought online. The communications and sensor arrays might start to pick up radio signals or detect signs of post-industrial civilizations. Long-range sensors are now close enough to pick up other starships in orbit of populated planets or in transit through space. Once a starship is within a solar system, the true work begins. More detailed planetary analysis, remote life-form analysis, and electromagnetic scanning may occur. Fully autonomous probes equipped with terrestrial and gas giant sensor pallets might be launched to retrieve data on interstellar particles. Material samples can be analyzed for chemical composition. Other probes can observe pre-warp civilizations and transmit the data to the main ship. Multiple shuttles crewed by conn and science officers might strike out into the system, forming away teams to collect samples from the surface of large asteroids, moons, and planets. A hustle of activity fills every corridor as material samples and data are brought back to the ship to be analyzed, dissected, and catalogued in a variety of science labs. For most deep space explorers, the most valuable find is a new sentient species. This is a sensitive interaction that can go amazingly well or end in utter disaster. The astonishing diversity of civilizations your crew may discover can be created using the tools in this book. The television series had budgetary constraints that limited the type of aliens that could be created for on-screen use. This is not the case with your game. You can introduce the most obscure

non-humanoid species to the adventure. Your imagination is the limit! Give some thought as to why your character decided to take one of the riskiest assignments in Starfleet or the Klingon Empire. What was their motivation? What area of study did they want to expand on during the continuing mission? Do they have friends aboard the ship or will they need to reach out to others to form strong bonds? SENIOR OFFICERS If your character takes on a senior staff position assigned to a deep space mission, you can expect long stretches of quiet travel through interstellar space. It could take months merely to reach the outer borders of your territory and still many more weeks or months of high warp travel before you arrive at a new star system worth exploring. During that time, senior staff members would be dedicated to making sure staff morale is high and departmental operations are in top shape. These long interludes in action provide an ample opportunity for staff members to improve their expertise in their discipline of choice, learn new focuses, and pursue artistic and cultural endeavors. It is during these long periods of peace that amazing friendships and romantic relationships are born. Adventures can be born from scientific experiments gone awry or relationships coming to a boiling point. At the same time, staff members need to be ready to jump into action at any moment. Even wide swaths of interstellar void can contain oddities worth dropping out of warp to inspect. Sensors might pick up an incandescent swarm of spaceborne creatures migrating at sublight speed through an emission nebula. A derelict spaceship that appears on sensors could be possessed by a sentient super-computer eager to transfer its program to a better vessel. A cosmic entity could suddenly appear in your vessel’s path, beckoning the crew to play a game of chance. An entirely new scope of adventure occurs when the ship arrives in new areas of space. Senior staff members are likely the first to set foot on strange new worlds and establish first contact with new life and new civilizations. Without the immediate support of aligned vessels, only the most skilled officers dare take lead on these missions. Starfleet Command and T H E S TA R T R E K U N I V E R S E

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the Klingon High Council are not quickly available for consultation. Established rules and regulations cannot possibly cover all facets of a deep space mission. Commanding officers and senior staff members must act independently, aware that their actions and the repercussions of such could be subjected to scrutiny at the end of the mission.

could be the difference between a promotional opportunity and career suicide. If you are playing a junior officer, what motivated you to take the deep space assignment? Was it to get more experience under your belt to further your career? Was it to get away from problems back home?

JUNIOR OFFICERS

There are several reasons why a civilian character would want to join a deep space mission. Perhaps they have negotiated temporary transport to get to another ship, colony, or planet. Perhaps the civilian character holds a specialty in archeology, astrophysics, or geotectonic activity and they have been assigned by a science council or representative species to participate in a research study. It could be that they chose not to undergo the rigors of Starfleet Academy or Klingon training but still had the desire to see the stars. Hence, they may have willingly accepted the opportunity to work in a service function such as cook, bartender, medic, counselor, journalist, teacher, maintenance personnel, or quartermaster.

Junior officers can expect monotonous days fulfilling their duty assignments. Staff meetings outlining new protocols and shift handover meetings are on the daily agenda. Long hours are spent performing routine diagnostics on critical ship systems. Routine maintenance duties may include lonely chunks of time spent working in Jefferies tubes or in the deepest bowels of the ship. Sensor arrays must be realigned, computer data analyzed, weapons systems tested, engines tuned, science experiments tracked, power systems optimized, medical equipment maintained, replicators reprogrammed, waste managed, staff fed, and quarters cleaned. During breaks and off-hours, junior officers might huddle together in enlisted mess halls that rarely boast the same views or perks of the officer’s lounge. This is time for junior officers and enlisted crew to catch up on the day, exchange stories, discuss their futures, or complain about their supervisors. Downtime could be spent expanding knowledge in their areas of expertise or enjoying their hobbies. Since junior officer crew quarters generally contain multiple roommates, bargaining for more time on the holodeck might be a common occurrence. Mission objectives and daily task lists can drastically change with zero notice and little explanation. Red alerts might have lower-ranking officers jumping out of bed, throwing on their uniforms, and scurrying to emergency stations with no idea of who or what is endangering the ship. Junior officers must be ready and willing to be transferred to other departments that might encounter a staffing shortage. A highlight for many junior officers is the opportunity to accompany a landing party or an away mission. The pressure to perform is on as your character desires to shine. Demonstrating their focuses and talents on an away mission

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CIVILIAN LIFE

Another possibility is that the character is the spouse or relative of another crew member. They may spend their days attending prerecorded classes, pursuing personal hobbies and endeavors, or fulfilling another function on the ship. They might even be raising a family and dealing with the challenges of raising children who have never set foot on a home planet. Civilians have the lowest security access than any others aboard a starship. It might be a struggle to feel relevant while other crew members attend to their duties. If you are playing a civilian, what motivated you to join a deep space mission?

|FAR FROM HOME GAMES ANY OF A VARIETY OF CIRCUMSTANCES MIGHT cause your character and crew to be displaced thousands of light-years from home. A chance encounter with a rogue Nacene’s new “Caretaker array.” Flung whimsically to the other side of the Galaxy by a Q. Caught in a spatial anomaly. Though some tales have a happy ending, very few ships have the power or stalwart crew to survive such ordeals. Some vessels become generational ships, where the offspring of the original crew have been born and raised aboard a vessel. It has been their only home. All their training has been in the field. Life in the stars was not a dream, it was a harsh reality, one they have adapted to in amazing ways. Your vessel and its crew might be caught in such unexpected circumstances. In this case, the characters might feel truly alone. Cut off from communications with their people. Desperate to find resources to keep the ship in working order. Now they are the aliens in a new part of space. This style of campaign is well-suited for fans of Star Trek: Enterprise, Star Trek: Voyager, Star Trek: Prodigy, or Star Trek: Discovery. New species and civilizations must be created from scratch as the dominant powers of the Alpha and Beta Quadrant hold no claim in this uncharted region of space. Invent drastically different species and worlds, the likes of which other Federation or Klingon citizens may never encounter except through your stories when you return home.

Lost in Space This might be the most common form of far from home campaign. You will need to answer a few questions to make the premise plausible. What force or technology was the catalyst for the extremely distant journey? Exactly how far from home are you? How many years at maximum warp would it take to get back to your native region of space? Are you on the other side of the Galaxy or in an entirely different Galaxy? What is the condition of the ship upon arrival? Is it lacking resources, and if so, where will you acquire them?

Lost in Time Perhaps your crew has been flung far into the past or thrust violently into the future. In either case, familiar technology might be scant or non-existent. The social and political landscape of planets and empires might be totally different than what you were used to. What spatial effect or technology allowed you to break the constraints of physics and was there a purpose for the journey? Can a way be found to restore the timeline? It is possible that your characters have been caught in some manner of temporal war. Will you be viewed as criminals by temporal agents or enemies by vicious time-hopping aliens?

Other Realities The Mirror Universe. Fluidic space. The Celestial Temple. Some theorize that there are as many layers to reality as there are stars in the sky. With that, other dimensions spawn all sorts of life-forms. The laws of physics that you have come to know might operate in a different manner. Environments might be inhospitable to humanoid life. Your starship might be rendered inert in such alien realms. Once again, the desire to return home will be at the forefront of your crew’s thoughts. Will they be able to maintain their sanity while piercing barriers that are one quantum leap away but a universe apart?

Guidance for Far from Home Games If you decide on a far from home campaign, realize that help may never come. Starfleet or the Klingon High Council may have been left with few clues as to your current whereabouts. Characters will need to summon forth new levels of innovation to survive what could be a decades-long ordeal. Moral dilemmas might arise. Should you adhere to the Prime Directive? How far will your crew go to acquire rare resources? What will happen when your character comes across habitable planets? Will some crewmembers desire to transplant themselves in a new region of space, start a colony, and make like pilgrims in a new land?

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Being separated from your allies is dangerous; even worse when hostile species find out that you are truly alone. It could make for hard times if most of the crew’s time is spent fighting or running from attackers who seek to pillage the advanced technology of your ship or enslave your people. Xenophobic species may not be open for negotiation. Friendly species might be few and far between, though still boasting agendas of their own. First contact takes on an entirely new meaning in this setting. More caution than normal is advised as first contact could be your crew’s last chance to get home. Scouting parties, spy missions, and

underground bartering for goods might be the order of the day to keep from arousing suspicion or attracting unwanted attention. Each character will react differently in this extremely stressful circumstance. Realizing that one may never see home again will cause many complex emotions to rise to the surface. Isolation, desperation, fear, paranoia, anxiety, depression, and anger threaten to overcome the spirit of discovery at any moment. Or perhaps the crew will triumph in these harsh circumstances and discover a new destiny in the stars.

|SPICE OF LIFE GAMES LIFE IN SPACE CAN BE FULL OF VARIETY. VESSELS that stay within the boundaries of their alliances, federations, empires, and unions have a neverending array of mission profiles in which they may be assigned. In addition, your character might be one of the Federation or Empire’s top-notch diplomats, physicians, strategists, or soldiers. Their expertise could be called into service at any time. You may be assigned to missions based on your vessel’s capabilities or reputation in battle. This style of campaign is well-suited for fans of the original series or Star Trek: The Next Generation. One week you might be negotiating a treaty between the Pakleds and Yridians, and the next, rescuing a science outpost from a supernova. Days later, you could be asked to support a patrol of the Romulan border. Spice of life games allow you to have recurring guest stars, favorite ports-of-call, and familiar settings in which to play. The various Star Trek Adventures adventure compendiums, mission brief packs, and standalone missions provide a generous library of stories that can be used to inspire new missions. In addition, a lot of fan-made material is available on the internet. And, you can design your own campaign. The game is what you make of it.

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Another benefit of this style of play is the opportunity for your character to meet some of the stars of the Federation or Klingon Empire. It might be possible to rub elbows with legendary figures like Sarek, Kirk, Spock, McCoy, Picard, Riker, Kira, Janeway, Seven of Nine, Worf, and Gowron. You could make time to fraternize with popular personalities like Harcourt Fenton Mudd, Quark, Vash, Garak, Lwaxana Troi, Guinan, Morn, or Dr. Soong. You could walk the decks of famous ships-of-the-line like the Enterprise, Excelsior, or Zheng He. You might set foot on Deep Space 9 or Regula I.

Diplomatic Missions Though establishing first contact is a distinct privilege, there are other kinds of diplomatic missions. Starfleet’s mission is a peaceful one; however, factions within their borders might require assistance in ending a conflict. Even the Klingon Empire has worlds within their borders populated by other species. The Empire is no stranger to conflict between the various Houses. The KDF might be called in to settle all kinds of disputes. Some conflicts are not of an aggressive nature. Diplomacy can include negotiating trade deals; determining trade routes and land or mining rights; and sponsoring cultural exchanges like the Officer Exchange Program. Your crew might be asked to escort an ambassador or specialist to a meeting.

You may be called to represent Starfleet, the Klingon High Council, or your species during a major interplanetary conference.

Protection and Security Tactical missions are just one facet of protecting and securing the rights and territories of the Federation or Klingon Empire. Providing aid and relief to distressed outposts and planets is a possible scenario. You could be called on to coordinate mass evacuations after a major disaster, stop a virulent plague, deliver food supplies and technology, or perform other humanitarian deeds. Your vessel could be assigned to patrol a section of space along a neutral zone or ordered to provide security for a diplomatic convoy. Other missions could involve dismantling illegal trafficking cells, infiltrating criminal organizations, or destroying enemy installations. Also, adventure awaits at any one of the hundreds of ports-of-call at which your ship might dock. Your character might find themselves aiding any number of starbases, relay stations, science outposts, or colonies.

Science Missions Besides deep space missions that have already been covered, other mission types are available for the science-minded officer. You may be asked to survey an asteroid field, moon, or planet for mineral resources or colonization. Elaborate and sensitive experiments could be the order of the day. Conducting experiments in a controlled and isolated environment might decrease the possibility of accidents that could harm large populations. Some starships are replete with research labs wherein new technologies can be developed and scientific practices can be explored. There are also an infinite number of stellar phenomena to survey and catalog.

Guidance for Spice of Life Games The universe is your oyster if you choose to rotate through different mission types. This might be the most dynamic form of roleplaying as each character has a chance to really engage with their background and test their capabilities in a variety of scenarios.

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You might choose to keep each adventure episodic in nature with each plot being resolved by the end of a single session. Or you may create a story arc that carries through multiple adventures and sessions. This format of play allows for rich character development as you have an opportunity to interact with people from your individual’s past. These relationships can be explored in greater detail.

family squabble than shooting it out in ship-to-ship combat.

Your character might be a little more comfortable in this setting as surroundings are familiar, relationships are established, and they have a good lay of the land (or ship). They might have the opportunity to visit home and communicate with loved ones on a more regular basis. Generally, there is not a state of constant war or conflict happening within the protected borders of the Federation or Empire. You might see more action engaging in a

Keep in mind, forces still exist within your borders that seek to destroy the carefully constructed peace. There are those trying to sow disorder and contention among allies. Spice of life games allow a myriad of nefarious characters to surface. Your adventures could reveal dark corners of the criminal underworld, uncover vicious conspiracies, and root out corruption in the highest levels of government

Does your character have a business back home? Is there a conference, concert, or exhibition they want to visit? Do they have a favorite vacation spot? These are all potential locations for memorable adventures, all available in your local quadrant of space.

|STATION-BASED GAMES IT WOULD BE A GRAVE ERROR TO ASSUME THAT life on a space station, colony, or starbase lacks the drama and adventure of a starship duty assignment. While characters on a space station may find few opportunities for away missions on exotic new planets every week, they’re sure to encounter fascinating supporting characters, complex antagonists, and challenging scientific and moral dilemmas. Warping boldly across the vastness of space in a starship might form the cornerstone of Star Trek storytelling, but campaigns focused on less mobile settings like starbases can make use of many of the same classic themes and story elements while providing opportunities to add new twists to the narrative.

Space Stations Space stations often reside in deep space in strategically important locations or near unusual spatial phenomena. Space stations attract Starfleet and civilian starship traffic alike, providing a safe port where crews can perform maintenance on their vessels or resupply for long voyages. They may also draw agents of other governmental powers, creating the potential for political and diplomatic intrigue.

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Some space stations, such as Regula I, act as research laboratories where scientists and engineers conduct ground-breaking experiments. These research stations may support a relatively small crew and be located in isolated regions of space.

Starbases Starbases built on planets, moons, or other celestial bodies share many of the same qualities as space stations. They may act as a crossroads for a diverse array of travelers and can provide compelling backdrops for political and diplomatic stories. A starbase may reside on a planet that also features strange scientific qualities. Such qualities could include unique native plant or animal life, unstable climactic or seismic conditions, or unpredictable temporal fluctuations.

Frontier Colonies Countless brave souls have set their sights on deep space and dreamed of carving out a new life for themselves on a distant, uninhabited world. They may be driven by the desire for freedom, scientific curiosity, or philosophical or religious motives. In

TOUGH LITTLE SHIPS? Some space stations, starbases, and colonies have ships, or even fleets of ships, permanently assigned to support their missions. These ships might take the form of shuttlecraft or runabouts, or they might be Defiant-class starships or even larger vessels, depending on the circumstances. In these cases, your character might spend some time taking on exploration missions and traveling to distant sectors.

On the other hand, some stations and colonies have very little in the way of ship support. These might be isolated science outposts or tiny communications relay stations. These settings likely depend on regular starship visits to deliver supplies or routine medical care. Determine what kind of starship support your character can expect on your station. These decisions can influence the kind of missions your character may take on.  02.503

any case, building a colony from scratch on an isolated world could form the basis of a tremendously rewarding campaign, but it also presents an endless parade of dangers. Colonists must take on the challenges of material scarcity and social isolation, compounded by the fact that many colonies are too distant from core worlds to receive help in a timely manner. When something goes wrong – and it always does – colonists can’t rely on anyone but themselves.

Guidance for StationBased Games If you’re playing in a station-based campaign, you may need to adjust some of your expectations and prepare to encounter some different themes and tropes that may not be as prevalent in a campaign aboard a starship. This section will explore some ways you can engage with this kind of game to produce a setting that’s as rich and dynamic as Star Trek: Deep Space Nine. Perhaps most obviously, a campaign set on a station or colony grants characters less mobility than one set on a starship. As a consequence, the action must often come to you, rather than vice versa. In no way does this diminish a campaign’s level of excitement, because starbases and colonies are, almost by definition, remarkable settings that attract remarkable people and events. You should keep an open mind when strangers pay a visit. A space station is just as likely to host a diplomatic confab involving political

leaders from multiple quadrants as it is to be a meeting place for Nausicaan mercenaries or Yridian informants with dark secrets to sell. Indeed, the sheer diversity of characters that can make up the supporting cast of a station-based campaign also provides opportunities for conflict and character development. Player characters in a station-based campaign are likely to encounter a large and diverse array of recurring characters as part of their daily lives. You might play a Starfleet officer on a Starfleet-run space station, but your character may live alongside and forge relationships with civilians, or in many cases, characters who represent groups that have an adversarial relationship with Starfleet. You might create main characters who aren’t affiliated with Starfleet at all. Accordingly, players in station-based games should demonstrate a willingness to create interesting relationships with the other inhabitants of the space station. For instance, it’s unlikely that a plain, simple tailor on a Starfleet ship might also be a former Cardassian spy. On a space station or colony, not only is that possibility more plausible, but it might be great fun for the player characters to befriend this mysterious tailor, or at least strike an uneasy alliance with them. In this sense, station-based games spotlight the importance of IDIC, one of the core principles of Star Trek storytelling. The vibrant diversity of life on a station, starbase, or colony is also a terrific means to create meaningful

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non-player characters. You can build supporting characters who get increasingly more developed as they make additional appearances in your game. Before long, you’ll have a colorful recurring cast of merchants, priests, pirates, mercenaries, spies, or whatever else fits your campaign. These supporting characters can act as trusted friends or infuriating foils to your main character. Also, be ready to engage with the setting in such a manner as to bring it to life. Your setting isn’t just a workplace. It’s also a community where perhaps tens of thousands of beings from across the Galaxy live side by side. How does your character fit into this complex social fabric? How does your character spend their off-duty hours? Playing darts on the Promenade, taking a Klingon cooking course, training in the anbo-jyutsu arena? Embed your character into the life of the station’s community. Your character, and the decisions they make, can have a real effect on the development of the setting through their interactions with the characters around them. The inverse is true as well. As your character gains experience with the setting and the people and beings that live there, consider how exposure to such a wide variety of supporting characters challenges

your character’s values, goals, and perspective. A vibrant setting like a space station is sure to provide a different kind of insight and experience than a Federation starship, where many of the characters are likely to have similar goals and operate under the same command structure. Games set on starships likely hop from one planetary system to another from session to session. This often creates an episodic rhythm to the campaign as the characters confront a challenge on one planet, bring the story to a resolution, and then warp off to the next planet the following session. Station-based games, by contrast, create excellent backdrops for serialized story arcs where plot threads extend for multiple sessions. When so much of the story takes place in a single location, as it does in a station-based game, your character can drive much of the plot, leading to deep and interesting character development that unfolds naturally over the course of a campaign. What can you do to make sure you’ve created a character well-suited to life on a station or outpost? You might consider how your character ended up on this station. Were they ordered there, as Commander Sisko was? Or are they drawn by the romantic allure of the frontier, like Dr. Bashir?

|UNSANCTIONED MISSIONS THE CREW OF THE U.S.S. ENTERPRISE LED BY James T. Kirk defy Starfleet orders and return to the Genesis planet to rescue Spock. Worf resigns his Starfleet commission to join the Klingon Defense Force during a civil war. Jean-Luc Picard assembles a ragtag band to unravel the mystery of the Zhat Vash. In all these cases, the characters marshalled together what resources they could and struck out on their own without the support of a larger organization. In some cases, they openly defied direct orders to accomplish their objectives. Your character might feel forced to do the same. Maybe a friend or colleague is in trouble. Maybe it is time to repay a debt. Perhaps your characters are aware of a Galaxyspanning danger and you cannot wait to cut through

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governmental red tape to save the day. Maybe sabotage, infiltration, theft, and assassination are the only ways to preserve the peace or tip the balance of power. Unsanctioned missions give characters the opportunity to slip out from the Prime Directive and see the sometimes-unsettling reality of life without regulations. This style of campaign is well-suited for fans of Star Trek: Picard. If you are planning to play this style of game, it might end with your character saving a friend’s life, exposing a galactic conspiracy, or discovering a valuable treasure. Conversely, you might end up losing all rank and privilege, wasting away in a dank prison, or dead at the bottom of a ravine on a backwater planetoid.

A DEBT OWED A call from help has come from a person or a civilization. The situation is dire. Perhaps Starfleet or the KDF is deliberating on the matter, mired in politics and treaties, but you need to act now. Or your character may be currently serving aboard a starship when someone from the past reaches out to your character. You need to do something unscrupulous or off-the-record before an opportunity is missed. Whatever the ask, your character feels compelled to break protocol, grant the favor, or pay back the debt. Once they go down this road, their future with Starfleet or the KDF is uncertain. VIGILANTES The Maquis. Ferengi eliminator Leck. The Fenris Rangers. Starfleet and the Klingon High Council do not even play into the equation. Your character got fed up with the rules a long time ago. It is time to do what is right or in their own best interest. Dare anyone to try to get in their way. Your character might go it alone or join like-minded individuals to achieve their goals. Vigilantes might be out for justice, revenge, or a pile of gold-pressed latinum. They are familiar with hideouts, outposts, and safehouses used by illegal traffickers and traders. Anything or anyone can be bought for a price in this underworld environment. Vigilantes might be acquiring or exchanging information like the location of archaeological treasures, banned weapon technology, or security access data to some of the quadrant’s most powerful figures. ESPIONAGE Your character could be working for a secret organization like Section 31, the Tal Shiar, or the Obsidian Order. You are one thread in a tangle of lies and cover-ups. You have some of the information, but never all the information. You meet with disguised agents and counteragents in shadowy alleys, crowded marketplaces, and over encrypted comm lines. The lines of morality are blurred but your mission directives are clear. Perhaps you are an enlisted officer, but you know Starfleet could never support such a questionable mission. Nonetheless, your character is willing to put their career and life on the line to do that which Starfleet or the KDF would never allow a sanctioned officer to do.

Guidance for Unsanctioned Missions Games Traveling the Galaxy without the backing or protection of Starfleet or the Klingon Empire is one of the riskiest endeavors a being can undertake! Your character can easily drop into danger if you fall off the grid. Villainous people, nefarious crime syndicates, and desperate individuals are all too eager to take advantage of you. Goodwill is a rare commodity during unsanctioned missions, so you better have a chest full of gold-pressed latinum, hard-to-find technology, or valuable intel to exchange if you are going to keep moving toward your goal. If you are designing an unsanctioned campaign, there are some things that might be helpful to map out. CONTACTS Contacts that can provide information and resources are valuable assets in an unsanctioned campaign. These contacts can work for the government. They could be businesspersons, bartenders, local celebrities, or criminals. In any case, they can help you cover your tracks or get a lead on someone or something. They may not have the exact information or technology you are looking for, but they know someone who does. Of course, if other people come asking, they never saw you. Well, maybe they did see you… for a price. STARSHIPS Unfortunately, unsanctioned missions are rarely accomplished by staying on one planet. Transport is often required. It is highly unlikely that you will get your hands on an Intrepid-class science vessel or Pach’Nom-class escort. Hitching a ride on an interstellar cargo freighter, mercenary shuttle, or luxury commercial cruiser are more plausible scenarios. If you are even more gutsy and have highquality forged documentation, you may manage a ride on a Federation or Klingon vessel. The best scenario, of course, is if your character and crew can afford to rent, borrow, or buy their own vessel. Most likely, it will be an unregistered warp-capable vessel built by a private supplier or a third-generation retrofitted spaceship held together by self-sealing stem bolts

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and chicken wire. If you are fortunate, fate may drop into your lap a Kaplan F17 Speed Freighter or some other modern ship. If none of these ideas work, you could always just try to hijack someone to get where you need to go.

your goals. If your character is playing an undercover officer, decisions will have to be made on when to cross the line. You may simply want to accomplish your unsanctioned mission as quickly and neatly as possible then head back to your normal life.

WEAPONS AND TECHNOLOGY

If your character has chosen the life of a vigilante, you will need to decide where the character lives, who they spend most of their time with, and how they pick up new missions. Do they live by an ethical code? What are their political views? Do they hold a particular view of the Federation or Klingon High Council? Do they have a criminal record? Will someone be pursuing them while they are pursuing their goal?

If you are going it alone, you will want a trusty sidearm… or maybe three. You may seek to hide weapon caches in cities, outposts, and planets you frequent. Your character will want to know one or more weapons dealers who can come through in a pinch. Of course, you run the risk of being sold a dud. And Starfleet will not treat you kindly if they find you in possession of an illegal weapon. Additionally, each mission often requires specialized technology. Vigilantes rarely have access to industrial replicators or starship cargo bays stuffed with useful gear. You may need to build, barter, or steal what you need. UNSANCTIONED MISSIONS A player character could easily get lost in the chaotic environment of an unsanctioned game. Individuals might have contrasting objectives and you may need to adopt a win some / lose some attitude to obtain

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You may want to run an unsanctioned storyline for a brief period before moving on to a different style of play. If so, did your character take on the unsanctioned mission for sport, adventure, money, loyalty, love, thrills, or something else? When and under what circumstances do they eventually want out of the game? Are their friends and families endangered or did they cut all ties long ago?

CHAPTER 03.00

R E P ORT IN G FOR DU TY 03.10

A CAREER IN STARFLEET. . . . . . . . . . . . . . . . . 72

03.20

LIFEPATH CREATION. . . . . . . . . . . . . . . . . . . . . 91

03.30

CREATION IN PLAY. . . . . . . . . . . . . . . . . . . . . 133

03.40

CHARACTER DEVELOPMENT. . . . . . . . . . . . . . 135

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CHARACTER CONVERSION . . . . . . . . . . . . . . . 137

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A C ARE E R IN STA RFLE E T “ Captain on the bridge!” – LT. SY LV IA T ILLY

|CREATING A CHARACTER WELCOME ABOARD! WHOEVER YOU ARE, AND wherever you’ve come from, Starfleet has seen fit to entrust you with an awesome responsibility. There’s no telling what challenges you may encounter on your assignment, except for this: they will not be boring, you will not emerge unchanged, and your logs will tell the story of what it all means. Your logs may chronicle your first post as commanding officer of a starship or recount a final voyage in which your accumulated experience was put to the test. Captain’s Log is about your character and their personal journey in a Galaxy of possibility. Whether your story takes you where no one has gone before, or on a voyage home to save your world from disaster, it begins with your character’s origins and is driven by their growth. There are two ways to create a character in Captain’s Log:

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LIFEPATH: Choose this option if you wish to start your story with concrete knowledge of your character’s backstory, beliefs, and capabilities. The lifepath will help you choose or randomly select these elements. This detailed method can be time-intensive, taking anywhere from 45 to 90 minutes to complete per character.

§

CREATION-IN-PLAY: Choose this option if you wish to start telling your story with a basic character concept and uncover their backstory CHAPTER 03.10

and full capabilities during play. You will choose a few initial elements and use a framework to fill in the blanks as you need them. This process is covered in detail starting on page 133 and takes anywhere from 15 to 30 minutes to complete, depending on how many details you are willing to let unfold during gameplay.

Each method results in a character equally empowered to undertake tasks and evolve through their story arc. You only need to use this chapter once for each new character you generate. If you are playing in a cooperative or guided session,

character creation might take a few hours as several people are generating player characters together during Session 0. See Chapter 5, starting on page 219, for more details about running a cooperative or guided game experience.

|WHAT YOU NEED TO BUILD A CHARACTER, YOU NEED A CHARACTER sheet (see the sample on page 318), or a way of taking notes. It is good to use a pencil or some other

means of writing that can be erased or revised, since elements are subject to change during the creation process, and even after you begin play.

|PREPARING FOR DUTY THROUGHOUT PLAY, YOUR CHARACTER WILL BE challenged in various ways: interacting with the diverse allies and adversaries they engage with, attempting to triumph over crises in which they sometimes find themselves, and meeting unexpected encounters with the unknown. To facilitate these challenges and prompt your creativity, your character is built with elements that will reveal their readiness for a range of situations and the worldview that influences their actions. Though all Starfleet officers are broadly trained professionals, the specific elements you choose for your character will make them seasoned experts in some situations and leave them less experienced for others. These elements are traits, attributes,

disciplines, focuses, and values, and together they paint a picture of who your character is, what they are prepared for, and how they view the universe around them. Traits, attributes, disciplines, focuses, and values all contribute to the outcome of the challenges you resolve for your character through dice rolls. Your choice of these elements will weigh in to story development and evolution for your character. Do they fail or pay an unexpected cost for an action to which they are normally suited? Do they succeed in a crisis outside of their experience, surprising themselves and their colleagues? Do they perform a signature act for which their training and values have prepared them?

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|TRAITS AS STANDARD, A CHARACTER HAS AT LEAST A single trait – their species – with the potential for others. These traits – as permanent, or at the very least enduring, elements of the character’s nature – are not handed out lightly as part of character creation.

like Julian Bashir being genetically enhanced, or Malcolm Reed being connected to Section 31. It may even represent a reputation or status, and the benefits and problems that accompany them, such as Benjamin Sisko being the Emissary of the Prophets.

