STA2e Game Toolkit Booklet v1.0
STA2e Game Toolkit Booklet v1.0
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STAR TREK ADVENTURES
GAME TOOLKIT
1.1 Spaceframes 6
Additional Starship
1.2 26
Rules
3
CHAPTER 1
PLAYER RESOURCES
1.1 spaceframes 6
Additional Starship
1.2 26
Rules
PAOLO PUGGIONI
5
. : CHAPTER 1.1
SPACEFRAMES
“ D o n o t c ov e t t h y n e i g h b o r ’ s s ta r s h i p, c o m m a n d e r .”
- Ca p ta i n C h r i s t o p h e r P i k e
6 CHAPTER 1
FREEDOM
Spaceframe Statistics
COMPUTERS 05 SENSORS 06 WEAPONS 06
REFITS AND VARIANTS: Many Freedom-class ships
were given uprated armaments during the Earth- Departments
Romulan War. COMMAND — ENGINEERING +1 MEDICINE —
CONN +2 SECURITY — SCIENCE —
SUGGESTED MISSION PROFILES: Pathfinder and
Reconnaissance Operations, Technical Testbed.
Weapons
§ Phaser Cannons
NAMING CONVENTIONS: Freedom-class vessels uti-
§ Spatial Torpedoes
lized names associated with notable individuals through-
§ Grappler Cable (Strength 1)
out Earth history, often revolutionaries and leaders.
Talent
NOTABLE EXAMPLE: U.S.S. Franklin (NX-326)
None.
Special Rules
§ COMPACT VESSEL: See page 196 of the core
rulebook.
§ POLARIZED HULL PLATING: See page 196 of the
core rulebook.
THOMAS
MARRONE PLAYER RESOURCES 7
WALKER
Spaceframe Statistics
Systems
ing sensor platforms and subspace communications
COMMS 06 ENGINES 06 STRUCTURE 06
equipment.
COMPUTERS 07 SENSORS 07 WEAPONS 06
SUGGESTED MISSION PROFILES: Multirole Explorer,
Scientific and Survey Operations, Pathfinder and Departments
Reconnaissance Operations. COMMAND — ENGINEERING +1 MEDICINE +1
CONN — SECURITY — SCIENCE +1
NAMING CONVENTIONS: Walker-class vessels are
named after early aviation heroes of Earth and other
Weapons
founding members of the Federation, and mythical ideas
§ Phase Cannons
of flight. Valkyrie, Thunderbird, and Vimana are all exam-
§ Phaser Banks
ples. Registry numbers of Walker-class vessels range
§ Photon Torpedoes
from 1200 to 1249.
§ Tractor Beam (Strength 2)
THOMAS
8 CHAPTER 1 MARRONE
PIONEER
Spaceframe Statistics
Systems
REFITS AND VARIANTS: Refits focused on improving
COMMS 08 ENGINES 08 STRUCTURE 07
the class’s computer systems and sensor pallets.
COMPUTERS 07 SENSORS 07 WEAPONS 06
SUGGESTED MISSION PROFILES: Scientific and
Survey Operations, Crisis and Emergency Response, Departments
Multirole Explorer. COMMAND — ENGINEERING +1 MEDICINE +1
CONN — SECURITY — SCIENCE +1
NAMING CONVENTIONS: Pioneer-class vessels are
named using synonyms for pioneers, such as Trailblazer,
Weapons
Wanderer, Pathfinder, and Explorer. NCC numbers range
§ Phaser Banks
from 1500-1599.
§ Photon Torpedoes
§ Tractor Beam (Strength 2)
NOTABLE EXAMPLE: U.S.S. Wayfarer (NCC-1504)
Talent
§ RUGGED DESIGN: See page 225 of the core rulebook.
THOMAS
MARRONE PLAYER RESOURCES 9
CROSSFIELD
OVERVIEW: 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, but initial tests
of the spore drive were unsuccessful. With the limited
number of spaceframes produced and the loss of both
Glenn and Discovery, only U.S.S. Crossfield was left in
service, and further spaceframes had their production
cancelled. The Crossfield continued in service with the
Starfleet Corps of Engineers until a collision with a sizable Starship
piece of an asteroid rendered the vessel unsalvageable. It TRAITS: Federation Starship,
remained in use as a testbed for new technologies until it Crossfield class, Experimental
was broken up in 2290.
SCALE: 4
Spaceframe Statistics
had a solid saucer section, but later tests involving the Departments
spore drive indicated a large rotating subspace field was COMMAND — ENGINEERING +1 MEDICINE —
required to “activate” the drive. Glenn and Discovery CONN — SECURITY — SCIENCE +2
were converted by removing the outermost part of the
saucer section and converting it into a rotating ring
Weapons
housing subspace coils; adding fusion reactors to power
§ Phaser Banks
the coils; and installing heavy shield emitters to protect
§ Photon Torpedoes
the crew in the inner ring and command section from
§ Tractor Beam (Strength 3)
the intense subspace field generated by the spore drive.
Talents
REFITS AND VARIANTS: The class was not produced in
§ EXTENSIVE SHUTTLEBAYS: See page 223 of the
quantities to support a refit program.
core rulebook.
§ HIGH-RESOLUTION SENSORS: See page 223 of the
SUGGESTED MISSION PROFILES: Technical Testbed.
core rulebook.
§ MODULAR LABORATORIES: See page 224 of the
NAMING CONVENTIONS: Three known Crossfield-
core rulebook.
class vessels were produced, with no pattern of naming
conventions among them.
Special Rule
§ CLASSIFIED DESIGN: As the Crossfield class is a high-
NOTABLE EXAMPLES: U.S.S. Crossfield (NX/NCC-
ly experimental spaceframe, Starfleet outfitted all ships
1029), U.S.S. Glenn (NCC-1030), U.S.S. Discovery
of this class with the Technical Testbed mission profile.
