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    WheWhere no manre no manhas gone beforehas gone before

    -- TheThe EnterpriseEnterpriseSourcebookSourcebook --

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    To boldly go...To boldly go...

    This sourcebook lets you take part onthe bold voyages of the starshipEnterprise. Enterprise is the firsthuman ship able to break throughthe magic barrier of a Warp 5velocity and so the unbelievablevastness of space comes in to reachof mankind.

    Enterprise is about humanitysadventure of exploring space. But italso is about the responsibility,which comes with technologicaladvance as well as conflict evenbetween actually friendly species likethe Vulcans and the Humans.It is about the bold steps to be takento ultimately form the UnitedFederation of Planets and describes

    the long, dangerous way to it.

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    EarthEarth

    Earth, the once to be capital of theUFP, is quite different from what itwill be in the future. With the WorldWar III not too long ago, the long-lasting effects of this war are stillsensible.Thanks to the Vul cans the moredramatic side effects of nuclear

    weapons could be prevented, as theyhelped to stop genetic mutations andvicious diseases like cancer.

    1.11.1 HistoryHistory

    Earth had several more or lessadvanced high cultures in the past,among them the Egyptians, theRomans and Aztecs.After the fall of the Roman Empire inthe 5th century A.D., the MiddleAges or more appropriate the DarkAges began. Humanity raged in waragainst each other and severalpowerful Empire rose and fell duringthat time.In the 16th century, humanityremembered its philosophical ideasof ancient times and it began todevelop scientific interest and with itcentres of research and made newdevelopments. Although still severalwars broke out, humanity began touse reason to judge situations, ratherthan some supernatural influences oremotion.

    This process caused theindustrialisation and e.g. the FrenchRevolution that influenced other

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    countries as well, e.g. the laterUnited States of America.But Earth had not seen its darkest

    times yet.In the early

    20th century,the first so-called WorldWar begancausing severalmillions deadand muchmore suffering.Although afterthat time the

    first stepstowards Earth Union began, only 20years later World War II started andlasted for half a decade. Genocideand other crimes were part of thatwar, but at least caused severalconventions to set up internationallaws to prevent that in the future,including the instalment of the so-called United Nations.In the late 20th century, a newconflict arose. Humanity haddiscovered genetics and what firstwas used for medical care, was thenmisused as method to enhancehuman abilities and create a caste ofsuperhumans. These superhumansbegan to rise up against theirmasters, overthrew the governmentsand began battling themselves aswarlords.In 1996 humanity was able to get ridof these warlords and ended theEugenic Wars.In mid 21st century the third and lastWorld War broke out. It was anuclear war and killed more peoplethan the other two world warscombined.During the aftermath of this war,which had thrown Earth into newMiddle Ages - diseases, which had

    been overcome since decades, werefatal again. A new hope arose.In 2063 Zefram Cochrane modified anuclear missile and built Earth firstwarp vessel, the Phoenix. Its maiden

    voyage was more than historic.During that flight, first contact withthe Vulcans was made and a time ofpeace and welfare began. Earthrecovered from the war with the helpof the Vulcans and soon the longlasting effects were forgotten either.Additionally humanity exploredspace more than in the times beforeand the SS Valiant launched in 2064

    as the first deep space starship.Half a century later the

    first colony of Earth settled on Mars,lead by the Picard family.In 2113 the American and Europeancontinent founded the United EarthRepublic and with it the United EarthSpace Probe Agency. The lastcontinent to join was Austria, which

    did so in 2150.Thanks to the union process,humanity was able to coordinate itsexploration of space and in early22nd century the so-called Warp 5complex was founded in SanFrancisco under the lead of HenryArcher.In 2151 Earth made first contact withthe Suliban and the Klingons which

    caused the first human ship equippedwith a warp 5 engine to launch:

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    Enterprise, captained by HenryArchers son, Jonathan Archer.

    1.21.2 Interspeci es Relati onsInterspecies Relations

    Actually there are hardly anyrelations of Earth with other species.The most prominent species are ofcourse the Vulcans.Since first contact in 2063, Vulcanshelped humanity to overcome itsworst problems, e.g. diseases, crime,

    corruption and the like. Howeverthey refused to share their technologyor scientific developments.Some humans believe that theVulcans do no right by holding backtechnology. They perceive them asarrogant and unfair.However the general attitude towardsthe Vulcans is thankful and they are

    often regarded as mentors.There are also other species, e.g. theDenobulans that even have set up anexchange programme with Earth.Thanks to the efforts of Enterprise,Earth has made contact with severalother species. Among these are mostprominent the Klingons and theAndorians.

    The Klingons regard Earth not muchmore than a primitive world, nomatch for the Klingon Empire.

    However they warned Earth not tointerfere in Klingon actions.The Andorians view Earth moresuspiciously. Although Earth is at themoment neutral and actually

    unravelled a secret Vulcan listeningpost, they may become allies of theVulcans. Actually many alreadyregard the Humans as puppets of theVulcans.

    1.31.3 TechnologyTechnology

    Earth is at the edge of the technologylevel 6, to describe its technologyshortly.The humans have made several newdevelopments in the past decadessince the Vulcans arrived on Earth forthe first time. Medical technologyhas rendered most illnessesundangerous and there are no longerproblems like famines or pollution.

    Energy production is based on fusionengines and communication isalready accomplished at high speed,making it possible to communicatewi th Mars or other outposts in real -time, with the help of plasmamonitors.Additionally there are slower ships,especially freighters who travelbetween the few human colonies and

    also Vulcan.Transportation on the planet is doneby MagLev Trains, using a magneticfield to travel at speeds of 800 kph.There are flying transports eitherconnecting the continents with eachother. But there are also lessadvanced types of transport, likeships or automobiles using solarenergy.

    A few shuttles have set up regulartravels between the inner-systemcolonies.

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    1.61.6 InhabitantsInhabitants

    Earth native species are Humans, ahumanoid species. They developedsome several millennia ago andbecame the dominant species on theplanet. There are two genders, maleand female that differ slightly visuallyand biologically.However there not all humans lookalike. The colour of skin ranges fromwhite to black and e.g. bonestructure differs, either depending onthe origin of the individual. There are

    as many different hair colours ascolours of skin.

    Humanity developed high arts andtechnology and eventually spaceflight technology.

    1.71.7 Space TravelSpace Travel

    Earth has explored space since mid20th century and even more so afterWorld War III.Earth has launched several smallervessels to explore its own solarsystem and there are some scientificoutposts in the system.There is a small outpost at Plutoholding only 20 persons andscanning different space phenomena

    from there. It coordinates in-systemtraffic and sends welcome messages

    to all unknown vessels reaching thesystem.There are colonies on Mars and Earthuses several satellites to monitor itssun and other planets.

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    StarfleetStarfleet

    Starfleet is Earth military andexploration corps alike. It is themilitary counterpart of the UnitedEarth Space Probe Agency and wasfounded the same year.While UESPA is the civil branch ofspace exploration and e.g. usesprobes and other smaller vesselsStarfleet builds large ships and hasalso military duties.

    2.1 UESPA2.1 UESPA

    The United Earth Space ProbeAgency was founded together with

    the Earth Republic. It is a civilministry and lead by the Minister ofSpace Exploration. Almost everyscience lab, performing research onspace and related subjects, is part ofUESPA or at least is supported by it.All telescopes on Earth and theprobes and satellites in orbit aremaintained by UESPA and its data isreviewed by UESPA and Starfleet

    scientists alike.UESPA and Starfleet are partly thesame and partly differentorganisations.UESPA is the civil branch of Earthspace science programme whileStarfleet has also military tasks.Starfleet is if you like the astronautcorps of UESPA, although it ispossible to find civil scientists

    onboard its ships but only asguests.

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    thus an Officer should always listento advice given by subordinates.Onboard Starfleet facilities, there areseveral Senior Officers (Commanding Officer, First Officer,

    Chief of Security, Tactical Officer,Chief Medical, Chief of Science,Chief of Communications, Chief ofFlight Control ) who share the sameresponsibilities for their departments.The First Officer usually has a secondoccupation and acts as CO in casethe Captain is not present.At any time the centre of operations

    has to be manned by an officer ( or ifneeded enlisted personnel ) who is incommand.Additionally to ranks, Starfleet isdivided into three branches:Command, Science and Operations.The first one is occupied by theleading personal and Navigation.Science includes Medical personnel,Communications and allcrewmembers with scientific duties.The operations personnel isresponsible for the daily shipoperations. Engineers, security detailsand e.g. computer specialists.Flag Officers belong always to theCommand Branch.

    2. 3 Appearance2.3 Appearance

    Starfleet has a range of uniforms fordifferent purposes. The standard duty

    uniform is a dark blue overall.Depending on the branch, there arecoloured stripes at the shoulders.Command has yellow colour,Operations red and Science usesblue.The rankinsignia areat the rightshoulder,

    while at theright upperarm there isa badgewith theaccordingfacilitysinsignias.Additionallyto the basic uniform, there are caps,

    with the ships logo and heavy field jacket, which are more protectiveregarding the weather.But there are more specialized

    uniforms,either. For usein desert

    environments,Starfleet has

    introduced

    Tropicaluniforms. Theyare sandcoloured andhave somebasic survival

    equipment in large pockets. Alongwith them, the crewmembers usesunglasses, which are closed at theside to protect the eyes from sand

    and dust.Flag Officers have different uniformseither. Instead of departmental

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    colours, they have a dark red andwhite stripe at the shoulders andfeature rank insignia on bothshoulders. Under the black uniform

    jacket, an Admiral wears a white

    shirt and a tie.The rank insignia is quite basic simple silver and black squares. TheEnsign has one square, a Lieutenant

    j.g. has a silver and a black one,while the Lieutenant has two silversquares. This system is followed upto Commander, while the Captainhas four silver squares.Admirals have their rank insignias in

    pairs at each shoulder. It starts withthe Commodore with one square ateach shoulder and ends with theFleet Admiral having five squares.