Your character may begin play with traits in addition to their species. These should have a clear place in representing the nature and experiences of the character, reflecting definitive facets of the character’s existence that are unlikely or even impossible to change. This might be something like a disability or injury, such as Geordi La Forge’s blindness or Jean-Luc Picard’s heart trauma, which requires the use of specialized equipment to overcome. It might be something secret or shameful,

Traits of this sort should be neutral where possible – either rarely applicable outside of exceptional circumstances, or applicable in both positive and negative ways. If a trait is purely negative – essentially a potential complication – consider a potential advantage to balance it out. For disabilities like La Forge’s blindness, this can take the form of a piece of equipment that not only helps the character operate normally but gives them some other benefit too.

|ATTRIBUTES YOUR CHARACTER HAS SIX ATTRIBUTES, EMBODYING their physical and mental capabilities and tendencies. These attributes are Control, Daring, Fitness, Insight, Presence, and Reason. Each attribute has a rating, with higher numbers reflecting greater ability. For humanoids, these attributes range from 7 to 12, with 8 representing average capabilities. Your character’s attributes define much about who they are and what they are good at. In addition

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to serving as rough benchmarks for the intrinsic physical and mental abilities of a character, they also reflect the way your character thinks about problems and the approaches they apply to solving those problems. As a result, the attribute scores a character possesses are a valuable roleplaying guide, and they can shape the way a character is played and how other aspects of that character’s nature and identity

play out. They also reflect a character’s priorities: a character’s better attributes require upkeep and practice, so the attributes with higher scores represent where a character is putting their efforts. Attributes are not purely physical or mental, and they are not absolutes. A Vulcan or a Klingon is significantly stronger than a Human, but this is not reflected only in the characters’ Fitness scores (which might be a little higher than that of an average Human character), as a Fitness score reflects how a character applies strength as well as how strong they are.

Control Control defines characters who are precise, orderly, disciplined, highly coordinated, and who possess well-developed fine motor skills. When faced with violence, a character may use Control to shoot at enemies, or to focus on a difficult problem despite the battle raging nearby. When faced with a physical problem, a character may use Control to overcome the problem with careful application of force, typically requiring finesse or accuracy, or with precision movement such as remaining stealthy or traversing precarious terrain. When faced with an intellectual or emotional problem, a character may use Control to center themselves and maintain their concentration, or to find a solution that relies on precision or attention to detail. When faced with a social problem, a character may use Control to remain calm, break down complex or intricate situations, and give detailed instructions clearly.

Daring Daring defines characters who are decisive and fearless. When the adrenaline (or equivalent) starts pumping, a Daring character can act swiftly and confidently. When faced with violence, a character may use Daring to strike in hand-to-hand combat, or to provide urgent first aid to an injured comrade.

When faced with a physical problem, a character may use Daring to respond to an urgent danger, or to act quickly before the situation deteriorates. When faced with an intellectual or emotional problem, a character may use Daring to find the quickest solution, rather than waiting around to find a perfect solution, or to overcome any doubts or hesitation that they might be feeling. When faced with a social problem, a character may use Daring to lead by example, or to break tension by speaking first without hesitation.

Fitness Fitness defines characters by their physical prowess, athleticism, and endurance. While no attribute is purely physical or purely mental, Fitness is the closest to being a physical attribute. A character with high Fitness is also more able to weather attacks and hazards. When faced with violence, a character may use Fitness to restrain a foe, resist a hazard, or to move quickly around the battlefield. When faced with a physical problem, a character may use Fitness to apply a solution relying on raw physical strength or repetitive actions requiring considerable stamina. When faced with an intellectual or emotional problem, a character may use Fitness to resist physical hardship when attempting to focus on the problem at hand. When faced with a social problem, a character may use Fitness to control the situation through physical presence and body language rather than social skill.

Insight Insight defines characters by their instincts and their perceptiveness. Insightful characters often have a good sense of the moods and feelings of others, but have also learned to trust their own feelings when it comes to the decisions they make and the problems they are confronted with. REPORTING FOR DUTY

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CONTROL Rating 7 or less 8 9–10

11–12

Meaning You are uncoordinated or lack self-discipline. You might be clumsy or careless, easily distracted, or inclined to panic. Your control over yourself and your actions is ordinary and unremarkable. You pay attention to details, and you can maintain your concentration under difficult circumstances. You’re precise and careful, with good hand-eye coordination and steady hands. You always maintain perfect control over yourself. You are not one to lose focus or get distracted, you are keenly aware of pertinent details, and you are incredibly precise and efficient in everything you do. You might also be very serious and dedicated, rarely allowing yourself to relax, as that might mean giving up some of your self-control.

DARING Rating 7 or less 8

Meaning You are overly cautious, or you find yourself frozen and unable to act when faced with a difficult or dangerous situation. You might find yourself becoming uneasy in non-threatening situations. You are not overly hesitant, but you are not especially courageous either.

9–10

You are confident and decisive, able to act quickly and effectively when placed under pressure.

11–12

You are fearless, and often the first to confront a difficult or dangerous challenge. You don’t hesitate when the action starts, and you don’t doubt the decisions you make in the heat of the moment. Some might consider you reckless or hasty for rushing into danger.

FITNESS Rating 7 or less 8

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Meaning You are disinclined to rely on strength to solve your problems and may be somewhat unfit. You probably lack stamina and struggle to resist the effects of physical hardships such as extremes of temperature. You are not unfit, but your fitness is unexceptional.

9–10

You are healthy and strong and have a good appreciation for how to use and maintain your body. You have considerable stamina, and a good understanding of kinesthetics.

11–12

You are a prime example of physical conditioning, with plenty of practical understanding for how to employ your strength, speed, and endurance to best effect. You may seem tireless, though you understand the value of rest better than most. Others may pre-judge you based on your physical presence, perhaps dismissing your intellectual abilities, or seeing your stature as imposing.

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INSIGHT Rating 7 or less 8

Meaning You are not accustomed to trusting your instincts, or your instincts are not well-honed. You may not be particularly observant of moods and behaviors in others, or you may hesitate because of doubts about reaching the wrong conclusion. Your judgement is not particularly poor, but neither do you rely overmuch on your instincts.

9–10

You have good instincts about other people and about situations and have a reasonable sense of when to rely on your gut, though you do not do so all the time.

11–12

You are deeply empathetic and can often pick up things about a person’s state of mind that even they didn’t realize. You have great instincts and rely on them even in the face of hard evidence to the contrary. More logical colleagues might consider you overly emotional and your judgements irrational.

PRESENCE Rating 7 or less 8

Meaning You are somewhat shy and reserved, unable or unwilling to command attention. Your manner of speech may be awkward, you might be wary of raising your voice, or you may trip over your words. While you are not particularly shy or awkward, neither is your charisma particularly noteworthy.

9–10

You have a strong sense of self, and your confidence comes out in your body language and the way you speak. You can hold the attention of a room and get your point across effectively.

11–12

You seem almost larger-than-life at times. You are the center of attention, and your voice cuts through the clamor of a crisis, so others reflexively look to you when danger is near. You may sometimes be viewed as overbearing.

REASON Rating

Meaning

7 or less

You do not have much patience for logic and meticulous analysis, or you frequently find your biases and your instinctive responses overwhelm your attempts to approach a problem dispassionately.

8

You can sit down and research a problem or devise a theory well enough, but you don’t excel at those things.

9–10

You have a clear mind, and you can set aside snap judgements to pursue the truth with a rational, logical mindset.

11–12

You are adept at approaching problems, perils, and the unknown with a dispassionate mind that studies them from all angles before reaching a conclusion. Others might regard you as cold, unfeeling, or even machine-like. You don’t allow their opinions to bother you.

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When faced with violence, a character may use Insight to speculate upon the enemy’s plans or motives, or to anticipate an incoming threat. When faced with a physical problem, a character may use Insight to assess the problem and form a quick theory on how to solve it. When faced with an intellectual or emotional problem, a character may use Insight to trust their instincts and choose the right course of action, or to speculate on other problems that may occur as a result. When faced with a social problem, a character may use Insight to judge the emotional state or discern the motives of another person.

Presence Presence defines characters by their strength of personality, and by their ability to draw attention and command respect. It may appear in deft and eloquent rhetoric, in bombast and bravado, in easy charm and enticing manner, or in quiet gravitas. Such strength of personality also means a strong sense of self, allowing a character to resist coercion or manipulation by remembering who they are and what they believe. When faced with violence, a character may use Presence to intimidate a foe or compel them to hesitate. When faced with a physical problem, a character may use Presence to rally and inspire others to work more effectively together. When faced with an intellectual or emotional problem, a character may use Presence to urge others to focus upon the problem and dismiss any distractions. When faced with a social problem, a character may use Presence to sway the other side through emotive language.

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Reason Reason defines characters by their adherence to logic, and it demonstrates a strong tendency toward meticulous analysis, detailed planning, the gathering of evidence, and the forming and testing of theories. Characters with a high Reason are likely to be patient and analytical, perhaps even dispassionate, relying on careful observation and understanding of the facts in evidence to come to the right conclusions. When faced with violence, a character may use Reason to devise a plan or strategy to improve the odds of success in combat, or to identify some flaw or vulnerability that can be exploited through careful study of the enemy. When faced with a physical problem, a character may use Reason to study the problem to find a solution, or to apply available information to coming up with a plan. When faced with an intellectual or emotional problem, a character may use Reason to engage in research or study to determine patterns or details that could be used to resolve the problem. When faced with a social problem, a character may use Reason to sway others’ opinions using facts and logic.

|DISCIPLINES IN ADDITION TO THEIR SIX ATTRIBUTES, YOUR character is trained in six disciplines. Whereas attributes show a character’s natural proclivities and preferred approaches, disciplines show the areas of a character’s expertise. The six disciplines are Command, Conn, Engineering, Security, Science, and Medicine – representing the departments aboard a Federation starship. It’s worth noting that many of the disciplines overlap in a few ways. Each discipline covers perception, social interaction, and knowledge to some extent, but which discipline is most applicable to any of those things will depend on circumstances more than anything else – a character with a high Security is quite adept at spotting ambushes and other dangers, but may be less adept at analyzing probe telemetry or experimental data. The kind of skill represented by a discipline requires work. Disciplines take time and effort to maintain, from practice with precision and reflexes for those specializing in Conn or Security, to regular reading

of new theories and breakthroughs in Engineering, Science, and Medicine, to leading and delegating with Command. Each discipline is rated from 0 to 5, with each rating representing a differing level of training, expertise, and natural aptitude. Your character will possess at least a 1 in every discipline – Starfleet provides extensive training and expects its officers to have at least basic proficiency in every discipline. If playing a civilian or an officer from another polity, you’ll also possess at least 1 in every discipline, representing the training your character received over the course of their existence. When your story prompts your character to undertake a task, choose a single attribute and a single discipline and add their ratings together. This creates the target number, and each d20 that rolls equal to or less than this number scores a success. If your character also has an applicable focus, your character may roll on the Advantages table on page 268 or select an advantage.

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Command Command covers leadership, negotiation, coordinating and motivating others, and also as personal discipline and resisting coercion. More broadly, it covers a variety of other social skills as well; characters who excel at these social skills tend to be effective at managing and leading others. A character with high Command and high Control is likely to be exacting and circumspect in their leadership. They prefer to have a plan, and preferably several, and these plans often demand nothing but the highest performance from the crew, as the crew are vital parts of those plans. Their orders are precise and clear, with little room for misinterpretation. A character with high Command and high Daring is probably bold and their adventures exciting. They do not necessarily plan things in advance, but rather prefer to make the decisions they need to make as and when they happen. They’re active leaders, leading from the front and getting personally involved in whatever problems they need to be, and they never give an order that they wouldn’t be willing to follow. A character with high Command and high Fitness is enduring and resilient, unlikely to give up or back down unless they have no other choice. They are likely to be highly active and athletic, and they seem tireless. They’re not afraid to roll up their sleeves and get their hands dirty on the job. A character with high Command and high Insight is likely to seem friendly and approachable, always willing to listen to the opinions and the problems of those around them, and willing to change their minds if proven wrong. A character with high Command and high Presence is likely to be an inspiring figure, who commands the loyalty of their subordinates and the respect of their foes. They are likely to seem powerful and in charge, and they have a level of confidence that is justified by their deeds and which seems to spread throughout the crew.

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A character with high Command and high Reason is deeply knowledgeable and probably seems to be wise and well-read. They dislike the unknown, venturing into the unexplored because they dislike not knowing. They will seek to be well-equipped with the facts as they enter new situations, and they encourage their subordinates to be similarly well-informed.

Conn Conn is about spacecraft, and the practicalities of living and working in space. In its most basic form, a character may use Conn to plot a course to a distant world or guide a ship carefully through an asteroid field, but it is far from just “the pilot skill.” Beyond its uses navigating and negotiating terrain, both on the ground and in space, and operating vehicles, Conn covers a familiarity with starships as machines and as places where people live and work, including an understanding of spacefaring traditions and protocols, familiarity moving around in micro- or zero-gravity environments, knowledge of how spacecraft move and operate, and how spatial phenomena impact space travel. A character with high Conn and high Control is deft and precise at the controls of a ship or shuttle, and can move with finesse in zero-G. A character with high Conn and high Daring is a more instinctive pilot, often guiding a ship through “feel,” but they are invaluable in a crisis as they can move a ship like nobody else, jinking and weaving through hazards and flying in such a way that even the most effective targeting sensors struggle to maintain a lock. A character with high Conn and high Fitness is familiar with extra-vehicular activities, orbital skydiving, cross-country hiking, and navigating through a wilderness. They’re resilient, even unshakeable, and nearly as comfortable outside a ship as inside one. A character with high Conn and high Insight has a sense for ships and crews. They can judge the intent of an unknown vessel by the course they’ve plotted and the speed they’re traveling, and they

can diagnose a problem with their own ship by the vibrations in the deck plating and the sound of the warp core. A character with high Conn and high Presence knows procedure, protocol, and tradition, and understands the importance of a crew presenting itself properly when greeting outsiders. A character with high Conn and high Reason is an excellent navigator, skilled at plotting the most effective route through the most difficult regions of space, and no less capable of tracking the signs other ships leave behind to locate and pursue them across space.

Engineering Engineering is about technology. While much of what an engineer does aboard a starship will relate to advanced sciences, the engineer is concerned with the practicalities of making the technology work, keeping it working, and ensuring that the results that come from technology are the desired ones. Designing, building, maintaining, understanding, and operating technology are all covered by the Engineering discipline. A character with high Engineering and high Control can operate complex, precision equipment such as transporters with ease, as well as being highly adept at performing delicate repairs to sensitive equipment. They’re likely the kind of person who fine-tunes the devices they work with to get exactly the desired result and are probably a perfectionist when it comes to the operation of the devices that they are responsible for. A character with high Engineering and high Daring is willing to throw out the instruction manuals, and probably sees operational tolerances as guidelines rather than actual limits. They’re the kind of person who can restart a cold warp core in five minutes when it should take thirty, and who can assemble some novel solution by rebuilding existing technology to function in new ways. A character with high Engineering and high Fitness is the one with their sleeves rolled up,

crawling through a Jefferies tube, recalibrating plasma conduits and microcircuits one at a time. They’re the ones who don’t shy away from the hard work. They’re the ones covered in stains and smudges from their work, and who know that old ships sometimes require care, attention, and occasional “percussive maintenance.” A character with high Engineering and high Insight has an instinctive knack for machines, able to judge “moods” and “feelings” in sophisticated equipment in the way that a counselor detects those things in people. They can normally diagnose a technical problem quickly, and their gut feelings about why something isn’t working tend to be right. A character with high Engineering and high Presence is often the spokesperson for their machines and their technology. They’re often able to convey the details of technology – and technical problems – in succinct ways, easy for nonengineers to grasp (this may or may not include the use of simple metaphors and similes), and they’re particularly effective at leading teams of other engineers to solve bigger problems. A character with high Engineering and high Reason has a deep understanding of the machines they work with. This comes from intensive reading of technical manuals and professional publications, understanding the theories and concepts behind the devices, along with extensive practical experience disassembling devices and understanding the function of every component and connection, and testing them extensively to ensure that everything works as desired.

Security Security is about safety, protection, and survival, but it is most importantly about violence. Watching for it, understanding it, defending against it, and employing it. It is the main specialty of soldiers and warriors, but also valuable for law enforcement personnel, peace officers, spies, and anyone whose line of work invites danger. A character with high Security and high Control is probably an expert sharpshooter. But more than REPORTING FOR DUTY

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that, they’re probably cool and calculating when it comes to combat, seeking to approach dangerous situations with a calm, measured response. Their use of force is careful, precise, and seldom more than is absolutely necessary to achieve the objective. A character with high Security and high Daring is likely to consider themselves a warrior first and foremost. They are highly proficient in hand-tohand, and they’re innately courageous, which can verge on recklessness at times. They may have a somewhat romanticized view of honorable combat. A character with high Security and high Fitness is tough and tireless. They’re fit, resilient, and have probably faced more than their share of tough situations. They probably resemble what most people imagine as the dutiful, tough soldier, and there is little that will stop them from completing their objective. A character with high Security and high Insight has exceptional situational awareness and is likely to be the first to anticipate a threat or spot a potential trap. They tend to be vigilant and wary. Many such characters end up guarding secure locations or VIPs, or serve in peacekeeping roles where their awareness, and in particular their ability to read people, can help avoid or defuse conflicts before they escalate into violence. A character with high Security and high Presence is often placed in leadership roles during combat missions, where they can most effectively direct other soldiers or security personnel during the chaos of battle. They can be imposing and intimidating if they wish to be, able to convey the threat of force without resorting to actual violence. A character with high Security and high Reason is a tactician or strategist (or both), with a keen mind for how, when, and why to use force on larger scales. They tend to have a big-picture view of battle, viewing environments as battlefields, speculating on enemy motives and awareness, and forming plans, counterplans, and contingencies quickly even in the heat of battle.

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Science Science is, at its heart, about the pursuit and application of knowledge. Science covers a broad range of fields and subjects, from advanced mathematics to the complexity of subspace theory and temporal mechanics, to softer subjects such as anthropology and sociology. While nobody is an expert in all scientific fields, characters with a high Science score are likely to be fast learners and effective researchers, able to familiarize themselves with new concepts quickly when needed. A character with high Science and high Control is likely to be precise but practical, often testing their hypotheses or those of their colleagues with carefully designed experiments or detailed simulations and meticulously recording their findings. They’re also likely to be effective at learning new techniques and procedures, and at laying out instructions or directing another person through the steps of a complex task. A character with high Science and high Daring accepts that risk is often a necessary part of science, and that not all discoveries can be made inside a laboratory or simulation. They remain observant and clear-headed even when in mortal peril, often gaining valuable insights in life-ordeath situations. They hypothesize quickly and reach conclusions just as fast, but the moment they’re proven wrong, they’re ready to form a new hypothesis and try again. A character with high Science and high Fitness is prepared for the worst. They have a knack for applying their knowledge to provide practical solutions to immediate problems such as exposure to environmental hazards. When they are personally afflicted by fatigue, poison, disease, or other hindrance, they find it in themselves to keep pushing on to find a solution, even when others may have already succumbed. A character with high Science and high Insight are good at making intuitive leaps, extrapolating ideas from incomplete information, and making educated guesses when the facts aren’t all available. While not necessarily the best practice in

pure scientific work, this is valuable for the science officers employed by Starfleet and in militaries, who can present their commanders with options when facing the unknown.

and emergency first responders, and can excel as trauma specialists, racing against the clock to save a life. They need to remain calm and collected and make the right decisions under intense pressure.

A character with high Science and high Presence are effective science communicators, skilled at explaining complex subjects in an effective and engaging manner to people who may not have the same depth of understanding. This is especially valuable in Starfleet and military environments, where unknown threats may need to be studied and explained quickly so that the proper action can be taken to defend against or avoid them.

A character with high Medicine and high Fitness is prepared for the worst. They are well-suited to taking precautions and preventative measures to protect themselves and resist environmental hazards such as poisons, diseases, and radiation. The character is also highly adept at the more physical sides of medicine: moving a sick or injured patient safely, restraining a patient who is struggling, and guiding a patient through physical therapy.

A character with high Science and high Reason is perhaps the archetypal scientist. Rational and logical, the character seeks to understand things by piecing together the facts and evidence carefully to reach a conclusion. They consider every available variable, every likely possibility (and the unlikely ones too, if the likely ones don’t fit), and can produce mathematical proofs and solid hypotheses with the kind of speed and accuracy one might expect from an advanced computer.

Medicine Medicine, while a subset of science, is important enough to stand on its own as a distinct discipline and field of study, much as there is some overlap between Science and Engineering. Medicine, at its heart, is less about knowledge and more about the result: healing those who are injured or sick. A character with high Medicine and high Control is likely to excel as a surgeon, where steady hands, finesse, and precision are necessary to do the most good. Alternatively, they may study genetics or pharmacology, where tiny chemical variations can have major effects, and finding the balance that is most likely to help a patient is delicate work. A character with high Medicine and high Daring is a life-saver, well-suited to providing care in life-ordeath situations. They are effective combat medics

A character with high Medicine and high Insight are good at interacting with patients, figuring out problems by interpreting patient complaints and testimonies, or providing counseling and psychiatric care. They also have a good intuitive grasp of medicine, and they have a knack for making the intuitive leaps when diagnosing a problem that can mean the difference between life and death. A character with high Medicine and high Presence often leads teams of medical personnel, directing groups of emergency responders or overseeing a staff of doctors and nurses. They are also good at communicating the nature of a disease or injury to their patients (and their patients’ families, if necessary), and conveying complex details effectively to those who may not understand the medical science, such as when giving a briefing about a virulent plague spreading across a world. A character with high Medicine and high Reason is more likely to be involved in the research or diagnostic side of medicine. They study diseases in depth, relying on medical scans, biopsies, laboratory testing, simulations, and other methods to seek to understand an illness or condition as thoroughly as possible to determine the most effective treatment. They are a vital part of medical care, but may not necessarily deal with patients directly.

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|FOCUSES THE SIX DISCIPLINES CHARACTERS ARE TRAINED IN are broad; specific focuses allow a character to demonstrate talent for a narrower set of activities, representing specialization and the kind of expertise that comes from deeper study and practical experiences. Focuses are not tied to any specific discipline and can thus be applied to any task a character takes on, so long as the focus would logically provide a benefit. A focus is a short description of a skill, topic, or activity. Like values, focuses are open-ended. Captain’s Log includes many suggested focuses in the accompanying matrixes starting on page 85. There is no fixed list, however, and you are encouraged to create your own focuses. Each focus should be narrower than the six disciplines every

character is trained in, but they should not be so narrow as to never come up in play. There is no specific link between disciplines and focuses; a focus can be applied to any discipline; for example, Astrophysics could easily be used for Science tasks, but it also has potential uses when trying to plot a course using Conn. Each officer goes through rigorous training in multiple disciplines. Though they may have a proficiency in a specific discipline, you can assume they have taken other coursework pertaining to disciplines outside of their role. This multidisciplined approach to the acquisition of knowledge and skills allows an officer to have a wide range of abilities, from piloting shuttlecraft to operating a ship’s technology to a working knowledge of basic

FOCUSES AND CHARACTER Like values, focuses improve your odds at certain tasks while revealing your character. Above all, focuses represent activities at which your character will shine. Your character’s focuses do not all need to be associated with their role. Selecting distinct skills unrelated to their official position will show that your character is a well-rounded, seasoned, and memorable individual. Detailed focuses give your character depth. Carefully crafted focuses add a history and perspective to the character, allowing them to be unlike anyone else. This is what makes Captain’s Log unique from other roleplaying games. Each character has an entirely different combination of focuses that makes them truly unique. Make them a character to remember. Focuses can help pull the story toward elements you wish to explore. Do not be afraid to include a focus which represents a hobby, niche interest, or a unique approach. A focus of Poetry might lead the story toward the deciphering of ancient

writings or communication with an alien culture in rhyme and meter. A focus of Stand-Up Comedy might drive your character to resolve tense negotiations with humor. A focus of Servant Leadership might guide the story to focus on your captain’s empowerment of their senior officers and crew. Focuses are good prompts to act in-character, and it’s okay to seek solutions to your character’s problems that utilize their focuses. Though this inflates their odds of success, this is not negative meta-gaming – after all, they might still fail, leading to fun and meaningful new story elements! Finally, focuses are easy to change. As you complete missions, you may replace a focus with one you think is more relevant going forward. As long as it makes sense for your character and their story, focuses do not require years of experience and can represent a recent interest into which your character is putting significant attention.  03.101

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CHAPTER 03.10

survival, energy weapons, and basic hand-to-hand combat. Focuses are merely areas of “focused” knowledge that makes your character a specialist in that field of study. And in the end – focus or no focus – a roll of the dice decides success or failure. When fully created, your character will have six focuses. Use the following probability matrixes to generate focuses. You can roll on the Focus Division matrix then either select or randomly roll a specific focus. Of course, feel free to tweak these in any way you like to create a distinct area of expertise.

FOCUS DIVISION d20

Division

1-3

Command

4-6

Conn

7-9

Security

10-12

Engineering

13-15

Science

16-18

Medicine

19-20

Pick one or reroll

For each focus table, roll a d20. On a result of 1-10, roll a d20 on first half of the table; on a result of 11-20, roll a d20 on the second half.

COMMAND FOCUSES d20

Focus

d20

Focus

1

Art

1

Law

2

Bargain

2

Lead by Example

3

Call to Action

3

Linguistics

4

Cold Reading

4

Mental Discipline

5

Composure

5

Multi-Discipline

6

Coordinated Efforts

6

Negotiation

7

Courting Rituals

7

Oratory

8

Cultural Expert

8

Performer

9

Debate

9

Persuasion

10

Deception

10

Philosophy

11

Decisive Leadership

11

Politics

12

Diplomacy

12

Prime Directive

13

Emotional Intelligence

13

Reporting Procedures

14

Etiquette

14

Rhetoric

15

Fleet Commander

15

Starfleet Protocol

16

Gambling

16

Station Operations

17

History

17

Strategy/Tactics

18

Inspiration

18

Teaching

19

Intimidation

19

Team Dynamics

20

Journalism

20

Time Management

REPORTING FOR DUTY

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CONN FOCUSES d20

86

Focus

SECURITY FOCUSES d20

Focus

1

Astronavigation

1

Ambush Tactics

2

Astronomy

2

Blade Weapons

3

Astrophysics

3

Camouflage

4

Atmospheric Flight

4

Chemical and Biological Weapons

5

Attack Run

5

Combat Medic

6

Boat Pilot / Submersibles

6

Computer Security Systems

7

Climbing

7

Criminal Minds

8

Combat Maneuvers

8

Criminal Organizations

9

Communication Systems

9

Crisis Management

10

Covering Advance

10

Deadeye Marksman

11

Efficient Evasion

11

Deflector Operations

12

Evacuation Procedures

12

Demolitions

13

Evasive Action

13

Espionage

14

Extra-Vehicular Activity

14

Evacuation Procedures

15

Flight Controller

15

Fleet Formations

16

Glancing Impact

16

Forensics

17

Ground Vehicles

17

Forgery

18

Guidance Systems

18

Hand Phasers

19

Helm Operations

19

Hazardous Environments

20

Impulse Engines

20

Heavy Cover

1

Multi-Tasking

1

Interrogation

2

Pathfinder

2

Intimidation

3

Power Management

3

Klingon Weapons

4

Precision Maneuvering

4

Law Enforcement

5

Repairs and Maintenance

5

Lead Investigator

6

Ship Design and Construction

6

Martial Arts

7

Shuttlebay Management

7

Mental Resistance Techniques

8

Small Craft

8

Organizational Psychology

9

Space Station Operations

9

Patrol

10

Spacewalk

10

Phasers

11

Starfleet Protocols

11

Pickpocketing

12

Starship Expert (pick one)

12

Planetary Surveys

13

Starship Recognition

13

Precision Targeting

14

Stellar Cartography

14

Security Systems

15

Strafing Run

15

Ship Engagement Tactics

16

Subspace Theory

16

Ship Lockdown Procedures

17

Survival

17

Small Unit Tactics

18

Tracking

18

Strategy

19

Warp Drive

19

Targeting Systems

20

Zero-G Combat

20

Torpedoes

CHAPTER 03.10

ENGINEERING FOCUSES d20

Focus

SCIENCE FOCUSES d20

Focus

1

Advanced Holograms

1

Animal Behavior

2

Artificial Intelligence Systems

2

Anthropology

3

Cybernetics

3

Archaeology

4

Deflector Systems

4

Astrometrics

5

Diagnostics

5

Biochemistry

6

Electro-Plasma Systems

6

Biology/Xenobiology

7

Emergency Repairs

7

Botany/Xenobotany

8

Energy Weapons

8

Catastrophism

9

EVA Suits

9

Chemistry

10

Experimental Device (specify type)

10

Computer Science

11

Exploit Engineering Flaw

11

Deflector Operations

12

Flight Control Systems

12

Ecology

13

Force Fields

13

Expedition Expert

14

Holodeck Programming

14

Galactic History

15

Imaging Equipment

15

Geology

16

Impulse Fundamentals

16

Laboratory Maintenance

17

Jury-Rigging

17

Marine Biology

18

Locksmith

18

Matter/Antimatter

19

Maintenance Specialist

19

Meteorology

20

Manufacturing

20

Microbiology

1

Meticulous

1

Nanotechnology

2

Mining Operations

2

Photonic Applications

3

Modeling & Design

3

Physics

4

Percussive Maintenance

4

Prototyping

5

Procedural Compliance

5

Quantum Consciousness

6

Propulsion

6

Quantum Mechanics

7

Repair Team Leader

7

Rapid Analysis

8

Reverse Engineering

8

Research

9

Saboteur

9

Sensor Operations

10

Salvage

10

Sociology

11

Sensor Calibration

11

Specific Historical Time Period

12

Shuttlecraft Maintenance

12

Starfleet Programming

13

Space Stations

13

Subspace Theory

14

Structural Engineering

14

Temporal Mechanics

15

Subspace Mechanics

15

Terraforming

16

System Maintenance

16

Unconventional Thinking

17

Transporters/Replicators

17

Unified Field Theory

18

Troubleshooting

18

Unorthodox Mathematics

19

Warp Core Mechanics

19

Walking Encyclopedia

20

Weapons Engineering

20

Warp Theory REPORTING FOR DUTY

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MEDICINE FOCUSES d20

Focus

d20

Focus

1

Alternative Medicine

1

Internal Medicine

2

Anesthesia/Pain Management

2

Kinesiology

3

Bedside Manner

3

Medical Toxicology

4

Biochemistry

4

Microbiology

5

Biology/Xenobiology

5

Neuropsychology/Psychiatry

6

Biotechnology

6

Parapsychology

7

Chemistry

7

Pathology

8

Counseling

8

Patient Care

9

Cutting-Edge Medicine

9

Pediatrics

10

Cybernetics

10

Pharmacology

11

Dentistry

11

Positive Reinforcement

12

Diagnostic Expertise

12

Psychiatry

13

Emergency Medicine

13

Psychoanalysis

14

Ethics

14

Psychosomatic Disorders

15

Field Medic

15

Rheumatology

16

First Aid

16

Stress Disorders

17

Genetics

17

Surgery

18

Guided Therapy

18

Triage

19

Imaging Systems

19

Veterinary Medicine

20

Immunology

20

Virology

|VALUES WHEN YOU CREATE A CHARACTER, CREATE several short statements that describe their core beliefs and convictions. These are not simply opinions, but the fundamental structure of your character’s morals, ethics, and behavior. They are the things that define who they are as a person, why they behave the way they do, and what drives them during times of struggle and hardship. A character’s values are not static. People evolve and grow with their experiences, and in many cases, things that once felt like unshakeable beliefs may come to be seen differently as time passes. There will be opportunities during play to alter a character’s values, and values are an important part of how characters grow and develop over time.