(NCC-1031)
THOMAS
10 CHAPTER 1 MARRONE
MIRANDA
Spaceframe Statistics
Systems
REFITS AND VARIANTS: Miranda-class vessels received
COMMS 07 ENGINES 08 STRUCTURE 08
refit programs that followed along paths determined by
their typical crew. By the outbreak of the Dominion War, COMPUTERS 08 SENSORS 08 WEAPONS 08
most Miranda-class vessels were nearing the limits of
what they could handle, but some received upgrades Departments
to quantum torpedoes and a few tested transwarp and COMMAND +1 ENGINEERING — MEDICINE —
quantum slipstream engines. CONN +1 SECURITY — SCIENCE +1
THOMAS
MARRONE PLAYER RESOURCES 11
OBERTH
Spaceframe Statistics
access tubes during normal operation.
COMMS 08 ENGINES 07 STRUCTURE 06
REFITS AND VARIANTS: The primary refit program for COMPUTERS 09 SENSORS 09 WEAPONS 06
the Oberth class involved improving or replacing the
vessel’s already advanced warp coils developed from Departments
the Excelsior transwarp project. Refit programs beyond COMMAND — ENGINEERING +1 MEDICINE —
those of the 2280s and 90s saw the Oberth customized CONN — SECURITY — SCIENCE +2
more for their specific university or test program than
any fleet-wide program.
Weapons
§ Phaser Banks
SUGGESTED MISSION PROFILES: Technical Testbed,
§ Tractor Beam (Strength 2)
Scientific and Survey Operations, Crisis and Emergency
Response.
Talents
§ HIGH-RESOLUTION SENSORS: See page 223 of the
NAMING CONVENTIONS: Oberth-class vessels are
core rulebook.
often named after physicists from across the Federation.
§ IMPROVED WARP DRIVE: See page 224 of the core
Newton, Hawking and Von Neumann are examples.
rulebook.
THOMAS
12 CHAPTER 1 MARRONE
COLUMBIA
Spaceframe Statistics
REFITS AND VARIANTS: As the Columbia’s develop-
Departments
ment proceeded, some in the Admiralty decried the
COMMAND — ENGINEERING — MEDICINE —
tactical focus, and demanded the Columbia be supple-
mented with more scientific equipment. The ship gained CONN +1 SECURITY +1 SCIENCE +1
a small secondary hull with a large deflector dish and
sensitive lateral sensor arrays. Weapons
§ Phaser Banks
SUGGESTED MISSION PROFILES: Pathfinder and § Photon Torpedoes
Reconnaissance Operations, Patrol, Scientific and § Tractor Beam (Strength 2)
Survey Operations, Tactical Operations.
Talent
NAMING CONVENTIONS: Columbia-class starships § IMPROVED WARP DRIVE: See page 224 of the core
are often named after crewed vehicles from the history rulebook.
of space exploration across Federation worlds. NCC
numbers range from 2200-2299. Special Rule
§ PREFERENTIAL TARGETING: Using its sensitive
NOTABLE EXAMPLE: U.S.S. Artemis (NCC-2245) scientific equipment, a Columbia can locate and exploit
weaknesses in an enemy ship’s defenses. When a
Columbia-class ship causes a breach to an enemy ship,
the crew may spend 3 Momentum to immediately attack
again with a different weapon.
THOMAS
MARRONE PLAYER RESOURCES 13
CONSTELLATION
Spaceframe Statistics
REFITS AND VARIANTS: Refit programs focused on im-
proving power generation and warp coils and reinforcing Departments
the vessel’s structural integrity. During the Dominion War, COMMAND — ENGINEERING +1 MEDICINE —
Constellation-class vessels also had their hulls reinforced. CONN +1 SECURITY +1 SCIENCE —
Special Rule
§ FOUR-NACELLE STABILITY: See page 6.
THOMAS
14 CHAPTER 1 MARRONE
NEBULA
Spaceframe Statistics
the Dominion War, the standard being improvements in COMPUTERS 10 SENSORS 08 WEAPONS 09
the sensitivity of their sensor platforms.
Departments
SUGGESTED MISSION PROFILES: Any. The Nebula-
COMMAND — ENGINEERING +2 MEDICINE —
class is designed for maximum adaptability to mission
requirements. CONN — SECURITY — SCIENCE —
THOMAS
MARRONE PLAYER RESOURCES 15
Mission Pods
Certain spaceframes can be fitted with a mission pod, FLEET COMMAND SUPPORT: The spaceframe has +1
chosen from the list below. The talents provided by the Communications, +1 Computers, and +1 Command. The
pod may not be swapped out, but the entire mission pod spaceframe also gains the Command Ship and Fast
(and all of its benefits) may be swapped out as if it were Targeting Systems talents.
a single talent.
MOBILE DRYDOCK: This pod contains a folded dry
ASTROMETRICS AND NAVIGATION: The spaceframe dock that can be unfurled and deployed for assisting in
has +1 Computers, +1 Engines, and +1 Conn. The space- repairing other starships. Inside the remaining pod are
frame gains the Improved Warp Drive and Advanced industrial replicator facilities capable of disassembling
Sensor Suites talents. asteroids and comets to produce replacement parts
and hull for damaged vessels, plus a large workbee
COMMAND AND CONTROL: The spaceframe has +1 bay. The ship gains +1 Structure, +1 Computers, and +1
Communications, +1 Computers, and +1 Command. Engineering. The ship also has the talents Improved
The spaceframe also gains the Command Ship and Damage Control and Rugged Design, which it confers
Electronic Warfare Systems talents. to any vessel docked with the drydock pod.
DEFENSIVE SHIELD ENHANCEMENT: The ship has +1 SENSORS: The ship has +2 Sensors and +1 Science.
Engines, +1 Structure, and +1 Engineering. The space- The ship also has the Advanced Sensor Suites and
frame also gains the Advanced Shields and Improved High-Resolution Sensors talents.
Shield Recharge talents.
WARP PROPULSION POD: The pod contains an ad-
EMERGENCY RECOVERY: The ship has +1 Engines, +1 vanced third warp nacelle with paired coils, along with
Structure, and +1 Conn. The ship also gains the High- extra fusion reactors that can either assist the ship in
Power Tractor Beam and Redundant Systems (of the maintaining a high warp velocity, or maintain a warp field
players’ choice) talents. after saucer separation. The ship has +2 Engines and +1
Conn. The ship also gains the Improved Warp Drive and
FIELD HOSPITAL: The ship has +2 Computers and +1 Secondary Reactors talents.