    2.4 Recent Missions2.4 Recent Missions

    While the Enterprise project iscertainly the most importantmissions, it is certainly not the onlyone.Most important in the past was theWarp 5 complex under theleadership of Henry Archer. It wassupported by UESPA and performedresearch on a new kind of engine,which should make it possible to

    launch a deep space mission withreasonable effort. It took severaldecades until this goal was reachedbut finally Enterprise wascommissioned in 2151 the firstHuman vessel capable of travelling atwarp 5.During the development of the newengine, Starfleet set up severaloutposts in the Sol -System, which are

    used as secure harbours by Starfleet

    Vessels. There are four smallstarbases in the system.Jupiter Station is set at half way intothe system and is used to pick upcargo by freighters and as transition

    point for outbound and incomingvessels. Pluto has another facility inorbit, basically a monitoring basewhich guards the system and scansfor incoming ships. Additionallyemergency repairs can made at thisbase.The third outpost is at Mars. Thereyou can find a real military outpost,a large weapons mount station which

    is the first defence perimeter forEarth.Last but not least comes Earth StationMcKinley, which is used tocoordinate traffic to and from Earthand serves as shipyard to constructnew vessels.Starfleets general tasks includepatrolling the Sol -System anddefending it. But also support ofcolonization efforts is part of its joband of course exploration.

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    DenobulansDenobulans

    Denobulans are anadvanced species ofscientists, who haveperformed severaldeep space missionsin the last decade.They are curious andintelligent.Denobulan males aremore rare than females and thusmarriages include more females thanmales.

    Attr ibutesAt t r ibutesFitness 2 [5]Coordination 2 [5]

    CharactersCharacters

    While you have a large variety ofcharacter types in other Star Trekcampaigns, the prequel era is morerestricting. Most characters willprobably be Human or maybeVulcan.

    3.1 Templates3.1 Templates

    There are only three templates in theEnterprise Era. As humanity knowsonly few alien species and there isno Federation with so many alien

    members.

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    Intellect 3 [5]Perception +1

    Presence 2 [5]Psi 0 [5]

    Ski l ls Sk i l ls Computer ( c. Sp. ) 1 (2)Culture ( Denobulan ) 2 (3)History ( Denobulan ) 1 (2)Language Denobulan 2Science, Any ( c. Sp. ) 2 (3)World Knowledge ( Denubula ) 1 (2)

    Typical Advantages/ Disadvantages:Typical Advantages/ Disadvantages:Curious +11 extra Courage Point

    VulcansVulcans

    Since Vulcans made first contact withEarth they were mentors of humanityand helped them to reshape Earth afterWorld War III. They are defined bylogic, their tool to overcome their

    own brutal past.

    Attr ibutesAt t r ibutesFitness 2 [5]

    Strength +1Coordination 2 [5]Intellect 3 [6]

    Logic +2Presence 2 [5]

    Empathy -1Psi 1 [5]

    Range -1

    Ski l ls Sk i l ls Culture ( Vulcan ) 1 (2)History ( Vulcan ) 1 (2)Language Vulcan 2Persuasion ( Debate ) 1 (2)Science, Any (c. Sp. ) 2 (3)U. Combat ( Nerve Pinch ) 2 (3)World Knowledge ( Vulcan ) 1 (2)

    Typical Advantages/ Disadvantages:Typical Advantages/ Disadvantages:Code of Honor ( Vulcan ) -3Curious +1Hides Emotions -2

    HumansHumans

    Humans are curious andeager people and since theyaccomplished to overcometheir self-destructive naturewith the help of theVulcans they centred onspace exploration.

    Attr ibutesAt t r ibutesFitness 2 [5]Coordination 2 [5]Intellect 2 [5]Presence 2 [5]

    Willpower +1Psi 0 [5]

    Ski l ls Sk i l ls Athletics ( c. Sp. ) 2 (3)Culture ( Human ) 1 (2)History ( Human ) 1 (2)Language English 2Science, Any (c. Sp. ) 1 (2)World Knowledge ( Vulcan ) 1 (2)

    Typical Advantages/ Disadvantages:Typical Advantages/ Disadvantages:

    2 extra Courage Points

    3.2 Overlays3.2 Overlays

    Humanitys Starfleet has several postsand different kinds of training, as itsfuture counterpart. Each Overlay

    represents one kind of basic traininga character had at the Academy.

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    The Overlay describes special skills,which are necessary as well asgeneral skills all Starfleet Officersshare.

    The same Overlays can be used forVulcan characters, simply changeHuman specific skills orspecializations into Vulcan ( e.g.Language ).

    CommandCommandCommand personnel is trained to lead subordinates, administrate Starfleet facilitiesand appease critical situations with the help of their training. They know starshiptactics and also basic scientific or engineering skills. To become CO or XO of afacility a character needs the Promotionand Department Head advantage.

    Administration( Starship ) 2 (3) Diplomacy ( Frontier ) 1 (2)Command ( Starship ) 2 (3) Dodge 1Law ( Starfleet Regulations ) 2 (3) Energy Weapons ( Plasma Pistol ) 1 (2)Planetary or Starship Tactics ( c. Sp. ) 2 (3) Any Engineering or Science (c. Sp.) 1 (2)Shipboard Systems ( c. Sp. ) 1 (2) Personal Equipment ( c. Sp. ) 1 (2)Athletics ( c. Sp. ) 1 (2) Planetside Survival ( c. Sp. ) 1 (2)Computer ( c. Sp. ) 1 (2) Vehicle Operations ( Shuttlepod ) 1 (2)

    CommunicationsCommunicationsCommunications Officers are responsible for transmissions and encryption ofsignals. As still no universal translators are available at that time, they are alsotrained to learn new languages quickly.

    Administration( c. Sp. ) 1 (2) Energy Weapons ( Plasma Pistol ) 1 (2)Computer ( c. Sp. ) 2 (3) Language Any 2Science, Any ( c. Sp. ) 2 (3) Law ( Starfleet Regulations ) 1 (2)Shipboard Systems ( Com ) 2 (3) Personal Equipment ( c. Sp. ) 1 (2)Systems Engineering ( Com ) 1 (2) Planetside Survival ( c. Sp. ) 1 (2)Athletics ( c. Sp. ) 1 (2) Vehicle Operations ( Shuttlepod ) 1 (2)Dodge 1 Language Ability and +1 Perception

    or Eidetic Memory

    EngineeringEngineering

    Engineers maintain Starfleet systems and also develop new ones. Most engineers arespecialists on one kind of engineering, while Chief Engineers are trained in severaltypes of Engineering.

    Computer ( Modelling ) 2 (3) Energy Weapons ( Plasma Pistol ) 1 (2)Engineering, Any ( c. 2 Sps. ) 2 (3) and (3) Law ( Starfleet Regulations ) 1 (2)Engineering, Any other ( c. Sp. ) 1 (2) Personal Equipment ( c. Sp. ) 2 (3)Physical Science ( c. Sp. ) 1 (2) Planetside Survival ( c. Sp.) 1 (2)Shipb. Systems ( c. 2 Sps. ) 2 (3) and (3) Theoretical Eng. ( Warp Theory ) 1 (2)Athletics ( c. Sp. ) 1 (2) V. Ops (Shuttle and c. Sp.) 1 (2) and (2)Dodge 1

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    On the first view, Starfleet Officers ofthis early era seem to be bettertrained than their later counterpartsof UFP Starfleet. But you have toconsider that more modern officers

    need all the skills to interact withinthe UFP with alien members. Thusthey have to know about history anda basic language as well.This early officers do not need thistraining, as it already belongs to theirbasic school training. English isalready a subject as is history.This also represents the fact thatStarfleet Officers are even rarer and

    pass through a harder training than inlater times, they are simply moreelite as Starfleet only needs the bestto man its few ships and facilities likewith the astronauts of the 20thcentury.

    3.3 Character Development3.3 Character Development

    The character creation process in theEnterprise eraof Star Trekdiffers not fromany other era.However thereare restrictions,which are notvalid later.First of all there

    are not thatmany alienspecies available and even the fewalready present are rare indeed,including the Vulcans.An option for the GM would be tomake available the Centaurans, whomay take a similar role as theDenobulans. In LUG Trek books itsstated that Earth neighbours have

    used their terraforming technology tohelp Earth recover from World WarIII.

    Additionally to the species, not allbackground packages from any of theCore Rule Books do not match thatearly time of Star Trek. The GMshould approve the packages taken

    by players, e.g. exclude HostileFrontier Defence Mission and thelike.

    3.4 Trai ts3. 4 Trai ts

    Due to the special nature of theEnterprise era, not all traits should

    function the same way, some shouldnot be available at all.

    Alien Upbringing: It is highlyunlikely that Vulcans would adopt aHuman child. The player shouldhave a real good story how thisshould work.

    Department Head: This advantage

    should be adopted to the era. Ofcourse ittakes 4points tobecome a

    DepartmentHead on a

    vesselcomparable

    to Enterprise.

    One pointcould be

    either a sub-department, e.g. stellarcartography or on a very smallvessel, comparable to a runaboat.Two and three should be necessaryfor small outposts or vessels.Medical Remedy: The possibilitiesfor this advantage are restricted themedicine is simply not that

    sophisticated at that time.Mixed Species Heritage: Highlyunlikely but possible. There could be

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    Vulcans who choose a Humanpartner.Promotion:see below.Species Friends: This advantageshould be rare indeed, as aliens are

    rare either.Intolerant/ Species Enemy/ Vengeful:These disadvantages should be rareeither and the GM should check ifthe costs of them match thecampaign setting.Physically Impaired: The GM mightdecide that the value of certaindisabilities should be increased.