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CHAPTER 03.10

Whether you choose to create your character through the lifepath or create them in play, write your character’s values on your character sheet. Use the guidance below to craft values that reveal your character, help them prevail, and are open to being challenged. Your values can help your character in difficult situations. They often provide an additional push to succeed, as the character’s convictions drive them to achieve more than they might have done otherwise.

Make Values Understandable The actual text of a value is no good if you cannot understand or remember what you intended it to mean. You need to be able to read the value and quickly determine whether it applies to the current situation. If you cannot do that, that value is just taking up space on your character sheet. Keep the statement simple. A single word might work, but that might not be specific enough, so a short phrase often works well, perhaps in the form of a motto or quote you think reflects your intent, or perhaps a line taken from an oath (such as a doctor with “First, do no harm” as a value). Characters in Star Trek episodes often use strong statements that define them. EXAMPLES:

§ § §

I want to be the best captain My life before the life of my crew Everything can be solved with diplomacy

Allow Values to Cause Trouble One of the purposes of values is to cause problems. Your values might keep you from taking actions that you do not believe in, or it might force you to act when it might be better not to. Values might hinder you at a vital moment, when what must be done conflicts with what you believe. And this might seem like something to avoid: who wants a character who will not do as they are told at a pivotal moment? But this troublesome function is also a part of a great story. Challenging your values provides an instantaneous bonus in the game: added Momentum or the removal of Threat. This, naturally, emulates a key part of Star Trek storytelling: having to make meaningful choices and deal with what our beliefs really mean in practice. As a result, try to ensure that at least one of your values is likely to get your character into trouble from time to time. Even better is having values

that are double-edged swords, which could help or hinder the character, but these can be a bit more challenging to write. EXAMPLES:

§ § §

If you punch me, I punch back twice Never trust a Romulan I hate Admiral Nechayev

You might even want to have several troublesome values that can give you the chance to earn Momentum or to remove Threat.

Make Values Beneficial Employing a value is powerful, and it can help you overcome even the toughest of obstacles. You will want at least one value which is helpful to you in some way. Ideally, you will want more than one beneficial value. This will offer you multiple chances to sway the story in your favor. Again, the ideal value is one that is a help or a hindrance in different circumstances, but that is tricky to write, so do not worry if it takes you a few tries, especially if you’re new to Captain’s Log. EXAMPLES:

§ § §

When things get stressful, I get calm I was the number one pilot at Starfleet Academy A kind touch is often enough to make peace

Values Evolve Challenging a value involves crossing that value out and creating a new one at the mission’s end. Hence, your character’s values will naturally evolve over time. Each time you challenge a value, you are giving yourself a new opportunity to define your beliefs and self-identity. Each new adventure, you have a fresh chance to refine ideas that you had before. With that stated, do not worry too much about what your values are like at the start of a campaign. Those values can – and should – evolve over time, fueling interesting stories along the way.

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A simple value that grows more nuanced each time it is challenged and rewritten is good character growth, and that is what you should be striving for anyway. You want to be put in situations where your character must choose between their beliefs and the mission, and some of those times, you want your character to choose the mission over their personal feelings. In a good story, the hero often learns that they are wrong. They fail. Then they move forward with renewed vigor, a change of mind, and an indomitable drive to succeed. Do you want an engrossing story? Let your character be wrong about things from time to time. This makes a character far more interesting, breeds tense conflict, and prevents analysis paralysis – no need to worry about making the right choices all the time.

Values Should Conflict at Times It does not matter if your values might seem to contradict one another. People can hold conflicting beliefs. Finding a situation where you are torn between two of your beliefs and must choose which one means more to you – that will make for added drama in play. EXAMPLES:

§ § §

A Gorn egg is under my care and keeping I am in love with my current enemy, a Romulan Willing to listen to the Prophets over Starfleet

EXAMPLES:

§ § §

I am in love with my former enemy, a Romulan I was shot in the back once; never again Listen to my crew before making decisions

VALUES MATRIX Here are sample values you could use for your character. Feel free to adjust them until they are the perfect fit for your character. Value

d20

Value

1

A good mystery is irresistible

2

Act with confidence, even if you don’t feel confident

11

Push me too far and you’ll see my ugly side

12

Resistance is never futile

3

Crew comes first

13

Seeking to find myself far from home

4

Diplomacy is the first and last solution to anything

14

Sensors can’t tell you everything

15

Spoiling for a fight

5

Exploration is the blood that fills my veins

16

The mission comes first

17

Trust, but verify

18

We are all connected despite being worlds apart

19

Willing to sacrifice myself to save my crew

20

You must walk barefoot in the dirt to really understand a world

d20

90

6

Good leaders get their hands dirty

7

I can make something from nothing

8

I finish what I start

9

Information is power

10

Never leave a stone unturned

CHAPTER 03.10

CHAPTER 03.20

LIFEPATH CREATION “ I w ill f e e l i t f o r b o t h o f u s … thank you for m y life.” – LAL

|LIFEPATH CREATION THE DEFAULT METHOD OF CREATING YOUR character for Captain’s Log is the lifepath. This is a series of steps that represent important events of your character’s life, each of which shapes the elements of their character sheet. The lifepath consists of seven steps, with each step allowing a new choice from a list of options, such as increasing attributes or disciplines, and gaining focuses and values. These are cumulative gains, and as you work through each step of the lifepath, the results are added to your character.

Step One: Species Choose, or randomly determine, your character’s species from the matrixes on pages 93-94. Each species option provides a +1 bonus to three different attributes. In addition, each species has certain traits that might provide the opportunity for advantages or create complications that you can weave into the narrative of the story. (See more on traits on page 74.) If you feel that a trait you possess could help you out in the story, use it.

Some players may begin the process knowing exactly what kind of character they want to create, while others may have part of an idea and use random rolls to fill out the details.

Starting Points All characters begin with a score of 7 for each attribute and 1 for each discipline. These will be increased during the character’s lifepath. A finished starting character cannot have more than 12 in any attribute, may only have one attribute at 12, cannot have more than 5 in any discipline, and may only have one discipline with a score of 5. During the character creation steps a character may end up with scores above these limits, but this will be fixed during Step Seven: Finishing Touches, detailed on page 129.

MIXED-HERITAGE CHARACTERS Many Starfleet officers have parents from different species. When creating such a character, you may choose three different attribute bonuses from across both species. Roll twice on the species tables provided on pages 93-94.  03.202

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LIFEPATH STARTING POINTS 7 for each Attribute 1 for each Discipline

SPECIES +1 to three Attributes

1

2

3

4

ENVIRONMENT: SETTING OR CONDITIONS +1 to one Attribute +1 to one Discipline +1 Value CAREER LENGTH +1 Value EARLY OUTLOOK: UPBRINGING, CASTE, OR ASPIRATION +3 to Attributes +1 to one Discipline +1 Focus

EDUCATION: STARFLEET ACADEMY OR OTHER TRAINING +3 to Attributes +4 to Disciplines +1 Value, +3 Focuses

CAREER EVENTS +1 to one Attribute +1 to one Discipline +1 Focus

5 X2

6

FINISHING TOUCHES +2 to Attributes +2 to Discipline +1 Value

7

CHECK AND ADJUST Attributes: max 12, total 56, Disciplines: max 5, total 16, 4 Values, 6 Focuses Choose Name, Pronouns, Department, Rank, Assignment and Posting

CREATING NEW SPECIES Perhaps you would like to create a new, distinctive species. Your character might hail from a planet new to the United Federation of Planets. Or they might be the first of their kind to join Starfleet. Simply write a paragraph description of what sets your species apart

from the rest and add one to three different attributes. The species may have certain physiological, technological, or mental specialties. These abilities are all wrapped up in your species trait that could provide certain advantages – or complications.  03.201

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CHAPTER 03.20

RANDOM SPECIES BY ERA You may select the species of your preference, or you may roll on the Random Era matrix then the subsequent matrix, to generate a species other than Human. If you prefer to play in a particular era, for example, The Next Generation era, go directly to that matrix and roll a random species, assuming you do not wish to play a Human. d20

Random Era

1-6

Enterprise Era

7-12

The Original Series Era

13-18

Next Generation Era

19-20

Roll again

ENTERPRISE ERA SPECIES (2151-2199) d20

Species

What if you are playing in a different era, or what if a new species is introduced? For example, Star Trek: Discovery introduced the Alshain, a humanoid civilization with a symbiotic relationship with butterfly-like life-forms, along with the Kwejian, a species boasting animal empathy. In those cases, model the character on whichever species you desire and distribute attribute and discipline points as appropriate.

THE ORIGINAL SERIES ERA SPECIES (2200-2299) When rolling, you may also roll on the Enterprise era matrix if you wish. d20

Species

1

Aenar

1

Ardanan

2

Andorian

2

Aurelian

3

Arbazan

3

Barzan

4

Denobulan

4

Betazoid

5

Ferengi

5

Bolian

6

Gorn

6

Caitian

7

Human

7

Cybernetically Enhanced

8

Illyrian

8

Deltan

9

Klingon

9

Edosian

10

Orion

10

Efrosian

11

Reman

11

Horta

12

Risian

12

Human

13

Romulan

13

Kelpien

14

Suliban

14

Kzinti

15

Tellarite

15

Osnullus

16

Vulcan

16

Saurian

17

Xindi Arboreal

17

Tholian

18

Xindi Insectoid

18

Trill

19

Xindi Primate

19

Xahean

20

Xindi Reptilian

20

Zaranite

REPORTING FOR DUTY

93

The Next Generation Era Species (2300-2401) When rolling, you may also roll on the Enterprise era or the original series era matrix if you wish. d20

Species

d20

Species

1

Bajoran

11

Kazon

2

Benzite

12

Lurian

3

Borg (Liberated)

13

Ocampa

4

Bynar

14

Pakled

5

Cardassian

15

Paradan

6

Changeling

16

Sikarian

7

Doopler

17

Soong-type Android

8

Hologram

18

Talaxian

9

Human

19

Tamarian

10

Jem’Hadar

20

Zakdorn

AENAR

ARBAZAN

The Aenar were a subspecies of Andorians who were on the verge of extinction by the mid-22nd century. They had two antennae and no skin or hair pigmentation. Their most distinctive trait was their telepathic abilities, which included reading minds and psychically projecting themselves into the minds of other humanoids.

Like many Humanoid species within the Federation, the Arbazan are physically similar to Humans, though the forward portion of their skulls have slightly raised plates that reinforce their brows. Arbazan have been Federation members since shortly after its founding and are found throughout Federation space, often serving as ambassadors, attaches, advisors, and negotiators – though there have also been several well-known scientific discoveries and engineering advancements by dedicated Arbazan.

Attributes +1 Insight +1 Control +1 Presence

ANDORIAN An aggressive, passionate people from a frozen moon. Founding member of the Federation. Blue-skinned, pale-haired in appearance, with antennae. Their antennae aid in balance and spatial awareness; a lost antenna can be debilitating until it regrows. Andorians also have a high metabolism, meaning, among other things, that they tire more quickly than Humans; this also makes them more vulnerable to infection from certain types of injury.

Attributes +1 Control +1 Insight +1 Presence

ARDANAN Ardana natives are hardy individuals, whose duality of art and culture, and resource mining and management, make them excellent all-rounders. The Ardanans are a people of both stout endurance and cultural excellence. Attributes +1 Fitness +1 Presence +1 Reason

Attributes +1 Control +1 Daring +1 Presence

AURELIAN An avian people encountered early in Federation history. Renowned for their study of history and science, they occasionally surmount their claustrophobia to serve on Starfleet vessels. Aurelians are taller than Humans and sport wings and feathers of varying colors. Attributes +1 Daring +1 Fitness +1 Insight

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CHAPTER 03.20

BAJORAN

BARZAN

A spiritual, dauntless people who suffered under Cardassian occupation. They worship celestial beings residing in the Bajoran wormhole. They are much like Humans in appearance, with nose ridges and often wear an elaborate earring on their right ear.

A diligent, determined people from a resource-poor world. Joined the Federation in the 25th century, though individuals were known to serve in Starfleet prior. Very similar to Humans in appearance, with unique forehead ridges and often equipped with a specialized breathing apparatus.

Attributes +1 Control +1 Daring +1 Insight

Attributes +1 Daring +1 Fitness +1 Presence

BENZITE Benzite physiology gives this species’ skin a hairless blue-to-green complexion. The Benzite skull has a thick protrusion that extends over the brow and nose, with two facial tendrils above the lip. A Benzite’s average body temperature is several degrees lower than an average, warm-blooded Humanoid, though the Benzites themselves are not cold-blooded. Until 2370, most Benzites in Starfleet had trouble breathing a standard nitrogen/oxygen atmosphere and relied on breathing apparatus. Attributes +1 Control +1 Insight +1 Reason

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BETAZOID

BYNAR

Betazoids appear almost identical to Humans, but differ in one major way: they are naturally telepathic, developing mental abilities during adolescence. All Betazoids are telepathic to varying degrees, and even when not actively using their abilities, they are highly perceptive of others around them, but also sensitive to telepathic disturbances and mental assaults. They have little familiarity with lies and deception, due to their open culture and ability to read the thoughts and emotions of others. As they are sensitive to the minds of other living beings, they tend not to be comfortable around animals, for fear of losing themselves in the minds of wild creatures.

Over time their interconnection with their world’s master computer has grown to the point that their language and thought patterns have become as close to binary as is possible for organic beings. In fact, their very lives depend on this interaction with their master computer, as well as with one another. They are shorter in height than most humanoids, genderless with lilac skin and enlarged skulls, and usually operate in pairs.

Attributes +1 Insight +1 Presence +1 Reason

BOLIAN Identified by a cartilaginous ridge that extends vertically down their head, past the center of the face to the chest, with skin color ranging from light blues to dark greens and muted purples with darker banding across the head. They are predominantly bald, though some females are known to have hair. Bolians are an understanding, hospitable species, often forward-facing in their duties in customer relations or diplomatic service. Attributes +1 Control +1 Insight +1 Presence

Attributes +1 Control +1 Insight +1 Reason

CAITIAN A catlike people equally devoted to martial as well as artistic and philosophical pursuits. Solidly established within the Federation, with extensive representation at all levels of Starfleet. Bipedal, slightly smaller than Humans, with prehensile tails. Attributes +1 Daring +1 Fitness +1 Insight

CARDASSIAN A much-feared people known for devotion to their state and a sense of superiority. Often adversaries of Starfleet and other civilizations, though personal alliances have been formed during times of war, and societal cooperation witnessed in far-future times of scarcity. Grey-skinned humanoids with ridges on their neck and forehead. Attributes +1 Control +1 Presence +1 Reason

CHANGELING

Individuals who broke free from the Borg Collective became referred to as liberated Borg or “xBs” by the late 2390s. xBs came from a wide variety of formerly assimilated species found in the Alpha, Beta, and Delta Quadrants. If you choose to play an xB, select a species to be your original species and add that as a second species trait alongside Liberated Borg.

A Changeling is naturally a gelatinous, morphogenic, orange-brown fluid, which can adopt the form and structure of any solid object, including other living creatures and diffuse substances like fog. While they cannot become energy, a Changeling’s ability to assume other forms is limited more by skill and experience than by physical capacity: it is theorized that they transfer mass to and from subspace to change size and density. Many Changelings find themselves persecuted by “solids” for their shapeshifting ability, and often crave a sense of order and justice in the universe, with a rigid attitude at odds with their fluid forms.

Attributes +1 Control +1 Fitness +1 Reason

Attributes +1 Control +1 Fitness +1 Presence

BORG (LIBERATED)

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CYBERNETICALLY ENHANCED

EDOSIAN

First, select a species for your character and apply those traits. Though most cyborgs still consider themselves to be members of their original species, there are some who cannot help but face the reality that every day they are alive is thanks to the machinery installed in their bodies. They embrace their reality with stoicism and with determination to prove to others that they are more than just a combination of organic and cybernetic parts but are living beings in their own rights. Some even come to fully embrace the advantages their new components can offer them and use it to leverage an advantage over others.

A long-lived, meticulous, and reflective people. Loosely allied with the Federation, with service in Starfleet rare but not unknown. Tripedal and threelimbed, more stable and capable of multi-tasking than Humans, even if a bit slower.

Attributes +1 Control +1 Fitness +1 Reason

DELTAN Deltans are beautiful individuals, with powerful empathic abilities and heightened sensuality. The pheromones they excrete are a natural aphrodisiac in most species throughout the Federation, and while serving aboard Starfleet they must be very careful with their natural physiology, using chemical suppressants to cancel the effect. Attributes +1 Control +1 Insight +1 Presence

DENOBULAN A gregarious, inquisitive people allied with humanity since the 2130s. Often at ease encountering new cultures and collaborating within large social groups. Robust physiology, similar to Humans in appearance, with facial ridges. Attributes +1 Fitness +1 Insight +1 Reason

DOOPLER A humanoid species known for involuntarily duplicating themselves (dooplercating) as a defense mechanism against uncomfortable emotions such as embarrassment. Once a Doopler gains control of their emotions, they can re-merge back into one being (de-dooplercating). Attributes +1 Fitness +1 Presence +1 Insight

Attributes +1 Fitness +1 Insight +1 Reason

EFROSIAN A musical people from a frozen world devoted to history. Often sought as helm officers and navigators, as well as translators and communications officers thanks to their emphasis on linguistics and oral tradition. Notable in appearance for intense tufts of hair and mustaches. Attributes +1 Fitness +1 Presence +1 Reason

FERENGI An enterprising people devoted to applying their considerable technology toward the acquisition of wealth. Encountered by Starfleet in 2364 and forming a wide variety of relationships to the Federation, being organized as a collection of private businesses. Possessed of large, sensitive ears which supply an acute sense of hearing and the lobes for business acumen. Attributes +1 Control +1 Insight +1 Presence

GORN Gorn are large and powerfully-built, even more so than other famously-mighty species such as the Klingons or Nausicaans. They are many times stronger than a Human being, and resilient enough to ignore massive blunt force trauma or even short periods in hard vacuum. However, Gorn are not especially agile or fast. Gorn are ectothermic – coldblooded – with their body temperature varying by external factors, and thus favor warm environments where they can be most active and effective. Attributes +1 Daring +1 Fitness +1 Reason

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HOLOGRAM

ILLYRIAN

Holograms can be programmed to any specification, though the nature of their holomatrix means that they are essentially impervious to direct physical harm – they can allow energy and objects to pass through them at will. However, they are unable to go anywhere that lacks holographic emitters that can project their image and forcefields, and those emitters can be damaged even if the holograms themselves cannot. Holograms also tend not to receive much respect or consideration from fleshand-blood people, who may see them as tools at best or annoyances at worst. While the majority of holograms are no more sentient than a character in a holo-novel, under the right circumstances, they can become self-aware and deserve the same rights as any biological sentient life-form. Holograms may also have a second species trait, reflecting the species they were designed to emulate.

A spacefaring humanoid species that utilizes genetic engineering to adapt their bodies to the new planets they settle, rather than changing the planet to suit themselves.

Attributes +1 to any three attributes

An aggressive warrior species from the Delta Quadrant divided into eighteen different sects that war over resources. They have intricate head ridges and thick, coral-shaped hair.

HORTA The Horta is a highly intelligent, silicon-based species capable of tunneling through solid rock. Attributes +1 Presence +1 Fitness +1 Reason

HUMAN A resilient, diverse, and adaptable species. From warring nations on the brink of mutual annihilation, developed an allied and peaceful society engaged with the wider Galaxy. Founding member of the Federation. Attributes +1 to any three attributes

Attributes +1 Daring +1 Fitness +1 Reason

JEM’HADAR Individual Jem’Hadar are physically powerful, and far stronger and more resilient than Humans. They also have exceptionally keen eyesight, and act utterly without fear or hesitation in battle. They do not regard death with any apprehension, and are extremely aggressive, limited only by their absolute obedience to the Founders and the Vorta. Attributes +1 Daring +1 Fitness +1 Insight

KAZON

Attributes +1 Daring +1 Fitness +1 Presence

KELPIEN An empathetic people kept in check by the technologically advanced Ba’ul who share their homeworld. Initially prohibited from contact with other civilizations, notable individuals managed to join Starfleet, and the ensuing centuries brought both species of Kaminar into the Federation. Tall and lanky, with keen eyesight, a capacity for sprinting, and sensitive ganglia on their heads which become capable of shooting barbs once they mature through vahar’ai. Attributes +1 Control +1 Fitness +1 Insight

KLINGON A proud, warrior species centered in the Beta Quadrant. There is a great redundancy in Klingon organs, with two livers, multiple stomachs, three lungs, and an eight-chambered heart. Their skeletal structure also has several redundancies that mitigate injuries that would prove fatal to other humanoids. Attributes +1 Daring +1 Fitness +1 Presence

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KZINTI

OSNULLUS

A species of aggressive, cat-like humanoids with orange fur, yellow eyes, pronounced fangs, ears resembling bat wings, four-fingered hands, and long tails, Kzinti are native to the Alpha Quadrant planet Kzin. With much effort, some male Kzinti are capable of reading minds.

The Osnullus hail from a homeworld that has only recently begun to shed their caste-based society. Once beholden biologically to queens who governed their individual colonies, Osnullus have evolved to a stage where they are more independent minded and are capable of breaking away from their colonies. Though some still prefer to cling to the castes of their births, the Osnullus have embraced independence and the concept of the individual. Since joining Starfleet, the Osnullus can now be seen across the Alpha Quadrant where they embrace the close communities of their starships as new colonies for them to live in.

Attributes +1 Daring +1 Fitness +1 Control

LURIAN Lurians have multiple hearts, lungs, and two stomachs, and are thus more resistant to injury than other species. They can withstand many poisons and toxins. They have grayish or tan skin, a wide mouth, a puggish nose, and deep-set, beady eyes. Lurians are a passionate people, and never do anything by half measure. Lurians are always great thinkers and dreamers, and even though they are frequently talkative to the point of babbling, their minds are often on important matters and on formulating plans for their futures. Attributes +1 Control +1 Fitness +1 Presence

OCAMPA A short-lived people from the Delta Quadrant with latent psychic abilities emerging from a history of natural disaster and the cautious oversight of an alien Caretaker. Very similar to Humans in appearance, with insect-like lifecycles split between rapid bursts of aging and development, and short stable periods. Attributes +1 Control +1 Insight +1 Presence

ORION A people whose advanced civilization has spawned a vast intergalactic criminal organization. They possess a long history of contact with the Federation, with individuals even serving as Starfleet officers even while relations with the Syndicate are varied and strained. Like Humans in appearance, with green skin and exuding powerful pheromones which appeal to other Humanoids.

Attributes +1 Daring +1 Fitness +1 Reason

PAKLED A stocky humanoid species capable of surviving the vacuum of space for a limited amount of time. They have a rudimentary class system where an individual’s status was indicated by the size of their helmet. Their speech patterns are simple, but they are not unintelligent by any means. Attributes +1 Daring +1 Fitness +1 Insight

PARADAN This Gamma Quadrant species relies upon their olfactory glands to help determine the mood of whomever they are speaking with, and they possess scent glands around their bodies that release potent odors. The Paradans are also physically imposing, and are able to survive comfortably in hot environments. Attributes +1 Fitness +1 Insight +1 Presence

Attributes +1 Daring +1 Fitness +1 Presence

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REMAN Remans are tall, powerfully built beings, stronger and more durable even than Romulans. Their nocturnal nature means that they cannot easily tolerate bright light. A proportion of Remans have telepathic abilities, allowing them to read the minds of others and to project their thoughts to others, though using these powers effectively takes skill and training. Attributes +1 Daring +1 Fitness +1 Insight

RISIAN Risians appear much like Humans, save for a decorative gold emblem in the center of the forehead. They have open and adventurous personalities but also have a great patience with others. Risians have an honest and open attitude to sexuality that is renowned throughout the Galaxy. Potential mates with a sexual appetite display ceremonial icons, called horga’hn, that invite partners to participate in the sexual rite jamaharon. Attributes +1 Control +1 Insight +1 Presence

ROMULAN Romulan physiology is not meaningfully different from that of Vulcans, though a portion of the Romulan species exhibits a V-shaped forehead ridge not evident in Vulcans. The largest differences are that most Romulans lack the intense mental discipline common to Vulcans, and do not develop their psychic abilities. Psychologically and culturally, Romulans prize cunning and strength of will, and are distrustful of other species: this opinion is reciprocated, as Romulans have a reputation for manipulation, deception, and betrayal. Attributes +1 Control +1 Fitness +1 Reason

SAURIAN Saurians possess enhanced senses that are often superior to their colleagues. With six nasal canals, they can pick up scents from kilometers away and their sharp fangs and claws make them imposing. As a civilization, they respect strength and decisiveness but prefer to avoid aggression if possible. Saurians also possess a high tolerance for alcohol, and Saurian brandy is prized throughout the Alpha and Beta Quadrants. Attributes +1 Daring +1 Fitness +1 Reason

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SIKARIAN

TALAXIAN

Physically, Sikarians are very similar to Humans and other near-Human species. They are of similar height and mass, with a similar range of skin tones and hair colors. Their utopian existence has nearly eliminated all forms of hard labor, and the Sikarians, by and large, enjoy lives of leisure. This can be seen in both their slight frames and their style of dress.

While humanoid in most respects, Talaxians do have several interesting biological adaptations. Talaxians are capable of enduring heat well beyond what the average Human can comfortably tolerate and can go much longer without water. Talaxian skulls have much more pronounced ridges where the plates meet. Talaxian hair tends to be thin and wispy, and large portions of their heads are bald, which allows for greater cooling. Talaxian sight is less refined than that of a Human, though their senses of taste and smell are much keener.

Attributes +1 Control +1 Reason +1 Presence

SOONG-TYPE ANDROID The physical and mental capabilities of a Soongtype android are superior to that of most organic or cybernetic life-forms, allowing them to ignore or resist effects like hard vacuum, disease, radiation, oxygen deprivation, telepathy, or biochemical imbalance. However, some environmental conditions, such as highly-ionized atmospheres and electromagnetic fields, can have a severe effect. Further, Soong-type androids do not naturally have the capacity for emotions, requiring additional hardware to process and experience any feelings. The legal personhood of Soong-type androids is somewhat disputed, though a landmark case involving Lieutenant Commander Data in the 24th century established their right to self-determination.

Attributes +1 Control +1 Presence +1 Insight

TAMARIAN Tamarians are humanoid, with a rich culture and a language built around metaphor. Their large craniums have two long slitted nostrils and no visible auricles. Two small holes located on the sides of the head a little higher than a humanoid ear allow for hearing. A large ridge runs from the top of their nose to the back of the head with several bony ridges or flaps of skin on the sides of the skull. Their thumbs are elongated and have a sucker-like tip at the ends. Attributes +1 Daring +1 Presence +1 Reason

Attributes +1 Control +1 Fitness +1 Reason

TELLARITE SULIBAN The Sulibans’ distinguishing physical characteristic is their mottled, greenish-tinted skin. Most of them are nomadic. One faction of Suliban are members of the Cabal and can alter their DNA and restructure their skeletons, giving them unique chameleon-like, shapeshifting abilities and enhanced senses.

An argumentative, honest, and skeptical people. Founding member of the Federation. Sturdy and hirsute in physique, vaguely porcine in appearance. Tellarites have a keen sense of smell and a high tolerance for many common drugs, toxins, and inebriants (Tellarites don’t get drunk, just feisty). Attributes +1 Control +1 Fitness +1 Insight

Attributes +1 Control +1 Daring +1 Fitness

THOLIAN A highly advanced, sentient, six-legged, crystalline species, non-Humanoid in appearance. Their exoskeletons allow them to withstand the rigors of space for extended, though not unlimited, amounts of time. Tholian exoskeletons also transmit radiation that can be modulated, or sensed, by other Tholians. This can act as a form of communication, similar to telepathy, though the full extent of this ability varies by individual. Attributes +1 Control +1 Daring +1 Fitness

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TRILL

XINDI ARBOREAL

The Trill species appear almost identical to Humans, except for rows of spots running down the sides of their bodies. However, this superficial similarity conceals a considerable difference – the Trill are capable of bonding with a symbiotic organism known as a symbiont, creating a distinct being from the two individual creatures. The symbionts can live for many centuries, and are placed with successive hosts, carrying the memories and knowledge of previous hosts into a new joining with each new generation. The Trill have been part of the Federation for well over a century, with several renowned Trill serving important roles in shaping the Federation.

Covered in hair, and with distinctive ridges on their nose and cheekbones, the Arboreals are evolved from creatures like that of the Earth sloth. They possess sharp claws and have slightly longer arms than the average humanoid. With a naturally calm, rational mind, they do not panic or stress easily, though they do fear large bodies of water. Their dark eyes allow them to see easier in low-light conditions compared to other humanoids. Attributes +1 Control +1 Insight +1 Reason

Attributes +1 Control +1 Presence +1 Reason

VULCAN The Vulcans are a stoic, rational people. Widely claimed to be emotionless, in truth the Vulcans feel deeply and intensely, to their own detriment. Their stoicism comes from a culture of logic and self-discipline, where emotions are analyzed and dissected to rob them of their potency, so that they cannot overwhelm or control the individual. Vulcans embrace science and reason, but their lives are not purely devoted to logic: they also have a deeply philosophical side, with art and music as vital to their culture as logic. They are also an intensely private people, with many aspects of their culture – such as the rites of pon farr – which are not discussed amongst outsiders. Attributes +1 Control +1 Fitness +1 Reason

XAHEAN The Xaheans are technologically gifted as a species, to the point that they often appear smug in the face of technological advancements by other species. Their innate ability to manipulate energy fields allows them to activate many different types of machinery in their proximity, and their ability to shroud themselves in a field that obscures their appearance allows them to remain undetected from pursuers. Attributes +1 Control +1 Insight +1 Reason

UNUSUAL OR UNIQUE CHARACTERS Starfleet Academy attracts applicants from many worlds, including some that aren’t a part of the United Federation of Planets. Even the species well known to Star Trek viewers contain tremendous individual diversity. Instead of constraining yourself to the matrixes in this rulebook, you might choose to add +1 to any three attributes of your choice, representing a unique individual or new species. Solo mode represents an opportunity for the unbounded creation of new species and vantage points on the Star Trek universe. If you choose to create a new species for cooperative mode or guided mode, make sure to discuss this with your fellow players during Session 0 to ensure that your group is aligned on the inclusion of this new concept in the Star Trek stories you collectively create.  03.203

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XINDI INSECTOID

ZARANITE

Xindi reproduction is asexual with a single adult laying a clutch of eggs. Life expectancy is very short compared to other species, with 12 years as the average. Their insectoid bodies grant them enhanced abilities, such as crawling and climbing, while their cheek ridges distinguish them as Xindus natives.