Medical. The ship also has the Emergency Medical
Hologram and Advanced Sickbay talents. WEAPONS: The ship has +1 Sensors, +1 Weapons,
and +1 Security. The ship also has the Fast-Targeting
FLEET CARRIER: The ship has +1 Communications, Systems and Rapid-Fire Torpedo Launcher talents.
+1 Structure, and +1 Security. The ship also has the
Extensive Shuttlebays and Command Ship talents.
16 CHAPTER 1
AKIRA
Spaceframe Statistics
maintenance areas, allowing it to deploy runabouts and CONN — SECURITY +2 SCIENCE —
fighters.
Weapons
REFITS AND VARIANTS: The 2378 refit program
§ Phaser Arrays
involved installation of bioneural computer pathways to
§ Photon Torpedoes
augment its isolinear core.
§ Tractor Beam (Strength 4)
THOMAS
MARRONE PLAYER RESOURCES 17
NOVA
Spaceframe Statistics
Systems
COMMS 10 ENGINES 09 STRUCTURE 08
REFITS AND VARIANTS: Starfleet’s refit plans for the
Nova class included replacement of the vessel’s warp COMPUTERS 10 SENSORS 10 WEAPONS 08
coils with smaller and more efficient systems.
Departments
SUGGESTED MISSION PROFILES: Pathfinder and COMMAND — ENGINEERING +1 MEDICINE —
Reconnaissance Operations, Scientific and Survey CONN — SECURITY — SCIENCE +2
Operations, Crisis and Emergency Response.
Weapons
NAMING CONVENTIONS: Nova-class vessels take
§ Phaser Arrays
names from astronomical and astrological terms from
§ Photon Torpedoes
the many languages of the Federation, and place names
§ Tractor Beam (Strength 2)
from the worlds that manufacture the spaceframes.
Nova-class starships use registry numbers that begin in
Talent
the 72300s.
§ ADVANCED SENSOR SUITES: See page 219 of the
core rulebook.
NOTABLE EXAMPLES: U.S.S. Equinox (NCC-72381),
U.S.S. Mandel (NCC-72210), U.S.S. Rhode Island
(NCC-72701)
THOMAS
18 CHAPTER 1 MARRONE
DEFIANT
Spaceframe Statistics
Departments
last decades of the 24th century, adding to the vessel’s
COMMAND — ENGINEERING — MEDICINE —
survivability in fleet engagements.
CONN +1 SECURITY +2 SCIENCE —
SUGGESTED MISSION PROFILES: Tactical Operations,
Espionage/Intelligence, Patrol, Pathfinder and Weapons
Reconnaissance Operations. § Phaser Arrays
§ Pulse Phaser Cannons
NAMING CONVENTIONS: Defiant-class starships § Photon Torpedoes
are often named for adjectives in the languages of the § Quantum Torpedoes
Federation associated with honorable combat and hero- § Tractor Beam (Strength 2)
ism. Courageous, Dauntless, and Resolute are examples.
Talent
NOTABLE EXAMPLES: U.S.S. Defiant (NX-74205), § ABLATIVE ARMOR: See page 218 of the core rulebook.
U.S.S. Valiant (NCC-74210)
Special Rules
§ PULSE PHASER CANNONS: The armament of
Defiant-class starships is designed to deliver punishing
firepower at Close range, overwhelming the defenses of
most enemies. These function as Phaser Cannons with
the Spread quality.
§ LANDING GEAR: See page 196 of the core rulebook.
THOMAS
MARRONE PLAYER RESOURCES 19
LUNA
Spaceframe Statistics
an Emergency Medical Hologram, but these emitters are Departments
also installed in mission-critical areas of the ship. Unlike its COMMAND — ENGINEERING +1 MEDICINE —
sister class, the Luna class has a modular equipment pod. CONN — SECURITY — SCIENCE +1
THOMAS
20 CHAPTER 1 MARRONE
SAGAN
Spaceframe Statistics
of them in the field is still being tested and analyzed.
However, Starfleet committed to the production of this
Departments
class, with over a dozen already in active service as of
COMMAND — ENGINEERING +1 MEDICINE —
2401 and several more under construction.
CONN +1 SECURITY — SCIENCE +1
SUGGESTED MISSION PROFILES: Multirole Explorer,
Pathfinder and Reconnaissance Operations, Scientific Weapons
and Survey Operations. § Phaser Arrays
§ Photon Torpedoes
NAMING CONVENTIONS: Sagan-class vessels are com- § Tractor Beam (Strength 4)
monly named after terms relating to exploration, and after
notable figures in space science and exploration. The first Talents
vessel of the class was the U.S.S. Stargazer (NCC-82893). § ADVANCED SENSOR SUITES: See page 219 of the
Pioneer, Hathaway, and Hubble are other examples. core rulebook.
§ ADVANCED SHIELDS: See page 219 of the core
NOTABLE EXAMPLES: U.S.S. Stargazer (NCC- rulebook.
82893), U.S.S. Chalwa (NCC-82807), U.S.S. Explorer § IMPROVED WARP DRIVE: See page 224 of the core
(NCC-82821) rulebook.
Special Rule
§ FOUR-NACELLE STABILITY: See page 6.
THOMAS
MARRONE PLAYER RESOURCES 21
ODYSSEY
Spaceframe Statistics
warp core powers both a standard warp drive and an
experimental quantum slipstream burst drive. Systems
COMMS 10 ENGINES 10 STRUCTURE 11
In addition, the Odyssey has an Aquarius embedded COMPUTERS 11 SENSORS 10 WEAPONS 10
escort. The Aquarius escort is a small ship assigned to
its parent Odyssey and docked in a bay in the aft of its
Departments
mothership. Its crew is part of the Odyssey’s crew, and it
COMMAND +1 ENGINEERING +1 MEDICINE —
operates at the captain’s discretion. The Aquarius offers
additional tactical flexibility, especially when deployed CONN — SECURITY +1 SCIENCE —
during a saucer separation maneuver.