    3.5 Promotion3.5 Promotion

    Due to the smaller size of Starfleetand its smaller number, there arehigher standards for officers,increasing the skills needed to bepromoted to a higher rank.This is reflected by adopted costs and

    new requirements:

    Lieutenant ( j . g. ) :L ieutenant ( j . g. ) : 2 Skill Renown; 2(4) in primary department skill

    Lieutenant:Lieutenant: 5 Skill Renown; 3 Skilllevels in primary departmental skill,2 skill levels in another

    Lt. Commander:Lt. Commander: Renown, 20 of it inStarfleet Aspects; 3 (4) in the primary

    department skill, 2 Skill levels in twoother, 1 Skilllevel in theprimarydepartmentalskill of anotherdepartment

    Commander:Commander:60 Renown, 45of it in StarfleetAspects; 4 Skill levels in primarydepartmental skill, 3 Skill levels in

    another, 2 Skill levels in 2 other, 1Skill level in the primarydepartmental skills of two otherdepartments

    Captain:Captain: 80 Renown, 65 of it inStarfleet Aspects; like Corebook, 3Skill levels in primary departmentalSkill of another department, 2 Skilllevels in another one

    Commodore:Commodore: 100 Renown, 80 of itin Starfleet Aspects;like Corebook, 3 Skill levels indepartmental Skills of two otherdepartments

    Fleet Captain:Fleet Captain: 120 Renown, 95 of itin Starfleet Aspects

    Vice Admira l :V ice Admira l : 135 Renown, 115 of itin Starfleet Aspects

    Admira l :Admi ra l : 150 Renown, 125 of it inStarfleet Aspects

    Fleet Admira l :Fleet Admira l : 180 Renown

    Starfleet Aspects remain the same asin later eras. These increasements ofrequirements simply represents thefact that there are significantly fewerposts for e.g. Captains than inmodern Starfleet.The rank of Fleet Admiral is of courserestricted to the Chief-in-Commandof Starfleet.

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    StarshipsStarships

    Starships are the chariots, which takehumanity or any other species intospace. They are the technology thatmake exploration of space possible.There are different kinds of starships,depending on their function, butthere are aspects all of them share.

    4.1 Starship Systems4.1 Starship Systems

    There are different systems on eachvessel some are restricted to onespecies and other are more general.Most starships use some kind of

    artificial gravity. Without such adevice, space travel would berestricted to a few month, asotherwise the body of any creature istoo badly damaged. In a zero-genvironment, muscles and bonesbegin to degenerate because they areno longer needed like on a planet.Additionally gravity makes life mucheasier because everything stays in

    place in is not flying through the air,right when you need it. It makesspace travel simply morecomfortable.Vital to any ship is some kind of lifesupport, which creates the necessaryatmosphere for the inhabitants of afacility.No facility can survive without armorand deflectors because these systems

    protect it from space debris, dust andradiation that can be found in spaceand more intense within a solar

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    system. Without such protection,micro fractures would soon destroythe hull and the radiation wouldmake the inhabitants sick.Most ships have some kind of centre

    of operations, called bridge onStarfleet vessels, where all actionsare coordinated. All departmentshave stations here and its possible toaccess any system.Engineering is another importantlocation, the ships heart, from whereit energy flows and all systems canbe maintained. Linked to it are theengines that drive the ship forward.

    Any ships needs sensors of somekind to read its surrounding and tocollect data of scientific kind or e.g.combat data.Computer systems are a must on astarship. Without computers onecannot calculate the complicatedoperations needed to control astarship and to survive in space.Some ships are also equipped withweapons for defence or attackdepending on the according speciespolicy and the ships purpose. Thekind of weapon can range fromprojectiles or beam weapons.Of course some kind of quarter isneeded for the crew as well as somekind of recreation because at thattime space travel is long and thecrew needs to have something to doin its free time. So many ships havesome kind of gym, mess hall and thelike. Additionally a location to treatsick is needed, most of the timecalled sickbay.

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    4.2 Starship Stats4.2 Starship Stats

    N XN X--01 Class01 Class

    Class and Type:Class and Type: NX-01 ClassExplorer ( Enterprise Class )Commissioning Date:Commissioning Date: 2151Hul l Character ist i csHul l Character i st i cs

    Size: 4 ( 220m, 7 decks )Resistance: 3 +10 ( Polarized

    Hull Plating )Structural Points: 80

    Operat ions Characterist icsO perat i ons Character i st i csCrew/Passengers/Evac: 80/10/150[ 5 pwr/rd ]

    Computers: 2[ 1 pwr/rd ]

    Transporters: 1[ 1 pwr/rd ]

    Tractor Beams: none ( grapplers )Propulsion and PowerPropulsion and Power

    Character ist icsCharacter ist icsWarp System: 2.0/4.5/5.0 ( 12h )[2/warp factor ]

    Impulse System: .36c/ .56c[ 5/ 6 pwr/rd ]

    Power: 75Sensor Systems:Sensor Systems:

    Long-Range Sensors: +0/8 ly[ 6pwr/rd ]

    Lateral Sensors: +1/ 0.5 ly[ 4pwr/rd]

    Navigational Sensors: +0[ 5pwr/rd]

    Sensors Skill: 4Weapons SystemsWeapons Systems

    Plasma Pulse Cannon:Range: 10/3000/10000/30000Arc: f ( 120 degrees )Accuracy: 6/7/9/12Damage: 6

    Power: [ 6 ]Phased Cannon ( 3 prototypes ):

    Range: 10/3000/10000/30000Arc: fv, fd ( 360 degrees )Accuracy: 5/7/8/11Damage: 10Power: [ 10 ]

    Spatial Torpedoes:Number: 45Launchers: 1 ad, 2 fv

    Spread: 2Arc: F or a, but self-guidedRange: 10/100k/500k/1500kAccuracy: 6/7/9/12Damage: 8Power: [ 5 ]

    Weapons Skill: 4

    Defensive Systems:Defensive Systems:none

    Descr ipt ion:Descr ip t ion : The NX-01 Class is thefirst Human vessel, which is able toreach a speed of warp 5. While thefirst ship, the Enterprisewas a testbedfor new technology, e.g. phasedcannons, force fields and especiallythe new warp drive and transportersystem, later ships were moreroutine. This ship was the first realexplorer class, able to travel spaceindependently for a long time.Noteworthy Vessels/ ServiceNoteworthy Vessels/ ServiceRecords/ Encoun ters:Records/ Encoun ters: Enterprise NX-01, prototype, various famousencounters and first contacts, e.g. theAndorians, the Romulans and theKlingons; Independence NX-02,captained by Kyle van Eyck; RangerNX-03; Yuri Gagarin NX-04, EagleNX-05.

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    Note:Note: The NX-01 Class is equippedwith a polarized hull instead ofshields. This hull deflects attacks in amore primitive form and can easilybe overloaded by modern standards.

    In Gameterms it works like ablativearmor, only that 5 power points areneeded to activate it. Thispolarization is negated when usingshields. Additionally the NX-01 Classuses grapplers instead of tractorbeams. They work like tractor beamsonly that they can only be used at amaximum of rating 4 and have arage of 1000m.

    ValiantValiant--ClassClass

    Class and Type:Class and Type: Valiant-ClassCommissioning Date:Commissioning Date: 2062Hul l Character ist i csHul l Character i st i cs

    Size: 3 ( 80m, 2 decks )

    Resistance: 2Structural Points: 60Operat ions Characterist icsO perat i ons Character i st i cs

    Crew/Passengers/Evac: 12/6/40[ 4 pwr/rd ]

    Computers: 2[ 1 pwr/rd ]

    Transporters: 1[ 1 pwr/rd ]Tractor Beams: none ( 1 grappler

    )Propulsion and PowerPropulsion and PowerCharacter ist icsCharacter ist ics

    Warp System: 1.0/1.5/2.0 ( 12h )[2/warp factor ]

    Impulse System: .16c/ .36c[ 2/ 4 pwr/rd ]

    Power: 45

    Sensor Systems:Sensor Systems:Long-Range Sensors: +0/4 ly[ 6pwr/rd ]

    Lateral Sensors: +0/ 0.2 ly[ 4pwr/rd]

    Navigational Sensors: +0[ 5pwr/rd]

    Sensors Skill: 4Weapons SystemsWeapons Systems

    Laser Cannon:

    Range: 8/2000/10000/100000Arc: f ( 120 degrees )Accuracy: 6/7/9/12Damage: 6Power: [ 6 ]

    Weapons Skill: 3

    Defensive Systems:Defensive Systems:none

    Descr ipt ion:Descr ip t ion : The Valiant-Classvessels are the result of furtherdevelopment of the Phoenix. TheS.S. Valiant was the first human deepspace vessel. The design was upratedat several occasions although now itis somewhat obsolete and outdated.In mid 22nd century Valiant-Classships are used as planetary surveyorsand transport ships.Noteworthy Vessels/ ServiceNoteworthy Vessels/ ServiceRecor ds/ Encounters:Recor ds/ Encounters: S.S. Valiant,prototype; S.S. Sputnik; S.S. Fearless.