Zaranites are hardy and immune to toxic gases and complications due to bright lighting, and can survive the extremes conditions of the vacuum of space, so long as their respirator tanks last. In general, Zaranites are pleasant if somewhat reserved. In addition to their service in Starfleet, Zaranites also serve in various positions within the scientific community and diplomatic corps.

Attributes +1 Control +1 Insight +1 Reason

Attributes +1 Control +1 Fitness +1 Reason

XINDI PRIMATE With a similar physiology to Humans, Primates share their characteristic internal organ structure and metabolism, as well as their sensory perceptions. Their facial structure is markedly different, however, with pronounced foreheads and ridged cheekbones like other Xindus species. Amongst other Xindi, Primates have a reputation for fairness and honesty. Many people beyond Xindus have come to regard Xindi Primates as trustworthy and decent. Attributes +1 Fitness +1 Insight +1 Presence

XINDI REPTILIAN These are cold blooded individuals who prefer hotter climates. Scales, ridges, and spikes cover their body and they have vertical slit eyes, for adapting to low light conditions and judging depth. A carnivorous, protein-heavy diet gives them muscular tone and definition that enhances their strength and endurance. They have a reputation among other Xindi for being aggressive, impatient, stubborn, and untrustworthy. Attributes +1 Daring +1 Fitness +1 Reason

ZAKDORN Seen as easily the best tactical minds in the Galaxy, the Zakdorn excel at complex strategic thinking. Zakdorn tend to be of shorter stature than most humanoids and have distinctive wrinkles of fatty tissue over their faces and bodies. This fatty layer enables Zakdorn to survive without food for much longer periods than other humanoids. Their analytical brains give them an edge in logic and reasoning that rivals even Vulcans. Attributes +1 Control +1 Insight +1 Reason

Step Two: Environment Regardless of their species, Starfleet officers come from many environments across many worlds. While many Humans are born on Earth, many more were born on a colonized world elsewhere in the Galaxy, on a starbase, or on a starship. Your character’s environment grants them a single value, one point in a single attribute, and one point in a single discipline. In choosing your character’s environment, you’ll start from either its setting (such as a homeworld or colony) or its conditions (such as a utopian paradise, or a world at war). Each offers different storytelling prompts, but both provide the same type of benefits to your character sheet. You may choose their environment, or randomly determine it. First, determine which matrix to use: either the settings or the conditions of your character’s home environment. Choose the type that makes most sense for your character concept. Next, choose or randomly roll an Environment.

ENVIRONMENT: SETTINGS d20

Settings

1-4

Homeworld

5-8

Busy Colony

9-12

Isolated Colony

13-15

Frontier Colony

16-18

Starship or Starbase

19-20

Another Species’ World

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Settings HOMEWORLD Your character comes from the world that birthed their civilization and has been surrounded by cultural and spiritual legacies their entire life, exemplifying aspects of a culture’s most revered traditions. Value: Your character gains a value that reflects the environment and culture they were raised within. This is a good opportunity to consider how they view their own culture, and how they connect – or possibly, don’t connect – to the philosophies and traditions of their people. Attribute: Choose one of the three attributes the character’s species improved; increase one of those by 1. Discipline: Choose one of Command, Security, or Science; increase that discipline by 1. BUSY COLONY Your character comes from one of their culture’s oldest or most prosperous colonies, which may be another world within their home system – such as Luna or Mars for a Human. These colonies often develop a fiercely independent outlook, and a sense of pride that accompanies being among the first of their kind to tame another world. Value: Your character gains a value which reflects the environment and culture the character was raised within. This is a good opportunity to consider how the character might have been raised differently from their species’ dominant culture. Attribute: Choose either Daring or Presence; increases that attribute by 1. Discipline: Choose one of Command, Security, or Science; increase that discipline by 1. ISOLATED COLONY Your character comes from a colony isolated from broader galactic society. Worlds like the Vulcan monastery on P’Jem use the vast distances between star systems as an opportunity for contemplative

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isolation, while others are settled because they present unique research opportunities. The cultures of these colonies tend to focus on learning and introspection. Value: Your character gains a value which reflects the environment and culture the character was raised within. This is a good opportunity to consider how the character grew up isolated from the rest of the wider Galaxy, and therefore how they view alien species, or even their own. Attribute: Choose either Reason or Insight; increase that attribute by 1. Discipline: Choose one of Engineering, Science, or Medicine; increase that discipline by 1. FRONTIER COLONY Your character comes from a colony located on the fringes of known space, either on the edge of uncharted space or on the border with another civilization. Frontier colonists tend to be hardy and determined, even stubborn, and well-prepared for the dangers that their home may pose. Value: Your character gains a value which reflects the environment and culture they were raised within. This is a good opportunity to consider how the character lived in a dangerous or unknown environment and how that shaped their view of the Galaxy and its people. Attribute: Choose either Control or Fitness; increase that attribute by 1. Discipline: Choose one of Conn, Security, or Medicine; increase that discipline by 1. STARSHIP OR STARBASE Your character grew up in space, traveling aboard a starship or living on a space station or starbase. Those raised in space learn the ins-and-outs of shipboard life as children, and many are groomed for leadership, or learn to fly a shuttle in their formative years. Value: Your character gains a value which reflects the environment and culture they were raised

within. This is a good opportunity to consider how the character sees other environments, such as landscapes, compared to their own. Attribute: Choose either Control or Insight; increase that attribute by 1. Discipline: Choose one of Command, Conn, or Engineering; increase that discipline by 1. ANOTHER SPECIES’ WORLD Your character grew up among another species. Whatever the situation, the character has unique perspectives on their own species and on those they were raised alongside. Value: Your character gains a value which reflects the environment and culture they were raised within. It’s common for this value to be informed by the values of the species they were raised alongside – or how they see their own culture in relation to their birthplace. Attribute: Choose or randomly roll another species from Step One, then choose one of the attributes that species gains a bonus to. Increase that attribute by 1. Discipline: Choose any one discipline, and increase it by 1.

Environment: Conditions d20

Conditions

1-4

Utopian Paradise

5-8

Cosmopolitan

9-12

Rigorous Discipline

13-15

Asceticism and Introspection

16-18

Struggle and Hardship

19-20

Occupation or War

Conditions UTOPIAN PARADISE You were raised in an environment of peace, prosperity, and abundance. There was no war on your world, nor any poverty, homelessness, hunger, or crime. You knew of those things only from studies of history and you have never really been able to understand how a society could produce such destructive inequality. You have always had access to the resources to not merely survive, but to thrive in whatever endeavors you chose to pursue. Value: At this step, the character gains a single value. This value should reflect the environment and culture the character was raised within. This is a good opportunity to consider how the character views society, and the beliefs instilled in them during their upbringing. Attribute: Choose one of the following attributes and increase it by 1: Control, Reason, Presence. Discipline: Choose any one discipline and increase it by 1. COSMOPOLITAN You were raised in environments of trade or diplomacy, and the intermingling of different communities and cultures. The unfamiliar has always been familiar to you, and you had become familiar with dozens of cultures from distant worlds long before you were an adult. The frenetic pace of life and the basic need to revel in differences between groups and individuals have stayed with you as simple facts of existence in this big Galaxy. Value: At this step, the character gains a single value. This value should reflect the environment and culture the character was raised within. This is a good opportunity to consider how the character views society, and the beliefs instilled in them during their upbringing. Attribute: Choose one of the following attributes and increase it by 1: Daring, Insight, Presence. Discipline: Choose one of Command, Conn, or Science; increase that discipline by 1. REPORTING FOR DUTY

105

RIGOROUS DISCIPLINE You have always been surrounded by notions of duty and purpose, and your childhood was a strict one, aimed at preparing you to take on a specific role or to achieve a specific goal. This meant relatively little personal freedom, but it instilled within you a powerful sense of what you were capable of when pushed to succeed. Value: At this step, the character gains a single value. This value should reflect the environment and culture the character was raised within. This is a good opportunity to consider how the character views society, and the beliefs instilled in them during their upbringing. Attribute: Choose one of the following attributes and increase it by 1: Control, Fitness, Reason. Discipline: Choose one of Command, Security, or Medicine; increase that discipline by 1. ASCETICISM AND INTROSPECTION Your life was a simple one, lacking in many of the luxuries that prosperous worlds take for granted. This was not because of a lack, but rather a choice – a belief among those you grew up with that external and material abundance can distract from self-knowledge and personal growth. Value: At this step, the character gains a single value. This value should reflect the environment and culture the character was raised within. This is a good opportunity to consider how the character views society, and the beliefs instilled in them during their upbringing. Attribute: Choose one of the following attributes and increase it by 1: Control, Insight, Reason. Discipline: Choose one of Science, Engineering, Medicine; increase that discipline by 1.

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hardship where continued survival is difficult, while other worlds struggle in the wake of natural or ecological disasters, the aftermath of war, or societal collapse that leaves basic infrastructure in ruins. Some seek out worlds such as this, where “honest toil” is held as a virtue, while others find themselves in lives of daily struggle through no choice of their own and seek to either better their world or escape it. Value: At this step, the character gains a single value. This value should reflect the environment and culture the character was raised within. This is a good opportunity to consider how the character views society, and the beliefs instilled in them during their upbringing. Attribute: Choose one of the following attributes and increase it by 1: Control, Daring, Insight. Discipline: Choose one of Conn, Engineering, Science; increase that discipline by 1. OCCUPATION OR WAR Though the Federation’s members no longer war amongst themselves, warfare is still a part of the Galaxy. Local or planetary conflicts afflict many independent worlds, and interstellar conflicts ranging from border skirmishes to sector-spanning wars are something which all civilizations must prepare to face. Worlds ravaged by war, or even occupied by a hostile nation, are difficult places to live, often forcing people to adapt to horrific conditions and life-or-death decisions. Value: At this step, the character gains a single value. This value should reflect the environment and culture the character was raised within. This is a good opportunity to consider how the character views society, and the beliefs instilled in them during their upbringing.

STRUGGLE AND HARDSHIP

Attribute: Choose one of the following attributes and increase it by 1: Daring, Fitness, Presence.

For one reason or another, your world was one with few available resources. Worlds on the frontier, as well as isolated outposts, are often places of

Discipline: Choose one of Command, Security, Medicine; increase that discipline by 1.

CHAPTER 03.20

Step Two Example: Nathan decides to roll for his character’s Environment, to see if it produces any interesting results. He rolls a 10 – Isolated Colony – and sees some interesting possibilities there. Nathan adds +1 to the character’s Reason, bringing it up to 9, and +1 to their Science Discipline, bringing that to 2. He also chooses a Value at this stage: “Understanding is the Purpose of Life.”

the Probability Matrix on page 85, or write your own focus to fit your character’s backstory. First, choose your character’s upbringing or randomly determine it from the matrix below by rolling a d20. Next, choose whether your character accepted or rebelled against this upbringing, or randomly determine this using the Yes/No Probability Matrix. d20

Upbringing

1-3

Starfleet

4-6

Business or Trade

Step Three: Early Outlook

7-9

Agriculture or Rural

Driving them into their education and career, your character formed an early outlook that shaped them in many ways. You may choose from three approaches of how to determine the impact of this outlook. The first is to select their upbringing, and determine whether they accepted or rebelled against it. The second – applying to Klingon characters or those raised in a Klingon household – is to select their caste, and whether they accepted or rejected its expectations. The last option is to simply choose an aspiration which drove your character onto their journey, and whether they pursued or gave up on it.

10-12

Science and Technology

13-15

Artistic and Creative

16-18

Diplomacy and Politics

19-20

Pick one or reroll

STARFLEET

Choose the approach that makes the most sense for your character and storytelling style. Once the approach is chosen, you may select or randomly determine the specific option within that approach, and adjust your character sheet accordingly.

Attributes: If your character accepted this upbringing, the orderly, purposeful life increases their Control by 2 and their Fitness by 1.

Your character’s family may have a strong tradition of Starfleet service, with at least one member of the family in every generation serving the Federation in this way. Perhaps both the character’s parents were Starfleet officers who met in service. Either way, the character’s formative years were influenced by Starfleet.

Upbringings

If your character rebelled against this upbringing, their bold and self-determined living increase their Daring by 2 and their Insight by 1.

The nature of a person’s family and their surroundings as they grow up can have a massive impact upon them. Whether they accept this influence or rebel against it will shape the rest of their lives.

Discipline: Your character’s exposure to the ways and traditions of Starfleet allows them to increase any one discipline.

Your character’s upbringing provides them with three points spread across two attributes, a single point to add to one of their disciplines, and a single focus, which should relate in some way to the upbringing chosen. When adding your character’s focus, you may choose one of the provided examples, randomly select a focus using

Focuses: Your character gains a single focus that should relate to their connection to Starfleet, covering skills learned during the character’s formative years. Examples: Astronavigation, Composure, Extra-Vehicular Activity, Hand-to-Hand Combat (may be renamed to a specific martial art), Hand Phasers, History, Small Craft, Starfleet Protocol, Starship Recognition. REPORTING FOR DUTY

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BUSINESS OR TRADE

AGRICULTURE OR RURAL

Your character’s family may have connections on countless worlds, overseeing and directing some grand business endeavor. They have grown up encountering people from all walks of life, including those from outside the Federation, and their outlook on life has been shaped accordingly.

Your character grew up surrounded more by nature than by people, within a rural community, on the frontier, or somewhere else distanced from the bustle of cities and larger populations. They might be heavily involved in agriculture, growing real food to supplement synthesized or replicated meals.

Attributes: If your character accepted this upbringing, a cosmopolitan, ambitious lifestyle increases their Daring by 1 and their Presence by 2.

Attributes: If your character accepted this upbringing, the tough, practical life on the land breeds a strong work ethic and a healthy body, increasing their Control by 1 and their Fitness by 2.

If your character rebelled against this upbringing, stepping away from the family business to find their own identity increases their Insight by 2 and their Reason by 1. Discipline: Your character’s experiences with their family business allows them to increase any one of Command, Engineering, or Science. Focuses: Your character gains a single focus that should relate to the nature of their family’s business, covering skills that are valuable during trade, or which were useful to the family business in other ways. Examples: Finances, Geology, Linguistics, Manufacturing, Metallurgy, Negotiation, Survey.

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If your character rebelled against this upbringing, they are likely to have embraced science, technology, and the fruits of civilization, increasing their Presence by 1 and their Reason by 2. Discipline: Your character’s living off the land and growing up on the edge of civilization allows them to increase one of Conn, Security, or Medicine. Focuses: Your character gains a single focus that should relate to the character’s rural lifestyle, and the skills they learned there. Examples: Animal Handling, Athletics, Emergency Medicine, Endurance, Ground Vehicles, Infectious Diseases, Navigation, Survival Training, Toxicology.

SCIENCE AND TECHNOLOGY

ARTISTIC AND CREATIVE

Your character’s home was one filled with the potential of science, and cutting-edge developments were familiar ground. Perhaps the character was raised by scientists or engineers, or had mentors and teachers who encouraged a talent for the technical.

Your character’s life was filled with arts and creativity of all kinds, and no matter what pursuits the character favors, they are exposed to the great works of many cultures and given every opportunity to express themselves.

Attributes: If your character accepted this upbringing, they are rational, methodical, and precise, increasing their Control by 2 and their Reason by 1.

Attributes: If your character accepted this upbringing, they develop a greater understanding of emotion and communication, increasing their Insight by 1 and their Presence by 2.

If your character rebelled against this upbringing, they don’t lack for technical talent, but they haven’t developed that talent and instead rely more on instinct, increasing their Daring by 1 and their Insight by 2.

If your character rebelled against this upbringing, the character is more inclined to action than to expression, increasing their Daring by 1 and their Fitness by 2.

Discipline: Your character’s familiarity with cuttingedge science and the latest research allows them to increase one of Conn, Engineering, Science, or Medicine.

Disciplines: Your character’s ease with creativity and self-expression facilitates many pursuits, allowing the character to increase one of Command, Engineering, or Science.

Focuses: Your character gains a single focus that should relate to the character’s favored fields of study and inquiry. Examples: Astronavigation, Astrophysics, Computers, Cybernetics, Genetics, Physics, Power Systems, Quantum Mechanics, Subspace Communications, Surgery, Warp Field Dynamics, Xenobiology.

Focuses: Your character gains a single focus that should relate to the character’s preferred way of applying their skills. Examples: Botany, Cultural Studies, Holoprogramming, Linguistics, Music, Observation, Persuasion, Psychology.

REPORTING FOR DUTY

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DIPLOMACY AND POLITICS Since their youth, your character has been exposed to the complexities of political thought and the nuances of diplomacy, perhaps because a family member was involved in those fields. Attributes: If your character accepted this upbringing, they’re disciplined and well-versed in the arts of debate, increasing their Control by 1 and their Presence by 2. If your character rebelled against this upbringing, then they’ve instead sought more tangible things to focus on, increasing their Fitness by 1 and their Reason by 2. Disciplines: Your character’s familiarity with the practices and perils of diplomacy, politics, and the law allow them to increase any one of Command, Conn, or Security. Focuses: Your character gains a single focus that should relate to the character’s preferred way of applying their skills. Examples: Composure, Debate, Diplomacy, Espionage, Interrogation, Law, Philosophy, Starfleet Protocol. Step Three Example: The character is starting to take shape, and Nathan moves on to the next step to determine the character’s upbringing. He has an idea of what could work, but rolls the dice to see if that suggests anything. A roll of 8 results in a rural upbringing, which fits the idea of an isolated colony, and creates the potential for a little conflict in the backstory – better than a more straightforward scientific upbringing. He chooses to rebel against this upbringing. With this choice, Nathan’s character now has a Presence of 9 and a Reason of 11, and chooses to increase Medicine to 2 as well. Familiarity with the outdoors provides the character with a focus of Survival Training.

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Castes The Klingon Empire has long had a system of castes, divided among the professions and vocations which allow society to function. Families within these castes tend to train in certain vocations, generation after generation. Throughout Klingon history, different castes have risen and fallen in prominence, though the Warrior caste has always held a place of significance. Within the last few centuries, however, this system has begun to break down, with caste divisions no longer as strictly defined as they once were, and while more traditional families still expect their children to follow in their footsteps, many Klingons break from caste and pursue whatever careers they desire. Your character’s caste provides them with three points spread across two attributes. Which attributes can be increased, and by how much, is determined not only by the caste chosen, but also by whether the character accepted their caste or rebelled against it. Each caste also gives your character a single point to add to one of their disciplines, with each caste having a choice of which disciplines can be increased. Finally, your character receives a single focus, which should relate in some way to the caste chosen. When adding your character’s focus, you may choose one of the provided examples, randomly select a focus using the Probability Matrix on page 85, or write your own focus to fit this aspect of your character’s backstory. First, choose your character’s caste or randomly determine it from the table below by rolling a d20. Next, choose whether your character accepted or rebelled against this caste, or randomly determine this using the Yes/No Probability Matrix. d20

Castes

1-3

Warrior

4-6

Merchant

7-9

Agriculture

10-12

Scientific

13-15

Artistic

16-18

Academic

19-20

Pick one or reroll

WARRIOR Yours is a family of warriors, who have served the Empire with honor for generations. At least one member of your family in each generation will have gone to war for the Empire, and you were raised to tales of glorious battle. Attributes: If you accepted your caste, then the rigorous training and courage of a warrior’s life comes naturally to you. Increase your Daring by 2 and your Fitness by 1. If you rebelled against your caste, then you embraced more intellectual or academic pursuits. Increase your Reason by 2 and your Insight by 1. Disciplines: Your exposure to the ways of the warrior allows you to increase any one of Command, Conn, or Security by 1. Focus: Your focus should relate to your upbringing, covering skills learned during your formative years. Examples: Composure, Disruptors, Hand-to-Hand Combat (may be renamed to a particular style or weapon), Intimidation, Military History, Small Craft, Starship Recognition, Survival. MERCHANT Your family members are traders, with connections on countless worlds, buying, moving, and selling goods across the Empire and to distant trading partners. You may have been raised into the world of commerce and trade or grown up on an interstellar freighter carrying vital cargo. Regardless, you’ve grown up encountering people from all walks of life, including those from outside the Empire, and your outlook on life has been shaped accordingly. Attributes: If you accepted your caste, then a cosmopolitan, ambitious lifestyle seems natural. Increase your Daring by 1 and your Presence by 2.

Disciplines: Your exposure to mercantile ways allows you to increase any one of Command, Engineering, or Science by 1. Focus: Your focus should relate to your upbringing, covering skills learned during your formative years. Examples: Finances, Geology, Linguistics, Manufacturing, Metallurgy, Negotiation, Survey. AGRICULTURE You grew up surrounded more by nature than by people, in rural communities, on the frontier, or somewhere else distant from the bustle of cities. Your family might be heavily involved in agriculture, growing real food, maintaining hunting grounds, or rearing livestock. Unlike the Federation, you do not rely on replicated food, inert and synthetic: a Klingon requires fresh, living food to sustain them, and your family has provided this for generations. Attributes: If you accepted your caste, then you’ve had a tough, practical upbringing and gained a strong work ethic. Increase your Control by 1 and your Fitness by 2. If you rebelled against your caste, then you likely embraced science, technology, and the fruits of an advanced civilization. Increase your Presence by 1 and your Reason by 2. Disciplines: Your rural upbringing allows you to increase any one of Conn, Security, or Medicine by 1. Focus: Your focus should relate to your upbringing, covering skills learned during your formative years. Examples: Animal Handling, Athletics, Emergency Medicine, Endurance, Ground Vehicles, Infectious Diseases, Navigation, Toxicology, Survival Training.

If you rebelled against your caste, then you separated yourself from your family to find your own purpose. Increase your Reason by 1 and your Insight by 2.

REPORTING FOR DUTY

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SCIENTIFIC Your family home was one filled with the potential of science, and cutting-edge developments were familiar ground, even if those pursuits are not wellappreciated by other Klingons. Where would the Empire be without warp drive, disruptors, cloaking devices, or even the alloys which make a warrior’s blades? Your family has always been one of those studying and providing these advances, for all that the outside Galaxy thinks that “Klingon scientist” is a contradiction. Attributes: If you accepted your caste, then you’ve learned to be rational, methodical, and precise. Increase your Control by 2 and your Reason by 1. If you rebelled against your caste, then you probably don’t lack for technical talent, but you’ve chosen not to develop it, relying more on instinct to guide you. Increase your Daring by 1 and your Insight by 2. Disciplines: Your exposure to the ways of science and technology allows you to increase any one of Engineering, Science, or Medicine by 1. Focus: Your focus should relate to your upbringing, covering skills learned during your formative years. Examples: Astronavigation, Astrophysics, Computers, Cybernetics, Genetics, Physics, Power Systems, Quantum Mechanics, Subspace Communications, Surgery, Temporal Mechanics, Warp Field Dynamics, Xenobiology. ARTISTIC Your life was filled with arts and creativity of all kinds, and no matter the pursuits you favor, you’ve been exposed to the great works not only of the Empire’s storied history but also that of other cultures, and given every opportunity to express yourself. Different forms of art are appreciated to different degrees among Klingons, but the performing arts are especially beloved: many warriors fancy themselves as poets or playwrights in the manner of wIlyam SeQpIr when recounting a glorious victory, and Klingon opera is known and studied across the Alpha and Beta Quadrants. Attributes: If you accepted your caste, then you’ve developed a deep understanding of the passions

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and motives of others. Increase your Insight by 1 and your Presence by 2. If you rebelled against your caste, then you’re probably more inclined to action than expression. Increase your Daring by 1 and your Fitness by 2. Disciplines: Your exposure to the arts allows you to increase any one of Command, Engineering, or Science by 1. Focus: Your focus should relate to your upbringing, covering skills learned during your formative years. Examples: Botany, Cultural Studies, History, Holoprogramming, Linguistics, Music, Observation, Persuasion, Psychology. ACADEMIC You’ve been surrounded by the complexities of political thought, the nuances of diplomacy, and intense study of a range of subjects and fields for your entire life. Your family is one of lawyers, civil servants, historians, diplomats, and more besides, maintaining the fabric of Empire just as the farmers feed it, the merchants keep it supplied, and the warriors protect it. The Klingon Empire is a nation often led by warriors, but it is the learned who govern it and keep it running, often without the respect such endeavors deserve. Attributes: If you accepted your caste, then you’re disciplined, well-read, and familiar with the arts of research and debate. Increase your Control by 1 and your Reason by 2. If you rebelled against your caste, then you’ve probably sought out more tangible things to focus your attentions upon. Increase your Fitness by 1 and your Insight by 2. Disciplines: Your exposure to learning and reasoned discourse allows you to increase any one of Command, Security, or Science by 1. Focus: Your focus should relate to your upbringing, covering skills learned during your formative years. Examples: Composure, Debate, Diplomacy, Espionage, Etiquette, Interrogation, Law, Philosophy.

Aspirations In this approach, you will determine your character’s driving aspiration and its impact upon them. You can then fill in the details of how and why they formed this aspiration in your storytelling. This option allows your character to define themselves differently than with the other early outlook options. Instead of choosing a specific upbringing or caste, you may focus on the future your character saw for themselves, and whether they continued to pursue this as they grew up, or abandoned it. Your character’s aspiration provides them with three points spread across two attributes. Which attributes can be increased, and by how much, is determined not only by the aspiration chosen, but also by whether your character pursued their goal, or abandoned it. Each aspiration also gives your character a single point to add to one of their disciplines, with each upbringing having a choice of which disciplines can be increased. Finally, your character receives a single focus, which should relate in some way to the aspiration chosen (a few examples are provided in each case). When adding your character’s focus, you may choose one of the provided examples, randomly select a focus using the Probability Matrix on page 85, or write your own focus to fit this aspect of your character’s backstory. First, choose your character’s aspiration or randomly determine it from the table below by rolling a d20. Next, choose whether your character pursued or abandoned this aspiration, or randomly determine this using the 50/50 Probability Matrix. d20

Aspirations

1-3

To Explore

4-6

To Fly

7-9

To Create

10-12

To Discover

13-15

To Protect

16-18

To Prosper

19-20

Pick one or reroll

TO EXPLORE You dreamed of exploring strange new worlds, seeking out new life and new civilizations, and boldly going where no one had gone before. You read everything you could about the bold explorers of the past and dreamed of one day sitting in the captain’s chair of your own starship. Attributes: If you pursued this aspiration, your drive to be worthy of your goal increases your Presence by 2 and your Fitness by 1. If you eventually gave up on this aspiration, your more measured and practical approach increases your Reason by 2 and your Control by 1. Disciplines: Your efforts to emulate your heroes and pursue your goals increase either Command or Science by 1. Focus: Your focus should relate to your dreams, covering skills learned because they were the kinds of things that explorers needed to know. Examples: Astronavigation, Composure, Diplomacy, Linguistics, Starship Recognition, Team Dynamics, Wilderness Survival. TO FLY You saw shuttles and transports soar overhead, and wanted to be up there with them, in the skies and among the stars. You took piloting lessons as soon as you were able and may have gotten in trouble a few times as a child for pushing your craft a little too far. Attributes: If you pursued this aspiration, your passion for flight increases your Control by 2 and your Daring by 1. If you eventually gave up on this aspiration, your honed awareness and long hours studying craft increases your Insight by 2 and your Reason by 1. Disciplines: Your efforts to reach the skies and the stars increases either Conn or Engineering by 1. Focus: Your focus should relate to your dreams, covering skills learned because they would help you fly. Examples: Astronavigation, Helm Operations, Propulsion Systems, Small Craft, Starship Recognition. REPORTING FOR DUTY

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TO CREATE Locked away within your mind have always been things that didn’t exist. Your imagination has always been filled with ideas for things that might be, or could be, rather than simply things that already were. And you wanted to show people the worlds you saw. Whether your creations would take the form of works of fiction or new inventions to change the world, your creativity is boundless. Attributes: If you pursued this aspiration, your curiosity and creativity increase your Insight by 2 and your Presence by 1. If you eventually gave up on this aspiration, your ingenuity is directed toward other outlets, increasing your Daring by 2 and your Control by 1. Disciplines: You studied the fields that would help you bring your ideas to life; increase either Command or Engineering by 1. Focus: Your focus should relate to your creativity, which is likely to relate to art or engineering. Examples: Art, Computers, Cybernetics, Holoprogramming, Literature, Structural Engineering, Theatre, Transporters & Replicators, Warp Field Dynamics. TO DISCOVER You want to know what’s out there. “Out there” might be the farthest reaches of unexplored space, or it might be the tiniest subatomic realms, or the depths of the mind, or the myriad complexities of the body, or some other field. Your drive is to find that which is unknown and to make it known. Attributes: If you pursued this aspiration, your enthusiastic curiosity increases your Reason by 2 and your Presence by 1. If you eventually gave up on this aspiration, your long hours of study and hard work increase your Fitness by 2 and your Insight by 1. Disciplines: Your pursuit of knowledge and discovery increases either your Science or your Medicine by 1.

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Focus: Your focus should relate to your dreams, representing the field you were most curious about growing up. Examples: Anthropology, Astrophysics, Botany, Genetics, Linguistics, Psychology, Quantum Mechanics, Xenobiology. TO PROTECT Your first concern is helping others. You have a deep disdain for anyone who would bring harm to the people you care about, or you have a deep compassion for those who have come to harm and seek to give them aid and comfort. Or both. Attributes: If you pursued this aspiration, you are quick to help others, increasing your Daring by 2 and your Fitness by 1. If you eventually gave up on this aspiration, you have gained a more circumspect approach rather than heedlessly rushing to help; increase your Control by 2 and your Reason by 1. Disciplines: You have either learned how to defend others, or how to care for them after the fact, increasing your Security or Medicine by 1. Focus: Your focus should relate to the skills you honed protecting and caring for others. Examples: Emergency Medicine, Hand-to-Hand Combat (may rename as a specific Martial Art), Hand Phasers, Survival, Threat Awareness, Triage. TO PROSPER Success is your goal. This might mean fame or recognition in a particular field, or it might mean wealth, or influence, or power. There may be some noble agenda behind this – a desire to overcome being powerless or to escape hardship, or to be able to provide for family – or it may just be pure ambition, even greed. In whatever ways you seek to prosper, you have the drive to seize the chances you get, and, as the Ferengi say, the lobes to hear the opportunities coming your way. Attributes: If you pursued this aspiration, your ambition and opportunism increase your Presence by 2 and your Daring by 1.