Weapons
REFITS AND VARIANTS: After the Romulan supernova, § Phaser Arrays
Starfleet began a program to modernize and update § Phaser Banks
several Odyssey hulks involved in heavy fighting along § Quantum Torpedoes
the former border with rogue elements of the Romulan § Tractor Beam (Strength 6)
Navy. Starfleet decided on three different sub-classes
for the refits, each specializing in a different mission
profile. The Endeavour subclass’s focus was on tactical
operations. The Sojourner’s focus was on engineering
NAMING CONVENTIONS: The Odyssey is named in
and operational support. The Yorktown was focused on
honor of both Odysseus’s original daring voyage and
exploration and scientific discovery. The Enterprise-F
other Starfleet ships. As Starfleet’s flagship class of the
received the Yorktown refit after taking heavy damage in
25th century, other Odyssey-class ships inherit names
the Battle at Midnight.
from renowned vessels.
THOMAS
22 CHAPTER 1 MARRONE
Talents
§ COMMAND SHIP: See page 220 of the core rulebook.
§ IMPROVED WARP DRIVE: See page 224 of the core
rulebook.
Spaceframe Statistics
§ REDUNDANT SYSTEMS (ENGINES): See page 225
of the core rulebook.
Special Rules
§ AQUARIUS ESCORT: See below.
§ QUANTUM SLIPSTREAM BURST DRIVE: This exper-
imental drive allows the ship to enter quantum slip-
stream for 30 minutes at a time, moving the ship up to
150 light-years before shutting down. The drive requires
12 hours to reset. As experimental technology, this drive
may require extensive maintenance and be prone to
failure. This is an independent system, so the crew may
operate the warp drive in between slipstream bursts.
§ SAUCE SEPARATION AND RECONNECTION: See
page 196 of the core rulebook.
Weapons
§ Phaser Arrays: Energy, Medium, Damage 5,
Versatile 2, plus Area or Spread
§ Phaser Cannons: Energy, Close, Damage 7,
Versatile 2
§ Photon Torpedoes: Torpedo, Long, Damage 6,
High Yield
Special Rule
§ COMPACT VESSEL: See page 196 of the core rulebook.
THOMAS
MARRONE PLAYER RESOURCES 23
VOR’CHA
Spaceframe Statistics
two torpedo tubes in the command pod, two tubes in
the engineering hull, and two tubes straddling the shut-
tle bay. Each Vor’cha-class vessel could accommodate Departments
nearly 2,000 warriors. COMMAND +1 ENGINEERING — MEDICINE —
CONN — SECURITY +2 SCIENCE —
REFITS AND VARIANTS: The KDF debated the priority for
the first refit cycle of the Vor’cha class. While some gen-
Weapons
erals felt that additional subspace communication relays
§ Disruptor Cannons
and boosted transmission strength was needed for prop-
§ Disruptor Banks
erly utilizing this class against enemies as advanced as
§ Photon Torpedoes
the Dominion, others felt that all problems can be solved
§ Tractor Beam (Strength 4)
with the installation of additional disruptor cannons.
Talents
SUGGESTED MISSION PROFILES: Battlecruiser,
§ CLOAKING DEVICE: See page 220 of the core rulebook.
Strategic and Diplomatic Operations, Strategic and
§ FAST TARGETING SYSTEMS: See page 223 of the
Diplomatic Operations, Tactical Operations.
core rulebook.
THOMAS
24 CHAPTER 1 MARRONE
MOGAI
Spaceframe Statistics
normal operations for up to four years, but extra mass Systems
was collected via ramscoops along the leading edges of COMMS 09 ENGINES 10 STRUCTURE 10
the vessel’s wings. COMPUTERS 09 SENSORS 10 WEAPONS 10
THOMAS
MARRONE PLAYER RESOURCES 25
. : CHAPTER 1.2
ADDITIONAL
STARSHIP RULES
“It’s beautiful. What kind of people could have built it?
To touch even a starship with grace and beauty?”
- Lt. N yo ta U h u r a
AS NOTED ON PAGE 212 OF THE CORE This section provides five more options
rulebook, all spaceframes, Federation for mission profiles. Gamemasters and
or otherwise, have a mission profile, players are encouraged to amend these
LT. COMMANDER which determines the specialized equip- mission profiles or create their own.
BURK VEN JAXA ment installed before venturing into
the unknown, the priority in personnel
Most spacefaring the ship’s fleet gives the vessel, and its
civilizations develop
RODRIGO GONZALEZ TOLEDO
Departments
COMMAND 01 ENGINEERING 03 MEDICINE 02
CONN 02 SECURITY 03 SCIENCE 01
26 CHAPTER 1
Colony Support
Mission Profile Departments
Vessels equipped to assist colonies in their initial stages COMMAND 02 ENGINEERING 02 MEDICINE 03
provide necessary supplies, as well as scientific and CONN 01 SECURITY 02 SCIENCE 02
medical backup to new colony worlds, the kinds of
places that deal with unknowns which may still present
Talents
themselves years after initial settlement.
