Star Trek RPG Core rulebook

104
1 Star Trek RPG d20 System (2130 - 2170) S

description

Star trek races

Transcript of Star Trek RPG Core rulebook

Page 1: Star Trek RPG Core rulebook

1

Star Trek

RPG

d20 System

(2130 - 2170)

S

Page 2: Star Trek RPG Core rulebook

2

Acknowledgements

This endeavor of mine would not have been possible if there already wasn’t a plethora of fan research available on the Internet. I would like to thank and acknowledge the following Internet resources for being around and giving a guy like me a way to make a Star Trek RPG for tabletop play that I hope people will find enjoyable, easy to play and easily modified for any era of play. www.memory-alpha.org www.ex-astris-scientia.org www.ditl.org These web sites provide an amazing amount of resources that would make any tabletop role-playing game just that more in-depth. I strongly recommend their use for background information. Star Trek, Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager, and Star Trek: Enterprise are all registered trademarks of Paramount Pictures Corporation. This role-playing game is in no way affiliated with or endorsed by Paramount Pictures. This role-playing game is intended for personal and non-profit use only. Character Classes, Advanced Training, Skills, Techniques, Game Mechanics, Starship Creation are all derived from my brain. (Except for the d20 license stuff) Comments? Email me at [email protected]

Page 3: Star Trek RPG Core rulebook

3

Star Trek Roleplaying

Enterprise Era (2130 - 2170)

Chapter OneChapter OneChapter OneChapter One:::: Species & Classes PAGE 1

Chapter TwoChapter TwoChapter TwoChapter Two: Skills & Techniques PAGE 44

Chapter ThreeChapter ThreeChapter ThreeChapter Three: Equipment PAGE 57 Chapter FourChapter FourChapter FourChapter Four: Starships PAGE 61

Chapter FiveChapter FiveChapter FiveChapter Five: Organizations

of the Era PAGE 89

Chapter SixChapter SixChapter SixChapter Six: Game Mechanics PAGE 95

Page 4: Star Trek RPG Core rulebook

4

Chapter OneChapter OneChapter OneChapter One Character Species and

Classes

RRRRacesacesacesaces

• Human

• Klingon

• Andorian

• Aenar (telepathic)

• Nausicaan

• Orion

• Risan

• Denobulan

• Orantakken (telepathic)

• Tandaran

• Kreetassan

• Tellarite

• Vulcan (telepathic)

• Suliban (genetic-morph;

standard)

• Axanar

• Xindi (Primate; Arboreal;

Reptilian; Insectoid; Aquatic)

• Other Species

ClassesClassesClassesClasses

• Pilot

• Operations Specialist

• Medic

• Tactical Specialist

• Mercenary

• Boomer

• Mystic

Advanced TrainingAdvanced TrainingAdvanced TrainingAdvanced Training

• Commander

• Chief Engineer

• Ace

• Elite Trooper

• Intelligence Operative

• Explorer

Page 5: Star Trek RPG Core rulebook

5

Known SpeciesKnown SpeciesKnown SpeciesKnown Species The Star Trek Universe is expansive with a plethora of races and cultures (and even

subcultures) available. The given Species are chosen for the amount of exposure

Humanity had with them between the years 2140 and 2165.

Now it is easy to believe that all Nausicaans are outlaws, all Orions are pirates and Risans

are all pre-occupied with gratification but truth to be told, you can find all kinds within

each of the galactic Species.

That being said, it would be perfectly acceptable to find a mixed crew on a cargo ship or

a privateer but if the campaign you play is set around an official organization (Earth

Starfleet, Vulcan High Command, Andorian Imperial Guard, Klingon Imperial Fleet) it

would be prudent to keep all the PCs the same Species for the sake of a certain level of

authenticity. After all, a Nausicaan gunner on a Vulcan ship wouldn’t make much sense.

Some exceptions can be made (ahem, T’pol?) but only after consultation with the Game

Master. If you’re game is set after 2161 and the birth of the Federation then you are

allowed to have a ship with any Federation Member or Affiliate Species on it.

