The Final Frontier
The Final Frontier
Overview
Summary
Touchstones
The Playset
The Setting
The Characters
The Players
Otep Initiative
Character Creation
Faction Tier
Ship Tier
Advancement
Claims/Space
Faction Status
Status Changes
Claims Map
Seizing a Claim
Losing a Claim
Advancement, Heat, and Wanted Level
PC Advancement
Crew Advancement
Heat
Hold
Crew Creation
Crew Upgrades
Creating Personnel
How to Play
Phases of Play
Free Play
Missions
Downtime
Taking Actions
Rolling Dice
Difficulty
Equipment
Rules Reference 1
Actions
Action Roll
Resistance Roll
Teamwork
Rules Reference 2
Rewards (1st)
The Directives
The Detail
Engagement Roll
Outcomes
Linked Plans
Ship Specifications
SS-Tier vs People-Tier
Scale
Distance
Formula/Invention Questions
Acquiring Ingredients
ESPers
Psionic Magnitude
Practices
Learning a Practice
Performing a Practice
Sample Practices
Crew Inspiration
Starship Loadouts
Alerts
The Imhotep
Romulan Empire
Mining Coalition
The Campaign
Follow up sessions
Sources of Pastimes
Faith
Gambling
Obsession, Pleasure
Lovers
Luxuries, Pleasures
Obligation
Weird
People
The Universe
Overview
Summary
You play the crew of a starship on a mission through the stars. There’s primitive species and
warp-capable ones, weird aliens, highly advanced technology, powerful psionics, and vaporizing
weapons.
You and the other players create a fledgling group of space explorers—your crew—and then act
under orders (or perform your own missions) to improve your capabilities and status.
Game play focuses on the moments of daring action during crew missions (with occasional
flashbacks) and the downtime between them when you recover and pursue personal interests.
Touchstones
This work is inspired by a number of fictional sources from the beginning of Star Trek to about
2000. In particular the following series:
Star Trek the Original Series, Star Trek: the Next Generation, Star Trek: Deep Space Nine, Star
Trek: Voyager.
In addition, the following feature length films: Star Trek: the Motion Picture, Star Trek II: The
Wrath of Khan, Star Trek III: Search for Spock.
Theme Song
Star Trek the Original Series or Star Trek the Next Generation themes from the popular
television series. Go ahead - watch the intro to your favorite one; it will put you in the mood to
have fun!
The Playset
While this game is based on the landmark game system by John Harper, Blades in the Dark. If
you know how to play that game, then playing this will be a pretty smooth transition. However,
some key differences exist.
Namely, the difficulty curve during dice rolls. To reflect the heroic tone of the source material,
the successfulness of dice rolls is more favorable than in Blades:
In addition, a large number of new rules and systems of play were added to handle the ship-
power and capabilities mini-game. These systems are explained within this playset, and some
systems of play are reinterpreted to handle the kinds of fiction one would expect.
This playset is for telling stories about the crew of a starship serving an interstellar power player.
Your crew will be building its reputation on the fringes of deep space where there are things to
be explored. There is always another frontier to explore, and there are discoveries, chases,
escapes, dubious moves, heroic skirmishes, deceptions, betrayals, victories, and maybe even
casualties.
The basic game provides for all characters to be Starfleet officers. You could also create
characters who are Klingons, independent traders and merchants, or other Star Trek character
types. In the basic game, such characters are portrayed by the GM.
We’ll play to find out if the newly assigned crew can thrive amidst the teeming threats of strange
alien races, conqueror civilizations, rival ships, powerful allies, and dangerous anomalies. Aside
from these challenges, there is also that of dealing with Internal Affairs and Command, and the
ever-present call of the crew’s personal goals and pastimes.
Players of this game can take the role of the bridge and away team personnel of a starship.
They can be familiar characters from a TV series, or they can play to live out your space battle
dreams.
Play as any of the species that are part of the Federation during the timeline you agree to play.
Or go off the rails and do an alternate timeline, premise, or universe! The possibilities are as
infinite as the stars in the universe.
Regardless of what they are, the player characters (PCs) overcome dangerous situations on the
final frontier, usually as part of Starfleet’s mission to “explore strange new worlds...seek out new
life and new civilizations.” In keeping with the non-violent spirit of the source material, players
will be encouraged to avoid situations where they must fight. Talking and working out problems
in a peaceful fashion is advised and mandated by the Directives.
The Setting
It is the 2250s1, many years after the formation of the United Federation of Planets united the
peaceable warp-capable species under a very different set of values than previously held by
humanity. Peace, cooperation, and respect now reign supreme. For the most part.
1 As seen in The Original Series
The enemies of the Federation—free to roam the Beta Quadrant world since Alpha was
designated as off-limits to those unwilling to become allies—prey on the weak or isolated in the
cold vacuum of space between worlds.
The planet Earth, like every homeworld in the Federation, is protected by shining space stations
and starships which create a barrier to guard it from invasion and surprise. The creation of new
alliances and information about the universe drives the constant exploration of space.
The Characters
The officers attempt to develop their crew from a shipful of cadets to an influential starship crew
with powerful connections, significant upgrades, and established alliances. They do this by
taking sanctioned missions from Starfleet, side jobs from potential allies, planning their own
daring missions, making friends, bringing their enemies to justice, and trying to stay one step
ahead of Internal Affairs.
The Players
Each player creates a Starfleet character and works with the other players to create the ship
and crew to which their characters are assigned. Each player strives to bring their PC to life as
an interesting, daring and capable science-fiction adventure character who reaches boldly
beyond their current safety and means to face the perils of space. The players decide as a
group on the tone and style of the game by making judgment calls about the will of their captain,
the dice, and actions, along with oversight from the GM.
Read aloud:
You are Starfleet officers aboard your newly-assigned vessel. It's mission is to
(explore/colonize/assault/research/gather intelligence in) a region of deep space. It exists in the
other side of the barely-charted Silestra sector near the Neutral Zone in the Alpha Quadrant.
Your crew is caught up in a tense (and possibly rewarding) situation there when a distress call is
picked up.
Seyla, the leader of the newly-reformed Romulan Empire, claims the Silestra sector as her
territory. The Empire's fleet occupies Otep-4, and she is it's military commander. Seyla requests
assistance as she now moves her sizable assault ship outfitted with trained soldiers into position
to create a siege of Silestra-3. Will the Otep Initiative be consumed by the conflicts in their
sector?
When Seyla rose to the position of Romulan empress, the peace that the citizens of Otep-4 had
negotiated between the Romulans and the Alpha Mining Coalition fell apart. The mercenaries
hired by the Coalition and the Romulans have exploded into open warfare in this disputed
region in the Neutral Zone. Will their old feud finally be resolved with conflict?
Your crew is poised to make something positive out of this situation, or be swept up in the
tumult. As you sit down in the ready room to discuss this matter, who will you side with? Do you
or the Federation have loyalties and friendships in the mix, or are you simply detached outsiders
hoping to make the best of a bad situation. We’ll play to find out!
Otep Initiative
Tier II
Goal: Asylum and to reclaim their homeworld
A strong amphibious species known for their architectural prowess and understanding of life
sciences. Their star is a source of valuable solar research to the Vulcans and their system is a
direct neighbor to the Cluster nebula.
Dominant Species: Imhotep, an amphibious species, webbed feet, humanoid sized, with four
eyes, and omnidirectional tremorsense.
Notable assets: HQ in the abandoned orbital hangar. Maintains a handful of research facilities
and trading outposts across the sector where they hope to gain escort.
Ship: A Tier II transport vessel (the SS Krato with a secure hold and subspace comms)
Allies: Citizens of Silestra-4 (homeworld is providing refuge), Vulcan Science Academy (solar
research), Deep Core Prison Camp (favorable trade)
Situation: Borz has secreted precious cargo (a stash of latinum bars and dilithium) on their
small ship in a last ditch attempt to flee the system. They pushed their engines too hard though,
and are requesting asylum from the Federation. The SS Helix will not be far behind, and those
aboard the SS Krato represent the last of the council of the Otep Initiative. Borz is sure they will
be named criminals and executed by Seyla’s men. However, if you provide them asylum, this
will invite the Romulan Empire’s attention.
The trade organization which turned to hiring mercenaries when their livelihoods were
threatened by the arrival of the TSS Helix.
Turf: HQ in a refinery and cargo facility on Asteroid 332-B in the Otep system. Operates a
handful of drilling companies across the sector.
NPCs: Kelso (leader, charming, open, ruthless, ladies man). Dr. Eldar Kun (cyberneticist,
elderly, quirky, cane)
Notable Assets: A Tier 0 science vessel, the SS Alpha 12. A team of master engineers design
and fabricate all their advanced mining technology. A fleet of unmanned drilling and survey
probes. Two Tier I warships with mercenary crews on standby.
Situation: Alpha Mining Coalition and the Romulan Empire are at war over resources and
vengeance for deaths on both sides. Kelso promises they will provide valuable aid to the
refugees of Otep IV if you back them up in taking out the SS Helix. Otherwise: stay out of their
way.
A crew of near-humans who chose a life as conquerors and profiteers. Under new leadership.
Known for running illegal weapons and carrying out assassinations.
Turf: HQ in a repurposed space station. Operates many mining operations across the system
and in the Cluster Nebula.
Notable Assets: A Tier II warship, the TSS Helix, with a veteran crew of tacticians and
combatants aboard. Quality sensors and tactical stations. Upgraded deployment. A fortified HQ.
Allies: Federation (recent diplomatic agreement), Orion Syndicate.
Enemies: SS Krato (past murder), Klingon Defense Force (disagreement over territory)
Situation: The Romulan government was recently “restructured” following the death of their
former president at the hands of Seyla. She now comes to the bargaining table with military
secrets about the the Romulan Star Empire’s latest military research and development (do you
care to find out what?). She seems willing to back down if the Federation will assist in the
apprehension of the SS Krato. Even if you provide asylum to the Krato’s passengers, she
expects you to return the ship and its cargo to them.
● Seyla was banished from Romulus after a lengthy military career ended in her being
framed for treason. She later returned to overthrow the commander of the then-Romulan
Union.
● She reshaped the government of Romulus into a dictatorship, and named herself
empress.
● She is a cunning politician and tactician, having made many allies within the Romulan
Union before her ascension to power. Some were very loyal to former president Iris
though, and Seyla's position as controller of the Silestra sector is tenuous at best.
Character Creation
1. Assign roles and choose playbook
This first step asks players to align their goals with the core personnel on any starship. Fill the
essential roles of the ship’s crew each game, assigning or choosing a player to fill each:
Command, Engineering, and Tactical.
● Captain: gets the final say on the plan type. Responsible for maintaining ship rep and
space trackers.
● Chief of Engineering: responsible for tracking current ship load and suggesting details
for Transport plans.
● Tactical Chief: responsible for tracking damage to the ship and crew and suggesting
details for Assault, Stealth, and Deception plans.
Two optional roles exists as well, the Counselor and Ship’s Log.
Everyone who fills a role gets 1 special XP, which may be spent at the end of session on the
ship or any PC’s XP track. A player may take multiple roles, and any not filled should be shared
by everyone playing.
As part of this first step, the players with roles are also choosing or limiting their choice of
playbook.
Your playbook represents the nature of your character, their special abilities, and how they
advance. The playbooks aren’t unique — multiple players can choose the same one.
However, three are taking special roles too, and must take the appropriate playbook for the role
they've chosen. The player with the Captain role must take the Command playbook. The player
with the Tactical Chief role must take the Tactical playbook. The player with the Chief of
Engineering role must take the Engineer playbook (nothing stops you from taking the Veteran
advance right away to reflect a varied background).