Select one of the following talents:
Logistical / Quartermaster
Mission Profile Departments
These vessels provide the backbone of any fleet, even COMMAND 03 ENGINEERING 03 MEDICINE 01
in the era of the replicator. Whenever vital equipment CONN 02 SECURITY 02 SCIENCE 01
or personnel need to be moved, vessels like this are
often central to ensuring that those tools and people get
Talents
where they’re needed most. In Starfleet in particular,
Select one of the following talents:
these vessels also serve as a second line of operations
following the important business of first contact, provid- § EXTENSIVE SHUTTLEBAYS
ing material and infrastructure support to worlds recent- § IMPROVED WARP DRIVE
ly contacted or who seek membership in the Federation. § RUGGED DESIGN
Systems
INCREASE ENGINES BY 1
Reserve Fleet
Mission Profile Departments
These starships are often older vessels that have COMMAND 01 ENGINEERING 03 MEDICINE 02
been withdrawn from active duty and are equipped as CONN 02 SECURITY 03 SCIENCE 01
standby vessels in case of disasters both natural and
manufactured. Some new ships are also outfitted in this
Talents
manner, but are classified as “fleet support,” assisting
Select one of the following talents:
flotillas in deployments away from the supply lines of
core worlds. § ADVANCED SICKBAY
§ EXTENSIVE SHUTTLEBAYS
Systems § IMPROVED HULL INTEGRITY
INCREASE STRUCTURE BY 1 § SECONDARY REACTORS
PLAYER RESOURCES 27
Technical Testbed
Mission Profile Departments
The ship is equipped with numerous state-of-the-art or COMMAND 01 ENGINEERING 03 MEDICINE 02
even prototype technologies, allowing them to be tested or CONN 02 SECURITY 02 SCIENCE 02
studied in practical conditions so that flaws can be discov-
ered and overcome, and that systems can be refined and
Talents
improved upon. These ships are often deployed on a broad
Select one of the following talents:
range of resource-intensive missions to provide a diverse
range of conditions for equipment and technology testing. § ADVANCED SHIELDS
§ IMPROVED IMPULSE DRIVE
Systems § IMPROVED POWER SYSTEMS
INCREASE ENGINES BY 1 § IMPROVED WARP DRIVE
28 CHAPTER 1
All Hands to Battle Stations!
. : Versatile Tractor
. : Ablative Field
Beam
Projector
REQUIREMENT: 25th century or later
REQUIREMENT: 25th century or later
The ship has exotic particle emitters integrated with its
The ship’s shield emitters are combined with an ablative
tractor beam system. When the tractor beam is acti-
field projector, allowing its graviton field to be shared
vated, the operator may inflict a negative trait upon the
with another target in Close range. These projectors
target ship by spending 1 Momentum, rather than the
charge the target’s shields while dissipating its own.
normal cost of 2.
PLAYER RESOURCES 29
30 CHAPTER 2
CHAPTER 2
GAMEMASTER RESOURCES
TOBIAS RICHTER
31
. : CHAPTER 2.1
YOUR OWN
CONTINUING MISSIONS
“It’s what you’re going to be writing next that
interests me.”
- O n aya
LET’S TALK ABOUT YOUR STORY. Your mission should ideally have a mix
It’s like the skeleton of your mission. You of scenes and encounters. But if you
need to come up with a concept or story have a mission that’s mostly scenes or
for your adventure. It doesn’t have to be mostly encounters, that’s okay! Just try
complicated—it can be as simple as a to balance it out in your next mission.
list of bullet points. Or, if you like details, This will keep things varied and interest-
you can write paragraphs describing ing for your players.
each scene or encounter. You can base
your plot on your player characters’ Within each scene and encounter is
AMBASSADOR backgrounds or characters they’ve met usually one or more moment of uncer-
RAYMOND before. This can make your mission more
engaging and personal for your players.
tainty, where the players need to make
a choice, attempt a task, or try and solve
MERTON
RODRIGO GONZALEZ TOLEDO
32 CHAPTER 2
B-PLOTS, STORY THREADS, AND CHEKHOV’S GUN
The more you play Star Trek Adventures, the more you . : STORY THREADS
are likely to become an amazing storyteller. As such, there These are more common in episodic or campaign-level
are a few common devices you can employ as you play. stories that interweave several different adventures with
a common theme or plot hook. You may find the humble
diplomat you saved from a hovercar accident during
. : B-PLOTS
your first mission becomes a valuable contact several
Star Trek stories are known for having a main plot
missions later when you need a favor while visiting their
(A-plot) while also often nurturing a subplot (B-plot).
homeworld. Still later, the diplomat might show up at
This can be seen as a spotlighted character engaging
a special delegation and you two share a raktajino in
in the main story. However, other characters might be
passing. In a later episode, your character is suffering
tending to business as usual, fraternizing with friends
a moral dilemma. You need a listening ear and decide
and families, pursuing a personal project, or engaging in
to send a subspace message to the diplomat, who is
a routine away mission. Though this might sound boring,
becoming a reliable confidant. Finally, you are on a deep
B-plots are an amazing device for allowing time for char-
space mission when you learn that the diplomat has
acters to breathe and develop. Sometimes a B-plot will
been abducted. Will you abandon your current mission
resolve into a solution to the main plot.
to save your friend?
A CRUCIAL PART OF ADJUDICATING A TASK IS CON- Risks, costs, and consequences are different ways to
sidering the effects of failure. If the task is to avoid some express ‘what goes wrong’. They don’t necessarily repre-
dangerous effect or situation, then the effects of failure sent something going irrevocably wrong, but rather help
are obvious: the character didn’t avoid the danger. But to provide you with a sense of nuance about what could
in situations where a character is attempting to achieve go wrong from a task attempt, and in turn convey those
something, it is important to determine what may hap- potential problems to the players. There’s a lot of overlap
pen if they fail to achieve their goal; if there’s no cost or between the three ideas, but in general terms, they can
consequence for their failure, then why didn’t they just be described as follows:
succeed automatically?
GAMEMASTER RESOURCES 33
§ A risk is something that might happen because of a pursuing guards to catch up. Perhaps a delay means
task. It isn’t guaranteed to happen, but it could occur the character can’t join the rest of the group in the
if the character suffers a complication. It doesn’t next scene (maybe they’ll turn up part-way through
change whether the task succeeds, but it might still the scene instead of at the start), or it means they
change the outcome one way or another. can’t be chosen to act first in the next round.
§ A cost is something that must be paid or faced to get § HARM: Suffering damage and risking injury is useful
a desired outcome, but which can be avoided. This as a risk, cost, or consequence. Personal harm comes
turns up with the option to Succeed at Cost, but you in the form of an Injury, with an accompanying severity
may frame a cost for allowing a task to be attempted to determine how much Stress is taken to avoid it.
in the first place. Harm to a ship comes in the form of damage to the
ship’s shields, and the risk of a breach.