If you eventually gave up on this aspiration, your hard work and keen instincts increase your Fitness by 2 and your Insight by 1. Disciplines: Your pursuit of success could lead you down many paths; you may increase any one discipline by 1. Focus: Your focus should relate to the ways you intend to make your way in the Galaxy. Examples: Computers, Genetics, Holoprogramming, Music (may rename as a particular genre or instrument), Persuasion, Philosophy, Politics, Trade & Finance.

Step Four: Education Some characters at the center of a Captain’s Log story will have received their education at Starfleet Academy. Others may have received theirs on the streets of a busy commercial colony, traveling among the stars, or within the societal structure of another civilization. Whatever form their education took, it will have contributed significantly to your character’s make-up as they begin their journey in Captain’s Log, affecting their attributes, disciplines, values, and focuses. When assigning focuses, you may choose one of the provided examples, randomly select one by rolling on the Probability Matrix on page 85, or choose one of your own making that fits the situation. To select your character’s education, first choose its category from the following table or randomly determine it by rolling a d20. d20

Category

1-5

Starfleet Academy

6-10

Allied Military Training

11-15

Diplomatic Training

16-20

Civilian Training

Starfleet Academy The years spent at Starfleet Academy are some of the most memorable and definitive of an officer’s life, shaping the direction of their career going forward. For those who pass the grueling entrance

examinations, the Academy takes four years, covering a mixture of intense training, academic studies, and practical experiences. Much of this takes place within the main Starfleet Academy campus in San Francisco on Earth, but other campuses and annexes exist across the Federation, and a cadet may spend time at any of these before they graduate. A graduate of the Academy receives a commission as a Starfleet officer, with the rank of ensign, after which they may wait several weeks, or even months, for their first assignment. Some cadets – particularly those pursuing a doctorate – choose a path that requires an additional year or two of training and study, and instead graduate at the rank of lieutenant (junior grade). You may choose your character’s Academy track, or randomly determine it from the table below by rolling a d20. d20

Track

1-6

Command Track

7-13

Operations Track

14-20

Sciences Track

COMMAND TRACK The command track is for those cadets who aspire to command their own starship someday. It focuses on leadership and interpersonal skills, diplomacy, decision-making in crisis situations, an understanding of protocol and procedure, and starship operations, which includes flight control. Many command track cadets begin their careers as flight control officers and pilots, where their training can be put to the test on a smaller scale while they gain the experience necessary for more authority and responsibility. Command track cadets customarily undertake the infamous Kobayashi Maru test during their final year. Value: Add a value reflecting the beliefs they developed during their time at the Academy. Attributes: Add three points to attributes, which may be split between any two or three (increase three attributes by +1 each, or increase one by +2 and another by +1). REPORTING FOR DUTY

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Disciplines: Increase either Command or Conn by +2. Then, select two other disciplines to increase by +1 each. You may not increase any discipline above 4 at this stage. Focuses: Select three focuses, at least one of which should relate to your character’s chosen track. Examples: Astronavigation, Composure, Diplomacy, Evasive Action, Extra-Vehicular Activity, Helm Operations, Inspiration, Persuasion, Small Craft, Starfleet Protocols, Starship Recognition, Team Dynamics. OPERATIONS TRACK The operations track is practical and hands-on, dealing with many of the realities of Starfleet’s mission. Divided broadly into engineering and security divisions, operations track cadets are defined by a sense of pragmatism, whether that applies to the technical or the tactical. Value: Add a value, reflecting the beliefs they developed during their time at the Academy. Attributes: Add three points to attributes, which may be split between any two or three (increase three attributes by +1 each, or increase one by +2 and another by +1). Disciplines: Increase either Security or Engineering by +2. Then select two other disciplines to increase by +1 each. You may not increase any discipline above 4 at this stage. Focuses: Select three focuses, at least one of which should relate to your character’s chosen track. Examples: Computers, Cybernetics, ElectroPlasma Power Systems, Espionage, Hand Phasers, Hand-to-Hand Combat, Infiltration, Interrogation, Shipboard Tactical Systems, Survival, Transporters & Replicators, Warp Field Dynamics.

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SCIENCES TRACK Somewhat isolated from the other tracks, the sciences track is primarily academic, with Starfleet Academy producing many accomplished scientists. Included within the sciences track, but separated by a distinct curriculum, is Starfleet Medical, training doctors, nurses, and counselors to serve aboard Starfleet vessels and facilities across the Federation. Value: Add a value reflecting the beliefs they developed during their time at the Academy. Attributes: Add three points to attributes, which may be split between any two or three (increase three attributes by +1 each, or increase one Attribute by +2 and another by +1). Disciplines: Increase either Science or Medicine by +2. Then, select two other disciplines to increase by +1 each. You may not increase any discipline above 4 at this stage. Focuses: The character selects three focuses, at least one of which should relate to the character’s chosen track. Examples: Anthropology, Astrophysics, Botany, Computers, Cybernetics, Emergency Medicine, Exotectonics, Genetics, Geology, Infectious Diseases, Linguistics, Physics, Psychiatry, Quantum Mechanics, Trauma Surgery, Virology, Warp Field Dynamics, Xenobiology. Example: Time to join Starfleet Academy. Nathan’s character clearly has a talent for the sciences, and thus selects the sciences track – no need to roll. Nathan chooses a value for the character: “Seek Out New Life and New Civilizations.” Then he chooses to increase two of the character’s attributes, adding +1 to Control, and +2 to Insight, so that both have scores of 9. Next, he chooses Science and increases it by 2, giving him a Science of 4, then increases Medicine to 3 and Command to 2. He then selects three focuses: Linguistics, Psychology, and Xenoanthropology.

Allied Military Training Outside of Starfleet, the Milky Way Galaxy hosts many other security and military organizations. Instead of a Starfleet or Klingon officer, you might choose to build a Captain’s Log story around a Bajoran freedom fighter, a member of the Andorian Imperial Guard, or a radically candid warrior of the Qowat Milat. As an alternative to attending Starfleet Academy, to select the type of military training your character has received, choose from the options in the following table, or randomly select one by rolling a d20. d20

Type

1-5

Rank and File

6-10

Officer Training

11-15

Intelligence Training

16-20

Militia and Guerillas

RANK AND FILE You represent the common mass of professional military personnel, who will serve as a mixture of ground troops and naval personnel. Most powerful civilizations operate a voluntary and highly selective armed service, preferring to cultivate quality rather than rely on the dubious advantages of raw quantity. When considering the need to transport and supply warriors across an interstellar nation, the drawbacks of massed ranks of conscripts far outweigh the benefits. You will probably have received a broad, if basic, level of training in a variety of fields, with most of your time directed to one or two disciplines. You are enlisted personnel, rather than an officer, starting with a rate equivalent to a Starfleet crewman or Klingon bekk, and likely becoming an NCO, equivalent to a Starfleet petty officer or a Klingon bu’. This choice can represent the basic soldiers of United Earth MACO forces, Vulcan security forces, and Andorian Imperial Guard in the mid-22nd century, as well as the rank-and-file military personnel of the Romulan Star Empire, the Cardassian Union, and similar militaries in later eras.

Value: You gain a single value, which should reflect the character’s beliefs as they developed during basic training, or which relate to why they enlisted to begin with. Attributes: You gain three points, which may be divided amongst two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). One of the attributes you increase must be Fitness, due to intense physical training. Disciplines: You increase your Security by 2, and two other disciplines by 1. Focuses: You select three focuses. Examples: Composure, Demolitions, Disruptors, Extra-Vehicular Activity, Hand-to-Hand Combat, Hand Phasers, Infiltration, Military Protocol, Small Craft, Survival. OFFICER TRAINING You spent years of study to become an officer in your nation’s military. This encompassed both training in leadership and command, but also combat skills, technical and scientific studies, and a variety of other disciplines. Most military officers in the Alpha and Beta Quadrants have a breadth and depth of training akin to that of a Starfleet officer, though generally with more focus on military applications than exploration. Upon concluding your training – typically years of study in some manner of military academy or officer school – you receive a junior officer rank, equivalent to a Starfleet ensign or Klingon lagh. From there, you are expected to develop and expand your skills further as you rise in rank and gain more responsibilities. This choice represents the officers and command personnel of United Earth MACO forces, Vulcan security forces, and Andorian Imperial Guard in the mid-22nd century, as well as military personnel of the Romulan Star Empire, the Cardassian Union, and similar militaries in later eras. Value: You gain a single value, which should reflect the character’s beliefs as they developed during their academy years, or which relate to why they became an officer to begin with. REPORTING FOR DUTY

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Attributes: You gain three points, which may be divided amongst two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). These may be chosen freely. Disciplines: You increase both Command and Security: increase one by 2, and the other by 1. Then, choose one of Conn, Engineering, Science, or Medicine, and increase that by 1 as well. Focuses: You select three focuses. Examples: Diplomacy, Disruptors, Hand-to-Hand Combat, Hand Phasers, History, Inspiration, Military Protocol, Politics, Shipboard Tactical Systems, Strategy & Tactics. INTELLIGENCE TRAINING You applied to join your nation’s military or some other civil service, and they found that your talents could be put to good use in intelligence. While you might have an official posting as ordinary personnel aboard a ship or a starbase, or an office in some government bureau, your true duties are both loftier and more clandestine. Every civilization has civil and military intelligence apparatus, a term covering a range of operatives, analysts, informants, and activities which necessarily remain secret. Personnel are trained to serve either as operatives – working in the field under cover identities to gather information and cultivate networks of informants – or as analysts who study the information gathered, searching for patterns and reporting on noteworthy findings to their superiors. Many intelligence services will recruit personnel from military (or Starfleet) service on an ad-hoc basis for individual operations, but selecting this option means that your character is an intelligence operative first, even if you do not advertise that fact. Value: You gain a single value, which should reflect the character’s beliefs as they developed during intelligence training, or which guides them during their operations.

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Attributes: You gain three points, which may be divided among two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). You must pick Insight or Reason as one of the attributes increased. Disciplines: Increase a single discipline by 2, and two others by 1 each. You must select Security for one of your choices. Focuses: You select three focuses. Examples: Computers, Espionage, Infiltration, Interrogation, Linguistics, Persuasion, Threat Analysis. MILITIA AND GUERILLAS You didn’t have any formal training. Rather, you learned to fight out of necessity, to defend your home from aggressors and invaders, or to try and liberate it from those who were oppressing your people. Frontier colonies, worlds where society has collapsed into feuding factions, and conquered planets often produce these kinds of fighters. You may be part of a citizen militia, an impromptu force that takes up arms when necessary but does not serve as part of a permanent standing army. You may be part of a resistance movement such as those seen on Bajor during the Cardassian Occupation, or the Maquis who fought the Cardassians in the late 2360s and early 2370s. In some cases, these improvised armies can grow or evolve into full professional militaries. Local defense militias can grow into a standing security force if a community grows large enough to support one. The Bajoran Militia initially consisted entirely of former resistance fighters who were given uniforms, ranks, and a proper chain of command to serve as Bajor’s security force. Value: You gain a single value, which should reflect the reason the character chooses to fight. Attributes: You gain three points, which may be divided among two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). You must select either Daring or Fitness as one of the attributes increased; you don’t get far without being bold or tough.

Disciplines: Increase Security by 2, and two other disciplines by 1 each. Focuses: Select three focuses. Examples: Composure, Demolition, Disguise, Disruptors, Hand-to-Hand Combat, Hand Phasers, Infiltration, Inspiration, Interrogation, Psychological Warfare.

Diplomatic Training Ambassadorial characters are often found accompanying Starfleet vessels, and in other groups and situations conducive to telling exciting stories. These characters don’t necessarily have Starfleet training, but by necessity they are well-trained and well-informed, and quite capable of taking part in dangerous missions when necessary.

Attributes: You gain three points, which may be divided among two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). One of the attributes you increase must be Reason or Insight, as a sharp mind and keen instincts are necessary for diplomatic work. Disciplines: You increase your Command by 2, and two other disciplines by 1. Focuses: You select three focuses. Examples: Diplomacy, Espionage, History, Linguistics, Philosophy, Politics, Xenoanthropology.

Diplomat characters do not necessarily hold an active Starfleet rank or other military rank (though many well-known diplomats are retired Starfleet military). To select your character’s diplomatic training, choose one of the types in the following table or randomly select one by rolling a d20. d20

Type

1-10

Diplomatic Corps

11-20

Honorary Status

DIPLOMATIC CORPS You pursued diplomacy as a vocation early in life, and you have spent years or more rising from the staff of senior diplomats to your own postings in later life. You might serve within the Federation Diplomatic Corps, or as a representative on behalf of a specific world (typically your own homeworld). Either way, your role is a respected one, and you have considerable professional and personal influence. Value: You gain a single value, which should reflect the character’s beliefs developed during their studies, or which led them to enter diplomatic service in the first place.

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HONORARY STATUS You had an illustrious career – perhaps in Starfleet or your culture’s military, perhaps in politics – and received a diplomatic appointment later in life as a reward for your accomplishments. You serve well in such a role, having established valuable connections to other worlds and civilizations during your prior career. You might be retired from your prior career, or you may be on an extended leave of absence while you serve as a diplomat. This is an especially common career path for Klingon diplomats; the Dahar Masters Kor, Kang, and Koloth all served as diplomats during the Khitomer peace talks, and Kor served as Klingon ambassador to Vulcan for a time. Similarly, Worf, the first Klingon in Starfleet, was appointed Federation Ambassador to Qo’noS after the Dominion War, at Chancellor Martok’s request. Value: You gain a single value, which should reflect the character’s beliefs forged during their career before becoming a diplomat. Attributes: You gain three points, which may be divided among two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). These may be chosen freely. Disciplines: You increase your Command by 2, and two other disciplines by 1. Focuses: You select three focuses. Examples: Diplomacy, Espionage, History, Leadership, Philosophy, Politics, Strategy and Tactics, Xenoanthropology.

Civilian Career Training Civilian characters are known to become involved in adventures great and small throughout the Star Trek universe, from ambassador Sarek’s strategic negotiations to the discovery of the U.S.S. Protostar by a roguish Dal R’El. Building a Captain’s Log story around a civilian character offers a chance to shine a light on life outside of Starfleet.

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Civilian characters hold no Starfleet rank or other military rank, though they may be granted an honorary rank. To select your character’s civilian training, choose one of the types in the following matrix, or randomly select one by rolling a d20. d20

Type

1-3

Freight and Transport

4-6

Law Enforcement

7-9

Physician

10-12

Politician or Bureaucrat

13-15

Scientific or Technical Expert

16-18

Trader or Merchant

19-20

Pick one or reroll

FREIGHT AND TRANSPORT You are a member of a privately-owned starship, perhaps running cargo from system to system, or flying passengers to distant destinations. These ships are often family businesses, passed down through generations, running a specific route. Others take whatever contracts they can find, carrying goods or passengers on an ad-hoc basis. Value: You gain a single value, which should reflect the character’s beliefs developed through their career, or the ones which led them to take up such a vocation Attributes: You gain three points, which may be divided among two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). These may be chosen freely. Disciplines: You increase your Conn or Engineering by 2, and two other disciplines by 1 each. In addition, you may reduce one of your other disciplines by 1 and add that point to any discipline not already increased. Focuses: You select three focuses. Examples: Astronavigation, Bureaucracy, Emergency Repairs, Extra-Vehicular Activity, Helm Operations, Logistics, Propulsion Systems, Small Craft, Starship Recognition, Transporters & Replicators.

LAW ENFORCEMENT You work to protect people in your local community, keeping the peace, arbitrating disputes, and confronting those who seek to exploit or do harm to others. Such groups normally exist on frontier worlds and independent settlements far from the stability of the Federation. On the main worlds of the Federation, Starfleet security personnel fill this role during emergencies, but law enforcement isn’t typically a concern on worlds where crime no longer exists. Value: You gain a single value, which should reflect the character’s beliefs developed during their career, or the beliefs that drove them to take up that career in the first place. Attributes: You gain three points, which may be divided among two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). These may be chosen freely. Disciplines: You increase your Command or Security by 2, and two other disciplines by 1 each. In addition, you may reduce one of your other disciplines by 1 and add that point to any discipline not already increased. Focuses: You select three focuses. Examples: Handto-Hand Combat, Interrogation, Intimidation, Law, Phasers, Small Craft. PHYSICIAN You’ve devoted your life to healing others. You may be trained as a doctor, a paramedic, a counselor, or you may be a medical researcher rather than a practicing physician, but either way, the goal is to help people who are hurt in some way. Your skills are in demand across explored space, and even civilian-trained physicians can find themselves aboard Starfleet and military ships. Value: You gain a single value, which should reflect the character’s beliefs developed during their studies, or which led them to enter medicine in the first place.

Attributes: You gain three points, which may be divided among two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). These may be assigned freely. Disciplines: You increase your Medicine by 2, and two other disciplines by 1 each. In addition, you may reduce one of your other disciplines by 1 and add that point to any discipline not already increased. Focuses: You select three focuses. Examples: Cybernetics, Emergency Medicine, Genetics, Psychiatry, Surgery, Virology, Xenobiology. POLITICIAN OR BUREAUCRAT You are a civil servant, operating within the structure of a civilization to ensure that if continues to function smoothly and to the benefit of its people. Your role may be narrowly focused upon a specific area of government, or you may be responsible for overseeing large departments or ministries, your decisions impacting millions or even billions of lives. Either way, your role is important, and you take pride in the necessary work you carry out. Value: You gain a single value, which should reflect the character’s beliefs developed during their studies, or which led them to enter public service in the first place. Attributes: You gain three points, which may be divided among two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). At least one of the attributes you increase must be Insight or Presence, as good instincts and a strong personality are valuable for getting into office. Disciplines: You increase your Command by 2, and two other disciplines by 1 each. In addition, you may reduce one of your other disciplines by 1 and add that point to any discipline not already increased. Focuses: You select three focuses. Examples: Bureaucracy, Diplomacy, History, Linguistics, Philosophy, Politics, or something related to your role in public service.

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SCIENTIFIC OR TECHNICAL EXPERT You pursue scientific truth or technological progress, seeking to become your generation’s Zefram Cochrane, Emory Erickson, Leah Brahms, or Richard Daystrom. You probably specialize in a single field of scientific study or technical expertise, or a small number of related fields. You may end up working with Starfleet or a military, but this is more because they are interested in your work, rather than you serving their goals. Value: You gain a single value, which should reflect the character’s beliefs developed during their studies, or which led them to pursue science or engineering in the first place. Attributes: You gain three points, which may be divided among two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). At least one of the attributes you increase must be Reason, as nobody gets far in science or engineering without a keen intellect. Disciplines: You increase your Science or Engineering by 2, and two other disciplines by 1 each. In addition, you may reduce one of your other disciplines by 1 and add that point to any discipline not already increased. Focuses: You select three focuses. Examples: Astrophysics, Botany, Cybernetics, Exotectonics, Genetics, Quantum Mechanics, Subspace Mechanics, Temporal Mechanics, Transporters and Replicators, Warp Field Dynamics. TRADER OR MERCHANT You exchange money for goods or services. Within the Federation, the actual transactions are a trivial matter, but other civilizations still make more overt use of money, with gold-pressed latinum serving as a common economic standard, easily exchanged for the Cardassian lek, Bajoran lita, or Klingon darsek. You’re a part of the galactic economy, providing a service or trading in valuable goods (or both) in exchange for latinum, currency, or other goods or services.

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Value: You gain a single value, which should reflect the character’s beliefs developed during their career, or which led them to become a merchant in the first place. Attributes: You gain three points, which may be divided among two or three attributes freely (either one gets +2 and the other gets +1, or all three get +1). One of the attributes you increase must be Insight or Presence, as a successful trader is often a “people person.” Disciplines: You increase your Command by 2, and two other disciplines by 1 each. In addition, you may reduce one of your other disciplines by 1 and add that point to any discipline not already increased. Focuses: You select three focuses. Examples: Art, Cooking, Disruptors, Economics, Logistics, Persuasion, Psychology, Tailoring.

Step Five: Career Length Next, choose the length of your character’s career. Are they a novice, with their whole career ahead of them? Do they have a few years of service under their belt? Or are they a veteran, with decades of experience? If they are not a Starfleet officer, at what point in their career do they find themselves when your story begins? This stage grants the character a value arising from their career outlook. Choose one option or roll on the table below. d20

Track

1-6

Novice

7-13

Experienced

14-20

Veteran

NOVICE Your character is defined by their potential more than their skill. Their raw talent and their expectations of what the universe is like has not yet been tempered by reality. Value: Add a value, reflecting their inexperience and naïveté in some way.

EXPERIENCED Your character has several years of experience and is enjoying a promising career. Value: Add a value, chosen freely. VETERAN Your character has decades of experience and has served on many ships and starbases. Their judgement and opinions are highly regarded by subordinates, peers, and even superiors. Value: Add a value, reflecting their years of experience and the beliefs they’ve formed over their long career. Step Five Example: It’s now time to look at the length of the character’s career. Nathan chooses the Experienced option. From this, he selected the value “Seen Too Much to Be Surprised.”

Step Six: Career Events Your character’s career is a tapestry of events and experiences, but a few will have been pivotal moments in the character’s life. A character defines which moments of their life are important in retrospect, and what seemed definitive to a young ensign may be inconsequential to that same officer decades later. Your character has two defining career events, chosen or determined randomly from the list below, and gains whatever benefits they provide. Each career event increases one attribute by 1, one discipline by 1, and gives your character one additional focus. When assigning a focus, you may select from one of the provided examples, randomly select one using the Probability Matrix on page 85, or choose one of your own making that fits the situation. For characters that chose Novice in Step Five, assume that these career events took place during the character’s time at the Academy or equivalent, perhaps during a field training assignment aboard a starship.

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d20

Career Event

2. DEATH OF A FRIEND

1

Ship Destroyed

2

Death of a Friend

During an important mission, one of your character’s friends was killed in action.

3

Lauded by Another Culture

4

Negotiated a Treaty

5

Required to Take Command

6

Encounter with a Truly Alien Being

7

Serious Injury

8

Conflict with a Hostile Culture

9

Mentored

10

Transporter Accident

11

Dealing with a Plague

12

Betrayed Ideals for a Superior

13

Called Out a Superior

14

New Battle Strategy

15

Learned Unique Language

16

Discovered an Artifact

17

Special Commendation

3. LAUDED BY ANOTHER CULTURE

18

Solved an Engineering Crisis

19

Breakthrough or Invention

20

First Contact

Your character was involved in a mission that earned the official praise of a non-allied culture; they are now considered to be a friend to that people.

What was the mission? How did the friend die? Who was to blame? Attributes: Add 1 to Insight. Disciplines: Your character’s grief and recovery increase their understanding of Medicine by 1. Focuses: Add a focus reflecting the character’s experiences. It may represent a skill or pursuit the character takes up in their fallen friend’s memory or to prevent the same thing from happening in the future.

1. SHIP DESTROYED

§

The ship your character was serving on was lost, destroyed during a mission, and the character was one of the few who survived.

What culture was aided by this mission? What was the mission? Why was it particularly praiseworthy?

§

Does your character have any friends or contacts in that culture who can be contacted for help?

§ §

What was the ship’s mission? Was it something routine that went horribly wrong, or was it something perilous? What destroyed the ship? How many survivors were there? How long did it take before they were recovered?

Attributes: Your character’s resolve and competence in a crisis increases their Daring by 1. Disciplines: Your character’s experiences of a perilous situation increase their Security by 1. Focuses: Add a focus reflecting their experiences. Examples: Extra-Vehicular Operations, Small Craft, or Survival.

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Who was the friend? How did the character know them?

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Attributes: Your character’s standing and renown increases their Presence by 1. Disciplines: Your character’s broader understanding of the universe and another culture increases their Science by 1. Focuses: Add a focus reflecting your character’s experience with that culture. A focus of X Culture, replacing the X with the name of that culture, is a good example, as would any that represent skills or techniques specific to that culture.

4. NEGOTIATED A TREATY

6. ENCOUNTER WITH A TRULY ALIEN BEING

Your character was part of a delegation that helped negotiate a treaty, agreement, or alliance with a different culture.

Your character encountered a life-form which is truly alien, something barely within the comprehension of humanoid life. It might have been some godlike entity, or a creature that swims through space, but whatever it was, it was not life as we know it.

§

What culture was the treaty with? What was it for?

§

Attributes: Your character’s familiarity with minutiae and the careful work of diplomacy increases their Control by 1.

What kind of creature was it? What did your character learn from the experience?

§

What happened to the creature afterward? Has it been seen again?

Disciplines: Your character’s familiarity with diplomacy and negotiation increases their Command by 1.

Attributes: Your character’s encounter with the unknown increases their Reason by 1.

Focuses: Add a focus, reflecting their experience with negotiations. Examples: Diplomacy, Galactic Politics, or Negotiation. 5. REQUIRED TO TAKE COMMAND During a mission, a crisis left the mission’s leader unable to lead. This required your character to take command, something they may not have been prepared for.

§ §

What was the mission? What went wrong? Was the mission successful despite the loss of the leader?

Attributes: Your character’s need to improvise during a crisis increases their Daring by 1. Disciplines: Being required to lead increases your character’s Command by 1. Focuses: Add a focus reflecting your character’s experiences during the crisis. Examples: Composure, Inspiration, or Leading by Example.

Disciplines: Your character comes away from the experience with a greater understanding of, and curiosity for, the universe, increasing Science by 1. Focuses: Add a focus reflecting their experiences with the entity. Examples: Empathy, Philosophy, Xenobiology. 7. SERIOUS INJURY Your character was seriously hurt and needed to spend a considerable amount of time recovering.

§

What was happening when your character was injured? Who was responsible?

§

What did the recovery entail? Did the character need a prosthesis or cybernetic implant afterward?

Attributes: Your character’s long, arduous recovery forced them to think about their health more, increasing their Fitness by 1. Disciplines: Being surrounded by doctors for a long time increased your character’s Medicine by 1. Focuses: Add a focus reflecting the circumstances of your character’s injury, something that helped them through recovery, or something they took up after recovering. Examples: Art, Athletics, or Philosophy.

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8. CONFLICT WITH A HOSTILE CULTURE

10. TRANSPORTER ACCIDENT

Your character was involved in a major battle with a hostile force and is unlikely to forget the experience.

Your character suffered some manner of strange accident while using a transporter.

§

Who was the enemy in this battle? Why did the battle occur? Was it fought in space, on the ground, or both?

§

What happened to your character during the accident? Were there any lasting repercussions?

§

§

How does they feel about transporters now?

What did your character have to do to survive? Was the battle won or lost?

Attributes: Your character needed to be tough to survive in battle, increasing Fitness by 1. Disciplines: The harrowing experiences of battle have increased your character’s Security by 1.

Disciplines: The experience means the character takes shuttles more often now than the transporter, increasing Conn by 1.

Focuses: Add a focus reflecting skills they honed during the fighting. Examples: Hand Phasers, Handto-Hand Combat, or Shipboard Tactical Systems.

Focuses: Add a focus reflecting something they learned either because of the accident, or in the aftermath. Examples include Quantum Mechanics, Small Craft, or Transporters & Replicators.

9. MENTORED

11. DEALING WITH A PLAGUE

A highly respected individual took special notice of your character’s career. For a while, the character served as the mentor’s pilot and aide, gaining the benefit of the mentor’s experiences and lessons.

Your character’s ship was assigned to provide aid to a world dealing with an epidemic.

§

Who was the mentor? Do they remain a contact or even friend of your character?

Attributes: The mentor’s lessons came in many forms; increase any one Attribute by 1. Disciplines: Time spent as the mentor’s pilot, and studying the structures and procedures of their organization, increase your character’s Conn by 1. Focuses: Add a focus reflecting the lessons learned. Examples: Composure or Etiquette, though any focus reflecting the mentor’s specialties would be fitting.

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Attributes: The character is cautious and careful after their experiences, increasing Control by 1.

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§

What was the disease that was running rampant? What planet was it affecting?

§

Did the character deal directly with the sick? How was your character involved?

Attributes: Helping people in distress during a massive crisis helped your character understand people, increasing Insight by 1. Disciplines: Dealing with a problem of this nature increases your character’s Medicine by 1. Focuses: Add a focus reflecting how they helped during the crisis. Examples: Emergency Medicine, Infectious Diseases, or Triage.

12. BETRAYED IDEALS FOR A SUPERIOR

14. NEW BATTLE STRATEGY

Your character was placed in a situation where they had to choose between their own ideals and trusted superior, choosing to follow the superior.

In combat with a hostile force, your character devised a new strategy or tactic.

§ §

§

Who was the superior? What did they ask your character to do? How does your character feel now?

Who was the battle against? Was it in space or on the ground?

§

What was the strategy devised?

What were the repercussions of this? Are the details of this event on record? Was your character right?

Attributes: Your character’s creativity under pressure shows boldness and ingenuity, increasing Daring by 1.

Attributes: Your character learned a lot from the superior on how to command respect, increasing Presence by 1.

Disciplines: Your character’s combat experience increases their Security by 1.

Disciplines: Difficult decisions are part of being a leader; your character increases their Command by 1.

Focuses: Your character gains a focus, reflecting their decisive battlefield leadership. Examples: Combat Tactics, Hazard Awareness, or Leading by Example.

Focuses: Add a focus reflecting the event and its aftermath. Examples: Inspiration, Investigation, Persuasion.

15. LEARNED UNIQUE LANGUAGE

13. CALLED OUT A SUPERIOR Your character was placed in a situation where they had to make a choice between a trusted superior and their own ideals, and chose to follow their ideals.

§

Who was the superior? What did they ask your character to do? How does your character feel now?

§

What were the repercussions of this? Are the details of this event on record? Was your character right?

Attributes: Your character learned to evaluate situations on their own merit, rather than blindly trusting others, increasing Reason by 1. Disciplines: The legal proceedings that followed gave your character a greater insight into organizational protocol, increasing Conn by 1.

Your character encountered a species with an unusual form of communication and learned to communicate with them.

§

Who were the aliens they encountered? Was the encounter tense, or peaceful?

§

What method of communication do the aliens use? How did your character learn it?

Attributes: Your character learned a lot about understanding others from the experience, increasing Insight by 1. Disciplines: Your character gains new knowledge and new understanding, increasing Science by 1. Focuses: Add a focus reflecting what they learned from the event. Examples: Cultural Studies, Linguistics, or Negotiations.

Focuses: Your character gains a focus, reflecting the event and its aftermath. Examples: History, Starfleet Protocol, or Uniform Code of Justice.

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16. DISCOVERED AN ARTIFACT

18. SOLVED AN ENGINEERING CRISIS

During a survey mission, your character discovered a device or fragment of technology from an ancient civilization.