Advanced Playbooks:
● Command: an experienced leader and planner (requires locked row of 10 renown or the
Command role)
● ESPer: wielder of psionic power
● Android: a positronic brain in a mechanical body
● Shade: an anaphasic being caught between two worlds
● Outsider: a weird mutant, xeno, or cyborg
Choose one: andorian, caitian, humanoid, tellarite, betazoid*, klingon*, romulan*, vulcan*, or
hybrid (choose two capable of breeding).
When you select a species, also choose one species ability as part of this choice (as
appropriate from the list for your species; see Species Profiles, below). Take note that this is all
about your DNA not where you are from (you will select your homeworld in step 4).
If you are not sure, select Human and take the Adaptable ability; it’s placed there as a good
choice. You should also choose Human if you are a humanoid species (not necessarily a
descendant of Earth).
If you took the Android playbook in step 1, then consider choosing one as your Look (last step)
and do not select a species ability (your playbook is preloaded with your Android traits/ability).
4. Choose a Homeworld
...and detail it with a note about your early life. For example, Q’onos: Ancestral Warriors. Assign
an action dot based on your choice of Species, Homeworld, or detail (max starting action rating
is 2). If you need more information, see Homeworlds section. If you took the Android playbook,
you are choosing your creator’s homeworld.
5. Choose a Background
...and detail it with your specific history. For example, Science: Biologist. Assign an action dot
based on your Background, Species, Homeworld, or detail (max starting action rating is 2).
Assign 2 additional action dots as desired or describe your Cadet Cruise for additional solidarity
and shared experiences between the PCs. No action may begin with a rating higher than 2
during character creation. (After creation, action ratings may advance up to 3. When you unlock
the Mastery advance for your crew, you can advance actions up to rating 4.)
7. Items Carried
You have access to all of the items on your character sheet. For each operation, decide what
your character's load will be. During the operation, you may say that your character has an item
by checking the box for the item you want to use — up to a number of items equal to your
chosen load. Your load determines your movement speed and conspicuousness:
● Light (you’re faster, less conspicuous. you can blend in with citizens of your species).
● Normal (you look like a criminal, ready for trouble).
● Heavy (you’re slower. you look like an invader on a mission).
Some items count as two items for load (they have two connected boxes). Items in italics don't
count toward your load. Bold items are fine quality (and might provide additional effect).
Mark the one who is a close friend, long-time ally, family relation, or lover (use an upward-
pointing triangle). Mark one who is a former friend turned rival, enemy, scorned lover, betrayed
partner etc. (use a downward-pointing triangle).
Pick your preferred type of pastime, detail it with a short description and indicate the name and
deck of the source of your pastime. For example, Pleasure: Organic whiskeys. Phlark,
promenade deck
Pastimes
Name. Every good character needs a name! Tell the crewmen what to call you until something
sticks, and select a real name now if you want or after a session of play.
Look. Describe whatever sticks out about your appearance. Be it your build, voice, or choice of
accessories. Start with one from the following: Man, Woman, Ambiguous, Concealed, Asexual.
Also choose two or more details for your appearance which describe things like your hair and
eyes. Focus less on the color, and consider adding an adjective instead of lots of color details.
Use the examples from lists below for inspiration and guidance to how to say a lot with just a
few words.
Rank. If you are just starting out, then you are an Ensign. If crew tier is higher than 0, see the
Rank section in the Crew Creation rules (below).
Suggestions
● Betazoid Names: Iasot, Rupx, Pimat, Secon, Eolakr, Jukea, Jax, lIikul, Aihei, JaniIike,
Kosist, Domt, Ioroe, Sepa, Tusea, AihikiIasur, Texisl, Dixe
● Vulcan Names: Tomn, Tedl, Toddn, Mupr, Tomeec, Tamil, V'myrk, Kovyc, Cyjos, Somc,
Teccn, Narrl, Kotiis, Sijjl, Tons, Sufuk, Lolr, Votal, Fejal, Sejul
● Klingon Names: Ju'Pux, Ki'Quth, M'sad'en, Kil’Uls, Au'Lex, K'ohek, Aogok, S'Edr, L'kenr,
M'uhh, Dabt, B'asaln, H'nis, Koq'Alk, H'At'i'wk, Kosz, Rar'an, K'vahx, S'Ulet, L'Avez
● Head: Bald, Shaved Head, Shorn Black Hair, Cropped Blonde Hair, Red Topknot, Seer’s
Hat, Crenellated Forehead & Braids, Blonde Ponytail, Scarred Head, Fake Android Hair.
○ Other adjectives: Sharp, Flashy, Fancy, Calming, Shocking, Distracting,
Untamed Hair, Wiry, Unassuming, Ragged, Pointy, Loose, Swept, Tight,
Effortless, Sweeping
● Eyes: Fierce Green Eyes, Imaging Visor, Watchful Blue Eyes, Grim Brown Eyes,
Microchip Android Eyes.
○ Other adjectives: Disarming, Piercing, Powerful, Glowing, Ethereal, Milky,
Replaced, Chromatic, Calculating, Frosty, Arresting, Knowing, Playful, Guarded,
Bold, Wild, Haunted, Empty, Fiery, Bright, Quick, Caring, Clear, Strange,
Curious, Hungry, Hard, Wistful, Confident, Careful.
● Build: Athletic, Pudgy, Lean, Thin, Frail
● Accessories: Klingon Baldric Sash, Stylish Silver Earrings, Cowboy Hat
The Faction Game
The universe is a amid a power struggle, from Alpha to Gamma Quadrant. Ships who cross
each other in open space often prey upon each other. Alliances are strained, vendettas are
served. Into this myriad possibilities of deep space travel and exploration your fledgling crew of
officers has set its course. Will you be honored by those above you, or will you let your leaders
down?
Faction Tier
Take a look at the faction ladders. Each notable faction out there is ranked by tier—a measure
of resources, influence, and scale. At the highest level are the tier Vand VI factions, the true
intergalactic superpowers.
Starships doesn’t compete on this level; fleets do. Your organization’s tier is used for any
fortune roll for which the overall power level and influence of its fleet(s) is the primary trait.
Ship Tier
Your crew begins at the absolute bottom—technically not even on the ladder—at tier zero. If you
are playing a campaign set in a particular size ship, use the guide below to adjust the starting
tier and upgrades as appropriate (one upgrade per tier is about right).
You'll use your tier rating to roll dice when you acquire an asset and when you try to reduce
heat, as well as for any fortune roll for which your ship's (or its crew’s) overall power level and
influence is the primary trait.
Tier level determines the scale of each ship’s crew and typical transporter array (typical away
team size).
When you complete a mission, your crew earns rep equal to the tier of the faction you’ve dealt
with. The bigger the target, the more rep it’s worth.
However, if you keep the operation completely quiet (so no one knows you did it), you earn zero
rep. On the plus side, you generate little heat and you don't lose faction status or rank.
When you advance, you can choose to improve your crew's tier or their hold by one step. When
you improve your tier, your hold drops by one level and you must also pay a measure of
requisition equal to your new tier x 4 (which represents the acquisition of better assets).
Claims/Space
Another way to assist in the crew's advancement is by eliminating threats and performing
missions in neutral space or enemy space. When you maintain good relations in these areas
like this, you establish a more stable basis for your rep. Each piece of space that you claim
represents abstracted support and assets for the crew (usually acquired via goodwill and trade
with the citizens of that solar system).
Each unit of space you hold is marked on your rep tracker. The marks on your tracker from
space reduce the amount of rep you need to advance. When you advance and reset your rep,
you keep the marks from all the space you hold.
So, if your crew holds 3 pieces of space, you need only 6 rep to advance, instead of 9. When
you advance, you'll clear the 6 rep marks, but keep the 3 space marks (as long as you hold
those pieces of space).
You acquire space by accomplishing a mission to seize it. You might get it by negotiation or
diplomacy, by deceit or infiltration, or perhaps by force—however your crew prefers to operate
given the opportunities at hand.
Your crew can lose hold, too, following the same rules above.
Faction Status
In addition to tracking rep, hold, and tier, you also track your status with each faction on the
ladder, using the upward and downward pointing blades on the faction sheet. Status is rated
from -3 to +3, with 0 (neutral) being the default starting status.
When you create your crew, you assign positive and negative status ratings to reflect your
recent history with factions in the universe. Through play, the ratings will change based on your
actions.
Status Changes
When you execute an operation, you gain -1 or -2 status with any factions that are hurt by your
actions. You may also gain +1 status with a faction that your operation helps. If you keep your
operation completely quiet (no one knows it was you) then your status doesn't change.
If you take on a mission given by a faction, you might gain +1 status with them when you
complete it, and -1 or -2 status with their enemies if the operation isn't quiet.
Claims Map
Each crew sheet has a map of claims available to be earned (see the example for Exploration
Vessels, below). The claim map displays a default roadmap for your ship and crew type. Claims
should be seized in order, by following the paths from the central square, the crew’s ship.
You may attempt to seize any claim on your map, ignoring the paths (or even seek out a special
claim not on your map) but these operations will always be especially difficult and require
exceptional efforts to discover and achieve. The claim roadmap shows typical paths for
advancement, not an absolute restriction on your operations.
Seizing a Claim
Not every claim is already controlled by a faction. To acquire any of the others for yourself, you
have to take it from someone else. To seize a claim, tell the GM which area of space on your
map your crew intends to capture. The GM will detail the system with a location and a
description and will tell you which faction currently controls it. Or the GM might offer you a
choice of a few options if they're available.
If you choose to ignore the roadmap paths when seizing a claim, the GM might tell you that
you'll need to investigate and gather information in order to discover a claim of that type before
you can attempt to seize it.
Plan the operation like any other mission, and if you succeed, you seize the claim and the
targeted faction loses the claim. Seizing a claim is a serious attack on a faction, usually resulting
in -2 faction status with the target, and potentially +1 status with its enemies. Seizing Neutral
Space typically doesn’t make as many waves, but nonetheless generates -1 status with the
citizens there.
As soon as you seize a claim, you enjoy the listed benefit for as long as your hold the claim.
Some claims count as space (see turf, page 13, Blades). Others provide special benefits to the
crew, such as bonus dice in certain circumstances, extra requisition generated for the ship's
use, or new opportunities for action.
The SS Genesis (a crew of terraformers) has grabbed a piece of Neutral Space (to the
left of their Ship on the claims map): it’s an intersection of warp routes near a wormhole,
where their ship now holds dominion. They want to claim a Vice Den next. The GM says
that the tattoo parlor near their new turf is a front for a Red Sash drug den in the
basement—they see users shuffling in and out all day. The Bloodletters gather their
gang of Thugs and assault the place, driving out and killing the Red Sashes, and seizing
it for their own. Taking these two claims drives their faction status with the Red Sashes
all the way down, to -3. Now they’re at war.
Losing a Claim
An enemy faction may try to seize a claim that your crew holds. You can fight to defend it, or
negotiate a deal with the faction, depending on the situation. If you lose a claim, you lose all the
benefits of that claim. If your ship is lost, you lose the benefits of all of your claims until you can
restore your ship or establish a new one. To restore or establish a new ship, accomplish a score
to do so.
Advancement, Heat, and Wanted Level
PC Advancement
Each player keeps track of the Experience Points that their character earns. You can earn xp
and pp in several different ways:
● Desperate action XP: During the game session, mark xp each time you make a
desperate action roll. Mark the xp in the attribute for the action you rolled (Logic,
Fitness, or Bearing). When you roll in a group action that's desperate, you also mark
xp.
● Roleplaying XP: At the end of each session, for each item below, mark 1 pp or xp (in
your playbook, or in an attribute of choice) or 2 pp/xp if that item occurred multiple times.