§ A consequence is something that will happen because
of action; it might be the result of a failed task, or it might § INEFFECTIVENESS: The effect of the task is less
come automatically if the task is even attempted. than expected in some way, or the character’s suc-
cess is only partial or incomplete. The character gets
When setting the Difficulty of a task, you should consid- the bare minimum of what they wanted to achieve,
er the things that could go wrong. These can naturally but that success is imperfect and may result in other
serve as inspiration for how to handle any complications problems. This might reduce the damage of an attack,
that may occur, but they can also serve as the result or it may mean that a distraction doesn’t occupy an
of a failed task. Similarly, if a player wants to attempt adversary for as long as desired.
something tough or challenging, or which shouldn’t
§ OVERKILL: The character succeeds too well. The
be straightforward to attempt, it may be worthwhile
character becomes a victim of their own success,
considering a cost for that task. These are all powerful
gaining unintended effects from the outcome. A lie
tools that can be interwoven with the other game rules
told to gain access somewhere causes the guard to
to create something thrilling, dynamic, and evocative.
treat you as a VIP and insist on escorting you. A dis-
guise attracts the attention of people other than your
Of course, it’s easy to simply say “think of the things that
intended target. A bomb to blow a hole in a wall also
could go wrong,” but it’s harder to do that in practice, at
makes the ceiling unstable. A phaser beam hits both
least without some guidance or experience. Fortunately,
the intended target and a bystander as well.
fiction provides us with a variety of different problems that
occur frequently, and which can serve as inspiration. § PRICE: A straightforward problem is a price, usually
in the form of lost resources. This might be an item
§ CLOSED PATH: A possible problem is that a specific of equipment, or the ship’s Reserve Power, or some
way of doing something is no longer possible, at least other tangible resource, but it could easily be a loss of
in the short term, and the characters will have to find Momentum, or adding to Threat, or even something
a different approach. A character tries picking a lock like losing a beneficial trait or gaining a negative one.
to find that the door is bolted shut. A character can no
§ REVELATION: The character reveals something they
longer rely on a specific informant or ally. Witnesses
didn’t intend to, such as something they know, or
are too scared to come forward.
even where they are. Alternatively, the character may
§ CONFUSION: The character miscommunicates or learn something they wish wasn’t true which could
otherwise creates uncertainty, leading to upset, poor complicate later actions, such as finding the enemy
timing, offense, or misunderstanding. Only applicable leader has extra guards, that they’re about to leave on
where there’s an audience, confusion can lead to a shuttle in a few minutes, or that they aren’t where
problems with teamwork or make it so that an adver- they were expected to be. Revelations can be useful
sary responds in an unexpected manner. ways to introduce new ways to spend Threat or set up
other problems like time pressure.
§ DELAY: Sometimes, things just take longer than
anticipated. This is already built into the rules for time § WASTE: Like price, but where a price is intentional,
pressure, where a complication can cause the task waste is the misuse or misapplication of resources. This
to take an extra Interval, but it can apply just as well is useful in situations where a character might already
to other situations. Perhaps a delay allows the enemy have the option to use those resources: a character
to prepare for the characters’ arrival, or it allows firing a phaser may find the power cells depleted, for
34 CHAPTER 2
example. Alternatively, waste may represent being The severity of a problem represents how big the prob-
inefficient or reckless in some other way, perhaps with a lem is. This is something independent of how difficult
character leaving themselves out of cover and exposed the task is—a task can be extremely difficult, but with
to reprisals, or putting themselves in a position where only relatively mild consequences; or it could be easy,
they can’t easily follow-up (perhaps unable to Keep the but with a major cost. This notion is already present with
Initiative, or they lose some other defensive benefit). injuries, which have a severity rating already, and with
the potency of traits (which are essentially multiple traits
In practice, many of these may end up having similar out- stacked together to combine their effect).
comes, but are useful starting points to consider when
deciding the outcomes of different tasks. As a basic guide, you can approach this from the per-
spective of complications, as that ties neatly into the ex-
More than that, they can also be used to help structure isting framework of tasks—a risk represents a potential
problematic situations: a situation may be presented as complication effect, and the Success at Cost rule ties
a series of overlapping, interlocking problems, each of into the idea of cost, which covers two of the ways these
which is part of a trait, and each of which can be ‘dis- problems are commonly used.
armed’. This kind of structure is ideal for challenges, and
it’s a great way to design heists and similar situations. In general, there’s no hard-and-fast way to measure or
quantify some problems: you should rely on your judg-
The nature of a problem is only half the story. You should ment and experience, and how the players respond to
also consider how big these problems are as well. This the problems they face.
should be relatively straightforward most of the time, but
it’s worthy of consideration anyway, as it can be a useful
‘lever’ to adjust during play.
GAMEMASTER RESOURCES 35
OPPOSITION
IN RELATION TO CHALLENGES AS DETAILED ON PAGE challenge, at which point the group that didn’t complete
332 of the core rulebook, adversaries may be able to it has failed. It could be that you lock off tasks based on
interfere with the player characters’ plans or even to who succeeds first—in which case, the side who cannot
attempt the same challenge. In this case, the gamemas- attempt the key task should take appropriate steps and
ter may wish to consider what kind of opposition they attempt tasks to unlock that key task again. In this situa-
provide and how to use that in the challenge. tion, the groups effectively take control of certain tasks
once complete, and it should only be done if there are
Disruption provides an increase in Difficulty but nothing multiple ways of completion, as in a gated challenge.
more, and this could come in the form of traps or prepa-
rations NPCs have made before the player characters You should be mindful that groups of characters
started the challenge. This is great if the NPCs knew the attempting the same tasks can meet and, if they have
player characters were coming or were clever enough to different goals, may come into conflict. You should be
put contingencies into place. ready for the groups to clash, with the conflict serving as
a backdrop for the challenge.