Your character was instrumental in ending a crisis caused by malfunctioning technology, and saved many lives in the process.

§ §

What did this piece of technology do?

§

What is known about the civilization that made it?

What technology had malfunctioned, and why was it dangerous?

§

How did your character solve the problem?

Attributes: Your character’s studies of the technology produced numerous theories, increasing Reason by 1. Disciplines: Your character is more able to understand unfamiliar technology, increasing Engineering by 1. Focuses: Add a focus reflecting the event and its aftermath. Examples: Ancient Technology, Computers, Reverse Engineering. 17. SPECIAL COMMENDATION During a crisis, your character saved the lives of several colleagues, helping them to safety. This earned your character a special commendation.

§

What was the crisis? Why was the mission in danger?

§

What were the repercussions of this? Are the details of this event on record?

Attributes: Your character’s physical conditioning was vital, increasing Fitness by 1. Disciplines: Your character’s commendation opened up many avenues of advancement; increase any one discipline by 1. Focuses: Your character gains a focus, reflecting the event and its aftermath. Examples: Athletics, Emergency Medicine, or Survival.

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Attributes: Your character’s precision when dealing with complex technology increases their Control by 1. Disciplines: Your character’s familiarity with technology increases their Engineering by 1. Focuses: Add a focus, reflecting the technology involved in the event. Examples: Electro-Plasma Power Systems, Fusion Reactors, or Warp Engines. 19. BREAKTHROUGH OR INVENTION Your character made an important technological discovery, devised a new way of using a particular technology, or invented some new technology that will be invaluable in the future.

§

What was the discovery, breakthrough, or invention? How will it be useful?

Attributes: An achievement of this nature often comes from an unexpected direction; increase any one Attribute by 1. Disciplines: This kind of technological achievement does not go unrecognized; increase Engineering by 1. Focuses: Add a focus reflecting the character’s achievement. Examples: Experimental Technology, Improvisation, or Invention.

20. FIRST CONTACT Your character was chosen to be involved in one of the most important of missions: first contact with another culture.

§

What culture did your character make first contact with? Did the mission go well?

Attributes: The prestige and honor of being involved in a first contact mission is significant; increase your character’s Presence by 1.

Step Seven: Finishing Touches At this stage, your character is almost complete, and needs only a few final elements and adjustments. FINAL ADDITIONS Values: The character receives one final value. This might reflect the career events rolled in Step Six, or it may represent some other element. Attributes: Increase two attributes by 1 each.

Disciplines: There are many ways a character can be involved in a first contact; increase any one Discipline by 1. Focuses: Add a focus reflecting the nature of the mission. Examples: Cultural Studies, Diplomacy, or Infiltration. Step Six Example: With the character mostly complete, it’s now time to roll for a couple of career events. Nathan rolls a 13 (“Called Out a Superior”) and an 18 (“Solved an Engineering Crisis”), but isn’t sure about the 18, so rolls that one again, getting an 8 (“Conflict with a Hostile Culture”). His “Conflict with a Hostile Culture” increases his Fitness to 8, and his Security to 2, and gives him a focus of Hand Phasers, representing skills honed during the fighting. Meanwhile, the time he “Called Out a Superior” increases his Reason to 12, and his Conn to 2, and gives him a focus of Starfleet Uniform Code of Justice, from the disciplinary hearings that followed.

Your character may not have any attributes above 12, and only one attribute with a score of 12. For any attribute which has a rating above and beyond those limits, reduce it until it is within the limit. For each point reduced on an attribute, increase another attribute by one, obeying the limits above. Disciplines: Increase two disciplines by 1 each. Your character may not have any disciplines above 5, and only one discipline with a score of 5. For any discipline which has a rating above and beyond those limits, reduce it until it is within the limit. For each point reduced on a discipline, increase another discipline by one, obeying the above limits. Your complete character should have the following elements:

§

Your character’s attributes, added together, should total 56.

§

Your character’s disciplines added together should total 16.

§

Your character should have four values and six focuses.

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ASSIGNMENT Your character’s assignment will help define the challenges they face in Captain’s Log. Especially in the “solo” mode of play, your character’s assignment will contribute significantly to the genre and focus of the stories that you create around them. As the name of the game suggests, you might choose for your character to be the captain of a starship or starbase. You might also choose to portray one of the captain’s senior officers – the group of personnel who make the important decisions about the ship and who aid the captain as department heads, subject matter experts, and trusted advisors. You might choose to play another unique role, such as an admiral overseeing fleet actions, a civilian scientist embedded on a Starfleet vessel, a judge-advocate general tackling tricky cases, or an administrator overseeing Starfleet Academy.

Operations Manager: Engineering department. The operations manager manages and oversees all technical operations aboard or involving the ship, normally from the operations station on the bridge, or in conjunction with the chief engineer (on smaller ships, one officer may fill both roles). This often entails taking on the duties of a science officer, if there is no dedicated science officer in the senior staff.

While the possibilities are endless, the following are the most common senior staff roles played by the main characters of Star Trek media, and thus common roles you might choose for your character, or with whom your character will interact in your stories.

In solo mode, giving your character this assignment will facilitate stories featuring a close-up on iconic Star Trek elements: discoveries found from sensor sweeps, mysterious computer malfunctions, and the operation of holodecks, transporters, the main deflector, and other classic technology found on Starfleet vessels.

Commanding Officer: Command department only. The captain. Even if the commanding officer does not hold the rank of captain, they will be referred to as captain by their subordinates. Every starship and starbase must have a commanding officer.

Flight Controller or Helmsman: Conn department only. Not a typical senior staff role, some captains, particularly those operating in uncharted space, choose the most senior helmsman or flight control officer to serve as senior staff as well.

In solo mode, giving your character this assignment will facilitate iconic Star Trek stories centered around its classic protagonists: captains. Making the difficult calls, overseeing first contact, conducting tense negotiations, and seizing the initiative in a cat-and-mouse starship battle are all part of the scenery, with your character in the driver’s seat.

In solo mode, giving your character this assignment will facilitate classic “ace pilot” stories, and chronicles of young officers taking their first steps in a promising career.

Executive Officer: Command department only. Also known as the “first officer,” the executive officer is the captain’s chief advisor and takes command in situations where the captain is unable to. If a ship does not have a dedicated executive officer, an officer in another role will be designated as first officer.

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In solo mode, giving your character this assignment will facilitate a wide range of stories, from away missions to starship command, from the tireless work of managing staff to the unique challenges of serving under a notable or difficult captain. Your character might even be promoted to captain, showcasing their first steps out from another’s shadow.

CHAPTER 03.20

Chief Engineer: Engineering department only. The chief engineer is responsible for ensuring that the ship remains operational and functional and commands the engineering department. In solo mode, giving your character this assignment will facilitate “hard” science fiction stories of technological advancements and dramatic portrayals of a devoted team called to make great sacrifices to keep the vessel operating.

Chief of Security: Security department only. The chief of security oversees the ship’s security department and is responsible for ensuring the safety of the ship and crew during missions, for the investigation of disciplinary and criminal matters, and for overseeing the protection of important persons aboard the ship. On many ships, the chief of security operates from the tactical station on the bridge.

In solo mode, giving your character this assignment will facilitate stories full of action, espionage, and conflicts both great and small. Your character might be tasked with repelling a boarding party, solving a whodunit, or surviving an expedition into a hostile environment. Chief Medical Officer: Medical department only. The chief medical officer, also known as ship’s surgeon, or ship’s doctor, is responsible for the health and well-being of the crew and other persons aboard the ship and leads the ship’s medical department. A chief medical officer can order, and countermand the orders of, senior officers where matters of that officer’s health are concerned. In solo mode, giving your character this assignment will facilitate Star Trek-infused medical dramas and the exploration of alien biology. Science Officer: Science department only. A science officer is responsible for advising the commanding officer of all matters scientific, providing hypotheses in matters concerning the unknown. Not all ships have a dedicated science officer within the senior staff, often having the operations manager take on these duties. In solo mode, giving your character this assignment will facilitate classic science fiction stories of discovery, wonder, the pursuit of truth, and of sentience finding its footing in the cosmos. Ship’s Counselor: Medical department only. On larger ships and starbases, it’s common to have personnel dedicated to the mental well-being of the crew. Some captains regard them as valuable advisors, as their training covers both culture and psychology, making them exceptionally good at reading the moods and intentions of others. In solo mode, giving your character this assignment can facilitate stories of intense character study, following personal growth and a pursuit of deeper understanding. Your counselor might be a critical advisor to a high-powered captain, an ear for the personal drama of an entire starship, or an essential ally to a poorly-understood alien society.

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Communications Officer: Communications officers are typically skilled in linguistics and cryptography and aided by advanced translation and decryption technologies. They are thus valuable during encounters with both new cultures and with hostile ones. In solo play, giving your character this assignment will facilitate stories of contact and connection, placing them on the front lines of alien contact, in the thick of deciphering archaeological mysteries, and in a critical role behind the scenes of tense political dramas.

ENLISTED PERSONNEL In Captain’s Log, you may choose to tell a story of an enlisted character instead of a commissioned officer, shining a light on a different side of Starfleet service than commonly seen in Star Trek media. Enlisted characters may follow the lifepath, with a few minor changes – your character will not have attended Starfleet Academy, but instead have received their training elsewhere, and cannot select Command as their track during that stage. Your character would not receive a commanding officer or executive officer assignment. Enlisted personnel have the following ranks:

§

Master chief petty officer/master chief specialist

§

Senior chief petty officer/senior chief specialist.

§ §

Chief petty officer/chief specialist

§

Crewman (1st class, 2nd class, or 3rd class) 

CHAPTER 03.20

Once the character’s role has been determined, you should determine their rank, unless you are creating a civilian character or a character in a nonmilitaristic organization. A character can be of any rank, though there are a few restrictions in specific circumstances. The choice made in Step Five: Career may limit which ranks you may choose from. Starfleet’s officer ranks are as follows:

§

Captain: The most common rank for commanding officers of Starfleet vessels.

§

Commander: This is the lowest rank that the commanding officer of a vessel may have.

§ § §

Lieutenant Commander

§

Ensign: This is the lowest rank available to any officer.

Lieutenant Lieutenant (junior grade): This is the lowest rank that may be taken by any character fulfilling the assignment of executive officer, chief engineer, chief of security, or chief medical officer, as those assignments are only available to experienced personnel.

PRONOUNS Write your character’s pronouns on your character sheet. These pronouns help Starfleet personnel – and the other players in co-operative and guided modes – to use the proper address for transgender individuals like Gray Tal, non-binary officers like his partner Adira, individuals with names which diverge from gender-specific traditions like Michael Burnham, officers from cultures whose naming conventions are not widely known, and representatives of diverse civilizations among the stars with no gender or more complex gender conceptions than the humanoids with whom we’re most familiar. Once these final details have been resolved, your character’s profile is complete! Head to Chapter 4 to build your character’s starship or space station, or proceed to Chapter 5 to learn the rules of Captain’s Log and start your first mission.

Petty officer/specialist/yeoman (1st class, 2nd class, or 3rd class)

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RANK

CHAPTER 03.30

CREAT I ON I N P L A Y “ T h e on l y p e r s o n y o u ’r e t r u ly c om peting against… is yourself.” — CAPT. J EAN - LUC PICARD

| ALTERNATIVE CHARACTER CREATION INSTEAD OF DEFINING A SPECIFIC LIFEPATH FOR your character before playing Captain’s Log, you may choose to create your character while playing the game. You will choose a few details up front and leave many others undefined, so that they can be determined during play itself, revealing your character through their actions in the same way that their capabilities might be introduced to an audience watching a TV show or movie over the course of a season or several seasons. This method uses the following steps: 1. Choose your character’s rank and assignment. 2. Assign your character’s attributes. 3. Choose your character’s species, name, and pronouns. 4. Assign two of your character’s disciplines.

Choose Your Character's Rank and Assignment First and foremost, you should determine the assignment you intend the character to fill within the group and aboard the ship. This is the same as choosing your character’s assignment at the end of lifepath creation (page 130), only the rest of the character’s details have not yet been determined. Instead, the character will be created to fill that assignment, rather than choosing an assignment once the character has been completed. Give your character a rank that makes sense for the assignment, using the guidance on page 132. You should also determine the character’s department at this stage, picking from one of the six disciplines.

5. Choose a single value. 6. Begin play!

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Assign Your Character's Attributes

During play, fill in your character’s remaining elements as follows:

Assign the following ratings to the character’s attributes, in any order:

§

VALUES: You may add a new value (up to a total of 4) at any time and use or challenge it in a task.

10, 10, 9, 9, 8, 7

§

DISCIPLINES: When attempting a task, you may assign a rating to a blank discipline, giving it one of the following ratings: 3, 2, 2, or 1. Each of those ratings may only be used once.

§

FOCUSES: When attempting a task, you may add a new focus (up to a total of 6) and use it in the task.

Choose Your Character's Species, Name, and Pronouns Choose your character’s species from the lists on page 93-94. Increase attributes as described or add +1 to any three attributes you wish. Choose your character’s name and the pronouns they use.

Assign the Character's Disciplines Assign a 4 or 5 to the discipline matching your character’s chosen department. Choose a second discipline and assign it a rating based on the choice you made above: if the department discipline is a 5, then the second discipline is a 3, but if the department discipline is a 4, then the second discipline will be a 4 as well. Leave the other four disciplines blank at this stage.

Choose a Single Value Write a single value for your character, reflecting the basic concept you have for them. To select a random value, roll on the Value Probability Matrix on page 90.

Begin Play! At this stage, your character should have their assignment, their species, a full range of attributes, two of their six disciplines, and a single value.

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Example: Monique has decided to use the creation-in-play method for her character Captain T’Kal, a promising young Vulcan captain beginning her first commission. She fills in T’Kal’s attributes, assigning a rating of 10 to her Presence Attribute, and another 10, 9, 9, 8, and 7 to the rest. She adds her Vulcan species attribute bonuses to these, adding a +1 each to Control, Fitness, and Reason. Having chosen her character’s assignment, species, attributes, name, and pronouns, she fills in a 5 for T’Kal’s Command discipline, which matches her track at the Academy and which she will rely on heavily. She assigns a 3 to her Security discipline and leaves the rest blank. She chooses a single value: “Infinite Diversity in Infinite Combinations,” and begins play. During her first mission, negotiations with a Klingon delegation become tense. T’Kal suddenly breaks into song, treating the dignitaries to her interpretation of a traditional Klingon ballad. Monique adds a focus of Klingon Culture to T’Kal, and reasons that this subject was important to her character due to her family’s history in past conflicts with the Klingon Empire. With the benefits of her newly-revealed focus, she is successful at her task: the dignitaries are impressed, and negotiations take a turn for the better.

CHAPTER 03.40

CHARACT E R DEV E LOP M EN T “ I k n o w I ’ v e got som ething to offer. I j u s t n e e d the c hanc e to prove it.” — NOG

| CHARACTER DEVELOPMENT YOUR CHARACTER WILL NOT REMAIN UNCHANGED throughout their career. As they explore strange new worlds and seek out new life and new civilizations, they will be changed by what they learn and they will grow from their experiences. The adversity your character overcomes and the challenges they confront will invariably shape them. Character development in Captain’s Log occurs in milestones along an ever-evolving character arc. Some milestones will allow your character to shift their priorities, further developing some capabilities while focusing less on others. Major milestones on

THE JOYS OF CHARACTER DEVELOPMENT It may take a few missions for your character to be fully fleshed out. Do not feel like you must jam every detail about the character into your first mission. In television and movies, the viewer gets to gradually know the character as they develop in a story. The same will go for your captain. You might find yourself pleasantly surprised with things you learn about them as you use your imagination and probability matrixes to fill in the gaps.  03.401

their arc will add net new capabilities and priorities, preparing your character for even more challenging situations as they grow. Milestones can also be used to change and enhance your ship and crew. When making such changes in cooperative or guided play, these changes should be discussed with the entire group. They belong to everyone, so everyone should have a say.

Focuses and Values Can Change A significant way to track the evolution of your character is by eventually changing focuses and values. The focuses and values that your select during initial character creation are not set in stone. Characters evolve and change. They learn new skills and new life lessons. Use focuses and values to reflect your character’s expertise and ever-changing viewpoint on life. At the end of each mission, characters get a chance to swap out one focus for another. Also, game mechanics encourage you to challenge your character’s values. Once a value is challenged, it should be crossed out and replaced with a new or altered value. This represents how your character faces adversities and how such adversities change their perspective on the universe. REPORTING FOR DUTY

135

Your character could be more seasoned – for best or for worse – after a series of missions and this should be reflected in their focuses and values.

Make your notes on the Log Entries Form. Include in the narration any values you may have used or challenged. Explain how the mission changed you, especially in the closing log.

Milestones

Example: Lieutenant Baxter completes a mission, and Nathan notes down some details about the mission. “Engaged a band of Orion pirates who’d been raiding Federation border colonies. Created sensor ghosts to lure them into ambush.” He then notes which values he used, noting that he used his first value, “Always Defend the Weak,” positively, and used his third value, “Patient with the Unenlightened,” negatively.

A milestone is a meaningful event in your character’s life, a point at which you reexamine yourself and think about changes in response to what you’ve experienced. Milestones occur at the end of missions, though you may not always have a milestone at the end of every mission. Milestones are reserved for when significant character development has occurred. You decide when your character earns a milestone. Milestones are connected to a character’s values. They can sometimes be connected to mission types, which could sometimes be viewed as directives from Starfleet Command. Values and mission directives are what drive a character’s actions, and a milestone is a significant point reached because of those actions. Has a value been challenged or changed? Was the mission successful or not? Milestones vary in significance. A lot depends on how much your life changed after the adventure.

In addition, if you challenged a value, you may rewrite that value. The new value should relate somehow to what it was before, and how the character’s views have changed because of the situation that caused the challenge. It does not have to be a big difference – and often, it will not be – but the new value should demonstrate how the character’s perspectives have shifted.

Log Entries

Finally, if you used or challenged any of your values during that adventure, you may also make an adjustment to your character. This is considered a milestone. This could also happen depending on if the mission profile was successfully accomplished or not. This is optional, but it allows characters to adjust and shift in small ways over time. You may do one of the following:

To reach milestones and have your character grow, you should maintain a log. (You’ll find a sample Log Entries Form in Appendix V, page 321, and additional guidance on how to write log entries in Chapter 6. The log is a record of your main character’s adventures, and thus it serves as an accounting of the character’s history in play. You gain milestones whenever you make a significant change to a value. At the end of each adventure, create a brief description of the mission itself and how your character was involved. You might choose to identify the missions by their order (e.g., “1,” “2,” etc.), by an episodic shorthand (e.g., “S1E4” for “Season 1, Episode 4”), or by a short title (e.g., “Balance of Terror”). One or two sentences should be the most you need. Alongside this, note down which, if any, of your values you used or challenged.

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Reaching a Milestone

§

ADJUST ATTRIBUTES: Reduce one attribute by 1 and increase another by 1. You may not increase an attribute to above 12, nor may you reduce an attribute to below 7.

§

ADJUST DISCIPLINES: Reduce one discipline by 1 and increase another by 1. You can’t increase any discipline to more than 5 in this way, nor can you reduce a discipline below 1.

§

SWAP A FOCUS: Change a specialization by studying a different one. Choose one of your focuses and replace it with a different focus.

CHAPTER 03.50

CHARACT E R CON VE RSI O N “ T h i s i s ... j u s t a f o r m I borrowed. I c ould just as e a s i l y b e s o meone or som ething else.” — ODO

|FROM GAME TO GAME LIKE MANY STARFLEET OFFICERS BEFORE THEM, your character may find themselves traveling between parallel dimensions: in this case, Star Trek Adventures and Captain’s Log. You might wish to play on your own, chronicling the continuing story of a player character you portrayed in a Star Trek Adventures campaign. You might want to graduate an officer whose backstory you have told with Captain’s Log to a wider play group. The good news is that character building in both systems is largely compatible, so long as you adjust to the slight differences in each game.

Going Solo To carry a Star Trek Adventures character into the solitary or more open-ended group storytelling of Captain’s Log, there is no modification required! Their attributes, disciplines, focuses, and values are all ready for play with the rules in this book. While other game elements of your character, such as their talents and equipment, will not be used by this game’s rules, you may draw upon them as narrative inspiration for your storytelling. However, if your character has a talent you feel is essential to their concept, you may replace a focus with a new one named after the talent or the type of activity it represents.

Joining a Crew To bring a Captain’s Log character into a Star Trek Adventures campaign, you can carry their attributes, disciplines, focuses, and values into the new game just as they are, but you will need to add a few elements to support the game’s more detailed play:

§

TALENTS: Choose four talents for which your character meets the requirements, and add them to your Star Trek Adventures character sheet.

§

ROLE: You may wish to note the game benefits of your character’s role on your character sheet.

§

STRESS: Set your character’s Stress equal to their Fitness attribute plus their Security discipline (and then modified by any applicable talent).

§

EQUIPMENT: Add standard issue equipment to your character, including their uniform, communicator, tricorder, and sidearm (phaser type-1 or type-2 for security and senior officers). Discuss with your gamemaster whether your character would begin play with any other equipment.

§

RESISTANCE: If your character’s species, talents, or equipment confers Resistance, write its value on your character sheet. REPORTING FOR DUTY

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§

STRESS BONUS: Record the amount of Challenge Dice your character receives when making an unarmed strike or when using their sidearm. In each case, this is equal to the base damage of the attack plus your character’s Security discipline.

Session Zero Point One In either game system, when bringing a pre-existing character to a new table, a new group, and a new gamemaster, it’s best to hold another Session 0 to build consensus about the new storyline, your character concept, and how they will fit together. To help this discussion, note that the compatibility of characters between the two games makes it likely that your character’s capabilities will be balanced within the new system. Even beyond your initial character creation, the benefits your character receives through their milestones and arcs in Captain’s Log are equivalent to those of Star Trek Adventures. If your Captain’s Log character has received increases in their attributes, disciplines,

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CHAPTER 03.50

number of focuses, or number of values, they will have earned these increases incrementally over the course of several missions, just like a Star Trek Adventures character. Here are some questions which you may wish to discuss in this preparatory session:

§

Is your character appropriate for the era and setting of the new story? If the new story takes place in a different time and place, how did your character get there?

§

Is your character’s story compatible with the background events of the new storyline? Are there any notable, non-canonical events in either storyline for which you might consider a “retcon”? Is your character a traveler from a parallel timeline?

§

Does your character have any talents, equipment, or other rules-related elements which do not fit the new group’s choices for play? Is any further balancing required?

CHAPTER 04.00

YOUR HO M E AM ONG T HE S TA R S 04.10

CREATING YOUR HOME. . . . . . . . . . . . . . . . . . 140

04.20

GENERATING A RANDOM STARSHIP. . . . . . . . 143

04.30

SHIP TRAITS AND TALENTS . . . . . . . . . . . . . . 167

04.40

CREATING A STARBASE OR STATION . . . . . . . 176

Y O U R H O M E A M O N G T H E S TA R S

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CHAPTER 04.10

CR EA T I NG YO UR HOM E “ I’ m g o in g t o a s k a l l o f y o u t o think bac k to the day w h e n t h is s h i p wa s f i r s t l a u n c h ed. We were explorers t h e n . Wh e n a l l t h i s i s o v e r, wh en Earth is safe, I want y o u to get bac k to that job” – CAPT. JONAT HAN ARCHE R

|DESIGNING YOUR VESSEL IN STAR TREK MEDIA, A STARSHIP OR STARBASE IS often a character. It has a unique feel, a personality, and a history. Each vessel is especially suited to serving certain activities, while finding itself more challenged at facilitating others.

free to modify the vessel to suit your story. Whereas characters have focuses, starships have talents. You could also choose to pick talents you prefer, or even create new ones. A list of starship talents begins on page 170.

You may already have in mind the type of vessel you want to command or serve upon. If so, see the ships listed on pages 143-165 and select one. Or you can roll on the Random Starship Probability Matrixes that begin on page 143. After your selection, feel

SELECTING YOUR STARSHIP When selecting your ship, there are several questions you must answer. These questions will help you envision the story setting better, since captains spend a lot of time on the bridge of their ship.

WHY AREN'T THERE MORE STARSHIP DETAILS? Captain’s Log is a solo game that focuses on the narrative from the perspective of your character. As such, in this game the ship is a tool that enhances that narrative. You will notice mechanics that match this format. For instance, you will have opportunities to use your ship’s System + Department statistics instead of your character’s Attributes + Disciplines on certain task rolls. Likewise, traits and talents can be employed to highlight your specific vessel’s distinct capabilities and mission profile.

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CHAPTER 04.10

For people who want more “crunch” out of their starship, feel free to explore Star Trek Adventures. The core rulebook and the Utopia Planitia Starfleet Sourcebook provide a wealth of details on starships, including how to create and customize your own vessel. For Captain’s Log, though, enjoy using your vessel as the amazing portable home and stage for your character’s continuing missions.  04.101

|CREATING YOUR STARSHIP Review the following flowchart to help envision the six-step starship/station creation process.

1

ROLL OR SELECT AN ERA

2

ROLL OR SELECT A SHIP CLASS

3

ASSIGN TRAIT BY POLITY (e.g., “Federation Starship”)

4

CONSIDER A UNIQUE TRAIT (e.g., “Flagship”)

5

CHOOSE A NUMBER OF SHIP TALENTS EQUAL TO SCALE

6

ASSIGN NAME AND REGISTRY (e.g., U.S.S. Enterprise, NCC-1701)

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141

|CHOOSE ERA SIX BROAD ERAS OF PLAY ARE AVAILABLE IN THE Star Trek franchise and Captain’s Log. Each era of play includes vessels that were produced and implemented during those times. Most ships have a limited amount of time that they see service based on how adaptable they are, but in general, ships are in active service for about a century before they are phased out for newer, more advanced models. RANDOM STARSHIPS BY ERA You may select the era and starship of your preference, or you may roll on the Random Era Matrix, then the subsequent era matrix, to select a starship. If you prefer to play in a particular era, for example, The Next Generation era, go directly to that matrix and roll a random class of starship if you don’t want to select a specific starship. Sometimes Starfleet officers don’t get to pick which ship they serve on.

RANDOM ERA MATRIX d20

Random Era

1-4

15-18

Enterprise Discovery, Strange New Worlds, Star Trek, The Animated Series The Next Generation, Deep Space Nine, Voyager, Lower Decks Picard, Prodigy

19-20

Discovery (32nd century)

5-9 10-14

These dates are just guide points as it is entirely possible for a prototype ship to appear before the dates or a heavily refit ship to exist after them. Be creative explaining why your ship is more or less advanced than others of its era. Example: U.S.S. Discovery was thrust far into the future wherein its class was far behind the times except for her spore drive and the sentient artificial intelligence integrated into the computer core.

Starship statistics, including most common talents, are listed later in this chapter, starting on page 170. Of course, feel free to modify your vessel to suit your playing style and campaign.

ERAS OF PLAY §

2300–2379: Galaxy class, Intrepid class, Defiant class, Ambassador class, Nova class, Luna class

§

2063–2199: J-class Freighter, Warp Delta, Daedalus class, Intrepid class, NX class

2380–2399: Parliament class, Vesta class, Inquiry class, California class

§

2200–2299: Engle class, Nimitz class, Constitution class, Crossfield class, Miranda class, Excelsior class

2400–2410: Ross class, Reliant class, Sutherland class, Gagarin class, Pathfinder class

§

3100+: Eisenberg class, Kirk class, Angelou class, Janeway class, Friendship class. 

This list can be used for quick reference during ship creation. The list includes several ships that were used during each era. Refer to pages 144-165 for more vessels for each era of play.

§ §

04.102

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CHAPTER 04.20

GEN E RAT I N G A RA NDOM STA R S H IP “ Wel l , t hi s i s a n e w s h i p , but she’s got the right n a me . N o w y o u r e m em ber that, you hear?” – ADMIRAL LE ONARD M CCOY

|ROLL OR SELECT A SHIP CLASS YOU CAN ROLL ON THE FOLLOWING MATRIXES TO create your starship. You may also already have in mind the type of ship you want to captain. In that case, select the ship from the list. Its scale, system ranks, and department ranks are listed in this chapter beginning on page 144. Of course, you should feel free to design your own ship if you like.

d20

Enterprise Era

1-4

Daedalus

5-8

Intrepid

9-12

J/Y-class

13-16

NX

17-20

Warp Delta

d20

WHAT IF YOU DON'T WANT A FEDERATION SHIP? You may have noticed that the collection of starship options available in Captain’s Log is not an exhaustive list of every ship from every polity seen in Star Trek. It would be impossible to contain every vessel ever seen on screen in a comprehensive digest. As such, you may modify any of the ship block stats provided herein to represent vessels from different polities like Klingons, Romulans, Cardassians, Gorn, or Pakleds. Use a combination of talents provided on pages 170-173 or make up new talents that fit your narrative. 

04.201

The Original Series Era

1

Antares

2

Archer

3

Cardenas

4

Constellation

5

Constitution

6

Crossfield

7

Engle

8

Excelsior

9

Hiawatha

10

Hoover

11

Magee

12

Malachowski

13

Miranda

14

Nimitz

15

Oberth

16

Scout type

Y O U R H O M E A M O N G T H E S TA R S

143

d20

The Original Series Era

d20

Picard Era

17

Shepard

1-2

Gagarin

18

Soyuz

3-5

Inquiry

19

Sydney

6

Luna

20

Walker

7

Odyssey

8-11

Pathfinder

d20

The Next Generation Era

12-13

Prometheus

1

Akira

14-15

Reliant

2

Ambassador

16-17

Ross

3

Challenger

18

Sovereign

4

Cheyenne

19

Sutherland

5

Defiant

20

Vesta

6-7

Freedom

8

Galaxy

d20

Discovery (32nd Century) Era

9

Intrepid

1-4

Angelou

10

Nebula

5-8

Eisenberg

11

New Orleans

9-12

Friendship

12

Niagara

13-16

Janeway

13

Norway

17-20

Kirk

14

Nova

15

Olympic

16

Raven

17

Saber

18-19 20

Springfield Steamrunner

The following is a sample list of starships. Once your ship is selected, refer to this section to review the vessel description, traits, systems, departments, and Scale. Please note that the images provided are representative of the class and are not to scale with each other.

|ENTERPRISE ERA Daedalus Class The Daedalus class served Starfleet as its primary patrol, colony support, and exploration craft prior to the introduction of the NX class. The success of this class during the Earth-Romulan War, and its amazing adaptability, meant that it would continue to serve actively in Starfleet into the mid-23rd century, and in civilian support roles into the late 24th century. TRAITS: United Earth / Federation Starship

SYSTEMS COMMS

07

ENGINES

07

STRUCTURE

10

COMPUTERS

07

SENSORS

08

WEAPONS

10

01

SCIENCE

04

MEDICINE

02

DEPARTMENTS COMMAND

02

SECURITY

CONN

02

ENGINEERING 05

SCALE: 3

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Intrepid Class (22nd Century) UESPA and Starfleet wished to utilize the technology developed for the NX class and fit it into a smaller and less resource-intensive spaceframe. Based on NX technology, the Intrepid spaceframe was still time- and resource-consuming to manufacture when compared to Daedalus-class vessels. The Earth-Romulan War turned what was quickly becoming an abandoned design into an indispensable vessel.