○ You addressed a challenge with (X) or (Y). The specifics vary by playbook. For
example, the Security playbook says: "When you address a challenge with
threats or enforcement." To 'address a challenge', your character should take a
significant action to overcome an obstacle or threat. It doesn't matter if the action
is successful or not; you get awarded either way.
○ You expressed your beliefs, drives, species, heritage, or background.
○ You fulfilled your duties despite your pastime or traumas during the session.
● Training XP: Finally, you can earn xp by training during downtime. When you train,
mark xp in one of your attributes or pp in your playbook (or mark 2 pp/xp if your crew has
the appropriate training upgrade). A given pp or xp track can be trained only once per
downtime phase.
When you fill an xp or pp track, you clear all the marks and your character earns an advance.
● When you earn an advance in your playbook track, you may choose an additional
special ability.
● When you earn an advance in an attribute track, you may add an additional action dot to
one of the actions under that attribute.
Crew Advancement
At the end of each session:
Review the crew advancement items, and mark 1 xp for each item that you did during the
previous session. If you've done an item multiple times, mark 2 xp for it.
When you mark enough crew xp to fill the crew xp tracker, clear the tracker and get 2 crew
upgrades or a new crew special ability. Record any leftover xp in the cleared tracker.
In addition, each PC gets 1 renown (+2 per crew tier) as a bonus for their service.
Heat
Anything you do might be witnessed, and there's always evidence left behind when a mission
takes place. To reflect this, your crew acquires heat as they break the Directives. After a
mission or conflict with an opponent, your crew takes heat according to the nature of the
operation:
Add +1 heat for a high-profile or well-connected target. Add +1 heat if the situation happened on
hostile turf. Add +1 heat if you're at war with another faction. Add +2 heat if killing was involved.
You mark heat levels on the heat tracker on the crew sheet.
When your heat level reaches 9, you gain a wanted level and clear your heat (any excess heat
"rolls over," so if your heat were 7 and you took 4 heat, you'd reset with 2 heat marked).
The higher your wanted level, the more serious the response when others take action against
you.
Also, the combined level of your heat and wanted level determines the severity of the
entanglements that your crew faces after a mission. See Entanglements for details.
Brig time may result from investigation and arrest by Internal Affairs, or because someone turns
themselves in and takes the fall for the crew's indiscretions. The severity of the sentence
depends on your wanted level when the hearing occurs:
Incarceration in the brig is is demoralizing and embarrassing - but that is about it. However, a
trip to an alien world’s prison is far worse. Your crew connections made up until now is your only
real defense inside. Roll your Tier. On a 1-3, you suffer a level of trauma from the experience.
On a 4/5, you keep your head down and do your time without serious incident. On a 6+, you
make a name for yourself inside. Your crew gains a disputed world claim and +1 faction status
with a faction that you assisted while in prison.
Hold
On the faction ladders next to the tier numbers is a letter indicating the strength of each faction's
hold on their tier. Hold represents how well a faction can maintain their current position on the
ladder. W indicates weak hold. F indicates firm hold. S indicates strong hold. Your crew begins
with firm hold.
When you complete a mission, your crew earns rep equal to the tier of the faction you’ve
targeted. The bigger the target, the more rep it’s worth.
However, if you keep the operation completely quiet (so no one knows you did it), you earn zero
rep. On the plus side, you get little heat and you don't lose faction status.
When you advance, you can choose to improve your crew's tier or their hold by one step. When
you improve your tier, your hold drops by one level and you must also pay a measure of
requisition equal to your new tier x 4 (which represents the acquisition of a better ship and
assets).
Your ship type determines the missions that you’ll focus on, as well as a selection of special
abilities that support that kind of action. The ship type isn’t meant to be restrictive—the SS
Genesis might sometimes engage in exploration (like the SS Providence) or supply intel (like
the SS REDACTED)—but the core activity of the ship type is the most frequent way they earn
renown and xp for advancement. There are six different ships to choose from.
Your crew has just formed and been assigned to a starbase. Given this group of characters and
their cadet cruises, what initial reputation would you have among your former commanding
officers? Choose one from the list at right (or create your own).
You earn xp when you bolster your ship’s reputation, so think of this as another cue to indicate
what sorts of action you want in the game. Will you be recklessly ambitious, targeting higher-
Tier targets? Will you take on daring missions that others deem too risky? Are you interested in
the strange weirdness of anaphasic energies?
Also, talk about where the ship's starbase is located. You begin at Tier 0, so it’s probably in
Allied Space, near Earth. The starbase is modest in scale and quality. Choose one (or create
your own):
Look at the map of the Universe (page xx) and choose the quadrant and system in which your
starbase is found. Are you officers of the Federation? Are you based in some bereft area of a
dense system or is your starbase one of many other small bases in an isolated system? A good
system choice for explorer types is Silestra system, near the Cluster nebula—the area most
desired for deep space exploration and investigation.
Your officers are brand-new, but you have been assigned to some region of space your
assignment. This is the area that you usually target for your missions, and you know it well.
Your assignment doesn’t have to be in the same system as your starbase. The area is small,
only three or four solar systems—but it’s still an area of interest to someone. The entire star
system is divided among larger, stronger factions. The GM will tell you which faction claims the
area, then you decide how to deal with them:
● Pay them off. Give them 1 req in exchange for giving you room to work.
● Pay the faction 2 req as a show of respect and gain +1 status with them.
● Keep your requisition and take -1 status with that faction.
Your assigned region of space is useful for a particular type of operation. Each ship has a list of
different operation types for their assignments. For instance, the SS Providence has Deep
Scans, Investigation, Envoy Missions, and Engineering Missions as options.
When you prepare to execute an operation of your preferred type in your assigned area of
space, you get +1d to any gather information rolls and a free additional downtime activity to
contribute to that operation. This can help you discover an opportunity, acquire an asset you
might need for the mission, find an appropriate client, etc.
When you acquire territories (see page xx) you also expand the size and/or type of your
assigned areas of space. Detail the new area and/or methods with help from the GM.
Just like picking the ship (or ship type), reputation, starbase, and assigned area of space,
choosing an ability is another chance to focus the game down to a more specific range of
possibilities. Instead of playing a generic crew of Federation officers, you end up with the SS
REDACTED intelligence ship, who are daring, with a starbase in the old Neutral Zone outpost,
assigned to Silestra nearby the Cluster nebula, a preference for recovery missions, and the
Accord ability. That’s a lot to work with, and it helps get the game going in a strong direction
from the very beginning.
An upgrade is a valuable asset that helps the ship's crew in some way, like a runabout or
specialized personnel (see the complete descriptions on the following page). Each ship has two
pre-selected upgrades that suit that crew (like Fitness Training and department of security
personnel for the assault ship, the SS Kraken).
You get to add two additional upgrades to your new crew (so you’ll have a total of four upgrades
when you start). You can choose from the specific upgrades available to your crew type or the
general upgrades on the crew sheet. For example, you might pick the SS Lateralis upgrade
Anaphasic Nexus as one of your choices and also the general upgrade Logic Training as your
other choice.
When you assign your two upgrades, the GM will tell you about two factions that are impacted
by your choices:
● One faction helped you get an upgrade. They like you, and you get +1 status with them.
At your option, spend 1 req to repay their kindness, and take +2 status with them
instead.
● One faction experienced trouble when you got an upgrade. They don’t like you, and you
get -2 status with them. At your option, spend 1 req to mollify them, and take -1 status
with them instead.
You’ll be able get more upgrades in the future by earning xp (see Advancement, page xx).
This is who delivers orders and assignments from Central Command down to your ship’s
leadership. Take a look at your list of potential COs on the crew sheet (or create one with your
GM). Choose one who is a former crewman or recent transfer. The GM will tell you about two
factions that are impacted by your choice:
● One faction is also friendly with this contact, and you get +1 status with them.
● One faction is unfriendly with this contact, and you get -1 status with them.
At your option, these factions are even more concerned with this contact and so you take +2
and -2 status instead.
Ship Upgrades
Runabout: You have a runabout and larger shuttle bay. A second upgrade improves it with
armor and performance parts, or you have an additional (standard quality) runabout.
Shuttles: You have a squadron of passenger shuttles and a larger shuttle bay. A second
upgrade improves them with special shields (armor) and more payload capacity.
Transporter: You have a larger array of transporters which increases the usual transport
capacity (scale=scale +1) as well as adds a signal descrambler to strengthen weak signals. A
second upgrade increases its capacity again (+2) and enables silent transport over short
ranges.
Cohort: A cohort is a gang or a single expert NPC who works for your crew. For all the details
on cohorts, see the following pages.
Hidden Starbase: Your starbase has a secret location and is disguised to hide it from
surveillance. If your starbase is discovered, use two downtime activities and pay req equal to
your Tier to relocate it and hide it once again.
Mastery: Your crew has access to master level training. You may advance your PCs’ action
ratings to 4 (until you unlock this upgrade, PC action ratings are capped at 3). This costs four
upgrade boxes to unlock.
Quality: Each upgrade improves the quality rating of all the PCs’ items of that type, beyond the
quality established by the crew’s Tier and fine items. You can improve the quality of Documents,
Gear (covers Survival Gear and Climbing Gear), Tools (covers Scanning Tools and Technical
Tools), and Weapons.
So, if you are Tier 0, with a fine tricorder (+1) and the Quality upgrade for tools (+1), you could
contend equally with a Tier II quality jamming devices.
Quarters: Your ship includes individual living quarters for its crew complement, as well as a
leisure deck and expanded sickbays. Without this upgrade, each PC sleeps in shared living
quarters, and is uncomfortable when they do so.
Defenses: Your ship has interior defenses with strategically placed blast doors and stasis
beams to thwart intruders. A second upgrade extends these defenses to protect against psychic
or anaphasic phenomena. You might roll your crew’s Tier if these measures are ever put to the
test, to see how well they thwart an intruder.
Training: If you have a Training upgrade, you earn 2 xp (instead of 1) when you train a given xp
track during downtime (Logic, Body, Bearing, or Playbook xp). This upgrade essentially helps
you advance more quickly. See Advancement, page xx. If you have Logic Training, when you
train Logic during downtime, you mark 2 xp on the Logic track (instead of just 1). If you have
Playbook Training, you mark 2 xp on your playbook xp track when you train.
Secure Hold: Your ship has a secure cargo hold, increasing your storage capacity for
requisition to 8. A second upgrade increases your capacity to 16. A separate part of your cargo
area can be used as a brig.
Workshop: Your ship has a fully-featured manufacturing division with tools for mechanical and
electrical repair, as well as specialty replicators and a small database of documents and maps.
You may accomplish long-term projects with these assets without leaving your ship.
Labs: Your ship has a fully-featured laboratory with specialized research equipment. You may
accomplish long term projects with these assets without leaving your ship. A separate area may
be used as airtight containment for hazardous materials.
Your first entry on your Personnel section is The Crewmen. The Crewmen are the men and
women assigned to this starship as general staff.
Edges
Flaws:
● Loyalists: The crew will report any breaches of conduct to Internal Affairs.
● Pacifists: The crew is comprised of a large number of pacifists who won't help during
fights.
● Unreliable: The crew is often in need of dedicated shore leave, due to other obligations,
obsession with their pastimes, etc.
● Attitudes: The crew is snarky, debauched, or snide - sometimes even when
communication channels are open.
Personnel
Personnel is a department or expert who works for the ship. To recruit new personnel, spend
two upgrades and create them using the process below.
Creating a department
Choose a personnel type from the list below:
A department has scale and quality equal to your current ship Tier. It increases in scale and
quality when your ship moves up in Tier.
If your ship is Tier 0, your department is quality 0 and scale 0 (1 or 2 people). When your crew is
Tier II, your department is quality 2 and scale 2 (12 people).