If NPCs are present and can act at the same time as the
player characters, you may want to turn the key tasks in the EXAMPLE: The Defiant is close to finishing setting a
challenge into opposed tasks. This represents the NPCs minefield, but not close enough. There are spaces left
trying to directly oppose the player characters’ efforts. It on the progress track, but the Defiant has run out of
could also be opposition in the form of sabotaging the play- intervals, and is now under fire from Dominion attack
ers’ actions. As with opposed tasks, new traits may arise ships. The gamemaster allows the Defiant to keep
from Momentum or Threat spends, or failed task attempts. working on the extended task, but now each over-
come task is an opposed task too, with the Dominion
Contested challenges form a race for either the players ships opposing the Defiant’s work. Each time the
or the NPCs to complete the tasks first. In this case, Dominion wins one of these opposed tasks, the gam-
you should resort to a turn order. Both sets of charac- emaster rules the Defiant will take damage as if hit by
ters attempt a task but one after the other, back and one of the Dominion ships’ weapons, and that if the
forth, until every character has been able to act. Take as Defiant becomes shaken or suffers a breach, she’ll be
many rounds as you need for one side to complete the destroyed as the mines still aboard detonate.
AUREA FRENIERE
36 CHAPTER 2
MORE USES FOR THREAT
CONSIDER THE FOLLOWING OPTIONS FOR THREAT show off a bit, or it might change circumstances which
use in addition to those detailed on pages 323-328 of play to a character’s personality or backstory, engaging
the core rulebook. the player by bringing their part of the story to the fore,
often by facing them with a dilemma or a tough choice.
Occasionally, you may wish to play to the weaknesses
. : Using Threat to Shine
of a specific character or put them in a situation where
a Spotlight
their strengths become a liability, but this should be
When you gain or spend Threat, the resulting effects can
done sparingly, as some players can feel picked on, mak-
serve to draw attention to specific themes and ideas,
ing the game feel adversarial rather than collaborative.
or to certain elements of a scene, or to an individual
character. This in turn creates new opportunities for the
players to engage with the situation. In general, using . : Causality
Threat to highlight things can make the game more en- Because Threat is in large part provided by character ac-
gaging for the players, compared to simply using Threat tion, it helps provide balance, ensuring the pressure the
to make things more difficult. player characters apply to a situation is met with equal
force by their opposition.
With a thematic spotlight, you can use Threat to pick
out a specific concept central to the adventure or to the Threat serves as a visible cause-and-effect for players
campaign. Spend Threat to introduce specific types taking risks and facing the problems that come along with
of challenges or problems that encourage a specific it: your use of Threat feeds from circumstances in-game:
approach: large numbers of enemies and frequent the protagonists push their luck and fate pushes back.
reinforcements can encourage a subtle, considered This provides the players with an understanding of how
approach, favoring stealth and guile. Alternatively, you their choices influence the problems they face and gives
may use Threat to dissuade a certain type of action: the you clear license to create those problems on the fly.
game naturally does this with lethal force, so that player
characters attempting to kill enemies add to Threat, The causality of Threat means providing a narrative link
while NPCs attempting to use deadly force must spend between the ways Threat is gained during a scene, and
Threat. This adds an extra level of cost to trying to kill, the effects derived from spending Threat. It doesn’t have
and it helps to create adventures where trying to negoti- to apply to every time you gain or spend Threat, but a
ate with or subdue enemies is more commonplace than few key instances can help create a feel of continuity
simply shooting them. and verisimilitude.
A situation spotlight draws attention to a specific part An example is a character adding to Threat to buy dice
of the current scene. This might be to a specific place when climbing a crumbling cliff, and the gamemaster
within the environment, such as spending Threat to spending some of that Threat later to make the cliff
make a crumbling cavern start to collapse, or it might be begin to subside, or enemies sounding an alarm, which
a specific character, such as a leader or priority target. adds Threat which the gamemaster then spends to bring
It might even be a single objective: you may spend more in reinforcements.
Threat on adversaries trying to reach a specific location
or attack a specific character if that aids their goal. This
. : Proportionate
can be a useful way to add urgency, especially if things
Resistance
have seemed too easy up until that point. Alternately,
Because Threat can often be gained through the actions
you may wish to try adding 1 or 2 Threat periodically to
of the player characters, this means the players have
represent a ticking clock or escalating problem, to urge
considerable control over the amount of Threat you have
the players to action if they’re being overly cautious.
available during a scene. Cautious, reluctant, or careful
players may give little Threat (as may new players who
A character spotlight is a situation where attention is
aren’t comfortable with the idea of empowering the
drawn to a player character. This can resolve itself in a
gamemaster), while aggressive or determined players
few ways: you may present a problem which that char-
can flood you with additional Threat.
acter is ideally suited to solve, allowing that character to
GAMEMASTER RESOURCES 37
Players reluctant to add to Threat may find themselves . : Threat as a Status
Momentum-starved at crucial moments, making high- Gauge
er-Difficulty tasks and other challenging situations more An interesting use of Threat doesn’t rely on how Threat
difficult to overcome, while players more comfortable is gained or spent; instead, it considers simply how
with giving Threat can blast through difficult situations much Threat there is. The overall quantity of Threat can
with relative ease, as they’ll always have the extra dice be used as a gauge for the situation currently playing
and other benefits they need, and can generate extra out. This is a useful trick when handling games focused
Momentum accordingly. on infiltration or subterfuge (though it works in other
situations too), as the amount of Threat can provide a
Thus, you should watch the group’s behavior, and their useful guide for how NPCs will act: higher Threat means
approach to Threat, to help guide decisions made adversaries will be alert, wary, and quick to respond,
during the game, such as numbers of enemies and the while bystanders may withdraw from the area or hide
Difficulty of tasks. Your use of Threat should also be if startled. In a negotiation, high Threat may mean that
adjusted accordingly: if players generate a lot of Threat, tensions and tempers are running high.
that Threat can be used to put pressure on those players
in turn, so the players have a degree of control over how This provides a greater sense of feedback for Threat,
big a challenge they will face. with an effect more visible and pervasive than individ-
ual uses of Threat. It is especially valuable in situations
If the players are wary of Threat, and reluctant to provide where the peril is contained within the local environ-
you with any, then you should use Threat sparingly; Threat ment—such as a single building, a compound, or some
use may need to be rationed anyway, as there isn’t as other restricted area—or where there is some supernat-
much available. Also, using effects that alter the circum- ural phenomenon in play that Threat can represent, or
stances rather than just amp up the Difficulty can be good both, such as a haunted house or similar environment.