    ShuttlepodShuttlepod

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    Class and Type:Class and Type: ShuttlepodCommCommissioning Date:issioning Date: 2150Hul l Character ist i csHul l Character i st i cs

    Size: 1 ( 8m )

    Resistance: 2Structural Points: 20

    Operat ions Characterist icsO perat i ons Character i st i csCrew/Passengers/Evac: 1/6/7[ 2 pwr/rd ]

    Computers: 1[ 1 pwr/rd ]

    Transporters: noneTractor Beams: none

    Propulsion and PowerPropulsion and PowerCharacter ist icsCharacter ist ics

    Warp System: noneImpulse System: .26c/ .46c[ 3/ 5 pwr/rd ]

    Power: 35Sensor Systems:Sensor Systems:

    Long-Range Sensors: +0/2 ly[ 6pwr/rd ]

    Lateral Sensors: +0/ 0.2 ly[ 4pwr/rd]

    Navigational Sensors: +0[ 5pwr/rd]

    Sensors Skill: 3Weapons SystemsWeapons Systems

    Phased Cannon ( later installed ):Range: 10/3000/10000/30000Arc: fd ( 120 degrees )Accuracy: 5/7/8/11Damage: 6Power: [ 6 ]

    Weapons Skill: 3

    Defensive Systems:Defensive Systems:none

    Descr ipt ion:Descr ipt ion: This shuttlepod isstandard on Starfleet vessels. TheNX-01-Class is equipped with two ofit. Malcolm Reed uprated the shuttlesof the Enterpriseand equipped them

    with phaser cannons, while theoriginal design is unarmed.

    TVanaTVana-- Class Cru i serClass Cruiser

    Class and Type:Class and Type: TVana-Class CruiserCommissioning Date:Commissioning Date: 2140

    Hul l Character i st i csHul l Character i st i csSize: 5 ( 295m, 12 decks )Resistance: 3Structural Points: 100

    O perat i ons Character i st i csOperat ions Character i st i csCrew/Passengers/Evac: 50/25/120[ 4 pwr/rd ]

    Computers: 3[ 3 pwr/rd ]

    Transporters: none

    Tractor Beams: 1 fd[ 2 pwr/rd/ rating ]

    Propulsion and PPropulsion and PowerowerCharacter ist icsCharacter ist ics

    Warp System: 2.0/5.2/5.8 ( 12h )[2/warp factor ]

    Impulse System: .45c/ .65c[ 4/ 5 pwr/rd ]

    Power: 95Sensor Systems:Sensor Systems:

    Long-Range Sensors: +0/10 ly[ 6pwr/rd ]

    Lateral Sensors: +0/ 0.8 ly[ 4pwr/rd]

    Navigational Sensors: +0[ 5pwr/rd]

    Sensors Skill: 5Weapons SystemsWeapons Systems

    Plasma Cannon:Range: 10/3000/10000/30000

    Arc: fd, fv, ad ( 520 degrees )Accuracy: 5/6/8/11Damage: 11

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    Suliban ShipSuliban Ship

    Class and Type:Class and Type: Suliban ShipCommissioning Date:Commissioning Date: 2145Hul l CharacteHul l Character is t icsr i s t i cs

    Size: 2 ( 15m )Resistance: 2Structural Points: 40

    Operat ions Characterist icsO perat i ons Character i st i csCrew/Pass./Evac: 2/1/3[ 2 pwr/rd ]

    Computers: 1[ 1 pwr/rd ]

    Transporters: none

    Tractor Beams: nonePropulsion anPropulsion and Powerd PowerCharacter ist icsCharacter ist ics

    Warp System: 2.0/4.0/4.5 ( 8h )[2/warp factor ]

    Impulse System: .35c/ .6c[ 3/ 6 pwr/rd ]

    Power: 45Sensor Systems:Sensor Systems:

    Long-Range Sensors: +0/5 ly

    [ 6pwr/rd ]Lateral Sensors: +0/ 0.4 ly[ 4pwr/rd]

    Navigational Sensors: +0[ 5pwr/rd]

    Cloak: 2 [ 8 pwr/ rd ]Sensors Skill: 3

    Weapons SystemsWeapons SystemsPlasma Cannon:Range: 10/1000/60000/120000

    Arc: all ( 720 degrees )Accuracy: 5/6/8/11Damage: 7Power: [ 7 ]

    Weapons Skill: 4

    Defensive Systems:Defensive Systems:none

    Descr ip t ion :Descr ip t ion : Suliban ships are sphere

    like small vessels, which are able todock onto each other in all possibleways so that they can create a

    network of ships. They are quitecapable for their size, but what reallymakes them remarkable are theircloaking devices.

    Suliban CruiserSuliban CruiserClass and Type:Class and Type: Suliban CruiserCommissioning Date:Commissioning Date: 2145Hul l Character i st i csHul l Character i st i cs

    Size: 6 ( 315m )Resistance: 3Structural Points: 120

    O perat i ons Character i st i csOperat ions Character i st i csCrew/Pass./Evac: 150/45/400

    [ 5 pwr/rd ]Computers: 4[ 2 pwr/rd ]

    Transporters: noneTractor Beams: none

    Propulsion and PowerPropulsion and PowerCharacter ist icsCharacter ist ics

    Warp System: 2.0/4.2/4.6 ( 8h )[2/warp factor ]

    Impulse System: .45c/ .66c

    [ 4/ 7 pwr/rd ]Power: 105Sensor Systems:Sensor Systems:

    Long-Range Sensors: +0/6 ly[ 6pwr/rd ]

    Lateral Sensors: +0/ 0.5 ly[ 4pwr/rd]

    Navigational Sensors: +0[ 5pwr/rd]

    Cloak: 4 [ 16 pwr/ rd ]

    Sensors Skill: 3Weapons SystemsWeapons SystemsPlasma Cannon:Range: 10/1000/60000/120000Arc: all ( 720 degrees )Accuracy: 5/6/8/11Damage: 10Power: [ 10 ]

    Weapons Skill: 4

    Defensive Systems:Defensive Systems:none

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    Descr ip t ion :Descr ip t ion : Suliban Cruisers arepowerful ships but rare. They areequipped with an advanced cloakingdevice and formidable weapons.

    Cargo FreighterCargo Freighter

    Class and Type:Class and Type: Typical FreighterCommissioning Date:Commissioning Date: variesHul l Character ist i csHul l Character i st i cs

    Size: 7 ( 405m )Resistance: 2Structural Points: 140

    Operat ions Characterist icsO perat i ons Character i st i csCrew/Pass./Evac: 12/500/12000[ 8 pwr/rd ]

    Computers: 2[ 1 pwr/rd ]

    Transporters: noneTractor Beams: none

    Propulsion and PowerPropulsion and PowerCharacter ist icsCharacter ist ics

    Warp System: 1.0/1.5/1.8 ( 12h )[2/warp factor ]

    Impulse System: .25c/ .46c[ 2/ 5 pwr/rd ]

    Power: 65Sensor Systems:Sensor Systems:

    Long-Range Sensors: +0/5 ly[ 6pwr/rd ]

    Lateral Sensors: +0/ 0.2 ly[ 4pwr/rd]

    Navigational Sensors: +0[ 5pwr/rd]

    Sensors Skill: 3Weapons SystemsWeapons Systems

    noneWeapons Skill: n/a

    Defensive Systems:Defensive Systems:none

    Descr ip t ion :Descr ip t ion : Almost every speciesuses cargo freighters to transportvaluable of necessary goods to itscolonies or to trade with otherspecies. Some even have arms todefend themselves from pirate attacksor other threats.

    4.3 Warp Speed4.3 Warp SpeedWarp Speed describes the velocityachieved with so called WarpDrives. The Warp technology uses afield created by the nacelles of theship. This field enables the vessel totravel at speeds faster than light,something that would normallyprevented by the natural laws of

    physics.

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    SpeedSpeed km/hkm/h Mult ip leMultipleof cof c

    Earth toEarth toMoonMoon

    AcrossAcrossSolSolSystemSystem

    ToTonearbynearbystarstar

    AcrossAcrossSectorSector

    NotesNotes

    FullImpulse

    270 mil 0.25 5.38 sec 44 hrs 20 yrs 80k yrs

    Warp 1 1 bil lion 1 1.34 sec 11 hrs 5 yrs 20 yrs

    Warp 2 8 bil lion 8 0.16 sec 1.37 hrs 7.5 month 2.5 years

    Warp 3 27 bil li on 27 49.6 ms 24 min 2.2 month 8.8 month

    Warp 4 64 bil li on 64 21 ms 10 min 28.5 days 4 month

    Warp 5 125 billion 125 11 ms 5 min 2 weeks 2 month Maximumwarp forhuman

    vesselsWarp 6 216 bil li on 216 6 ms 2.9 min 8.4 days 34 days

    Warp 7 343 billion 343 3 ms 109 sec 5.3 days 21 days

    Warp 8 512 billion 512 1.25 ms 73 sec 3.5 days 14 days

    Warp 10 1 tri llion 1000 0.64 ms 37 sec 1.8 days 7 days

    Warp 14 2.74 tri llion 2744 0.23 ms 12 sec 16 hrs 2.5 days

    Warp 19 6.86 tri lli on 6859 0.09ms 5 sec 6.4 hrs 1 day

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    TechnologyTechnology

    There is a wide range of technologyavailable to Starfleet Officers. Whilethe technology of the mid 22ndcentury is not as advanced as in latercenturies it is still sophisticatedenough to accomplish most problemsthe crew is meant to encounter.

    5.1 Personal Equipment5.1 Personal Equipment

    Personal Equipment is used to do thedaily work onboard a starship andincludes more specialized equipmentfor away missions.

    CommunicatorCommunicatorThe communicator is used fortransmissions between ship and awayteam or amongthe team itself.Thecommunicatoralso sends afaint signal,which makes it

    possible totrack the awayteam with theships sensors.Whencombined witha tricorder itcan access the ships computer ane.g. transmit data to it.Between team members the range of

    the communicator is 200km a tenthof the range during shipcommunication.