Some ship upgrades will add the “Elite” feature to a department, which gives them +1d when
they roll for a given Type. So, if you’re Tier I and have a gang of Elite Soldiers (+1d), they would
roll 2d when they try to kill a target.
Creating an expert
Record the expert’s type (their specific area of expertise). They might be a Doctor, a Ship's
Counselor, a Warp Researcher, a Xenobiologist, a Spy, etc.
An expert has quality equal to your current crew Tier +1. Their scale is always zero (1 person).
Your experts increase in quality when your crew moves up in Tier.
When you create personnel, give them one or two edges and an equal number of flaws.
Edges
Flaws
You begin at Tier 02, weak Hold, 0 Rep, and 2 requisition. Set the rank of each PC in the group
to Ensign3.
Each player assigns a positive tick and a negative tick with any Tier 1 or Tier 2 faction (to
represent past interactions). Then, as a group, assign one positive and one negative tick at Tier
3. Say why you have good or bad status with these factions.
Creating Personnel
You have personnel befitting of a starship your size and configuration. Their quality begins at 0.
Adding new personnel or upgrading them costs two crew advances. Personnel can be some of
the crew, or an expert. When you create an expert, record their type—a pharmacologist,
anomaly researcher, psionic specialist, spy, etc. When you choose a department, choose the
type from the list below:
Add an additional type to personnel by spending a crew advance. When personnel perform
actions for which its type(s) apply, it uses its Tier rating for quality. Otherwise, its quality is zero.
You can increase its quality relative to Tier by 1 by spending two crew advances to choose the
Elite upgrade for that personnel.
● By The Book: The personnel has an ethic or values that it won't betray.
● Overzealous: The personnel is excessive in their responses.
● Unreliable: The personnel isn't always available, due to other obligations, stupefaction
from their oastimes, etc.
● Wild: The personnel is drunken, debauched, or loud-mouthed.
Record the expert's name or the names of the notable NPCs in the department.
When you send personnel to achieve a goal, roll their Quality to see how it goes. Or, a PC can
oversee the mission by leading a group action (the PC rolls Command, the personnel rolls
Quality). The quality of any opposition relative to the personnel's quality affects the position and
effect of the action.
Your crew uses a section of your assigned sector as their source for missions. The area is
small, consisting of three systems along the Neutral Zone, between Alpha Quadrant and Beta
Quadrant—referred to as "The Cluster" due to a myriad of asteroid fields and belts and wildly
erratic energy fluctuations.
Choose a starting feature for your assigned sector that describes your preferred type of
assignment (applies to Exploration Vessel type): Anomalies (investigation, discovery),
Espionage (spying, blackmail), Distress Calls (support, defend), or Diplomacy (establish or
improve relations).
When you attempt a mission on your Assignments that matches one of its feature types, you get
a free downtime activity to prep for the operation (gather info, acquire an asset, etc.—whatever
makes sense). When your crew advances in Tier (or when you negotiate it with a larger faction)
you can add a feature or re-write the description of your hunting ground to encompass a larger
area.
Phases of Play
There are several phases of play encouraged in this game, and they tend to flow in a particular
pattern and repeat. It is expected that players will begin with free play (which includes character
creation), eventually progressing to a mission, and then enRomulang downtime and then
repeat the cycle anew, or as needed.
Free Play
Most of the important stuff for the game occurs in this mode. The players all take turns
describing what their characters are like, what the universe is like, and communicate the kinds
of fiction they are interested in playing. The GM encourages the other players frequently with
suggestions for downtime actions and missions. Narrative power flows much more freely here,
and descriptions might be delivered without the usual risks, action costs, or even involving dice.
Missions
The players have described a risky plan, and it’s time to go. So let’s go.
See Planning section for more information. This is when the ship sets its course for enemy
territory, sends an away team to explore the planet, engages the pursuing ship, etc. For this part
of the game we will use lots of dice, and track the moment-to-moment action.
Downtime
After the players have finished a mission, they typically take care of downtime actions. That is, if
they have the chance. This part of the game is about planning for the next mission, recovering
from and dealing with consequences from previous missions, or pursuing personal interests
your character might, etc.
Taking Actions
When asked (or when you feel like it) describe your action in terms of what you want, and what
you say or do to get it. If a particular mechanic or action is on your mind, say which one.
Rolling Dice
When you are asked to roll, pick up a number of six-sided dice and roll them. The number will
depend on what is being rolled, but most actions are handled with the number of dots in the
action. See Player Reference 1 for a list.
The result (the number you read) is always the single highest number showing (that is, more
dice means better chances of success). If the result is a 5 or 6, things went well. If the result is 3
or 4, things went well at cost or things just went okay. If the result is 1 or 2, things went terribly.
If the result includes multiple 6s, then you rolled a crit and the expected result is surpassed.
There are also two kinds of rolls. Action rolls, and fortune rolls. Action rolls typically have a
desired effect and ways things could go badly, whereas fortune rolls typically guarantee some
sort of effect and just exist to determine a degree of effect. The GM won’t roll dice for your
character, but might make fortune rolls to disclaim decision-making depending on the situation.
Difficulty
Difficulty and challenge are expressed through the amount of effect possible at a given risk
level. There are no dice penalties except when injured. When risks are higher because the
opposition is stronger, we just limit the possible effect instead of reducing dice pools. Three
positions exist to help us express the severity of the possible approaches: Controlled (for when
you are in control of the situation), Desperate (for when you are clearly not), and Risky (for
when it is neither).
Equipment
Equipment primarily exists to provide the fiction for action. If you don’t have a ranged weapon,
you probably don’t have a case to roll the battle action. If you can’t access the equipment, you
can flashback or perhaps acquire it in the moment. The load rules cover the limits on equipment
you can declare, and the rest flows from the action you take with it.
Some advantages do exist. “Fine” equipment will be counted as a factor 1 higher than usual in
terms of quality (usually just a straight Tier comparison), and would typically increase the effect
of actions taken with it. “Poor” equipment counts as a factor 1 less than usual. Other equipment
functions as an item of your crew’s tier should.
If you want to include advantages from specific details of your items—reach, speed,
adaptability, etc.—consider a dubious move that relates to a detail.
"You can take +1d here with your phaser rifle if you fall back to keep him at range, but
you'll have to move out of the room and deeper into the enemy ship."
"You can take +1d with your stun device, in close, to shock him repeatedly, but your
tricorder will get ruined in the scuffle.”
Rules Reference 1
Actions
Logic Actions
Fitness Actions
Assault: or defend a position; fight an opponent in close combat; brawl and wrestle
Finesse: an item away from someone; employ dexterity, balance, or subtle misdirection; handle
a ship or mount
Sabotage: a place, item, or obstacle with precision or savage force; create distractions and
chaos; lay down cover fire
Scramble: through obstacles and dangerous environments; move about unseen; perform
evasive maneuvers; get close enough to deliver a nerve pinch, takedown, etc
Bearing Actions
Command: an away team or crew; demand obedience with your force of personality; threaten
or frighten
Convince: someone using charm, logic, lies, or omission; change attitudes or behavior with
argument or manipulation; employ deception or disguise
Study: behavior, patterns, items, or readouts to gather info; calculate or observe over time;
apply knowledge or scholastic experience; gain a deeper understanding; perform research
Network: with connections from your heritage, background, crewmates, friends, or rivals to gain
access to resources, information, people, or places; develop rapport or counsel
Special Action
Sense*: psionic or spiritual phenomena; concentrate or channel psionic power; perceive and
communicate with anaphasic beings
Action Roll
1d for each Action dot
+1d if you Push Yourself (take 2 stress) or accept a Dubious Move.
Note: You can get an extra die in one of two ways: Push Yourself for 2 stress, or accept a
Dubious Move. You can't do both.
Risky: You go head to head. You act under fire. You take a chance.
*: Mark a tick of Experience in the appropriate Attribute for each desperate roll you make with it.
The GM sets the consequences according to the situation. You may suffer one, some, or all of
the listed consequences. You may attempt to avoid or reduce a consequence with a resistance
roll.
Resistance Roll
1d for each Attribute dot (number of Actions in that category in which you have at least 1 dot)
● You reduce or avoid the consequence and take 6 stress minus your highest die result.
Teamwork
● Assist. Take 1 stress to give another player +1d. You might also suffer consequences
from the roll. Only one person may assist a roll.
● Lead a group action. Roll for each character who participates in the group action. The
best single roll counts as the action result, which applies to every character that rolled.
When the ship’s unnamed personnel participate, roll two dice and take the lower result.
● Protect. Face danger for a teammate. Step in to suffer a consequence in their place.
You may roll to resist as normal, if you wish. This is how you “Save your teammates”
● Set Up. Set up another character with your action. If you achieve it, any team members
who follow up get +1 effect or improved position. This is how you “Give her all she’s got”
so the helmsman can get you out of there.
Rules Reference 2
After each mission or operation, do this in order:
Rewards (1st)
A mission yields 1 rep per Tier of the target and a requisition (req) reward based on the nature
of the operation (see list below). Note: The rep reward usually does not apply if you pulled off a
secret mission; at least not until you later take responsibility, that is.
Subtract 1 req per crew Tier if you received help from Starfleet or a similar organization.
If you've seized a claim, you gain its benefits (hold and/or other bonuses).
During play, the team earns Rep for the completion of most missions. Missions that target the
acquisition of Space serve to reduce the Rep needed to advance your Tier (they remain marked
even when clearing the Rep bar). These missions are special, and take place in either Neutral
Space, or Enemy Space.
The other missions help Federation factions and probably hurt an opposing faction, earning the
crew added heat based on the circumstances of the mission. We determine this both during and
after the mission’s end with Dubious Moves and things like adherence to protocol.
If Heat + Wanted < Rep If Heat + Wanted < Rep + If Heat + Wanted is >= Rep +
Tier Tier
Example: The crew of the Hawking (Tier 2) finishes a mission, and their new rep total is now 4
(3, but plus 1 for Space they explored). The GM rolls a d6, gets a 2, and looks up the result
based on the rightmost which column is true.
Their heat is 5 and wanted 1 for a total of 6, which we compare to see if it’s less than their Rep
(4). Since this is not less than 4, its then compared to Rep + Tier instead - which it is not less
than 6 either, so the GM uses the third column to find their roll’s appropriate outcome:
Unforeseen Consequences.
Entanglements Legend
Anaphasic Anomaly. A shade, spirit, or interdimensional being is drawn to you (perhaps it's a
past victim?). Employ the services of an ESPer or researcher to return to your dimension, or
deal with it another way.
Court Martial. A JAG officer presents a case file of evidence to a military tribunal, to begin
prosecution of your crew for their mistakes. The Office of Internal Affairs sends a detail to arrest
you. Justify it with requisition (equal to Wanted Level) in order to face Inquiry instead, hand
someone over for the brig (this clears your heat), or deal with it another way
Department Trouble. One of your crew’s departments (or other personnel) causes trouble due
to their flaw(s). Lose face (forfeit rep equal to your tier+1), make an example of one of the crew
members, or face issues with the wronged party.
Inquiry. Internal Affairs officers issue an order to interview an NPC member of your crew or one
of the crew's Contacts, to question them about your mistakes. Make a fortune roll to find out
how well they resist spilling some info that they shouldn't, or deal with it another way.
Costly Indiscretion. A crewman has left behind a dangerous piece of technology during the
last mission. Go back and get it (lose requisition equal to distance away), or deal with another
way.
Outbreak. A short-lived disease or ideological movement disrupts the crew of the ship, or one
of its recently visited targets. Put everyone on quarantine/leave (forfeit 3 rep), develop a
treatment, or deal with it another way.