SYSTEMS

COMMAND

TRAIT: United Earth Starship

CONN

COMMS

06

ENGINES

07

STRUCTURE

05

COMPUTERS

05

SENSORS

06

WEAPONS

05

02

SECURITY

03

SCIENCE

03

03

ENGINEERING 02

MEDICINE

01

COMMS

05

ENGINES

06

STRUCTURE

08

COMPUTERS

05

SENSORS

07

WEAPONS

04

01

DEPARTMENTS

SCALE: 3

J-Class / Y-Class UESPA needed a cargo hauler of its own, and the Y-class and its variawnts would solve many of the growing pains United Earth felt in the early years of the 22nd century. Easy to build and maintain, whole families would live and operate the vessels, often spending months or years between trade stops. The merchant families operating these vessels, known as “boomers,” made each ship their own.

SYSTEMS

COMMAND

01

SECURITY

SCIENCE

01

TRAITS: United Earth Starship, Civilian Starship

CONN

03

ENGINEERING 04

MEDICINE

04

COMMS

06

ENGINES

06

STRUCTURE

06

COMPUTERS

06

SENSORS

06

WEAPONS

06

02

SCIENCE

03

MEDICINE

02

DEPARTMENTS

SCALE: 2

NX Class The NX served United Earth’s Starfleet during the Earth-Romulan War, but the complexity of the design and its high resource demand meant the vessels saw limited service after the war, being phased out of service as Starfleet combined technologies and vessels from all of its member fleets. TRAITS: United Earth / Federation Starship, State of the Art

SYSTEMS

DEPARTMENTS COMMAND

03

SECURITY

CONN

02

ENGINEERING 03

SCALE: 3

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WHAT ABOUT MY SHIP'S RESISTANCE, POWER, WEAPONS, AND SHIELDS? For players used to Star Trek Adventures, the absence of a starship’s Resistance, Power, and Shields might be quite noticeable. You will also notice that starships do not have attacks that utilize 6-sided dice to determine damage as in Star Trek Adventures. Captain’s Log plays along a different premise. The rules have been modified to make for a more narrative approach to ship actions and combat. Just like the television shows do not keep a detailed account of the state of ship systems, Captain’s Log encourages you to create the scenarios in which your starship acts or receives damage. Most ships come armed with weapons systems like torpedoes, phaser arrays, and such. Chapter 5 outlines how starship combat occurs

in Captain’s Log. This includes when and if your ship takes damage. Hits can be tracked and damage sustained using the ship combat system. Still, it is up to you to decide what impact shipto-ship combat has on the outcome of battles. Various matrixes have been included in Appendix III , pages 308-310. These random matrixes can help you determine system damage, crew casualties, and repair time. Some players may decide to make the rules more detailed, perhaps modifying the Star Trek Adventures rules to provide more detailed coverage of ship-to-ship battles. That is fine. The most important thing is that your imagination goes wild as you spin tales about battles in the cold of space, your starship’s amazing technological achievements, and more!  04.202

Warp Delta Class The Warp Delta class was a heavily armed and nimble vessel capable of holding off all but the most insistent of pirates. After the founding of the Federation, Warp Delta vessels were slowly relegated to patrols of the Sol system and Human colony systems until being retired from Starfleet in 2190. TRAIT: United Earth Starship

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|THE ORIGINAL SERIES ERA Antares Class Designed by a combined team from Copernicus Shipyards and the Consolidated Marine Yards, the Antares-class vessel would quickly become a common sight along the trade routes of the Federation and supporting fleet operations along its borders. Small and easy to maintain, even after its active service life came to an end in the early 24th century, Antares-class vessels would continue to see service in the civilian sector for decades more.

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Archer class The Archer class was designed to be a next-generation pathfinder, intended for long-range scouting missions and for pushing the boundaries of the Federation out farther and faster than any other Starfleet ship class resulting from the Archer-class boasting some of the most advanced impulse drives and RCS thruster suites yet installed on a Starfleet vessel. TRAIT: Federation Starship

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Cardenas Class The Cardenas class became one of the more prestigious postings a person could gain in the early 23rd century. The speed that it was designed to utilize saw the vessel being dispatched to star systems along the Klingon and Romulan Neutral Zones for intercepts or chasing sensor shadows. If Starfleet needed a vessel to get to a deep space location quickly to observe a phenomenon, or if a first contact was needed and no other starship was in range, these vessels would become the first choice.

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Constellation Class The Constellation class was developed in the mid 2280s as a response to both the increasing tension with the Klingon Empire and the difficulties in the development of the new transwarp system for Excelsior-class vessels. Constellation-class vessels were intended to be able to intercept incursions from the Empire at high warp speeds and survive until heavier reinforcements could arrive.

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Constitution Class The Constitution class would become legendary across the Orion Spur due to its five-year missions, and go onto define Starfleet to many polities. After the initial block of vessels was completed and the first five-year missions were at an end, spaceframes were manufactured in other core world systems capable of handling the large spaceframe. The Constitution class would become the testbed for new technologies in the early 2270s that were developed out of the same classes’ five-year missions and lessons learned from the brief war with the Klingon Empire.

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Crossfield Class Designed and produced in secret, the Crossfield class was produced solely to test the theoretical “displacement-activated spore hub drive” developed by Doctors Paul Stamets and Justin Straal. The launch of U.S.S. Crossfield in 2255 was a success for starship research and development for Starfleet. TRAITS: Federation Starship, Experimental

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CHAPTER 04.20

Engle Class Fast classes of starships such as the Cardenas class were useful, but required large amounts of material to produce, as well as significant amounts of energy to maintain a stable warp field. The Engle class was smaller, and required a much smaller warp core to maintain high velocities and a stable field. This spaceframe was well-regarded by the crews that served aboard them, and their legacy with Starfleet Medical meant that the Engle class left service with many lives that would have been lost having fond memories of seeing their arrival in system. TRAIT: Federation Starship

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Excelsior Class The “Great Experiment” was seen as a disaster after the complete failure of Excelsior’s propulsion systems in 2285. After a total redesign was performed on nearly all ship’s systems, the transwarp propulsion was replaced with standard warp propulsion. The replacement systems were highly modular, over-engineered, and made future improvements and modifications to the spaceframe a simple task at even the newest Federation member worlds.

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Hiawatha Class Extraordinarily successful, the Hiawatha class was integral to Starfleet’s response to a global outbreak of Saurian meningitis in 2238 and the Kzinti attack on Aaamazzara in late 2239. The ease of construction and highly modular design would prove popular, and some member worlds began construction of merchant variants. The Hiawatha would continue active service in Starfleet through the end of the 23rd century, with new spaceframes ceasing production in 2303.

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Hoover Class The Hoover-class destroyer consisted of an elongated saucer section with a small underslung engineering and support section that supported two widely splayed warp nacelles. Over its decades of service, the Hoover class would become the spaceframe to test new technologies and engineering techniques, and their crews would by necessity become experts in their systems. By the late 2260s, the Hoover class became far more widely known for its versatility to the Starship Design Bureau than to the public as a symbol of Starfleet.

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Magee Class The Magee class was an experiment in many ways, utilizing new warp coil repeaters that allowed the coils to have little to no mass between them to operate. Unlike many Starfleet vessels, the Magee class would see a longer active service in civilian use than in its original role. As the limitations of the design began to unfold, Starfleet began a demobilization project on all Magee hulls built and halted construction of new spaceframes by 2245.

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Malachowski Class The Malachowski-class escort was designed alongside the Hoover class and benefited from many of the design elements that went into its sister class. Malachowski-class escorts were built in small numbers at shipyards around colony worlds, giving the class an almost-immediate widespread use. The shipyards at Mizar and the fleet yards in the Alpha Fornacis system produced the majority of these spaceframes for use along the Klingon Neutral Zone and for protecting trade routes near the new border with the Tzenkethi Coalition. TRAIT: Federation Starship

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CHAPTER 04.20

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Miranda Class Starfleet had conceived the Miranda class as a dual-purpose patrol and combat vessel to counter the most advanced Klingon D7s seen coming out of the shipyards at Qo’noS. A radical redesign was proposed using the systems and design philosophy that was going into the new refit of the Constitution-class vessels, and in 2264 the Miranda was welcomed into the fleet as a multipurpose cruiser. TRAIT: Federation Starship

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Nimitz Class Engineers at the New Berlin Shipyards around Luna dusted off design work from Operation Next Step decades previous that had proposed a large single-hulled starship with heavy weapon emplacements. Regardless of their complexity and resource use, Nimitz-class vessels were highly prized by commodores along the Klingon Neutral Zone, with many claiming that their size and firepower helped keep the peace with the Empire. These vessels would see extensive use in the brief Federation-Klingon War of the late 2250s.

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Oberth Class Launched in 2269, the Oberth class was seen as a resounding success, but one that was short-lived. The rapid advancements in technology and engineering techniques for starship construction in the late 2290s meant the Oberth class became increasingly difficult to refit. Oberth-class vessels would more commonly be seen in operation by civilian organizations as research vessels, or the Advanced Starship Design Bureau as a test platform for experimental technologies.

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Scout type The Scout type was designed in conjunction with the Constitution-class spaceframe, and benefitted from the research and development choices that went into improving her sister class. The class would become a highly successful short mission duration vessel. Like the Constitution class, the Scout type had the same saucer-like primary hull and “neck,” but instead of a secondary hull that allowed that legendary class to perform so well on its five-year missions, it connected to the vessel’s single large warp nacelle.

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Shepard Class The Shepard class was developed alongside the Walker class during the initial phases of Operation Next Step. With the Walker class set to replace the aging Daedalus vessels, Starfleet understood that a more compact and lower-mass vessel would be useful to be able to build in greater numbers than the larger Walker class. While the end result was a ship that was longer than the Walker class, Shepard-class vessels were able to slip out of existing drydocks with ease. TRAIT: Federation Starship

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Soyuz Class The Soyuz class was an impressive ship of war, but also one that could be used for Starfleet’s primary purpose of exploration. The spaceframe was typically assigned to border starbases for security purposes, or kept in active reserve status at member worlds near the borders of the Klingon or Romulan Empires in case of hostilities. TRAIT: Federation Starship

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CHAPTER 04.20

Sydney Class A new vessel was designed at the Luna Shipyards in the Sol system that could transport a large group of colonists along with their equipment and supplies. It was dubbed the Sydney-class transport, a boxy, angular, but highly effective and adaptable starship. In service with Starfleet in both its personnel and logistics branches, along with multiple civilian agencies beginning in 2279, it would continue to be used into the late 24th century in a multitude of configurations. TRAIT: Federation Starship

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Walker Class United Earth began a program called “Operation Next Step,” in which the Walker class was one of the first spaceframes developed. U.S.S. Walker would launch in late 2195 as a multirole explorer. These vessels were tasked with the same duties that later Constitution- and Galaxy-class vessels would become famous for, and they set the stage for the Federation to expand from barely twenty allied species to over seventy by the time the spaceframe retired from active service in 2265. TRAIT: Federation Starship

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|THE NEXT GENERATION ERA Akira Class Starfleet saw the need for a heavily armed and combat-capable starship that could perform patrol assignments and maintain a constant presence in a sector of space to provide support or direct action in combat assignments, but still be able to contribute to the primary goal of Starfleet in exploration and discovery. When updated with the latest technologies, the Akira class was so successful in its initial patrols that Starfleet immediately ordered the class into wide production. TRAIT: Federation Starship

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Ambassador Class The Ambassador class was developed and launched in 2335, becoming indispensable for exploration assignments by Starfleet. Many of the engineering techniques, design ideas, and technologies created for this starship would continue to be refined over the coming decades and become the basis for the Galaxy class.

TRAIT: Federation Starship

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12

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Challenger Class The Challenger class was one of the first designs to use advanced warp field repeaters, and Starfleet quickly began to assign the spaceframe to exploration duties in regions of space where it was important to minimize subspace disturbance. These vessels were some of the first to demonstrate a lack of subspace damage at high warp velocities, and many systems and procedures developed for this class would assist in the design of later, more subspacefriendly designs. TRAIT: Federation Starship

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Cheyenne Class The Cheyenne class was initially intended as a proof of concept, attempting to bring the aging Constellation-class starship into the 24th century. The new starship was surprisingly versatile, so much so that at first Starfleet ordered three produced to act as high-speed couriers to move between Human colonies in the core worlds region of the Federation. TRAIT: Federation Starship

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CHAPTER 04.20

Defiant Class As Starfleet had little experience in designing a warship from the ground up, the development of the Defiant class began before the destruction of the fleet at Wolf 359 by the Borg in 2367, and wouldn’t see the construction of the first spaceframe until 2371 – and only then after delays and massive redesigns, as new technology was developed to fight the Borg. TRAIT: Federation Starship

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Freedom Class The Freedom class would see extensive use during the Dominion War and later inside the remnants of the Romulan Star Empire after the supernova that caused that polity to collapse. The majority of these vessels serve in the Andorian and Tellar Prime Fleets, but those in Starfleet service are expected to remain active until at least 2450. TRAIT: Federation Starship

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Galaxy Class The Galaxy class was designed to surpass any exploration and science vessel ever developed by Starfleet, including the most advanced technologies of the 2350s. This spaceframe also represented a totally new philosophy for crew mental well-being on long duration, deep space assignments, as it saw Starfleet providing facilities and living quarters for civilian dependents and volunteers.

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Intrepid Class The Intrepid class was a symbol of the Federation Science Council’s intent to have Starfleet return to its stated goals of exploration and science. The Dominion War would reduce the number of hulls constructed, but the end of the war – and the return of U.S.S. Voyager to Federation space in 2378 – meant renewed passion for this spaceframe. TRAITS: Federation Starship, Top of the Line (2370s)

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Nebula Class The initial design and production contracts for the Nebula class were awarded to Yoyodyne Propulsion Systems, the company ensuring that the best elements of the Miranda class were kept, such as the modularity of its systems. The Nebula would prove to be even more adaptable than the aging Miranda, but full-scale replacement of the older class would become impossible with the outbreak of the Dominion War.

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New Orleans Class The New Orleans-class was considerably more compact than most vessels in service at the time, and its non-modular primary and secondary hulls made construction easier and took nearly a quarter the time to build compared to a Nebula class.

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CHAPTER 04.20

Niagara Class The Niagara class was so successful that Yoyodyne Propulsion systems of Proxima wished to produce the spaceframe in limited numbers. The Niagara class was never as widely produced as the older Constellation-class vessel, but Starfleet began to use the newer vessels in the same types of assignments, where speed was of the utmost priority. TRAITS: Federation Starship, Cutting Edge (2358–2360)

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Norway Class Starfleet saw a lack of rapid medical and emergency responders and filled the need with the Norway class, a new design with a compact wedge-shaped hull and an engineering section located in the aft portion of the ship. The class had capabilities as a generalized cruiser as well, and Starfleet approved the design to be produced at all Federation shipyards. TRAIT: Federation Starship

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Nova Class In the mid-24th century, Starfleet required a new science and exploration vessel that was small and easy to maintain but with the best sensor and scientific equipment possible in a small spaceframe. The Nova class would go on to be the inspiration for the Intrepid class, and lessons learned in its design would influence Starfleet designers for decades to come. TRAIT: Federation Starship

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Olympic Class A vessel that was a non-combatant and solely used for humanitarian efforts could help diplomatically with neutral systems that were wavering between joining the Federation or other polities. The Olympic class, a new medical vessel, began limited production at various shipyards across the Federation in 2368, and immediately began to impact fleet operations during the height of the Dominion War and during the disasters of the following decades. TRAITS: Federation Starship, Non-Combatant

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Raven Type The Federation Science Council wanted to have a vessel capable of housing scientists, students, and a limited number of dependents on deep space missions. They felt this kind of starship was needed as cutting-edge research stemming from exploration had become almost entirely the realm of Starfleet, and civilian scientists had a unique perspective on problems. TRAIT: Federation Starship

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Saber Class Starfleet felt the need to design and produce a patrol vessel dedicated to maintaining a presence on the edges of Federation space to better respond to raiders and piracy, but one that could also perform basic survey duties. This hybrid vessel was the Saber class. TRAIT: Federation Starship

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CHAPTER 04.20

Springfield Class The Springfield class was launched two years after the Cheyenne and proved to be a popular vessel for new member worlds to produce in the 2350s, often crewing them entirely with their own people in a similar manner to the Constitutions of the 23rd century.

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09

SENSORS

10

WEAPONS

09

03

SCALE: 4

Steamrunner Class Low-mass and fast, the Steamrunner class filled multiple roles in Starfleet, including light escort, interceptor, electronic warfare, and surveillance/intelligence. The design consisted of an angular saucer for a primary hull containing all vital systems, and a detached secondary hull that was suspended between the starship’s two warp nacelles. TRAIT: Federation Starship

SYSTEMS

DEPARTMENTS COMMAND

01

SECURITY

SCIENCE

03

CONN

03

ENGINEERING 03

MEDICINE

02

COMMS

09

ENGINES

12

STRUCTURE

09

COMPUTERS

09

SENSORS

10

WEAPONS

12

04

SCIENCE

01

MEDICINE

02

SCALE: 4

|PICARD ERA Gagarin Class The Gagarin-class battlecruiser is one of several designs ordered by a Starfleet shedding its isolationism and preparing to face a new century of uncertainty.

SYSTEMS

TRAIT: Federation Starship

DEPARTMENTS COMMAND

02

SECURITY

CONN

03

ENGINEERING 03

SCALE: 5

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Inquiry Class The success of the Vesta class had Starfleet attempting to build a more automated and adaptive spaceframe capable of using quantum slipstream, and to be as modular as the Nebula and Luna classes. It was determined that installing a QSD would require far too many crew members to operate, and instead focus was put upon improving the vessel’s sustained cruising velocity. The Inquiry-class exploration cruiser was the result, and it began replacing Miranda-class vessels almost immediately. TRAIT: Federation Starship

SYSTEMS COMMS

10

ENGINES

10

STRUCTURE

10

COMPUTERS

10

SENSORS

11

WEAPONS

09

02

DEPARTMENTS COMMAND

04

SECURITY

SCIENCE

03

CONN

02

ENGINEERING 02

MEDICINE

02

COMMS

10

ENGINES

10

STRUCTURE

08

COMPUTERS

10

SENSORS

12

WEAPONS

08

02

SCALE: 5

Luna Class With the design success of the Intrepid class, Starfleet immediately began the parallel development of a heavy explorer capable of all the same exploratory and scientific assignments of an Intrepid class, but with larger research facilities, more computer processing power, and longer mission duration. The Luna class exited its design phase eight months after her sister class. TRAIT: Federation Starship

SYSTEMS

DEPARTMENTS COMMAND

02

SECURITY

SCIENCE

04

CONN

02

ENGINEERING 03

MEDICINE

02

COMMS

11

ENGINES

10

STRUCTURE

11

COMPUTERS

11

SENSORS

10

WEAPONS

10

04

SCIENCE

02

MEDICINE

02

SCALE: 5

Odyssey Class Following encounters with the massive starships fielded by the Borg, Dominion, and the Remans, Starfleet planners were concerned that the Federation’s heavy cruisers were falling behind the curve on defensive and offensive capability. In response, the Admiralty decided to invest in an ambitious design program. TRAIT: Federation Starship

SYSTEMS

DEPARTMENTS COMMAND

03

SECURITY

CONN

02

ENGINEERING 03

SCALE: 7

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CHAPTER 04.20

SHIP IDIOSYNCRASIES If you are struggling to come up with a fun, unique idiosyncrasy for your ship, roll a d20 and consult the following matrix.  d20

Ship Idiosyncrasy

1

When one of the turbolifts passes deck four, the lift’s lights flicker.

2

When the ship accelerates past warp 4, artificial gravity cuts out for a microsecond.

3

One Jefferies tube always smells like ozone.

4

One replicator in the mess hall always fails to make frozen food and instead makes it a liquid.

5

The door chimes are an octave lower than typical.

6

The computer’s voice responses randomly change gender.

7

Every hologram program references the number 47.

8

The ship’s left nacelle is slightly brighter than its right.

9

Grav plating on deck two always peaks at 95% efficiency.

10

At full impulse, an audible harmonic is produced in the shuttlebay.

11

When not operating a full efficiency, the dilithium matrix glows a different color than usual.

12

The ship’s computer’s voice uses an unusual accent.

13

One turbolift plays elevator music from 20th century Earth.

14

The ship’s main docking bay door doesn’t quite open all the way.

15

When phasers are fired, the ship’s hull produces a buzzing sound.

16

The inertial dampers field system overcompensates every now and then.

17

The ship’s deflector field doesn’t work against objects of a mass of exactly 7.2 kg.

18

When the ship’s tractor beam is activated, the sonic showers stop working.

19

One of the secondary bridge stations has a control panel that blanks for a few seconds when shields are activated.

20

When the Bussard ramscoop is flushed, all the doors on deck three open and then close. 04.203

Pathfinder Class While the turn of the 25th century has certainly seen a shift in new construction away from pure research ships into cruisers and escorts, the Admiralty continues to pursue ways to build versatile starships that are useful as defense platforms but also excel at research and exploration. The Pathfinder class is the result. TRAITS: Federation Starship

SYSTEMS COMMS

09

ENGINES

11

STRUCTURE

09

COMPUTERS

11

SENSORS

11

WEAPONS

09

02

SCIENCE

04

MEDICINE

01

DEPARTMENTS COMMAND

02

SECURITY

CONN

04

ENGINEERING 02

SCALE: 4

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SHIP SCALES Here is a short list of some of the more common Starfleet spaceframes for each Scale. You may scour the web for pictures of your selected ship or pick up a guide like the Utopia Planitia Starfleet Sourcebook for more details.

§

Scale 3: Defiant class, Saber class, NX class, Oberth class, Nova class

§

Scale 4: Constitution class, Miranda class, Constellation class, Intrepid class, Olympic class, Prometheus class

§

§

Scale 5: Excelsior class, Ambassador class, Nebula class, Luna class, Inquiry class

§

Scale 6: Galaxy class, Sovereign class 

Scale 2: Danube class, Captain’s Yacht, Delta Flyer

04.204

Prometheus Class The Prometheus class was a drastic step away from conventional Starfleet designs of the late 24th century. It was a tactical combat vessel, similar to the Defiant class, but also able to operate independently in deep space for extended periods of time. The Prometheus-class vessels are highly effective warships, and Starfleet sees no reason to decommission the vessels in the near future.

SYSTEMS

COMMAND

TRAITS: Federation Starship, Top of the Line (2375–2380)

CONN

COMMS

09

ENGINES

10

STRUCTURE

10

COMPUTERS

09

SENSORS

09

WEAPONS

12

03

SECURITY

04

SCIENCE

02

01

ENGINEERING 03

MEDICINE

02

COMMS

10

ENGINES

10

STRUCTURE

10

COMPUTERS

10

SENSORS

10

WEAPONS

10

02

SCIENCE

02

MEDICINE

04

DEPARTMENTS

SCALE: 4

Reliant Class The Admiralty needed a replacement that could serve as the backbone of Starfleet’s logistical and operational support corps. Unlike the Miranda, which began life as a long-range cruiser and transitioned to logistical and support duties as it became outclassed by newer constructions, the Reliant was designed as a support ship from its inception. TRAIT: Federation Starship

SYSTEMS

DEPARTMENTS COMMAND

02

SECURITY

CONN

03

ENGINEERING 02

SCALE: 4

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CHAPTER 04.20

Ross Class The Ross-class exploration cruiser is an evolution of the large, long-range explorer-type vessel, building on the successes of its Galaxy-class predecessor. The Ross is a product of a variety of important advancements in Starfleet’s tactical and computational systems that came about in the 2370s. TRAIT: Federation Starship

SYSTEMS COMMS

10

ENGINES

11

STRUCTURE

10

COMPUTERS

10

SENSORS

10

WEAPONS

09

02

DEPARTMENTS COMMAND

02

SECURITY

SCIENCE

03

CONN

02

ENGINEERING 03

MEDICINE

03

COMMS

10

ENGINES

10

STRUCTURE

09

COMPUTERS

09

SENSORS

10

WEAPONS

10

03

SCALE: 6

Sovereign Class The Sovereign class began development in 2368 after Starfleet Command felt that starships probing deep space would need to be better equipped to handle hostile and more technologically advanced powers such as the Borg. Rising tensions with the Dominion and Klingon Empire also rushed the development of this design. TRAIT: Federation Starship

SYSTEMS

DEPARTMENTS COMMAND

04

SECURITY

SCIENCE

03

CONN

01

ENGINEERING 02

MEDICINE

02

COMMS

11

ENGINES

10

STRUCTURE

10

COMPUTERS

11

SENSORS

14

WEAPONS

10

02

SCIENCE

03

MEDICINE

02

SCALE: 6

Sutherland Class The Sutherland-class research vessel is a long-range starship that is a medium exploration and survey cruiser, in the tradition of the Miranda, Constellation, and Nebula classes. It is a generational evolution from its Nebula-class predecessor and brings a selection of turn-of-the-century technologies to the long-range surveyor mission profile. TRAITS: Federation Starship

SYSTEMS

DEPARTMENTS COMMAND

02

SECURITY

CONN

02

ENGINEERING 04

SCALE: 5

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Vesta Class Production of the Vesta class had only begun to fully get underway when the Utopia Planitia Fleet Yards were destroyed around Mars in 2385, but other Federation ship-building concerns began to pick up the needed spaceframes by 2390. As of that date, Starfleet assigned a Vesta to explore outward from the Federation borders in each of the cardinal directions, going as far as their quantum slipstream drives can take them.

SYSTEMS

COMMAND

TRAITS: Federation Starship, State of the Art (2380s)

CONN

COMMS

10

ENGINES

12

STRUCTURE

09

COMPUTERS

12

SENSORS

10

WEAPONS

09

02

SECURITY

02

SCIENCE

03

03

ENGINEERING 03

MEDICINE

02

DEPARTMENTS

SCALE: 6

|DISCOVERY (32ND CENTURY) ERA BEGINNING IN THE 28TH CENTURY, STARSHIPS were outfitted with Interstitial Multivector Trans-Computronics (IMT-C) technology. When a starship with this technology attempts a task, the ship rolls an additional d20 in addition to the usual two. Of these three dice, use the best two to resolve the task attempt. If the third die also scores a success, add an advantage, representing how the advanced technology is nearly certain in how data could be interpreted.

If the third die scores a complication, add a complication (in addition to any complications already rolled) to represent indecision and too many variables for the IMT-C system to handle. While these numbers are lower than what you may have expected, the use of three dice offsets these lower System + Department statistics.

Angelou Class Intended initially as deep space colonization ships, the Angelouclass vessels are designed around a large, enclosed biosphere capable of reproducing any number of planetary conditions found on the worlds of the Federation.

SYSTEMS

TRAITS: Federation Starship, IMT-C

DEPARTMENTS

COMMS

07

ENGINES

06

STRUCTURE

08

COMPUTERS

06

SENSORS

07

WEAPONS

06

02

COMMAND

02

SECURITY

SCIENCE

03

CONN

02

ENGINEERING 03

MEDICINE

03

COMMS

07

ENGINES

07

STRUCTURE

06

COMPUTERS

07

SENSORS

06

WEAPONS

06

02

SCIENCE

02

MEDICINE

02

SCALE: 5

Eisenberg Class The Eisenberg class is a vessel designed to improve the Federation’s ability to project both diplomatic power and its martial strength when needed. TRAITS: Federation Starship, IMT-C

SYSTEMS

DEPARTMENTS COMMAND

04

SECURITY

CONN

02

ENGINEERING 03

SCALE: 4

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CHAPTER 04.20

Friendship Class Starfleet’s multirole explorer and cruiser, intended to maintain the trade ways and keep communications open during the time of the Burn. TRAITS: Federation Starship, IMT-C

SYSTEMS COMMS

06

ENGINES

07

STRUCTURE

06

COMPUTERS

06

SENSORS

07

WEAPONS

06

02

DEPARTMENTS COMMAND

02

SECURITY

SCIENCE

03

CONN

03

ENGINEERING 03

MEDICINE

02

COMMS

07

ENGINES

07

STRUCTURE

06

COMPUTERS

06

SENSORS

08

WEAPONS

05

02

SCALE: 4

Janeway Class The new Janeway class is a state-of-the-art deep space explorer capable of utilizing advanced multi-vector slipstream propulsion, allowing it to be the first vessel to leave the Galaxy in an attempt to re-contact Federation colony and exploration vessels dispatched to the nearby Magellanic Clouds in the 28th century. TRAITS: Federation Starship, IMT-C

SYSTEMS

DEPARTMENTS COMMAND

02

SECURITY

SCIENCE

04

CONN

02

ENGINEERING 03

MEDICINE

02

COMMS

06

ENGINES

07

STRUCTURE

06

COMPUTERS

06

SENSORS

06

WEAPONS

08

03

SCIENCE

02

MEDICINE

02

SCALE: 4

Kirk Class Intended as the core of Starfleet battle squadrons, the Kirk-class battlecruiser has taken lessons from multiple polities’ martial traditions that have been integrated into the 32nd century Federation.

SYSTEMS

TRAITS: Federation Starship, IMT-C

DEPARTMENTS COMMAND

03

SECURITY

CONN

02

ENGINEERING 03

SCALE: 4

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|WHAT IS YOUR SHIP'S BACKSTORY? ONCE YOU HAVE CHOSEN YOUR SHIP, YOU SHOULD create a short backstory for it. When determining what battles the ship was a part of or events it participated in, consider the year it was commissioned and the year your game is set. The major events your ship has seen adds to its mythos and prestige.

Smaller Scale ships require much smaller crews than those with a larger Scale. A Scale 2 ship can usually be operated by a handful of officers, whereas Scale 5 and 6 ships can house up to a thousand passengers or more. This should give you an idea of how many crewmembers serve under your captain. (See Ship Scales on page 162.)

Ask questions like:

With size comes durability and adaptability. Because larger ships have so many more trained individuals, they have more ship talents than smaller ships. These talents can often make larger vessels more durable and efficient than smaller ones. You may want to include these facts in your narration of shipto-ship battle.

§ §

Are you the first captain of this vessel?

§

What key battles has your vessel been involved in?

§ §

Where was your vessel built?

§ §

What is the farthest your ship has traveled?

§

What mementos decorate your office? What are their meanings and are they connected to the ship’s story?