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    Other than their more moderncounterparts, these earlycommunicators do not translateknown languages.Size:Size: 12 cm x 5 cm x 3.5 cm

    Mass:Mass: 0.25 kgDurat ion :Dura t ion : 500 hours

    Envi ronmental Sui tEnvi ronmental Sui tThese space suits are used whenevera Starfleet Officer needs to enter anykind of dangerousenvironment, be it

    space or e.g. atoxic atmosphere.As the suits areheavy anduncomfortableanybody who hasnot at least 3 levelsin theEnvironmental Suitspecializationsuffers a 1 diepenalty to coordination whilewearing the suit.The suit is not armored but enablesthe wearer to walk through vacuumor heavy atmospheres.A heavy vest at the torso contains thelife support system and any controlsto operate the suits systems andgravity boots.Armor:Armor : 1 ( damage above 1punctures the suit )Size:Size: 16 l folded with boots andhelmetMass:Mass: 12 kgDurat ion :Dura t ion : 10 hours

    TricorderTricorderTricorders are high developed sensordevices that are used to investigatethe surroundings of the operator.

    There are also some basic databanksfor data evaluation. Taken data canbe compared to those in thedatabank, which may take severalhours. No more than two

    comparisons of that kind may bedone at one time, this would exceedthe tricorders computer power. Longrange scans are less accurate thanshort range scans, but aim alldirections. Short range scans onlyperceive data a few metres in front ofthe user.

    Tricorders can be linked to anyother device for data exchange.

    Range:Range: 1000 m for long rangescans; 15 m for short range.Size:Size: 12 cm x 6 cm x 4.5 cmDurat ion :Dura t ion : 100 hours

    5.2 Personal Weapons5.2 Personal Weapons

    Personal weapons vary a lot fromfunction and efficiency.

    Plasma WeaponsPlasma WeaponsPlasma weapons use heated plasmato fire bolts of it outof a heateningchamber. Thesebolts are highlydestructive and are

    based upon atechnology onecould describe ascontrolledexplosion.Starfleet uses two types of theseweapons as pistol, the EM-33, and arifle, the EM-36.Pisto l : Pisto l : Range:Range: 4/ 15/ 40/ 65

    Size:Size: 25 cm x 5 cm x 14 cmMass:Mass: 0.8 kgDurat ion :Dura t ion : 50 charges

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    Damage:Damage: 8 + 3d6

    Rif le : Ri f le : Range:Range: 8/ 40/ 120/ 210Size:Size: 75 cm long, 2.5 l volume

    Mass:Mass: 1.8 kgDurat ion :Dura t ion : 150 chargesDamage:Damage: 12 + 4d6 (takes 2 charges)

    Phased Pi sto lPhased PistolPhased pistols are a new technologybased on highly energetic particlescalled nadions.

    Phased pistols fire continuous beams,which may be set to stun damage orkill, which depends on the energyrate used. The weapons use energycells that can be easily replaced.

    Range:Range: 5/ 18/ 45/ 75Size:Size: 20 cm x 4 cm x 18 cmMass:Mass: 0.75 kgDurat ion :Dura t ion : 120 charges

    Damage:Damage: Stun:6 + 3d6Kill:10 + 4d6 ( takes 5 charges )

    5.3 Starship Technology5.3 Starship Technology

    Computer SystemsComputer SystemsComputer Systems are vital forstarships. They calculate alloperations needed to run even the

    basic systems, e.g. life support oronly databanks. Almost everywhere

    on a starship on can find computerconsoles to operate different systemsand access the databanks.Routine procedures enable thecomputer to also access data sent by

    tricorders or communicators.The computer reacts automatically tocertain threats, e.g. damage of theships hull or breach of securitybreaches, trigger alarms.Computer systems have one maincomputer core and several sub-cores,which may act as backup system forthe main computer.

    Force Fiel dsForce Fi eldsWhile other species may havemastered this technology Starfleet hasnot yet done so, at least notcompletely. Lt. Reed, WeaponsOfficer of the Enterprisehas designeda prototype, which he used to holdback an alien creature.Once raised such a field works like asolid wall, and prevent anything frompassing through. The difficulty of thattechnology does not yet allow anysettings so that e.g. air can movethrough it.Force fields can absorb up to 45points of damage before failure.However an attack with moredamage is still reduce by thatamount. Any attack with lesserdamage, is hold back and the fieldcontinues to operate.

    Food SynthesizersFood SynthesizersWhenever you go into space, youneed food to survive, unless you onlyuse unmanned probes. While moststarships have at least basic nutritionstored in its cargo holds, moreadvanced cultures use at leastadditionally synthesized food. This

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    synthesizers use basic proteins andmolecule structures common in allfood, to arrange them in theappropriate order for most meals onecan demand. It has databanks with

    common food and with new input itcan create most kinds of food byadding flavour and colour to themeal.

    SensorsSensorsAll starships use different kinds ofsensors e.g. for navigating and tocollect data about the surrounding.

    Main sensors of Starfleet andcomparable vessels work not unlikethe tricorders and are directly linkedto the science station and the librarycomputer. These sensors can performmore general long-range scans andmore detailed short range scans. Therange depends on the accuracy of thesensors and varies from ship to ship.Additionally to the main sensorsthere are alsonavigational sensors,which are exclusivelyused to lead a shipthrough space safelyand detect any hazardthat may occur underway.If short-range scans areto dangerous, mostships use probes toinvestigate further.

    TransportersTransportersOnly few cultures have yet masteredthe transporter technology. Starfleetcurrently uses it only for cargotransport, although living creaturesare permitted to beam how thisprocess is called. Only two people

    can be transported at one time and ata range of 20000 km.Transporters dematerialise thesubjects matter into energy, sent thedata wherever it is needed and

    assemble the subject again at itsdestination.A transporter consists of thefollowing components:Control Systems which enable theoperator to handle the transporters,Scanning Device which collectsthe necessary data needed forbeaming,Energizing and Transition Coils

    which are responsible for thematerialisation process,Pattern Buffer which store themolecule data, at that time for amaximum of 2 minutes, andEmitter and Receiver Arrays whichsent the matter streams to the targetor receive it.

    Warp SystemWarp SystemA warp drive ispowered by

    matter/antimatter

    annihilation,which isactually highlydestructive. A

    focuseddamping field is

    needed to channel the energy andtherefore dilithium crystals areneeded any other material, includingordinary lithium is to unstable.The reaction is centred in the socalled warp core, which then createsa very hot plasma, channel led to thewarp coils which then can create thewarp field necessary to accelerate tospeeds faster than light.

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    W eapon SystemsW eapon SystemsMost space faring species equip theirvessels with some kind of weaponeven if only used for defence. Onlyfew species have yet discovered

    deflector shields, high energy forcefields that may be used to blockstarship sized weapons.Starfleet weapons include plasmacannons, phased cannons, spatialtorpedoes and grapplers.Plasma Cannons simply use theheated engine plasma from the WarpCore, channel it and thus creatingshort blasts that are afterwards

    accelerated using ionisation. Theresult is a highly explosive bolt,which can cause heavy damage.Phased Cannons are simply largerversions of the Phased Pistol,Enterprise is currently equipped withthree prototypes.Spatial Torpedoes are missileweapons, which may be used evenduring warp travel. They are quiteprimitive weapons a simpledetonation head is used to causedamage at the target. The KlingonPhoton Torpedoes use antimatter tocause an explosion.While Grapplersare no real weapon,they are still operated from theweapons station of a ship. Grapplersare claw-like machines connectedto the ship via a cable. They can beused to attach to any object desired,including other starships. They aree.g. useful during rescue operationsand to salvage starship wrecks.Grapplers work like tractor beams,but have the fixed rating of four they cannot exceed a range of1000m.Instead of Deflector Shields humanvessels use the Polarized Hull, whichmay deflect attacks. To activate thissystem power points equal to half the

    protection is needed, which workslike ablative armor, i.e. first subtractany damage of these hull pointsandwhen they are gone simply use thestandard rules for structural damage.

    Resistance is not used for thepolarized hull.

    D etoxi fy SystemsD etoxi fy SystemsWhile this function is normallyrelated to transporter systems, whichhave a bio-filter, that render allbacteria or any virus undangerous,this has to be done manual ly if not

    using systems like that.Enterpriseuses a special chamber forthat, which is equipped with UV-Light beamers, killing bacteria andthe like. Additionally a jelly-cream isused to for the same purpose and to

    protect theskin from

    theradiation.

    Without thischamber,

    there wouldbe the perilthat new

    unknown diseases could spreadthroughout the ship.

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    Beyond Our SolarBeyond Our Solar

    SystemSystem

    There countless possibilities for agame set in the Enterprise-Era of StarTrek. But first a Narrator shouldcreate a basic idea of the campaign,before presenting it to the players.

    6.1 The Setting6.1 The Setting

    When creating a prequel campaignfor the Star Trek RPG, the settingseems to be obvious. Its simply ayounger Star Trek universe, withmore primitive technology but still

    there are the same villains anddangers.While this may be true, this stillkeeps up many possibilities.Enterprise shows us how the Trekuniverse was like a century beforewe visited it for the first time. Nowwe can see how the different speciesand political conditions developed.We learn more about humanitys past

    as well as the history of Vulcan andAndoria.To catch this mood, the Narrator canintroduce self-created species fromcampaigns set in the future. If youhad a species being the major threatin your DS9-Campaign, why notforeshadow it in a prequeladventure? If done well, the playerswill remind this event a long time

    and you have the possibility tofurther develop your favouritespecies.