Repairs: Warp circuits blow, the transporters break, or the sick bay needs retrofitting.
Something breaks due to excessive strain on systems or staff and needs major repairs. Spend 2
requisition to cover the supplies, visit a spacedock (lose 2 rep), or deal with it another way.
Reprisals. An enemy captain or faction makes a move against you (or a friend, contact, or
pastime purveyor). Meet their demands (1 rep and 1 requisition) per Tier of the enemy, allow
them to mess with you or yours, fight back, or deal with it another way.
Rivals. A neutral faction throws their weight around. They threaten you, a friend or contact, or
one of your pastime purveyors. Forfeit (1 rep or 1 requisition) per Tier of the rival, or stand up to
them and lose 1 status with them.
Staff Changes. Command demotes or transfers someone in the crew. One player volunteers a
friend or pastime purveyor as the person most likely to be targeted. Make a fortune roll to find
out how well they keep their mouth shut about the crew’s indiscretions (lose 2 rep).
Show of Force: A faction with whom you have a negative status makes a play against your
dominion in space. Give them 1 claim or go to war (drop to -3 status).
Space Pirates. A fleet of mercenaries and spies in stealth ships approaches the crew with a
tempting offer. Accept, hide until it loses interest (forfeit 3 rep), or deal with it another way.
Special Request. A +3 or +2 status faction asks you for a favor. Agree to do it or forfeit 1 rep
per Tier of the friendly faction (if you were at +2, then you lose just 1 rep). If you don't have a +3
or +2 faction status, you avoid entanglements right now.
Subpoena. Internal Affairs officers round up one of the PCs, to question them about the crew's
mistakes. Tell them what they want to know or resist with your Resolve to avoid brig time and
exposing the crew to further subpoenas, or justify it with requisition (equal to heat).
Unforeseen Consequences: Breaking the directives has directly led to the negative
development of a civilization. Make reparations to those affected (lose requisition equal to
crew’s Tier + 2) or make an apology (lose rep equal to Tier + 1).
Downtime (4th)
When you're at liberty between missions and find some respite from peril, you may pursue two
downtime actions. You also recover all of your armor uses. During downtime, you may take
additional actions by spending 1 requisition or 1 rep for each extra action.
For any downtime roll, add +1d to the roll if you get help from a friend or contact. After the roll,
you may increase the result level by one for each requisition spent, by employing personnel,
redirecting power to the holodecks or replicators, etc. (so, a 1-3 result becomes a 4/5, 4/5
becomes 6, 6 becomes Critical).
Pastime: Clear some stress. Visit a purveyor of your pastime (holodeck, poker club, officer’s
lounge) and roll dice equal to your lowest attribute as you indulge your pastime. Clear stress
equal to your highest die result. If you clear more stress levels than you had marked, you
overindulge (see below). If you do not or cannot engage your pastime during downtime, you
take stress equal to your trauma.
Overindulge. You make a bad call because of your pastime— in acquiring it or while under its
influence. What did yo do?
● Troublemaker: Select or roll an additional entanglement. How did your actions lead to
this result?
● Big Talk: Brag about the crew’s exploits (+2 heat).
● Obsession: Play a different character until this one returns from their absence, and
revisit the subject when the other character returns.
● Tapped. Your current purveyor cuts you off or breaks down. Find a new source or repair
the damage to replace your pastime purveyor. What did you do? What did you learn?
Shore Leave: Clear some stress for the crew as a whole. Stop at a suitable location on a planet
or space station to keep the crew in good spirits. Deduct 1 requisition as part of this action, and
visit a suitable place for a couple days to let the crew take a load off. Then make a fortune roll
based on the crew’s tier. Clear stress according to result level (see below) from the stress track
on the crew sheet and the PCs who need it (1/2: one, 3/4: two, 5/6: three, Crit: five).
Requisition may be spent to increase the result level as usual for downtime actions, but each
spent is only enough to cover the crew or a single PC.
If you clear more stress levels than the crew had marked, the shore leave was costly; lose
requisition equal to the number of stress levels you rolled which were in excess, or there is a
serious complication (use Overindulge section above, but in the context of the entire crew. How
did things go wrong?). PCs do not overindulge as well as part of this action; shore leaves are
different from indulging pastimes.
Recover: Remove all level 1 harm. You may also begin to heal your level 2 and/or level 3 harm,
if you have access to proper treatment. Significant or risky treatments (like nano surgery, which
is required for particularly nasty injuries) may call for action rolls. Successful treatment creates a
long term project clock to reduces the severity of your lowest level 2 or level 3 harm, and
downgrades all remaining harm as much as possible to fill in the gap. If you take further harm
before you finish healing, you must once again Recover before you can continue progress
healing.
Work on a Long Term Project, if you have the means. Roll a trait and mark 1 segment on the
project clock per level (1/2: one, 3/4: two, 5/6: three, Crit: five).
Acquire Asset: Acquire temporary use of an asset. Roll the crew's Tier. The result indicates the
quality of the asset (1/2: Poor, 3/4: Standard, 5/6: Fine, Crit: Exceptional).
Train: Mark 1 xp for an attribute or your playbook (if you have the appropriate crew training
upgrade). You can train a given trait only once per downtime.
Gather Info: Spend time to gather information, away from danger. The action roll result
indicates the quality (1/2: Poor, 3/4: Standard, 5/6: Fine, Crit: Exceptional).
Reduce Heat: Say how you reduce the crew’s heat and roll your Action. Reduce heat by 1 per
result level (1/2: one, 3/4: two, 5/6: three, Crit: five).
Tip: The action required to reduce it should always look to the fiction of the crew’s actions. If
they angered a new species, a charity or diplomacy mission might help. If they angered the vice
admiral, a voluntary submission for judgment might be the only resolution. It really depends a lot
on the tone of your campaign and the fiction present.
The Directives
The Directives are more than just a set of rules; they are a philosophy, designed to guide the
actions of the personnel (in particular, a captain) while assigned to a starship. This section
contains the prohibitions in the Directives to guide players to breaking them less often, thus
avoiding needless violations.
The characters take care of that, off-screen. All you have to do is choose what type of plan the
characters have already made.
That's right; the planning phase is over as soon as you start it.
There's no need to sweat all the little details and try to cover every eventuality ahead of time,
because the engagement roll (detailed below) ultimately determines what troubles appear when
the plan is put in motion. No plan is ever perfect. You can't account for everything. This system
assumes that there's always some unknown factors and trouble—major or minor— in every
operation; you just have to make the best of it.
There are six different plans, each with a missing detail you need to provide. To "plan an
operation," simply choose the plan and supply the detail. Then the GM will cut to the action as
the first moments of the operation unfold.
The Detail
When you choose a plan, you provide a missing detail, like the point of attack, social
connection, etc. If you don't know the detail, you can scout it out or gather information in some
other way.
Item & Ship Loadouts
After the plan and detail are in place, if the ship is involved the Chief player chooses the ship’s
load (the Leader still has the final say). This indicates how many systems the crew have
available during the operation. They don’t have to select individual systems- just the maximum
number they’ll have access to during the operation.
Also, each player chooses their character's load for any away team scenes. This indicates how
much stuff they're carrying on the operation. They don't have to select individual items—just the
maximum number they'll have access to during the mission.
Example: The crew wants to remain light for their approach on this mission so as not to attract
any unwanted attention. However, they know this area is teeming with cloaked warbirds, so if
things get violent they will have little additional power to do anything but warp out. The decision
comes down to go in with a light load, so they are faster and won’t look threatening.
They make a long-range scan for threats (Chief marks the first box for Sensors), and miss the
traces of a patrolling warbird’s engines. Not trusting this, the captain orders full power to
scanners, and to make another sweep (Chief marks second box for +Maximum power to
Sensors). This time the scans finds the cloaked ship, but the crew’s ship has been detected as
well. “Go to red alert: shields up! weapons up!” the captain orders.
The Chief marks one each in Shields and Weapons, and notes the new total of 4 would exceed
the current light load limit of 3. To handle this, the ship’s engineer goes to work; since they are
currently at a light load (inconspicuous) this action is presented from a dominant position to
have 2 effect (risk being the warbird comes in for a closer look). On a success, the Chief may
clear 2 load (which renders those systems at minimum power, but frees up power to go to
Shields or whatever else), or simply mark 2 more load (pushing the total load up to 5, setting
the new load to normal).
Engagement Roll
Once the players have a plan and its necessary detail, the GM cuts right to the action—
describing the scene as the PCs execute their plan. But how is this established? The way the
GM describes the starting situation can have a huge impact on how simple or troublesome the
operation is. Rather than expecting the GM to simply “get it right” each time, we use a dice roll
instead. This is the engagement roll.
The engagement roll is a fortune roll, using the Tier of the PC crew as the trait for the roll. You
can modify the dice pool if any major advantages or disadvantages apply. Consider these
elements for modifiers, and include your own as you see fit:
● +1d if the type of plan hits where the target is weakest, or -1d if it hits where the target
is strongest. For example, the rebels are known as vicious fighters; an attack plan hits
them where they’re strongest. A social plan, however, hits them where they’re weakest.
● +1d if the plan’s detail exposes a vulnerability of the target’s defenses, or -1d if the
target has special or secret defenses. If you beam into the rebel ship, that’s nothing
special. If you happen to know that they’re all getting drunk tonight, though, then the
detail of your timing exposes a vulnerability.
● +1d if any friends or contacts provide aid or insight for this operation, or -1d if any
enemies or rivals actively interfere.
The engagement roll assumes that the PCs are approaching the target as intelligently as they
can, given the plan and detail they provided, so we don’t need to play out tentative probing
maneuvers, special precautions, or other ponderous non-action. The engagement roll covers all
of that—the operation is already underway. The PCs are already in enemy territory, hacking the
security network to gain entry; or they’re beaming into the rebel ship; or they’re talking to the
chancellor over wine at the party; etc.
Don’t make the engagement roll and then describe the PCs approaching the target. It’s the
approach that the engagement roll resolves. Cut to the action that results because of that initial
approach—to the moment when they’re committed and in motion.
If the players want to include a special preparation or clever setup, they can do so with
flashbacks, as needed during the score. This takes some getting used to. Players may balk at
first, worried that you’re skipping over important things that they want to do. But jumping straight
into the action of the score is much more effective once you get used to it. Since the players can
use flashbacks, jumping right into the action is like a sneak preview for them—once they see
the situation they’re in, their “planning” in flashbacks will be focused and useful, rather than
merely speculations on circumstances and events that might not even happen.
Engagement Roll
Outcomes
The outcome of the engagement roll determines the position for the PCs’ actions when we cut
to the score in progress. A 1/2 means a desperate position. A 3/4 is a risky position. A 5/6 yields
a controlled position. And a critical carries the action beyond the initial obstacle, deeper into the
action of the score.
Beginning crews (Tier zero) will tend to face desperate positions while higher-tier crews will tend
to face risky or controlled positions at the outset of their operations. But no matter how low-tier
or outmatched you are, a desperate position is the worst thing that can result from the plan +
detail + engagement process. It’s designed this way so the planning process matters, but it
doesn’t call for lots of optimization or nitpicking. Even if you’re reckless and just dive in and take
your chances, you can’t get too badly burned. Plus, you might even want those desperate rolls
to generate more xp for the PCs, which helps to bootstrap starting characters into advancement.
When you describe the situation after the roll, use the details of the target to paint a picture of
the PCs position. How might the quiet, cold diplomats on Vulcan present a desperate position
for Starfleet? How might the violent and ruthless Terrellians present a risky threat to a trained
breach team? How might the vain and pompous Queen Yar present a controlled opportunity for
a manipulative double-agent? Use this opportunity to show how the PC’s enemies are
dangerous and capable—don’t characterize a bad engagement roll as a failure by the PCs, or
they won’t trust the technique in the future. Sure, things are desperate here against the cold
Vulcan High Council, but you’re just the type of dutiful officers who are brave enough to take
them on. Let’s get to it.