§

What quirks does your vessel have? (See the Ship Idiosyncrasies matrix on page 161.)

If not, who were its commanding officers before you? Did they leave their mark on the crew?

What makes your vessel stand out from others in its class?

What are your favorite parts of the ship to visit? Why?

A great way to show the ship’s story is by using traits, which will be discussed in the next section. By determining the ship’s backstory, characters can then narratively connect themselves to the ship and its history. HOW BIG IS YOUR SHIP? Captain’s Log uses Scale to represent the size of a ship and how many people are needed to operate it. Use the concept of Scale to envision how big and hustling and bustling your vessel is. In addition, ship Scale is used to determine how many hits your starship can take before it is destroyed. Chapter 5 provides details on how starship combat works.

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WHAT DOES THE INTERIOR OF THE SHIP LOOK LIKE? As one might imagine, being constrained to a few hundred meters of livable space within a starship for a prolonged period could drive anyone to feeling claustrophobic. Such is the case for individuals who opt out of planetary life to serve aboard a starship. Fortunately, ships have various interesting areas for spending one’s time while on and off duty. Of course, the size of the ship dictates what may be available for exploration. Take time to familiarize yourself with the different sections of your spacefaring vessel. It is an embryo of protection from the harshness of space, a haven from certain and instantaneous death. Players should have their characters routinely visit more areas than just the bridge, engineering, their duty station, or their private quarters. Game scenes are more interesting when character interactions take place in a variety of settings. It is common for department heads to tour the ship to visit personnel or conduct routine inspections. Therefore, create scenes in a variety of locations, perhaps tossing in a little technobabble to enhance the scene. Many online and published sources provide deckby-deck ship plans, too. These could prove useful as you imagine locations that your captain might frequent – their ready room, private quarters, mess hall, holodeck, engine room, bridge, etc.

CHAPTER 04.30

SHIP TRAITS AND TALENTS “ De s i g n i n g a s t a r s h i p i s n ’t j ust about warp c ores and s t r u c t u r a l me mb e r s , i t ’s a bout breathing life into a p i e c e o f b e a u t y. B u i l d i n g a s t arship is an ac t of love.” – LT. C MDR. MONT GOME RY SCOT T You now should know your era and the type of ship you will be commanding. It is time to select your

traits and talents. And then the fun part – naming your soon-to-be legendary vessel.

|ASSIGN TRAIT BY POLITY YOU MUST ASSIGN AT LEAST ONE TRAIT TO YOUR vessel at the beginning of play. This should be the polity from which the vessel hails. For example: Federation, Klingon, Romulan, Pakled, etc.

See the box “What If You Don’t Want a Federation Ship?” on page 143 to see how to use or adapt these statistics if you are choosing to play a captain of a different species and polity.

|CONSIDER A UNIQUE TRAIT ASIDE FROM THE TYPICAL TRAIT THAT STATES WHAT polity to which your ship belongs, additional traits can be added that explain what the ship has been through. They can also highlight special features your vessel may possess. Traits are qualities inherent to your starship that make it unique. Your starship might be a Flagship, making it more likely to carry a strong diplomatic message. It might feature Aquatic Laboratories, allowing it to conduct sea-based research more skillfully. Your starbase’s restaurants and bars might be Always Glad You Came, making it easier to entertain and impress dignitaries.

Example: Captain Jilel captains the U.S.S. Pioneer, an Intrepid-class vessel with the trait: Landing Struts. This means they can land the ship on a planet that they are visiting to negotiate peace between two warring factions. It is an Engines (11) + Conn (2) task to land Pioneer on the Class-M planet. He rolls 2 and 18. This means one success, so the landing works! He decides to spend his Momentum to create an advantage, hoping to make an impression. He rolls on the advantage table and scores an 11, Change of Heart. Apparently, the presence of such an agile and formidable Federation starship will sway the factions to give Captain Jilel special attention during this visit. Y O U R H O M E A M O N G T H E S TA R S

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You may choose to delete or add other traits as mission types change. These are considered traits that could allow you to roll advantages (or complications) under certain circumstances. A vessel that is Outfitted for War might face difficulty in convincing an alien civilization to agree to peace. A starbase that is Humble might require extra work to prepare to host negotiations.

with the trait of Second Contact Specialists. She is afraid negotiations regarding annexation of a newly discovered world will go poorly, but knows that her ship of second contact specialists may have an advantage with that trait. She decides to see if such is the case and rolls a 6 on the Advantages table, Helpful Species. Sanada is pleased when a local species one planet over begs the Cardassians to allow the Federation to have oversight over the system, promising the Cardassians access to 25% of their resources if they acquiesce.

Example: Captain Sanada is entertaining Cardassian representatives aboard her vessel, the U.S.S. Castro Valley, a California-class vessel

SAMPLE SHIP TRAITS §

Mission Pod: All Luna-class and Nebulaclass starships have a trait that reflects the mission pod they have installed. Frankenstein Fleet: U.S.S. Yeager

Flagship: U.S.S. Enterprise

§ § § §

Temporally Displaced: U.S.S. Bozeman, U.S.S. Discovery

§

Borg Systems: U.S.S. Voyager 

Here is a short list of example traits and ships that could have them:

§

Legacy Vessel: U.S.S. Enterprise, U.S.S. Voyager

§

Prototype: U.S.S. Excelsior, U.S.S. Discovery, U.S.S. Prometheus

§ §

Non-combatant: All Olympic-class ships Warship: U.S.S. Defiant, U.S.S. Prometheus Renowned: U.S.S. Defiant, U.S.S. Enterprise, U.S.S. Voyager 04.301

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|CHOOSE STARSHIP TALENTS BY NOW YOU HAVE CHOSEN WHAT TYPE OF VESSEL you command. Now it is time to decide on your talents. Each ship in Captain’s Log can have a number of talents equal to its Scale. Some of these talents are inherent to the ship and are listed with the ship’s common statistics. A full list of starship talents can be found starting on page 170. Talents represent the key details of your vessel and its crew that bear strong relevance to your stories. Like systems and departments, talents may be chosen in advance, or you can add them (up to their maximum) during play. Once it has reached its maximum number of talents, you may change your starship’s talents through milestones, as described on page 175.

this occurs, you may roll on the Advantages matrix on page 268 or make up an advantage of your own creation. Narrate the story to explain how the ship was key to generating this advantage.

You may select your desired talents below, roll on the Random Starship Talents matrix on page 174, or get creative and invent your own. Once selected, treat these talents just like you treat character focuses.

When playing a commanding officer in solo mode, you will likely roll for the starship as an independent character for many of the ship’s actions, such as plotting a course, maneuvering through an asteroid field, or firing upon an attacker. The starship’s statistics may be used any time your character’s crew is acting on your behalf.

If the ship has a talent that applies to the current task and you roll equal to or below the ship’s department number, immediately roll on the Advantages matrix (page 268). That advantage is now activated and can be woven into the narrative. Example: Captain Trask commands the U.S.S. Obelisk, a recon vessel patrolling the Badlands. One of the Obelisk’s talents is High-Resolution Sensors. As such, any time Trask rolls a task with the ship to track enemy Maquis vessels, the talent can act as a focus, granting an advantage whenever he rolls equal or below the ship’s department rank. Talents provide another narrative scope to your stories as your ship may have advantages in certain situations. Use these talents to create appropriate advantages or complications when Momentum or Threat is generated. STARSHIPS CAN GENERATE ADVANTAGES

STARSHIPS CAN CAUSE COMPLICATIONS A task roll on behalf of the ship might also generate Threat if a 20 is rolled. Threat can be used to create complications. When this occurs, you may roll on the Complications matrix on page 269 or make up a complication of your own creation. Narrate the story to explain how the complication affects the ship and crew. STARSHIPS CAN HELP CHARACTERS SCORE ADVANTAGES

In a cooperative or guided game, you may be playing a character whose hands are often on the starship’s controls – such as the flight controller going to warp, the operations manager running a sensor sweep, or the chief of security launching torpedoes at a Borg cube. In this case, use your own character sheet for many of these actions. However, the starship may still supply a benefit. When your character takes on a task, the starship may assist in the following way:

§

If your character has no applicable focus and one of a starship’s talents would provide an advantage in this moment of the story, the talent becomes an applicable focus for the task. If you roll equal or below your character’s discipline number, immediately roll on the Advantages table (page 268). That advantage is now activated and can be woven into the narrative.

You will sometimes use your ship to make task rolls. In this case, the ship might generate momentum. Momentum can be used to create advantages. When

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List of Ship Talents Below is a list of talents and their definitions. Remember you can always make more to suit your needs. In some cases, you will note that some technology is not available until later years. However, you may adapt these as you wish if it works better for your game. A matrix is provided on page 174 in the event you want to randomly roll for ship talents. ABLATIVE ARMOR The vessel’s hull plating has an additional ablative layer that disintegrates slowly under extreme temperatures, such as those caused by energy weapons and torpedo blasts, dissipating the energy and protecting the ship. This plating is replaced periodically. ABLATIVE FIELD PROJECTOR 25th Century or later The ship’s shield emitters are combined with an ablative field projector that allows its graviton field to be shared with another target in close range. Complications could mean shield failure or power loss to key systems. ADAPTABLE ENERGY WEAPONS 24th Century or later The ship’s weapon delivery systems are enhanced by multiparticle emitters. These emitters allow for the ship’s energy weapon capabilities to be modified when fired. This could create distinct advantages during a battle. ADVANCED EMERGENCY CREW HOLOGRAMS 2380 onward The starship has the entirety of its interior spaces and some critical areas on its exterior outfitted with holoemitters, allowing the computer to project simulated personnel during emergencies. They cannot operate away from the ship. ADVANCED MEDICAL WARD/SICKBAY The ship’s medical ward or sickbay is well equipped, and larger than normal for a ship of this size.

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ADVANCED RESEARCH FACILITIES The vessel is equipped with additional laboratories and long-term research facilities, which allow the crew to study phenomena over a protracted period, and thus generate a wealth of useful information. ADVANCED SENSOR SUITES The vessel’s sensors are among the most sophisticated and advanced available in the fleet. ADVANCED SHIELDS The vessel’s shields are state-of-the-art, using developments that other cultures have not yet learned to overcome, or which simply provide greater protection for the same power expenditure. ADVANCED TRANSPORTERS 24th Century or later The ship is outfitted with dozens of transporter emitter array pads, allowing targeting scanners to lock on to their targets and destination more easily. AUTOMATED DEFENSES 23rd Century or later The ship’s weapons systems can automatically lock on to a target and fire even if the crew is incapacitated or unavailable. BACKUP EPS CONDUITS The ship’s power conduits have additional redundancies, which can be activated to reroute power more easily in case of emergency, keeping it from being lost when the ship is damaged. CAPTAIN’S YACHT The vessel has a single additional support craft, normally mounted in a dedicated port under the saucer section of the ship. These craft, larger than most shuttles, are often used for diplomatic missions and special excursions by the commanding officer and are often known as the Captain’s Yacht. CLOAKED MINES Non-Federation vessels The ship’s mines are equipped with state-ofthe-art cloaking technology, making them almost impossible to detect.

CLOAKING DEVICES AND POLITICS The technology of cloaking devices has existed in some form or another since at least the 22nd century; the Romulan Star Empire used them to conceal minefields near Romulan-claimed space as early as 2152, and both the Klingons and the Romulans had stable, functional starship-mounted cloaking by the mid-23rd century. However, the Federation rarely employed cloaking prior to the 24th century, and was legally barred from developing or operating cloaking technology under the Treaty of Algeron in 2311, after a diplomatic incident with the Romulans.

operating one loaned from an ally (as was the case with the U.S.S. Defiant) under specific diplomatic conditions.

While any ship can be fitted with a cloaking device, they are illegal in many places, and they are extremely rare outside of the Klingon Empire or Romulan Star Empire, mainly traded on the black market for large quantities of latinum and occasionally found in the hands of pirates, smugglers, or dubious entrepreneurs. Starfleet has occasionally made use of them, sometimes illicitly developing their own (as was the case with the U.S.S. Pegasus), or sometimes

You will determine whether such technology is fitting or appropriate for the game being played; a ship with an illegal cloak could be an interesting plot point in some games, but unsuitable in others. Further, if a cloaking device has a different technological base than the rest of the ship, integrating it could produce all manner of quirks, oddities, or even complications, as occurred from time to time with the U.S.S. Defiant and her Romulan-made cloaking device.  04.302

Cloaking technology, as a major strategic technology, advances quickly, and each passing century brings new improvements in the field, as well as corresponding advancements in sensor systems and scanning techniques used to detect cloaked vessels. This arms race means that a cloaking device designed more than a few decades ago is likely to be much easier to defeat than a state-of-the-art one.

CLOAKING DEVICE

DELUXE GALLEY

Non-Federation vessels

The ship’s mess hall is equipped with top-of-theline food preparation systems as well as vast stores of non-replicated food.

The vessel has a device that allows it to vanish from sensors. While cloaked, the vessel cannot attempt any attacks, nor can it be the target of an attack unless the attacker finds some way of detecting the cloaked vessel. While cloaked, a vessel’s shields are down. COMMAND SHIP The ship has command and control systems allowing it to coordinate easily with allies during a crisis. DEDICATED SUBSPACE TRANSCEIVER ARRAY A starship with this talent has a section of its hull that slides away where a long, tether-like subspace transceiver array can be deployed to enhance the vessel’s communication range and clarity, even at warp.

DIPLOMATIC SUITES The ship has numerous high-quality staterooms for hosting VIPs, as well as briefing rooms and other facilities that allow the ship to serve as a neutral ground for diplomatic summits, trade negotiations, and similar functions. DUAL ENVIRONMENT 24th Century or later The ship is outfitted with redundant system rooms that can be filled with gases or liquids that allow crew members requiring different atmospheric conditions to work side by side with the rest of the crew. In addition, passages that can be filled with

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the necessary liquids or gases run parallel to all passages in the ship, allowing these crew members to move freely throughout. ELECTRONIC WARFARE SYSTEMS The ship’s communications systems have been specially designed to intercept and disrupt enemy communications in battle. EMERGENCY MEDICAL HOLOGRAM 2370 or later The ship’s sickbay is equipped with holoemitters and a state-of-the-art holographic doctor, able to assist medical personnel during emergencies. This character cannot go into any location not equipped with holoemitters. EXTENSIVE SHUTTLEBAYS The vessel’s shuttlebays are large, well-supplied, and able to support a larger number of active shuttle missions simultaneously. FAST TARGETING SYSTEMS The ship’s targeting systems can lock weapons on target much faster and more accurately than other ships of its class, giving it an edge in battle. HIGH-RESOLUTION SENSORS The vessel’s sensors can gain large amounts of accurate data, though they are extremely sensitive. HIGH-POWER TRACTOR BEAM The ship’s tractor beam systems channel far greater quantities of power and exert much more force on the target. IMPROVED DAMAGE CONTROL The ship has more efficient damage reporting systems, and better-trained teams of technicians, allowing the crew to respond more quickly to damage during a crisis. IMPROVED HULL INTEGRITY The ship’s hull has been reinforced to hold together better under stress and damage.

IMPROVED IMPULSE DRIVE The ship’s Impulse drives are more powerful than on most ships, allowing the ship to accelerate much more quickly. IMPROVED POWER SYSTEMS The ship’s power systems are extremely efficient, allowing power to be redirected and rerouted from different systems very quickly. IMPROVED REACTION CONTROL SYSTEM The ship’s maneuvering thrusters operate with greater precision, allowing the ship to adjust its course more carefully. IMPROVED SHIELD RECHARGE The ship’s deflector shields have redundant capacitors and emitter arrays that allow the shields to be recharged and replenished much more efficiently. IMPROVED WARP DRIVE The ship’s warp drive is more efficient, capitalizing on improved field dynamics, better control of antimatter flow rates, or some other advancement that allows the ship to expend less energy when traveling at warp. INDEPENDENT PHASER SUPPLY The ship’s phasers use an independent power supply, rather than drawing directly from the ship’s other power sources. MODULAR LABORATORIES The ship has considerable numbers of empty, multipurpose compartments that can be converted to laboratories as and when required. MULTI-VECTOR ASSAULT MODE The vessel can split apart into three distinct sections. Each section has the same systems and departments scores as the original fully integrated starship, but each individual section has less power than when the ship is integrated. Use this in narration to create interesting advantages or complications. POINT DEFENSE SYSTEM The ship is equipped with a system of small energy weapon emitters that operates independently from

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the main weapons systems. When a torpedo targets the ship, these emitters start firing in the direction it is traveling from, potentially destroying it before it impacts the shields or the ship’s hull. This system only works at subwarp speeds.

SIPHONING SHIELDS

QUANTUM TORPEDOES

SLIM SENSOR SILHOUETTE

The vessel has been equipped with the latest in ship-to-ship munitions: quantum torpedoes. The ship has quantum torpedoes in addition to any other form of torpedo it carries.

This ship is designed to present a minimal sensor return to a searching ship’s sensors through advanced hull plating, jamming, and passive subspace baffles.

RAPID-FIRE TORPEDO LAUNCHER

TACHYON DETECTION FIELD

The vessel’s torpedo launchers have been redesigned to allow the ship to fire multiple torpedoes much more quickly and accurately.

25th Century or later

REGENERATIVE HULL 25th Century or later The ship’s hull is infused with reverse-engineered Borg nanite technology that seeks out and repairs the hull immediately when it is damaged, often preventing a breach before it can happen. RUGGED DESIGN The ship is designed with the frontier in mind, with a durable construction and easy access to critical systems that allow repairs to be made easily.

The vessel’s shield emitters are connected to a network of particle siphons that capture some of the energy released when hit by an energy weapon, channeling it back into the shields.

The ship is equipped with a field generator that projects a cloud of tachyons around it. While the field is active, the ship is notified of any cloaked vessels that are within or pass into close range. VARIABLE GEOMETRY WARP FIELD An extension of the variable pitch warp nacelles seen on the Intrepid-class and the warp vector technology found on many Vulcan-designed starships, a ship with a variable geometry warp field can adjust its subspace field in highly turbulent spacetime and can continue to provide propulsive force even then. VERSATILE TRACTOR BEAM

SAUCER SEPARATION

25th Century or later

The ship is designed so that the saucer section can be separated from the engineering section, to operate as two distinct ships. Each section has the same Systems and Departments, as well as the same weapons. The saucer section, which contains the crew quarters and recreational areas, does not have the capacity to go to warp.

The ship has exotic particle emitters integrated with its tractor beam system. With a few simple adjustments, the tractor beam can become even more useful against ships trapped within. The tractor beam can even deplete energy from a vessel trapped in its field.

SECONDARY REACTORS The ship has additional impulse and fusion reactors, that allow the ship to generate far greater quantities of energy. SELF-REPLICATING MINES 2371 or later

WORMHOLE RELAY SYSTEM 2371 or later The ship has an additional sensor system outfitted with high-energy transceivers, verteron sensors, and neutrino sensors. These sensors, combined with field-generation devices, allow the ship to send and receive data streams through wormholes.

The ship carries mines that are capable of replicating themselves over time, allowing for a more thorough spread filling the area they’re deployed in. Note that Starfleet does not normally utilize mines. Y O U R H O M E A M O N G T H E S TA R S

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STARSHIP TALENT MATRIX To generate a random ship talent, pick one of the three matrixes below or roll a d20 (1-7 common, 8-14 uncommon, 15-20 rare). Then pick a talent or roll a d20 on the specific matrix. d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Common Advanced Research Facilities Advanced Sensor Suites Advanced Shields Advanced Transporters Backup EPS Conduits Diplomatic Suites Fast Targeting Systems High-Resolution Sensors High-Power Tractor Beam Improved Damage Control Improved Hull Integrity Improved Impulse Drive Improved Power Systems Improved Reaction Control Systems Improved Shield Recharge Improved Warp Drive Modular Laboratories Rugged Design Secondary Reactors Slim Sensor Silhouette

d20 1 2

Uncommon Ablative Armor Adaptable Energy Weapons

d20 3-4 5-6 7 8-9 10 11-12 13 14 15 16 17 18 19 20

Uncommon Advanced Medical Ward/Sickbay Automated Defenses Captain's Yacht Command Ship Dedicated Subspace Transceiver Array Deluxe Galley Dual Environment Electronic Warfare Systems Emergency Medical Hologram Extensive Shuttlebays Independent Phaser Supply Rapid-Fire Torpedo Launcher Variable Geometry Warp Drive Versatile Tractor Beam

d20 1-2 3-4 5 6 7 8-9 10-12 13-14 15-16 17 18 19 20

Rare Ablative Field Projector Advanced Emergency Crew Holograms Cloaked Mines Cloaking Device Multi-Vector Assault Mode Point Defense System Quantum Torpedoes Regenerative Hull Saucer Separation Self-Replicating Mines Siphoning Shields Tachyon Detection Field Wormhole Relay System

Refits Starships receive refits and upgrades throughout the ship’s service life. Most of these are small adjustments to non-critical systems. Others are significant overhauls performed at starbases and

spacedocks, taking from days to months of work. In some cases, ships that have served for decades may receive substantial overhauls, taking a year or more to complete.

|ASSIGNING NAMES AND REGISTRIES THERE IS ALMOST AN UNLIMITED NUMBER OF names that a starship can have. Some vessels continue traditions of naming that date back to a member world’s water navies, or ancient philosophers, scientists, or explorers. Some of these names have become famous due to their service in Starfleet, and these names tend to be used again and again. Registry numbers for a starship, however, are unique and represent how logs, discoveries,

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logistics, and personnel records refer to the vessel. While a starship may share a name with a previous vessel that is no longer in service, the registry number remains unique.In the 22nd century, registry numbers remained low, often ranging only in the hundreds. By the 23rd century, that number was reaching into the low thousands. By the late 24th century, registry numbers were as high as the 90,000s. If you are wondering what a ship should be

IMPROVING YOUR STARSHIP THROUGH MILESTONES Milestones represent a significant event in the life of a character, one that changes them or their outlook on life. While many times a player may wish to somehow change or improve their character, in many ways the character’s starship can represent that significant event. Characters being awarded a milestone may move a point from one system or department on their starship to another. The movement may not increase a system above 12 or below 6, and no department above 5 or below 1.

A milestone may also allow a player to increase any system by 1 to a maximum of 12, and any department to a maximum of 5. This can be explained in-game as an engineer finally completing their own design for an improved warp or impulse reactor. A helmsman may have figured out a way to improve the coding in the ship’s computer to allow better response time on inputs for maneuvering. Perhaps the science officer oversees the installation of a tertiary computer core. While using a milestone in this way may not directly improve a character, it does improve the overall chance of success of all serving on board the ship. 

04.303

called or if a registry number has been used already in canon, look online. Many resources are available that can provide details on registry numbers and ship names. In the end, it is your game, and if you want to have a specific name and registry, go for it! And when in doubt, choose a name that invokes a feeling of adventure and discovery. You could always use a more simplified approach. Maybe the ship can be named after your town, pet, or favorite landmark or vacation spot. You could do an online search for famous astronomers, mathematicians, engineers, chemists, or physicists from different countries around the world. Maybe you can use your significant other’s birthday as a registry number, or use a street address. Have fun creating a memorable name and registry number that will be easy for you to call to mind.

CREATING YOUR STARSHIP DURING PLAY Similar to building your character through play, as detailed in Chapter 3, you could create your starship in play incrementally. Once the starship is selected or randomly generated, you may hold off selecting talents. Instead, you could add the talents in your adventure where it seems narratively appropriate. 

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CHAPTER 04.40

CR EA T I NG A STA RBASE O R STA T I ON “ S o w h y c a n ’ t we l i v e o n t h e planet instead of som e old spac e station?” — J AKE SISKO

| A PLACE TO CALL HOME

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NOT ALL STARFLEET OFFICERS, CIVILIANS, OR members of other polities live or serve on a starship. There are any number of starbases, space stations, space docks, planetside colonies or outposts, communication relay stations, and other outposts scattered across the Galaxy. You may choose to have your character serve aboard any of these rather than a starship. Doing so will change the types of stories you’ll tell with Captain’s Log, but will still be worthy tales worth telling.

Select the Station's Scale

For the narrative purposes of this game, we’ve resisted providing extensive rules for creating starbases, space stations, and the like. It’s likely a level of detail you won’t need for your stories. However, if you do want to add some game-related mechanical elements to your station or starbase, note that space stations or outposts can be generated much like a starship, with systems, departments, traits, and talents.

Choose Base Talents

Use the guidance earlier in the chapter for starship construction to create your starbase or space station, as well as the additional information provided below. For additional ideas, consider checking out the Utopia Planitia Starfleet Sourcebook.

Assign Remaining Components

CHAPTER 04.40

Assign a number for your station’s Scale. The smallest starbases, such as Regula I, are Scale 6, and even more moderately sized starbases such as DS9 and Narendra Station are Scale 12. The largest is Spacedock circling Earth at Scale 16. Starbases can range from Scale 3 (the International Space Station in Earth orbit as of 2023) to as high as you wish.

A space station may have a number of talents up to half of its Scale (rounded down). All starship talents listed starting on page 170 are available for a space station to use, starship or otherwise, though note that most space stations do not move, so any talent related to propulsion may not be effective choices for a space station or base.

Note the following additional components to flesh out your station or starbase.

NAME: Give your station or base an evocative name or number, such as Deep Space 9, Outpost Euridia, Narendra Station, Starbase 80, or the Argus Array. SUPPORT VESSELS: Most starbases and stations have support craft assigned to them, such as shuttlecraft, runabouts, cargo haulers, tugs, maintenance drones, and so forth. These could play a role in your stories, and may give your character and crew the means to occasionally leave the station in search of adventure, assuming the adventure doesn’t come to them directly.

TRAITS: Space stations will always have a trait that represents the culture that constructed them, such as Federation Starbase or Klingon Orbital Fortress. A second trait is also recommended to give the overall feel or purpose of the space station, such as Dry Dock or Cargo Transfer Station. These traits will help guide you in the types of stories you may choose to tell while onboard that station.

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CHAPTER 05.00

RU LE S OF PL A Y 05.10

RULES OF PLAY . . . . . . . . . . . . . . . . . . . . . . . 180

05.20

VALUES, DIRECTIVES, AND FOCUSES . . . . . . . 195

05.30

TAKING ACTION . . . . . . . . . . . . . . . . . . . . . . . 199

05.40

USING YOUR SHIP. . . . . . . . . . . . . . . . . . . . . . 211

05.50

MODES OF PLAY. . . . . . . . . . . . . . . . . . . . . . . 217

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RU LE S OF P L A Y “ Wh y t h e s e g a me s ? W h y, t h e play is the thing. And I ’ m s u r p r i s e d y o u h a v e t o ask when your Hum an, S h a k e s p e a r e , e xplained it all so well.” – Q

|REQUIREMENTS TO PLAY CAPTAIN’S LOG, YOU’LL WANT THE following items:

§ §

A notepad, either a pen and paper or digital.

§

A pair of 20-sided dice.

This book, in particular the random tables starting on page 254.

In this chapter, we’ll examine the rules required to create your own captain’s log. You’ll learn how to embark on missions through the stars, leading your crew into the great unknown and possibly, if you survive, emerge as a leader worthy of Starfleet! In Chapter 6, you will see how to put the rules to the most effective use, using them to narrate your amazing adventures.

HEY! THIS IS DIFFERENT THAN STAR TREK ADVENTURES! That’s right! Players of Star Trek Adventures will note these rules are slightly different than what they are used to. Only one point of Momentum or Threat can be generated during a task roll in Captain’s Log. In addition, complications work differently, as explained on page 193. The play mechanics for Captain’s Log are different because they serve the gaming needs for solo RPGs, a growing genre. The mechanics in this book serve to spark the imagination and drive the narration of a story like you would see in a Star Trek show or movie.

Star Trek Adventures’s game modules normally provide details up front about the various scenes gamemasters can run their players through, prebuilt statistics, and a suggested conclusion. Captain’s Log, on the other hand, encourages you to start with a few random rolls and let the story form as you go. You may be surprised how your imagination fills in the blanks and helps you create an epic story. Chapter 6 provides guidance on how to follow the “rhythm” of a Star Trek show so that you know when to begin a story, ramp up action, and reach a satisfying conclusion.  05.101

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HOW TO GET STARTED PLAYING THE GAME Everything you need to play through an amazing Star Trek story is right here in your hands. Follow this step-by-step process to construct your missions utilizing the probability matrixes contained in this book. STEP 1: CREATE YOUR CHARACTER AND SHIP Chapter 4 contains instructions on how to build your character. Appendix V contains a blank character sheet. Use that sheet to begin taking notes about your character. You can expand on these notes more as you play the game, so bring along extra paper or use an electronic notepad. Chapter 5 provides guidance on building your ship or station. Example: This is Sylvan’s first time playing Captain’s Log. They decide to use the “Creation in Play” option presented on page 133 to make their captain. They end up with Captain Jilel of the U.S.S. Pioneer, the first Romulan male to be appointed captain of a Starfleet vessel. Jilel has the Command and Engineering disciplines and is assigned the single value of “Suspicion is a Great Place to Start.” STEP 2: SELECT YOUR MISSION TYPE The random Mission Types matrix on page 257 is where you begin. This tells you the category of mission to which you have been assigned (e.g., Conspiracy, Deep Space Exploration, or Patrol). This is like receiving directives from Starfleet Command. Once you have a mission type, locate the category, and roll on that matrix. It will provide you the specific nature of your mission. Example: Sylvan grabs their dice and rolls up the mission type. They end up with Command→Research and Development→Engine Upgrade. Sylvan decides that Starfleet has ordered the Pioneer to observe the development of some sort of new engine. They will decide the details after a few more rolls. STEP 3: GENERATE AN INCIDENT THEME, ADVANTAGES, AND COMPLICATIONS All missions have their problems, commonly referred to as an inciting incident in storytelling. First roll on the Incident and Theme matrixes (page 267). Pair these verb/noun combinations to start imagining what the story conflict will be. Then you roll either an Advantage or Complication that attaches itself to the Incident Theme. Example: Sylvan rolls up their Incident Theme as Save/Quarantine Zone. They therefore determine that the development of this engine might endanger some protected area. Sylvan rolls a d20 to determine if there is an advantage or complication attached to the Incident Theme. They roll a 4, which is an even number. This means Sylvan can roll an Advantage. They roll a 2, Surplus Components. Sylvan imagines that their ship, the U.S.S. Pioneer, has been equipped with emergency replacement parts should something go wrong during the development of this new engine. STEP 4: ROLL AN ENCOUNTER It is time to start fleshing out this story. This provides more details regarding the inciting incident that will launch you into the first big conflict of your adventure. However, it could also include details that may not be revealed until later. It is up to you to decide when to trigger certain story elements for maximum narrative effect. Roll on the Type of Encounter matrix on page 270 and roll again on the subsequent matrix. >>>

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