for the game in general: players wary of Threat often feel
afraid of it being used to punish them later, so using it in If the situation is one where Threat will fluctuate heavily,
more narrative and less confrontational or adversarial Threat can cue a change in NPC behavior: if high Threat
ways can help. It can also help if Threat is used in small means an enemy is alert and vigilant, then spending
quantities, rather than saving up for a bigger effect: a Threat for that enemy can represent the effort and in-
large pool of Threat can seem ominous, especially for tensity of their search, which will pass in time. As Threat
players expecting some big, catastrophic expenditure. decreases, those enemies will relax their efforts, let their
guard down, and go back to their normal patrols, but an
If the players give Threat freely, you should use Threat increase in Threat will increase their alertness again. This
eagerly and often: using Threat roughly as often as produces a degree of dynamic feedback, where actions
the players generate it is a good benchmark, simply to that feed and draw from Threat influence the situation.
avoid a flood of Threat. Players that give Threat freely
tend to fall into one of two categories: players looking
for a challenge, and players who don’t regard Threat as No Time to Rest
particularly threatening. In the former case, spending
One option you may use at the end of a scene is to rush the
Threat gives the player what they want. In the latter case,
players. If the next scene is only a short time later, with no
spending Threat regularly means the player doesn’t
opportunity to rest between them—perhaps the characters
come to regard adding to Threat as consequence-free:
haven’t had time to stop, or the next scene begins only
an ever-growing pool of Threat may seem intimidating,
moments later—you may spend 2 Threat to reflect this.
unless you never spend any of it, at which point it may
seem to have no bearing on play at all.
If you do this, the player characters will not have an
opportunity to rest and recover Stress, restore the ship’s
In either case, you can still regulate the flow of Threat—
shields, or regain Reserve Power, and lingering effects
spending it more frequently than it is gained will reduce
from the previous scene won’t end. But, they also won’t
the size of the Threat pool and make the situation less
lose Momentum at the end of the scene. This connects
tense, while spending it less frequently than it is gained
the two scenes in such a way that the short-term effects
allows the pool, and the tension it represents, to grow.
from one carry over into the next.
38 CHAPTER 2
ENVIRONMENTAL HAZARDS
REGARDLESS OF A PLANET’S CLASSIFICATION (SEE survival gear, crew members may be able to endure
pages 65-69 of the core rulebook), planetary surfaces this type of environment indefinitely.
may present multiple types of risks and hazards. These
§ HOSTILE: A hostile environment increases the rate
are divided into three types depending on severity and
of damage to X/minute(s), limited to an hour with the
time of exposure. Examples of these hazards could be
duration determined by the severity. Environmental
high radiation in the atmosphere, unique temperature
suits allow crew members to endure these environ-
variations, or radiation with high radioactive particles.
ments for a few minutes but will decay the suits and
Take care to understand the different classes of planets
possibly cause permanent damage when exposure
as these could also inspire potential dangers your player
lasts longer than an hour.
characters may face.
§ DEADLY: Deadly environments causes damage at a
From least dangerous to most dangerous, these hazards rate of X/round. Space suits (or environmental suits
are classified as hazardous, hostile, and deadly: capable of surviving high radiation and full atmos-
pheric isolation) may allow crew members to survive
§ HAZARDOUS: This type of environmental phenom- for a short duration but the temperatures and radia-
enon causes damage at rates between X/hour and tion increase the likelihood of suit malfunction.
X/day depending on the severity. With appropriate
IMPOSSIBLE BATTLES
SOME OPPONENTS CANNOT BE FOUGHT. SUCH A § RESISTANT FOES: Affecting the opponent with an
foe may have some innate immunity to attacks or weap- attack is impossible, but this immunity can be over-
ons, meaning that a direct confrontation may be useless, come. This is common when facing the Borg, where
which forces the player characters to consider alterna- individual drones can adapt to weapons used against
tive methods for victory. them, or to the likes of Species 8472, who are highly
resistant to conventional weapons but other weak-
These situations may still warrant the use of the conflict nesses can be found. In these situations, coming up
rules for the purposes of action order and the options with a way to adapt weapons, remove an immunity,
available in combat, but attacks themselves may not or locate a vulnerability is the best solution; these are
have any meaningful effect, requiring characters to easily represented by creating traits.
spend their turns coming up with ways to make the
§ SLOWED BUT NOT STOPPED: Affecting the oppo-
target vulnerable, ways to make their attacks effective, or
nent with an attack is possible, but they cannot be
entirely novel approaches to ending the conflict.
defeated that way. Attacks against them have a di-
minished effect, perhaps only halting the adversary’s
There are a few common forms this kind of impossible
advance temporarily: instead of suffering an Injury,
battle might take:
the creature simply cannot take any actions on its
next turn. This is applicable mostly to particularly al-
§ INVULNERABLE FOES: Affecting the opponent with
ien creatures whose nature and physiology aren’t like
an attack is impossible, and this immunity cannot
those of humanoid species, but who aren’t godlike
be overcome. This is most applicable with godlike
in nature, such as the Horta, or certain space-borne
entities such as members of the Q Continuum, who
macro-fauna. Coming up with a way to confront the
cannot be threatened or harmed (though they can
opponent may require using a completely different
still be struck) but who can be reasoned or bargained
approach, or it may require some adaptation (often
with. In these situations, figuring out another way
represented by a trait) to overcome their immunity or
to defeat the adversary is necessary, such as using
devise a method of stopping them.
words instead of weapons in the face of mortal peril,
or devising some scientific or technological method
to thwart the opponent (or both).
GAMEMASTER RESOURCES 39
seek out the
unknown
The Star Trek Adventures Game Toolkit provides you with a wealth of materials to expand your
game beyond the core rulebook. It provides players and gamemasters with additional options and
rules references to aid your group in exploring the final frontier.
ISBN 978-1-80281-325-8