The engagement roll determines the starting position for the PC's actions. How long does that
hold? Does the situation stay desperate? No. Once the initial actions have been resolved, you
follow the normal process for establishing position for the rest of the rolls during the score. The
engagement roll is a quick short-hand to kick things off and get the action started—it doesn't
have any impact after that.
Linked Plans
Sometimes an operation seems to call for a few plans linked together, rather than one single
plan. A common scenario is a team that wants to attempt a two-pronged approach. “You create
a diversion at the space station, and when they send their ships over there, we’ll break into their
memory banks.” There are two ways to handle this.
1. The diversion is a setup maneuver that a team member performs as part of the plan.
(See Teamwork, page XX, for details.) A successful setup maneuver can improve
position for teammates (possibly offsetting a bad engagement roll) or give increased
effect. An unsuccessful setup maneuver might cause trouble for the second part of the
plan—an easy consequence is to give the engagement roll -1d. If it makes sense, the
team member who performed the setup can drift back in to the main operation and join
the team later so they don’t have to sit out and wait.
2. The diversion is its own separate plan, engagement and operation, whose outcome
creates the opportunity for a future plan. Use this option when the first part of the plan is
required for the next part to happen at all. For example, you might first execute a stealth
plan to steal technology from the enemy, then later use that in a weird plan to
consecrate a temple for your Forgotten God. In this case, you go into downtime (and
payoff, heat, etc.) after the first part of the plan, as normal.
Either approach is fine. It’s sometimes a question of interest. Is the linked plan idea interesting
enough on its own to play out moment by moment? Is it required for the second plan to make
sense? If so, make it a separate operation. If not, just use a setup maneuver.
● +1d if travelling solely through nodes of Space claimed by the crew, or -1d if travel
involves any unclaimed nodes of Space.
● -1d if the course is set while the crew is actively in a conflict.
● The above warp distances assume about one light-day’s travel at maximum
sustainable warp throughout (a light ship load). Warp travel at slower speeds (usually
due to a medium ship load) cuts transport engagement dice pools for warp travel in
half (rounded down) or prevents warp travel whatsoever (at heavy ship load).
Outcomes
Unlike the usual engagement roll, warp travel engagement roll outcomes simply dictate the cost
of the journey in terms of time, as represented by requisition or rep. On a Crit, the journey is
completed in less time than expected; deduct 0 requisition. Follow up plans which exploit your
early arrival may get +1d. On a 6, the journey goes as expected; deduct 1 requisition or rep. On
a 4/5, the crew encounters rotten luck, or the journey is tougher than it seems. The journey
costs 2 requisition or rep. On a 1-3, something went terribly wrong! GM chooses one: lost for a
time (journey costs 3 requisition or rep) - intercepted (an entanglement is rolled or selected)
Recovery Project Clock
When you've received treatment from the recover action, your recovery clock becomes
available. (The recovery clock is on your character sheet, just below your harm tracker. It has 4
segments) To tick segments on the clock, choose the long-term project downtime action. This
works like any other long-term project. You spend time and effort on it, make a roll, then tick
segments on the clock according to the outcome. Any appropriate trait can be used for the roll,
as usual. You might ask the Medical officer to engineer your broken leg to help it heal. Or an
NPC sick bay attendant could roll their quality. You may also simply tough it out and heal on
your own without assistance by rolling your lowest attribute.
If another PC rolls for your recovery, it counts as only one downtime action, either yours or
theirs.
When your recovery clock fills, all harm is reduced by 1 level (severe to moderate, moderate to
lesser, lesser heals completely). After harm is completely healed, noticeable scarring may
remain if the harm was severe (level-3) when it was marked. If you fill the clock and have some
ticks left, you mark those ticks in the next clock to continue your recovery (if there is harm left). If
you receive any damage, reset your clock.
When actions taken are above and beyond the call of duty, certain awards may be given. Mark
the indicated renown on the renown tracker on your playbook. Then cross through them,
encircle them, or highlight them to signify they are a form of permanent requisition.
Promotion
When you anyone reaches the threshold for promotion (at 10, 20, or 30 promotion), this places
the ship’s commanding officer and crew under special review. The officer in question comes up
for review for both commendations and legal action; however, if the crew’s heat is greater than
the crew’s reputation at that time then an appropriate entanglement follows (inquiry, subpoena,
court martial). After this is complete, the commendations are finalized in a promotion and
awards ceremony.
Multiple officers on a ship may hold the rank of captain or higher without being placed in
command of an entire ship. The first player to 20+ gains special status as the Operations officer.
The first player to 30+ with the Command playbook gains special status as First Officer.
Ship Specifications
Bridge: number of crewmates required for bridge of the ship
Crew: rough estimate of crewspace (maximum capacity as a transport is about ten times this)
Length: minimum length from nose to tail (ship configuration will affect actual)
Decks: the usual number of decks on this Tier vessel
Cmd: minimum rank required to be assigned command over the vessel
Nick: the colloquial name for a ship of this Tier
SS-Tier Bridge Scale Crew Scale Length Decks Cmd Nick Example
Scale
● (0) a couple officers
● (I) an away team of about 6, a minivan
● (II) an away team of a about a dozen, a Tier-0 ship’s personnel department or two, a
shuttle or two, a stretch limo or two
● (III) a crew of 20, a runabout, a group of shuttles
● (IV) a crew of 50, a couple small cargo vessels, a pair of runabouts
● (V) a crew of 100, about six runabouts, or a Tier-0 starship (what you are on if you use
the starting scenario as written).
● (VI) a crew of 250, a Tier-1 starship (Original Series’ Enterprise)
● (VII) a crew of 500, a Tier-2 starship
● (VIII) a crew of 1000, a Tier-3 starship
● (IX) a crew of 2500, a Tier-4 capitol starship ..a possible planet killer
● (X) a crew of 5,000, a Tier-5 starship [Central Command, basically], or a squad of six
Tier-4 capital ships (combined crew at about 15,000), or 20 Next-Generation Enterprises
(i.e. Tier-3 x 20 ships) ..a definite planet killer
These roman numerals for tier numbers are expressed in people terms, eleven in all. Starship scales, on
the other hand, are expressed as SS-Tiers, and numbered with Arabic numerals (like this.. Tier-1, Tier-2,
etc.).So
What this means is.. Tier-1 threat (a starship tier designation) is not equal to Tier-I threat (a personal tier
designation). It also means.. a Tier-VI threat is equal to a Tier-1 threat (because the 1 is an Arabic
numeral reserved for SS-Tiers, and the roman numeral VI is reserved for personal-tiers).
Distance
U-tier means universe-Tier, and is yet another scale we might have to use to compare things. U-
tier is useful figuring out how far your starship can go in a given period at max warp. This one
uses lowercase roman numerals to differentiate itself. Tier-i (U-tier) is equal to Tier-6 (SS-tier) is
equal to Tier-XI (personal-tier). This gives a range of 15 different Personal-tiers in all. The table
below shows equivalencies between these three differently-rated scales.
A complete comparison of the three Tiers used in this text (personal-, SS- and U-tier) is included
below.
Personal-tier SS-tier U-tier Examples..
0 Immediate
I Nearby
II Close
IV Several blocks
VIII 3 Across the continent (at impulse speed, this would take a
few moments)
IX 4 Across the planet (at low warp, roughly the speed of light,
this would take just a few moments)
XI 6 i Across the solar system (at warp 9.0, it would take a few
minutes)
XII 7 ii Across the star system (at warp 9.0, it would take an
hour)
XIII 8 iii Across the galaxy, Milky Way (at warp 9.0, it would take
a few hours)
XIV 9 iv Across the galaxy cluster, from the Local group to Alpha
Centauri (at warp 9.0 it would take a couple days)
Example: The tier-1 ship should totally be Tier-VI, in terms of magnitude, for a pair of people.
That is, “while nearby,” as in “if it could manage to bring its phasers to bear on these two poor
people.” At that closeness, a hit would mean they’d be utterly Vaporized for sure (Tier-V harm
assumed, plus whatever the fortune roll said, for a guaranteed 6 levels of harm). But a starship
doesn’t typically dip beneath low orbit - so the effect gets reduced accordingly by the distance
and we see that the game’s math holds up if we account for the fact that the scale difference will
favor the people on the surface when the starship attacks the duo. And when those people try to
shoot back, that disadvantage returns for them. So, neither would have much effect on the other
at this range. And a judgment call by the GM would have to settle things.
This distance required for a starship to be present in space (Tier-IX) negates the scale
difference for everything from people to districts. And this is the reason why away teams are
typically better for dealing with people-sized threats.
Chemistry and Inventions
Experimental chemistry and invention are two highly specialized fields. Chemistry combines
scientific methods with strange properties of rare elements to produce drugs, poisons,
ointments, and suspensions with unexpected effects. Inventing combines the vision of a
designer, with engineering, programming, and science to produce gadgets (new technology).
Inventions follow an almost identical process to chemical formulae, except that the “delivery
method” (question 1) is the “activation method,” and one “dose” is one “use.”
Over the course of the long-term project, the player and the GM will answer questions about the
formula (answer one question every time you fill 2-segments of the clock). The player records
these answers in their notes to define what the chemical will do in play.
Formula/Invention Questions
Use this same process for creating gadgetry and algorithms if that level of detail is desired.
1. GM asks: "What effect does the chemical produce and by what delivery method?" Player
answers. (Injected, ingested, etc.)
2. GM asks: "How long does it last?" Player answers. A moment, a few minutes, hours, days,
permanently, etc.
4. Player asks: "How long does it take to create a dose?" GM answers by choosing the size of
the project clock and the number of doses produced. 8-clock/1-dose, 6-clock/2-doses, etc.
5. GM asks: "What rare, strange, or adverse aspect of this formula has kept it in obscurity, out
of common usage?" Player answers.
Changing the Formula
Chemistry is far from an exact science. It seems to follow reliable rules most of the time, but
sudden changes in efficacy, duration, and side effects are known to occur. To reflect this, the
GM or the player may call for a redress of the formula creation questions to establish the effect
and costs of the chemical anew.
Acquiring Ingredients
The acquisition of standard chemistry ingredients is assumed in the time it takes to create a
chemical mixture, so long as the chemist has reasonable access to what they need. If supplies
are cut off or otherwise unavailable, a separate long-term project (or score) must be
accomplished to secure the materials before crafting can begin.
If the formula calls for rare materials, then they must be acquired as a separate action—by
getting an exquisite asset via the acquire asset downtime action, by securing the material via a
score, or by other means specified by the GM.
Chemicals and advanced technology are volatile and dangerous, requiring precise handling.
When you use one, you suffer a side effect based on its type (see examples below). You may
resist this consequence with a resistance roll, as usual. PCs with the Chemist special ability get
+1d to resist a side effect.
● Drugs/Poisons: Side Effect is harm (“Chemical burn”, “Tired”, “Poisoned”, or similar level
1+).
● Gadgets/explosives: Side Effect is collateral damage and/or heat.
Format of designations within the formulae below is thus: (type | x-clock to create / x-number of
doses/uses)
● Protoplaser (gadget | 4/3): A device that accelerates healing for quick treatment of minor
injuries in the field; reduces severity of injury penalty temporarily.
● Reflex Booster (gadget | 4/3): A compound containing a small dose of potent endocrine
hormones. When activated, the user feels empowered momentarily as the delivery
system pumps a potent mix of acuity and motivation boosting drugs into their body.
Lasts for several minutes then quickly fades.