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    Of course your prequel can have atotally different mood. Anotheroption could be to centre on e.g. theRomulan-Earth War, an eventprobably not too different from the

    Dominion War.Whatever you do, a prequel givesyou the chance to let your playersparticipate in historic events, whichare important for the Star Trek settingin general and maybe for yourplayers future characters.When planning your campaign, youshould decide what kind of crewyou use. If you use Starfleet Officers,

    they can be stationed on a Starbase aship, the Academy or whatever. Youshould remember that its difficult totransfer them, as Starfleets resourcesare re very limited compared to itsfuture counterparts.Alternately you could want to haveyou players use Vulcan characters.This would give them access to more

    advancedtechnology.

    More tension inthe crew couldbe created ifone of thecharacters is a

    Humanexchange

    officer, or arogue Vulcanwho does not

    deny emotions, even if only insecret.Another angle could be to use acompletely different species, e.g.Tellarites, Centaurans or maybe evenBajorans, using one of their Solar-Sailing ships.But of course you characters neednot to play explorers. Another optionfor play would be to let the playersman a mercenary or merchant ship,

    which has to get through space witheven less developed technology andresources.

    6.2 The Story6.2 The Story

    Of course the story is directly linkedwith the setting, but still you mightwant to consider about one majorplot-line in your campaign, like theTemporal Cold War in Enterprise.Depending on your setting, this plot

    may vary.If your characters are merchants, themain plot could be to gain control ofone major trade route, or get themonopoly of one certain good. Theadversaries could be anotherfreighters crew, or e.g. the Ferengis,who would not only use fairmethods of trade.The characters could be involved in

    the Romulan-Earth War or any otherconflict, e.g. between the Vulcansand Andorians.Another option would be that thecharacters find hints to a very potentspecies during their travelling theclimax could be that they actuallymeet this species, whether it is friendor foe.

    6.3 Enterprise6.3 Enterprise

    You might want your characters beinvolved with the events of Enterprisein any one way. If you do so, youshould first of all decide whether youstick to canon or not. If you want tostick to the events of the series, it is

    difficult to involve the characters andworks best if they are low rankingcrewmembers, you do not appear on

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    the screen and so could do somework behind the scenes, e.g. dosome research and the like.This gives the characters theopportunity to interact with the crew

    of the show, however it is alsorestricting.If you decide to do something onyour own, only loosely based onEnterprise, you can easily exchangeparts of the crew with yourcharacters, if not the whole or youcan have the characters take part inprominent events. But this wouldmake it difficult for your campaign to

    follow the series, because someevents are strictly connected tocertain characters or events, whichmay not be present in yourcampaign.Connecting the story of yourcampaign to one set in the future ofthe Star Trek universe, is especiallyrewarding. Your characters might beancestors of future ones or couldmake certain events of the futurepossible, e.g. by inventing newtechnology or discovering certainphenomena. This would give theplayers the feeling to be an essentialpart of something very large.

    6. 4 Al i en Species6.4 Alien Species

    There are several alien speciesEnterprise makes contact with duringits voyage.

    AndoriansAndor ians

    Homewor ldHomewor ld

    Starfleet knows almost nothing aboutAndor, which is around 20 lightyears

    from Earth. It is a cold and frozenplanet.

    Home Region or Sovereign TerritoryHome Region or Sovereign TerritoryThe Andorians have several colonies

    and a small interstellar territory,which they guard furiously with theirnavy.

    Suggested Attribute and Edge RangeSuggested Attribute and Edge RangeFitness 3 [6]

    Vitality +1Coordination 2 [5]Intellect 2 [5]

    Logic 1

    Perception +1Presence 2 [5]Psi 0 [5]

    Typical Advantages/ DisadvantagesTypical Advantages/ DisadvantagesExcellent Hearing +2 ( due toantennae)High Pain Threshold +2

    Specia l or U ni que Ski l l sSpeci al or U ni que Ski l l sAndorians have a combat traditionand thus are excellent warriors usingtheir ancient melee-weapons andfirearms as well. They are also goodtacticians and are have capableships.

    SizeSizeAndorians are human-sized and havesimilar statures as humans.

    Traits Common to the SpeciesTraits Common to the SpeciesAndorians are quite strong althoughnot through genetics but due tointense combat training fromchildhood on. They have blue skinand exclusively white hair.Additionally they have two antennae

    their audio sense.

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    Descr ip t ionDescr ip t ionThe Andorians are an honour-boundspecies, with a strict code of conductconcerning conflict. As their specieshas suffered many wars in the past,

    Andorians have set up rituals ofhand-to-hand combat that preventlarge battles and thus manycasualties. They are easily insultedbut often wait before taking revenge.Andorians are suspicious of any non-Andorians or even non-clanmembers, as their clans fought fierce

    battles inAndor's past.

    Andorians aredirect and

    quick-mindedthey do notdiscuss long,but act.All Andoriansstick to the lawsof their planet,

    due to their sense of order.Physical action, sports and combatare areas where Andorians excel.There seem to be different sub-species of Andorians, which differ inthe position of their antennae.

    SulibanSuliban

    Homewor ldHomewor ldThe Suliban homeworld wasdestroyed 300 years ago.

    Home Region or Sovereign TerritoryHome Region or Sovereign TerritoryThe Suliban do not have aconsiderable territory. However theysettled on different worlds andbecame citizen of this planets.

    Suggested Attribute and Edge RangeSuggested Attribute and Edge RangeFitness 2 [5]

    Coordination 3 [5]Intellect 3 [5]Presence 2 [5]Psi 0 [5]

    Typical Advantages/ DisadvantagesTypical Advantages/ DisadvantagesShapeshifting +10Species Enemy: Tandarans -2

    Special orSpecial orUni que Ski l lsUnique Skil lsWhile ordinarySuliban do notdiffer muchfrom the

    standardhumanoid.However thegeneticenhanced specimen are capableshapeshifters. They can change theirappearance, including colour of skin.They can also move under doors andthe like.

    SizeSizeSuliban are human-sized and havesimilar statures as humans.

    Traits Common to the SpeciesTraits Common to the SpeciesThe Suliban have green skin and baldheads. There are slim built but arenevertheless very strong and agile.

    Descr ip t ionDescr ip t ion

    The Suliban are an relativelyunknown and unimportant species,at least until now. Few is knownabout their culture. They arenormally a peaceful and intelligentpeople. Since quite some time, thereis a person, contacting the Sulibanfrom the future, through a specialtime-distorting chamber. This personof unknown origin and provided the

    Suliban with new technology andmade them alter their DNA to give

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    them their shapeshifting ability.Additionally they received thecloaking device technology. As amatter of fact they are now a tool ofthis person who tries to stop

    humanitys progress.

    Kl ingonsKl ingons

    Homewor ldHomewor ldThe Klingon homeworldis called QonoS. It is a

    hot planet with roundsilver towers.

    Home Region orHome Region orSovereign Terr i torySovereign Terr i toryThe Klingons have set upquite a territory in theirpast called the Klingon Empire. Thefull extend of it is unknown but it islikely to include several dozen star-

    systems.

    Suggested Attribute and Edge RangeSuggested Attribute and Edge RangeFitness 3 [6]

    Vitality +1Coordination 3 [5]Intellect 2 [5]

    Logic -1Presence 2 [5]

    Empathy -2

    Psi 0 [5]

    Typical Advantages/ DisadvantagesTypical Advantages/ DisadvantagesHigh Pain Threshold +2Organ Redundancy ( braklul ) +2Code of Honor ( Klingon ) -4

    Speci a l or U ni que Ski l l sSpecia l or Uni que Ski l l sNot unlike the Andorians theKlingons are capable melee-warriors.

    They have a long military traditionand they fight longer than most otherhumanoids.

    SizeSizeKlingons are larger, stronger andgenerally heavier built than humans.

    Traits Common to the SpeciesTraits Common to the Species

    Klingons are large humanoids, whichhave strong bones and a bone ridgeat their forehead. They have longhair and all of them have two sets oftheir vital organs.

    Descr ip t ionDescr ip t ionThe Klingons are a warrior species.They have a long brutal past of warsamong their own specimen. They are

    excellent melee-warriors and have acomplicated code of honor. Loosingthis honor means revenge or suicide.Loyalty and courage are the mostimportant Klingon virtues.Klingons society is divided intohouses, which are mostly wide-spread families. Their wealth andpower depend on their militarysuccess and not few houses havetheir own fleet of war ships.The Klingons are governed by a socalled High Council, lead by aChancellor.

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    Faith of the HeaFaith of the Heartrt

    -- TheThe EnterpriseEnterprise --

    The Enterprise is humanitys firstvessel capable of Warp 5 speed. Itwas launched almost exactly 88years after Zefram Cochranes launchwith the Phoenix.

    Enterprise is more than 200 metreslong and carries a crew of 82

    persons, two of them aliens.