● Neural Disruptor (gadget | 8/2): A device that seizes the nerves, causing temporary
paralysis upon contact. Causes seizures and side effects, and can result in irreparable
damage to the nervous systems of humanoid species.
● Anticatalytic Emitter (gadget | 4/1): A limited use tricorder attachment which produces
emissions that stop or reverse the effects of any chemical.
● Trellium-D (chemical | 4/2): A glitRomulang black chemical synthesized form of the
starship insulator, Trellium. Induces a pleasant trance and lowers inhibitions when
ingested or vapors inhaled. Potentially fatal to Vulcans.
● Mulada Ex (chemical | 4/1): Toxic fumes from overly heated or refined blood from
poisonous creatures. Causes incapacitating migraines.
● Arrestant (chemical | 4/1): Slows the heartbeat over several days, eventually resulting in
death.
● Silvera (chemical | 4/2): A toxic metallic fluid. The user's emotional awareness is
sharpened exponentially. Take +1d to sense roll upon use, suffer level 2 harm
(poisoned).
● Filch Compound (chemical | 4/2): A mixture which mixes with blood cells and causes the
throat to close, restricting breathing. Incapacitating, but fatal only in very high doses.
● Staying Powder (chemical | 12/1): A strong stimulant that sublimates quickly to a
vaporous form when exposed to air. May delay death for a short time, or (rarely) revive
the recently deceased.
● Erosene extract (chemical | 4/2): A crimson chemical injected into the veins. Induces
sweating fever, euphoric mania, rampant energy.
● Multiplaser (gadget | 6/3): Accelerates the healing process of wounds. Automatic
recovery without a downtime action + 2 ticks on healing clock.
● Stim (chemical | 8/2): A distillation of adrenaline, pain relievers, and mood enhancers.
Greatly enhances strength, resistance to pain, and irrational aggression.
● Chloraxine (chemical | 8/1): Refined chemical substance. Instantly lethal when
consumed or injected.
● Ceti Spore Extract (chemical | 8/2): A tar-like resin made from the spore sacs of the
plant. Condensed to make a thick suspension, to be burnt and inhaled. Induces coma-
like stupor & visions.
● Ceti Spore Wax (chemical | 4/2): A milder formulation of ceti spores than the extract.
Induces a pleasant intoxication.
● Delta-wave Inducer (gadget | 4/2): used during an operation to keep the patient asleep; it
also increased the body's natural endorphin production to help accelerate the healing
process.
● Flash Grenade (gadget | 4/2): A device which detonates causing disorientation to those
in the area. It can also cause temporary blindness and deafness to those nearby.
● Antigravity Clip (gadget | 8/3): A device which simulate neutral buoyancy when attached
to an object, causing it to float a short distance above the ground for an hour.
● Plasma Welder (gadget | 4/2): A specialized miniwilder and fusing agent to permanently
fuse two surfaces together until dissolved by anticatalytic emissions or anaphasic oil.
● Endothermic Paste (chemical | 4/1): A dense, blue fluid which erupts in freezing frost
and enveloping sheets of ice upon contact with air.
● Exothermic Gel (chemical | 4/1): A glowing red fluid which erupts in white-hot flame upon
contact with air.
● Anaphasic Oil (chemical | 8/1): A strange fluid which causes affected material to interact
with anaphasic beings and other extradimensional phenomena. Very dangerous when
applied to living organisms.
● Mind Recording (gadget | 8/1): A recording of a vivid, lucid dream or memory, perfectly
recreated for the user. Plays back through a neural link or holodeck; best experienced
with sensory inhibitors turned all the way off.
● Memory File (gadget | 12/1): A distillation of a someone’s memories, such that they
become accessible to you. Can have negative side effects if viewed with safeties off in
the holodeck.
● Personnel Shield (gadget | 8/1): The user is granted effective armor for several hours.
● Light Diffuser (gadget | 4/1): A distillation of pure dilithium using cyclical power structures
to prevent instant breakage. Creates a blooming cloud of unnatural pitch blackness.
● Temporalis Nodes (gadget | 8/1): Attaches to the user’s temples; grants the ability to see
cloaked things and sense impending danger. Lasts several hours.
● Magnetic Harness (gadget | 6/2): Gives the user the ability to walk easily on metal
surfaces (including walls and ceilings) for several hours.
● Toxin Delivery System (gadget | 4/1): The user's saliva and blood become highly toxic to
others for several days.
Extra Sensory Perception
Telepathy works via the "psionic field." This is a mysterious metaphysical substance through
which unspoken thoughts and feelings are communicated despite the boundaries of space and
time. Some humanoids can tap into this field through a kind of sense organ located in the brain
(e.g. the paracortex). In the same manner that human eyes can sense portions of the
electromagnetic field, telepaths can sense portions of the psionic field.
ESPers
Someone who trains these talents or who has unlocked psionic potential in him or herself is
known as an ESPer. ESPers are made, not born—anyone can develop advanced psionic
abilities with enough study and practice.
While the development of your species’ paracortex is paramount in determining emergent ESP
ability, anyone may roll sense to attempt weak interactions with the psionic field and
extradimensional energies. Training to use and improve this ability with the ESPer’s ability is the
only way to achieve more dramatic effects. Inorganics like androids can detect the psionic field
through their instruments more completely than organics, but can do little to affect it on their
own.
Psionic Magnitude
Psionics measure the intensity and danger of supernatural forces on a scale of magnitude. The
greater the magnitude, the more energetic the force, and the more difficult to channel and
command. See the list below for a description of each magnitude rating along with an example
of a similar force.
0. Weak, cursory, or inconsequential force. A gentle breeze, a light mist, a candle flame, a
firm shove.
1. Minor, brief, or subtle force. A steady wind, a torch flame, a thick fog, a solid punch, a mild
electric shock.
2. Moderate force. A stiff wind, a hot stove top, a hefty punch or kick, a stunning electric shock.
3. Serious force. A staggering wind, a white-hot brand, a roaring fire, a shatRomulang hammer
blow, a burning electrical surge.
4. Powerful force. A crashing whirlwind, a burning forge, an anti-matter explosive, direct
electrocution.
5. Severe force. A raging thunderstorm, a massive bonfire, a ship’s phaser, a lightning strike.
6. Devastating force. A hurricane wind, whitehot molten steel, a photon torpedo, an electrical
maelstrom.
Practices
A psionic practice is a lost form of psionics from before the modern alliances formed or newly
developed by your character through exploratory psionic research. They are rare things hidden
away in ancient books and hidden data records which might be thought to be superstition and
legend more than fact. Unlike known psionic techniques which utilize the tried-and-true methods
of interacting with the psionic field, practices depend on strange extradimensional forces and
entities to realize their effects. To enact a practice is to come into contact with these mysterious
energies and entreat them to do your will. It is a method not without considerable risk.
Learning a Practice
Once the source of a practice is found, you may undertake a long-term project to learn the
practice. Most practices will require a standard 8-segment progress clock to learn. Over the
course of the long-term project, the player and the GM will answer questions about it. (Answer
one question every time you fill 2-segments of the clock.) The player records these answers in
their notes for future reference.
Practice Questions
1. GM asks: "What effect does the practice create and how is it mystical?" Player
answers.
2. Player asks: "What must I do to perform the practice, and what is its price?" GM
answers.
3. GM asks: "What new belief, drive, instinct, or fear does knowledge of this practice
and its attendant psionic potential instill in you?" Player answers.
GM: "What effect does the practice create and how is it mystical?" Player: “I want to designate
an item that can control another ship’s pilot. It’s mystical because a pattern of energy will
connect me to the target and my eyes will turn white while its happening.”
PC: "What must I do to perform the practice, and what is its price?" GM: “Take the usual
downtime action, and costs you 5 stress. Plus you have to sense to do it. If you possess an item
of the target’s it helps; the more emotionally connected the better.”
GM: "What new belief, drive, instinct, or fear does knowledge of this practice and its attendant
psionic potential instill in you?" Player: “Oh, that's easy! My new belief is I can do anything with
this power; I must use it for good. And I worry what the rest of the crew might think of me if they
find out..”
Performing a Practice
To perform a practice, you must have the Exploratory Psionics special ability, then follow the
method outlined by the answers to the psionic practice questions. Most practices will take one
downtime activity to complete, though the GM may call for two (or more) downtime activities
for very powerful or far-reaching practices. Some practices may be performed during downtime
and then manifested later as a regular action during a mission or other operation. In this case,
simply make a note that the practice has been "primed" and may be unleashe at a later time.
When you use a practice, you take an amount of stress as established by the ritual questions,
according to the magnitude of the forces brought to bear. The GM uses magnitude as a
guideline for setting the stress cost—it may be higher or lower at their discretion to better
describe the nature of the practice. Some claims and special abilities also reduce the stress cost
for practice use (like the SS Lateralis’ Extradimensional Anomaly claim).
Practices take time to prepare. Use the duration examples on the magnitude table to reduce
the stress cost based on the time needed, generally no less than an hour.
The GM may also tick a progress clock when you perform a practice—to advance the agenda
of an extradimensional force or entity, or to show the steady approach of a unfavorable outcome
that is a consequence of the practice’s use.
Each performance of a practice is a unique event, and may not always work the same way each
time. The GM or players may call for a round of questions to establish a practice anew.
Practices are a way to bring in a wide variety of psionic effects into the game. Use with caution!
If you ever go overboard, address the questions again to establish new weirdness and costs if
things have gotten out of hand. Extradimensional forces are not playthings and cannot be
considered a reliable or safe source of power.
Each performance of a practice is a unique event, and may not always work the same way each
time. The GM or the player may call for a round of questions to establish a practice anew.
Practices are a way to bring in a wide variety of psionic effects into the game. Use with caution!
If you ever go overboard, address the questions again to establish new weirdness and costs if
things have gotten out of hand. The fundamental forces of space, time, and dimensionality are
not playthings and cannot be considered a reliable or safe source of power.
Sample Practices
Psionic Map: This practice infuses a specially prepared scanner to reveal the psionic field
energies across the system. An individual planet may be studied on the map to glean some
details about it. The practitioner takes 4 stress when it’s performed (range: across the system,
quality of information: good, minus extra: a few hours). As an example, another GM might judge
the magnitude differently.
Jem’Hadar Gate: This ancient prayer calls upon the power of dead ancestors to open a small
gateway to Delta Quadrant (somewhere within a few light years of a site for psionic practices).
Anything caught near the wormhole is drawn into it as space and distance are bent and
released. This practice is very dangerous, involving momentarily juxtaposition of fundamental
laws of nature (desperate action roll). The practitioner takes 6 stress and ticks a 4-segment
progress clock: “Spaghettified into Dark Matter.”
Changing the Game
Player Roles & Bridge Personnel
A variety of characters make up the crew of the starship. As the ship gets damaged, runs low on
resources, essential systems need repair, and personnel are taxed, it will become more
important that the PCs are taking care of certain tasks as part of their character’s role. However,
there is another set of roles which align with the many needs of a starship and its crew, but
which relate as well to the actions of the people at the table.
At the start of the each session, each player is assigned or selects one of the four player
roles: Commander - Flight Control - Tactical - Ops - Ship’s Log. Roles not filled are jointly
shared by all players at the table.
With the exception of the Ship’s Log role, each role includes control of one of the four NPC crew
members that make up the essential personnel for the starship. Essential personnel may not
participate in group actions but may lead them.
● Commander*: The person that keeps the crew together; this is usually (but not
necessarily) the player of the PC with the highest rank. This person has the
responsibility of keeping the requisition, hold, and rep trackers on the Crew sheet up to
date. Further, this person makes engagement rolls for the crew. This person has the
final say when it comes to plan details, determining which ones the ship’s commander
NPC accepts.
● Flight Control: This person has the responsibility of keeping the Star Chart sheet up to
date.
● Tactical: This person has the responsibility of keeping the heat and ship load tracker on
the Crew sheet up to date.
● Ops: This person has the responsibility of keeping the personnel tracker on the crew
sheet up to date.
● Ship’s Log: This player is in charge of keeping a detailed archive of the events during
play, as if through the eyes of their character. Another option is to have everyone at the
table take turns writing the ship’s logs, switching off every mission or every few missions,
so that you get a more interesting log at the end of your five-year mission. Any players
who perform this role earn 1 XP when they show up at the next session with their log.
The inspiration pool is limited to 3, or 4 when the Mastery upgrade (4 boxes) is taken.
Starship Loadouts
The starship’s load represents the power scheme on the ship. With less systems activated, the
ship is able to go warp more quickly, and can blend in better with civilian ships.
After the plan and detail are in place, the Chief player chooses the ship's load. They don't have
to select individual systems upfront, just the maximum number the crew will have access to
during the action. If they need more, they can rig it up in the moment, but it might be better to
flashback.
Alerts
The alert system was developed following the command of the prototype ships which demanded
such a system to help manage the direction of ship resources quickly. When you go to alert,
protocol concerning systems allocation is assumed unless otherwise specified. Bridge
personnel may reallocate these systems as needed to meet the needs of the situation.
● Scanners
● Comms
● Shields and Backup Shields
● Photon Torpedoes and Phasers armed
Gray Alert: When you go to gray alert, all non-essential systems go offline. This is typically used
to avoid notice, and is nicknamed “running silent” by many starship officers. Everything is off; so
all actions involving the ship are typically “desperate” until systems are re-enabled.
Starting the Game
Explain the Pilot Episode
Read or summarize the info here.
● Have you ever been assigned to a starship before? For what purpose? Are any of your
colleagues as adventurous as you?
● Why did you become a crewman aboard a starship?
● How did you get assigned to this crew? Did another crewman vouch for you? Is this your
first assignment?
● What's your pastime? What is it, specifically? (what sort of research, what kind of drug,
etc.) Why does that thing appeal to you?
● When was the last time you used your phaser? Why?
● Who do you trust the most on the crew? Who do you trust the least? What's that about?
Or will we find out in play?
● Has [faction] ever tried to recruit you? What happened? You, uh, don't secretly work for
them, do you?
For a one-shot or faster start, you can forego crew creation. The PCs are a small crew and not
have not yet acquired a starbase and crew status.
Are you actually here to arrest him for their war crimes? (If so, do a flashback and pick a plan for
how you do that.)
Play Captain Rajeen. React to their answer how he'd react. If they're with him, he has the
perfect assignment for cooperative types like them: go help embargo the Mining Coalition’s
space colony so they can claim their vault. Without their backup funds, the Coalition won't be
able to afford a war.
If the PCs are against him, he says he's very sorry to hear that. They better leave the area and
stay out of the war, or they're all dead. He threatens them with an easy confidence and the
mysterious woman at his side in fine garb twists her face at you smugly. They both seem to
await your response. What are they gonna do?
How can the players use their crew's strengths to expand their influence from this situation? Ask
them how they want to gather information, which leads to a plan (or vice versa).
Don't waste time waffling around. Give them straightforward avenues to pursue at first. "Do you
want to call a meeting with the Romulans aboard their ship to map the layout? It's probably not
defended much against that right now."
There are three sample starting missions below. Offer those, ask them which they want to
pursue. Ask them to pick a plan and provide the detail, and get to it.
The Imhotep
A hardy amphibious people with a coup in progress on their homeworld, Otep IV. Leera, a rebel
on a mission to make a trade shows up in a small ship that is badly damaged and in need of
help to reach their heading: Silestra III (a planet in the system to which you are assigned). The
planets there have several colonies which accept guests from pretty much anywhere, and the
fourth has a colony which is full of known dens for smugglers and criminals. They do offer a
healthy payment in latinum and dilithium for them and their ship to be delivered there.
● Why are they running from the Romulan Empire? Maybe it’s a secret.
● What's the plan? Provide the detail.
● Engagement roll. Cut to the action.
Romulan Empire
Shortly after their arrival, a hail comes from a larger ship, about the size of your own. Captain
Rajeen, a near-human male identifies himself as acting under the full authority of the Perrellian
empire to recover these criminals. A near-human woman with pointed ears and flowing blonde
hair addresses the screen as well. She slyly says to listen to him. She does not identify herself
at first - until she feels disrespected, accused of being weak, or hiding behind her secrecy. If
pressed, she takes over and demands to know any information that you might have about the
ship they are pursuing, according to the guidelines set forth in the information sharing act which
was just established. She then mysteriously offers experimental technology from a Romulan
science facility. This tech is valuable to the Federation and would be worth a handsome reward.
● What does it do? It exudes a murky green light and hovers in a containment field. It
exudes strange communication signals your ship can detect but which don’t make
sense. Want to bother to find out what it is?
● What's the plan? Provide the detail.
● Engagement roll. Cut to the action.
Mining Coalition
The Mining Coalition offers you a mission: return the dilithium to them so they can use it to fund
their ongoing conflict with the Romulan Empire. The Mining Coalition does a lot of business with
Romulan and Imhotep traders, and have grown to be a thorn in the side of the Romulan Empire
- which led to one of their mining colonies to be destroyed. If the Coalition Council is given these
resources, they will be able to hire mercenary ships to help them reclaim their control over the
area and retake their mining operation.
The Campaign
This quick start isn't really meant for a campaign, but, you can easily play out the consequences
of the starting situation over several sessions. Who ends up controlling Otep? Do the PCs use
the situation to rise up in the ranks? Do they manage to play for all three sides, or do they have
to take a stand? Plenty of material to work with there.
Keep some index cards on the table with pressing questions written on them. Sandboxy
campaigns can get complicated—a few guiding questions can help keep the action focused.
● Will the Otep Initiative reclaim control over the Silestra sector?
● How will the feud between the Imhotep and the Romulan Empire come to an end?
● It's natural for question cards to eventually collect a clock or two, tracking the status of
some developing circumstances. When a question is answered, remove it and add a
new one. They don't have to last forever.
Follow up sessions
Let the PCs’ decisions and first mission type inform the response of the factions with whom they
interacted. Someone was hurt by what they did; how badly, and who was it? Someone was
helped by this operation too; what do they want now, and what’s left to do? Answer these
questions using the random tables provided, or ask the players: they might have input which will
increase their buy-in to what’s going on.
Sources of Pastimes
Engaging your pastime might take place over subspace communications, in holodeck, or on the
crew’s ship.
Faith
Mother Narya, shared prayer, promenade deck
Gambling
Lt. Rizer, card game, Officer’s lounge
Obsession, Pleasure
Alcohol synthesizer, crew lounge
Lovers
Dr. Tesslyn, spouse, Medical
Luxuries, Pleasures
Lirik, ship’s greenhouse, Natural whiskeys.
Obligation
Lt. Reese, my sister, engineering department
Weird
Q: An extradimensional entity, this anaphasic being appears in different bodies of its choosing.
Recognizing what is part of the test seems to be how you end up getting what you need.
Ojak: This dark-skinned Klingon organizes a party once every thirty cycles where all manner of
folks can cater to their unusual pastimes. Only select crew members are invited.
The hooded proprietor of a half-flooded grotto tavern on Vulcan. Strange passageways lead to
stranger chambers beyond.
Father Yorren: a member of a heretical branch of the Cult of the Weeping Lady, he helps move
psionic technology around by using the seal of the Cult. Sells from the Weeping Lady charitable
house on Andoria.
1 2 3 4 5 6
Homeworld/Species
Something else
2 Ferasa/caitian, Vulcan/vulcan
3 Q’onos/klingon, Betazed/betazoid
4 Romulus/romulan, Remus/reman
5 Ferenginar/ferengi, Cardassia/cardassian
1 Power, greed
2 Passion, love
3 Balance, justice
4 Wisdom, revelation
5 Charity, sacrifice
The Universe
You might play your game in a different universe, but one presented here aligns with the Star
Trek television series:
Earth: born on the human homeworld; it is our beautiful planet dotted with land masses that
range from arctic to tropical. Many real world cities still exist, and the natives are human. It is a
great honor in earth society to become a Starfleet officer. There is a level of acceptance towards
impassioned action among humans.
Betazed: born on the betazoid homeworld; an Earth-like planet with expansive, blue oceans, it is
host to a biennial trade conference and festivities and parties are quite common. Society there
revolves around expression of base urges, and being open and honest with one another (innate
psionic ability among betazoids makes anything else uncivilized).
Q’onos: born on the klingon homeworld; a planet of the star Klingon and the site of the Imperial
Empire's capital First City. It is sometimes standardized as "Kronos." It includes a lone huge
land mass with a vast ocean, a severely tilted axis that causes wild seasonal changes, a
turbulent atmosphere and extremes of both warm and frigid weather. The capital city remained
neutral to both sides during the empire's civil war, and even the battles between houses Sela
and Movar.
Vulcan: born on the vulcan homeworld; A founding member of the United Federation of Planets,
its pointy-eared natives turned to logic as a path away from self-destructive violence nearly
2,000 years ago, and a splinter group with star drive left to found the Romulan Star Empire.
Vulcan's government includes the titled leaders "ministers" -- including the security ministry
known as the V'Shar -- and a Bill of Rights to protect civil liberties.Though its people are
pacifists, it maintains its own defense fleet.
Ferasa: born on the caitian homeworld; it is sometimes standardized as “Cait”. This is the
second planet of twelve orbiting a moderately-sized yellow star. It is the only habitable planet in
its system and has two moons, Rea and Sura. The asteroid belt that lies between the fifth and
sixth planets of the Caitian system is an abundant source of ores and valuable minerals, not the
least of which is dilithium. Orbital refineries within the belt provide warp drive crystals to the
system and its neighbors.
Andoria: born on the andorian and aenar homeworld; a moon which orbits a ringed gas giant in
the Andorian system. The Andorian system is nestled between several important systems
(Vulcan, Cardassian border, and Tellar Prime), there has been a series of conflicts between the
Andorian Empire and the Vulcans. There is a tradition of honor there which demands a duel to
the death called Ushaan; this involved the use of an Ushaan Ice Pick
Tellar Prime: born on the tellarite homeworld; a world in a binary star system with moons,
named Kera and Phinda. It is home to the tellarite species, as well a variety of bestial predator
species and carnivorous plant life.
Romulus/Remus: born on one of two homeworlds of the Romulan Star Empire; Romulus orbits
the star of the same name with its twin planet of Remus, and is the site where a Vulcan offshoot
race eventually settled after their split following an ancient war. The planet is divided politically
into provinces, with the cities made up of "segments." Its scenic wonders are many, including
the Firefalls of Gal'gathong.
spacefarer: born in space; you spent a lot of time on a space station or aboard a starship before
being exposed to terrestrial life, and while you may be traveled, you’ve mostly observed stars
and planets from orbit
The universe has wildly different planets due to the diversity of the processes which created
them. At the center of the universe is a supermassive black hole, believed to hold the secret to
creation itself. The inability to enter it conceals the truth from us, but there is still much to learn
from its surrounding star systems and planetary bodies.
Around the center of the universe rotates a giant whirlpool of galaxies, only some of which are
allied to you. Some of the varied homeworlds are featured above, but there are many others not
listed here which are unsurveyed or simply unfriendly.
Also, at the edges of your starcharts are blank areas, unmapped places filled with new places
and things to discover. If life exists there, they would have evolved in circumstances far from
different from yours, and may not look as you expect. Expect the unexpected and fantastic
when dealing with the species found there.