    7.1 H istory7.1 Hi story

    Enterprise was launched in April2151 under the command of CaptainJonathan Archer,

    son of the famousHenry Archer, thedeveloper of theWarp 5 engine.The launch of theship was anemergencymission. Due tounknown reasons,a Klingon warrior

    crash-landed onEarth at BrokenBow, a small village on the North

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    where no man has gone before38

    American continent. This badlywounded Klingon had to betransported back to his homeworld Enterprise first mission.However when Enterprise was under

    way, it was attacked by unknownaliens, later to be exposed to begenetically enhanced Suliban. TheSuliban took Klaang, the Klingon,captive and left the ship.Clues that pointed to Rigel X, ledCaptain Archer investigate and finallyEnterprise crew meets a Sulibanwoman, called Sarin, who once wasa member and had met with Klaang

    in the past, to discuss proof that theSuliban where responsible forincidents which endangered theKlingon Empire to fall into a civilwar.Before Sarin could help to trackdown Klaangs kidnappers, she waskilled. However Enterprise was ableto follow the assassinators ship to aSuliban base in the upperatmosphere ofa gas giant.The Starfleetcrew was ableto rescueKlaang andCaptainArcher metone of theSulibansleader, namedSilik, whotook part inmanipulatingthe past, before Archer was beamedaboard his ship.When Enterprise arrived at theKlingon homeworld they weretreated unfriendly in spite of theproof they brought with them.However Starfleet Command orders

    Archer to continue his mission,although launched early.After several contacts with alienspecies, which e.g. had leftCommander Tucker pregnant,

    Enterprise was ordered to investigatethe fate of the old Terran colonycalled Terra Nova. Which seemed tobe destroyed on the first view, wasrevealed to have survivors, adoptedto the new environment, changed byradiation, caused by an asteroidimpact.Only weeks later, Captain Archerwas interested in visiting monastery

    called PJem. During the stay, themonastery is charged by a group ofsoldiers of unknown aliens. Sub-Commander TPol reveals them to beAndorians.These Andorians claim the monasteryto be a secret intelligence base andtherefore attacked it.During a chaotic rescue mission ledby Lt. Reed, Captain Archer actuallyuncovers the monitor base, theVulcans had promised not to beexistent. Archer gave the Andoriansthe proof they need and as aconsequence was allowed to leavethe planet with his ship and crew.Some weeks later when Enterprisewas scanning a mysterious nebula,with some visitors aboard, a almostfatal incident suddenly is interrupted.The stopped antimatter cascade isrevealed to be stopped by Silik, thevery Suliban from the ships maidenvoyage. Crewman Daniels whoclaims to be a traveller of the future,says Silik wanted enterprisenot to bedestroyed due to the effect thiswould have on the Temporal ColdWar.Siliks mission was it to kill Danielsand retrieve the data of the future hehas stored in his quarters. During a

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    During an infestation by an aliencreature, Lt. Reed develops forcefield and therefore is able to rescuethe ship while Ensign Satocommunicates with the alien via a

    universal translator.In the tenth month of the mission,Enterprise causes a disastrousshockwave, which destroys a wholeplanet. Starfleet immediately cancelsthe mission. Captain Archer suddenlyis transferred back in time and meetsCrewman Daniels again, who helpedhim to defeat Silik in the past. Hetells them that Enterpriseis the victim

    of a conspiracy and supports himwith data to reveal this.Back in the future Archer givesorders to his crew that enables it tolocate a cloaked Suliban cruiser.Archer infiltrates the cruiser with asmall team. This team is able toretrieve proof that the shockwavewas caused by sabotage.But when Enterprisewant to get thisproof into safety it is intercepted byan overwhelming force of Sulibanships, who want the data andCaptain Archer enter one of theirships. When Captain Archer want toenter the alien vessel, he somehowvanishes into a disrupted future,where he meets a disturbed Daniels,who tells him that the future hasbeen changed and the time-traveltechnology was destroyed.Enterprise future fate remains to beseen.

    7.2 Locations7.2 Locations

    There are several important locationsonboard Enterprise.

    BridgeBridgeThe bridge is the ships heart fromwhere anysystem canbecontrolledandoperated.

    The bridgemain part isround andallimportantstations arelocatedaround theCommandChair. Theres Communications,

    Tactical, Science, Engineering and infront of the Main Screen there isHelm. The back-part of the bridgethere is a meeting area, with a large

    table ableto displayany part ofthe ship or

    otherimportant

    data forreview. There are

    almost a hundred view screens onbridge for data analysis and systemcontrol.

    SickbaySickbaySickbay is the medical heart of the

    ship. Dr. Phlox stores here his moreexotic medical treatments, includingalien worms and snails. Sickbay

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    where no man has gone before 41

    holds several medical bunks forinspection and other equipment formedical use and analysis. The most

    advanced technology is a sensortube, which reminds of oldertopographic units. Its a tube which is

    entered with a moving bunk. It isequipped with very modern sensorsand diagnostic instruments and canwork as intensive care units.Sickbay is also used as biological laband assists the science departmentwi th research on new l ife-forms.

    Mai n Engineeri ngMai n Engineeri ng

    Main Engineering is located on thefifth deck and produces the energyused for any ship operation.

    It has two decks and centres on theWarp Core. There are severalconsoles, which control differentsystems and give access to them forrepairs. There are almost as muchscreens as on the bridge to monitor

    the systems functions.

    7.3 The Crew7.3 The Crew

    The crew of the Enterpriseconsists of82 members. Two of them are non-

    human, while the rest of the crewbelongs to the best that Starfleet hasto offer. There are 24 officers and therest are enlisted crewmembers.

    Captai n Jonathan Ar cherCaptai n Jonathan Ar cherJonathan Archer, son of the famousHenry Archer, is the Commanding

    Officer of

    Enterprise.He was bornin the firstdecade ofthe 22ndcentury onEarth. Since

    childhood he wants to explore spaceand now he is able to fulfil hisfathers dream and life his idea using

    the warp 5 engine.He is bold, charming and cares forhis crew and others in need of help.His command skills are probably thebest in whole Starfleet and pairedwith his scientific and engineeringskills its makes him destined for hispost.He is aware of his duty and hishistoric mission. He claims the

    Vulcans to be responsible forhumanitys slow progress.

    At t r ibu tesAt t r ibu tesFitness 3Coordination 3Intellect 4Presence 5

    Willpower +1Psi 0

    Sk i l l sSk i l l sAdministration ( Starship ) 3 (5)

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    where no man has gone before42

    Athletics ( Baseball ) 3 (4)Command ( Starship ) 4 (6)Computer ( Research ) 1 (2)Culture ( Human ) 2 (3)Diplomacy ( Frontier ) 1 (2)

    Dodge 1E. Weapons ( Phased Pistol ) 1 (2)

    ( Plasma Pistol ) (2)Fast Talk 1History ( Human ) 1 (3)Language English 3Law ( Starfleet Reg. ) 4 (5)Material Eng. ( Starship Design ) 1 (3)Personal Equipment ( Com ) 1 (2)Persuasion ( Debate ) 2 (3)

    Physical Science ( Math ) 2 (3)Planetside Survival ( Desert ) 1 (3)Propulsion Eng. ( Warp Drive ) 1 (2)Shipb. Systems ( Command ) 2 (4)

    ( Conn ) (4)Space Science (St. Cartography) 2 (3)Starship Tactics ( Starfleet ) 3 (4)Vehicle OPS ( Shuttle ) 1 (2)World Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Promotion +10Dep. Head +4Bold +1Ally: Chris Tucker +2Contact: Admiral Forest +3

    Disadvantages:Disadvantages:Code of Honor 3: DefenderIntolerant: Vulcans -4

    C.P.:C.P. : 6Renown:Renown: 15 in each Starfleet Aspect,Aggression +6, Initiative +10, Skill+30

    SubSub--Commander TPolCommander TPolSub-Commander TPol is theEnterprise Science Officer. She is a

    Vulcan, and trusts completely intologic when judging situations ormaking decisions. But still she has a

    strong sense of duty and wouldfollow orders of superior Vulcanseven if she does not believe thisdecisions to be right.While she did not volunteer for this

    mission, but was part of a conditionset by the Vulcans to provide starcharts, for Enterprise mission.However the longer this missiongoes, the more she is interested inhumans. Although TPol often

    disagrees withCaptain Archer,she still respectshim and his

    decisions andbecome moreand more anadvisor for him.Her experiencein space travelmade her

    distinctive for the post of FirstOfficer, either.

    At t r ibu tesAt t r ibu tesFitness 3

    Strength +1Coordination 3Intellect 4

    Logic +1Presence 2

    Willpower +1Empathy -1

    Psi 1Range -1

    Sk i l l sSk i l l sAdministration ( Starship ) 1 (3)Athletics ( Running ) 2 (3)Command ( Starship ) 2 (3)Computer ( Research ) 2 (3)Culture ( Vulcan ) 2 (4)

    ( Human ) (3)Dodge 1E. Weapons ( Phased Pistol ) 1 (2)History ( Vulcan ) 1 (2)

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    where no man has gone before 43

    Language Vulcan 3English 2

    Law ( Vulcan Law ) 2 (4)( Starfleet Reg. ) (3)

    Life Science ( Biology ) 1 (2)

    Personal Equ. ( Tricorder ) 1 (3)Persuasion ( Debate ) 3 (4)Physical Science ( Math ) 3 (5)Planetside Survival ( Desert ) 1 (2)Planetary Science ( Geology ) 1 (2)Propulsion Eng. ( Warp Drive ) 1 (3)Shipb. Systems ( Sensors ) 2 (5)Space Science (St. Cartography) 3 (4)

    (Astrophysics) (4)Starship Tactics ( Vulcan ) 2 (3)

    U. Combat ( Nerve Pinch ) 2 (3)Vehicle OPS ( Shuttle ) 1 (2)World Knowledge ( Vulcan ) 1 (2)

    Advantages:Advantages:Promotion +6Dep. Head +4Curious +1Sexy +2

    Disadvantages:Disadvantages:Arrogant -1Code of Honor 3: VulcanHides Emotions -2

    C.P.:C.P. : 5Renown:Renown: Aggression 4, Discipline+12, Initiative 2, Openness +2,Skil l +15

    Commander Chri s Tucker IIICommander Chri s Tucker IIICommander Tucker, called Trip byhis friends, is a very potent engineerand an old friend of Captain Archer.He helped design Enterpriseand builtseveral systems for the ship.Trip is an adventurer and alwaysseeks thrill and action. He does not

    fear relationships even to alienfemales and begins to form afriendship with Lt. Reed, whom he

    impresses with his ease aroundwomen. While he is comfortable inmost dangerous situations and also

    cares for others,Trip is

    somewhathelpless withexploration. Hebecomes uneasyin alien

    environmentsbecause they areunknown tothem.Tucker is his late

    30s and was born in the south of theNorth American continent.

    At t r ibu tesAt t r ibu tesFitness 3Coordination 3Intellect 4Presence 4

    Willpower +1Psi 0

    Sk i l l sSk i l l sAthletics ( Jumping ) 3 (4)Computer ( Modelling ) 3 (4)Charm ( Influence ) 1 (3)Culture ( Human ) 2 (3)Dodge 1E. Weapons ( Plasma Pistol ) 1 (2)

    ( Phased Pistol ) (2)History ( Human ) 1 (2)Language English 3Law ( Starfleet Reg. ) 1 (2)Material Eng. ( Spacframe ) 1 (4)Personal Equ. ( Tricorder ) 2 (3)Ph. Science ( Computers ) 2 (4)Planetside Survival ( Urban ) 1 (2)Propulsion Eng. ( Warp Drive ) 3 (4)Shipb. Systems ( Transporter ) 2 (3)Sys. Engineering ( Computers ) 2 (4)

    ( Weapons ) (4)Theoretical Eng. (Warp Theory) 2 (4)Vehicle OPS ( Shuttle ) 1 (2)

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    where no man has gone before44

    ( Work Bee ) (2)World Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Promotion +8

    Dep. Head +4Engineering Aptitude +3Innovative +1Bold +1Ally: Jonathan Archer +3

    Disadvantages:Disadvantages:Impulsive 1Code of Honor 3: Defender

    C.P.:C.P. : 5Renown:Renown: Aggression +2, Discipline+4, Initiative 14, Openness +12,Skil l +24

    Dr, Phl oxDr, PhloxDr. Phlox is a Denobulan medical.He has a strict morale and wants tohelps others. Phlox is curious and a

    very good scientistand physician.Phlox is friendlyand humorous aswell as intelligent.He has three wivesat home andseveral friendsamong humandoctors, to whomhe sends letters.Phlox sometimes

    uses unorthodox alternate healingmethods, but they all work very well.

    At t r ibu tesAt t r ibu tesFitness 2Coordination 2

    Intellect 5Presence 4Empathy +1

    Psi 0

    Sk i l l sSk i l l sComputer ( Research ) 2 (3)Charm ( Influence ) 1 (2)

    Culture ( Denobulan ) 2 (3)History ( Denobulan ) 1 (2)Language English 2

    Denobulan 3Life Science ( Biology ) 3 (5)Med. Science ( General Med. ) 4 (5)

    ( Al ternate Med. ) (5)Personal Equ. ( Tricorder ) 2 (4)Persuasion ( Debate ) 1 (3)Physical Science ( Physics ) 1 (2)

    Shipb. Systems ( Medical ) 2 (5)Social Science ( Anthropology ) 1 (2)Sys. Engineering ( Medical ) 1 (3)World Knowledge ( Denobula ) 1 (2)

    Advantages:Advantages:Dep. Head +4Curious +1

    Disadvantages:Disadvantages:Code of Honor 5: Hippocratic

    Oath

    C.P.:C.P. : 4Renown:Renown: Aggression -2, Discipline+1, Initiative 8, Openness +10, Skill+11

    Lt. M al col m ReedLt. M alcol m ReedMalcolm Reed is a warrior and a by-the-book officer. He isstrict and disciplinedand a well trainedfighter. He is fascinatedwith weapons andoften experiments withnewer designs. While

    he is sharp-mindedbecomes uneasy around women. Heis the ships weapons officer.

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    Vehicle OPS ( Shuttle ) 1 (2)World Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Dep. Head +4

    Eidetic Memory +3Language Ability +2

    Disadvantages:Disadvantages:Pacifism 1

    C.P.:C.P. : 5Renown:Renown: Aggression 0, Discipline 0,Initiative 0, Openness +2, Skill +4

    EnsigEnsign Travis Mayweathern Travi s M ayweatherTravis is actually the crewmemberwith the most experience in space.His parents owned a cargo freighter,which transported dilithium most ofits travels. The Enterprise helmsmanwas born on this freighter and spenthis childhood there.

    In spite of his longexperience withspace, the youngman is stillenthusiastic aboutspace exploration.His decision toleave the freighter

    made him unpopular among othercrews and caused debates within hisfamily. However Travis does notregret his decision and is proud to bea member of Starfleet.

    At t r ibu tesAt t r ibu tesFitness 3Coordination 2Intellect 3Presence 2

    Wil lpower +1

    Psi 0

    Sk i l l sSk i l l sAdministration ( Starship ) 2 (3)Athletics ( Weight-lifting ) 3 (4)Command ( Starship ) 2 (3)Computer ( Programming ) 1 (2)

    Culture ( Human ) 2 (3)Diplomacy ( Frontier ) 1 (2)Dodge 1E. Weapons ( Plasma Pistol ) 1 (2)

    ( Phased Pistol ) (2)History ( Human ) 1 (2)Language English 3Law ( Starfleet Reg. ) 2 (3)Personal Equ. ( Env. Suit ) 1 (2)Ph. Science ( Mathematics ) 1 (2)

    Planetside Survival ( Arctic ) 1 (2)Shipb. Systems ( Conn ) 2 (5)Space Science ( Astrogation ) 1 (4)Starship Tactics ( Starfleet ) 2 (3)Sys. Engineering ( Con ) 1 (2)Vehicle OPS ( Shuttle ) 1 (4)World Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Dep. Head +4Bold +1Zero-G-Training +2

    Disadvantages:Disadvantages:Obligation 1: FamilySworn Enemy 2: Freighter crews

    C.P.:C.P. : 5Renown:Renown: Aggression 0, Discipline 0,Initiative +2, Openness +1, Skill +3

    Crewman Elizabeth CutlerCrewman Elizabeth CutlerElizabeth Cutler is anEntomologist. She is ayoung woman, which

    joined Starfleetbecause of its greatscientific possibilities.Through close work

    with Dr. Phlox, shebecame a good friendof him.

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    Si l ikSi l ikSilik is a member of the Sulibancabal and actually an arch-enemy ofthe Enterprise. Although CaptainArcher met the Suliban on severaloccasions, his motives are stillunknown. What is known is that he

    is orderedby

    somebodyin thefuture andthat heused the

    advancedtechnology provided by this personto genetically enhance himself likemany other of his people.

    At t r ibu tesAt t r ibu tesFitness 4

    Vitality +1Coordination 3Intellect 4Presence 3Psi 0

    Sk i l l sSk i l l sAdministration ( Logistics ) 2 (3)Athletics ( Running ) 2 (3)Command (Combat Leadership) 2 (3)Computer ( Hacking ) 2 (4)Culture ( Suliban ) 2 (3)Dodge 2E. Weapons ( Plasma Pistol ) 2 (3)History ( Human ) 1 (2)Language Suliban 2

    English 1Personal Equ. ( Communicator ) 1 (3)Ph. Science ( Mathematics ) 1 (2)Planetside Survival ( Urban ) 1 (2)Planetary Tactics ( Shipboard ) 2 (3)Shipb. Systems ( Tactical ) 1 (2)

    ( Cloak ) (2)

    Sys. Engineering ( Tactical ) 1 (2)Vehicle OPS ( Shuttle ) 1 (2)

    Advantages:Advantages:Shapeshifting +10Multitasking +2

    Disadvantages:Disadvantages:Obligation 3

    Species Enemy: Tandarans -2

    C.P.:C.P. : 5Renown:Renown: Aggression +12, Discipline+2, Initiative +4, Openness 0, Skill+8

    Admi ral ForestAdmi ral ForestAdmiral Forest is one of the highestmembers of Starfleet Command. Hewas one of the early supporters of theWarp 5 project and a friend ofHenry Archer. Hebegan his Starfleetcareer as engineerand later becamehead of the starshipdevelopment projectsof Starfleet, beforebecoming CO of Earth shipyard.

    At t r ibu tesAt t r ibu tesFitness 3Coordination 2Intellect 4Presence 3

    Willpower +1Psi 0

    Sk i l l sSk i l l sAdministration ( Starfleet ) 3 (5)Athletics ( Running ) 2 (3)Command ( Starbase ) 5 (6)Computer ( Modelling ) 2 (4)Culture ( Human ) 2 (3)Diplomacy ( Frontier ) 1 (2)Dodge 1

    E. Weapons ( Plasma Pistol ) (2)Fast Talk 2History ( Human ) 1 (2)

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    Language English 3Law ( Starfleet Reg. ) 5 (6)Material Eng. ( Starship Design ) 3 (4)Personal Equipment ( Com ) 1 (2)Persuasion ( Oratory ) 2 (4)

    Physical Science ( Math ) 2 (5)Planetside Survival ( Urban ) 1 (2)Propulsion Eng. ( Warp Drive ) 2 (3)Shipb. Systems ( Sensors ) (4)Space Science ( Astrophysics ) 1 (2)Starship Tactics ( Starfleet ) 3 (4)Theoretical Eng. (Warp Theory) 1 (3)Vehicle OPS ( Shuttle ) 1 (2)World Knowledge ( Earth ) 1 (2)

    Advantages:Advantages:Promotion +16Contact: Jonathan Archer +2Contact: Vulcan Ambassador +3Engineering Aptitude +3

    Disadvantages:Disadvantages:Intolerant: Vulcans 4Obligation: Starfleet -3

    C.P.:C.P. : 5Renown:Renown: Aggression +6, Discipline+24, Initiative +18, Openness +22,Skil l +40

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