Each Species description will give you a brief outline of the Species, a list of other

Species that they have good or bad relations with, the pros and cons of the Species in

terms of game mechanics and what languages they would have the opportunity to learn

(Universal Translator technology is haphazard at best).

You can play a character from any of the races listed in this Chapter. The Species

descriptions given are an explanation of the majority of that Species’ population but if

you wish to play you character in a different way go right ahead (just check with your

Game Master first). Just keep in mind the understanding that your character is breaking

the societal norms of their Species and that others of their kind may react to that.

Page 6: Star Trek RPG Core rulebook

6

HumanHumanHumanHuman Humans are easily the most outwardly, idealistic and

expansionist race. Humans have no true specialty or

extraordinary qualities and are average in both a technological

and physical sense. Instead they are more idealistic, outgoing

and cooperative than other races.

A founding member of the United Federation of Planets,

Humans of Earth became warp-capable in 2063, which was

the same year they experienced first contact with an alien

species, the Vulcans.

Human adaptability and their strong tradition of innovation

and cooperation have brought them to the forefront of the

current interstellar situation. It is for this very reason, however, that Human society is

constantly changing and evolving. This is seen not only on the isolated colonies and boomer

groups, but also in the staid and settled core worlds as well. Fashion, speech and especially

political views are constantly changing.

For species that are steeped in tradition and genealogical reverence as the basis of their

societies, the Human fascination with the novel experience and their unending desire to

innovate and explore, to discover for the sake of discovery, are all difficult concepts to grasp

for other Species.

Physiology: Bilaterally symmetrical bipedal primates, Humans are a warm-blooded

species with an average lifespan of around 120 years, although some

individuals have achieved a much older age.

Humans are not the strongest of species, but they are resilient. They can survive with one

lung or kidney (they have two of each normally), and surprisingly they can go days without

water and weeks without food due to their bodies' ability to conserve water and live off stored

fat respectively. Their bodies' efficient temperature regulation allows them to survive cold

temperatures to a far greater degree than other races such as the Tellarites, or high

temperatures that would be uncomfortable for an Andorian.

Homeworld: Earth (Founding Member of the Federation 2161)

Sun: Sol

Colonies: Luna (Sol IIIa) Vega Colony (Alpha Lyrae II)

Mars (Sol IV)

Jupiter Station (Sol V) Autonomous: Proxima (Alpha Centauri)

Languages: Human

Optional: Vulcan, Andorian and Denobulan

Human Species Traits:

• Base Speed is 10 meters

• 1 extra Feat at 1st level

• Species Antagonism: Xindi,

Suliban, Klingon

• 4 extra skill points at 1st level, 1

extra skill point at each additional

level

• Medium Size

Page 7: Star Trek RPG Core rulebook

7

AndorianAndorianAndorianAndorian The Andorians are a humanoid species from the moon

Andoria, capital world of the Andorian Empire, and are

one of the founding members of the United Federation

of Planets.

Andorians are a militaristic warrior race. This is underscored

by the fact their weapons have no stun setting. Service in the

Andorian Imperial Guard is considered honorable, and

military ranks have a great influence on social reputation.

Andorians never fight without reason and deplore dishonesty,

but they are capable of duplicity. Andorians consider their

race to be deeply emotional and passionate, even violent; they

aren't known for their charity and have few sympathies, but

they placed a high value on family and loyalty.

A crucial part of Andorian tradition was the so called ushaan, a code of honor demanding a duel

to the death in which the combatants fight against each other with a ice miner's tool, the ushaan-

tor. An enormous body of rules and regulations existed around this code of honor, summing up to

12,000 amendments. The Ushaan could be demanded by someone as a means of personal

vengeance, e.g. to avenge a personal loss. However, there existed a right of substitution, allowing

combatants to put up a replacement for themselves. Furthermore, each married combatant could

postpone a duel indefinitely, if there were no children to continue his claim. Additionally, the

fight might be called off, if one combatant disabled the other in way so he could not continue the

duel.

Physiology: Most Andorians have a distinctive blue skin and white or silver-colored hair.

Andorians have a higher metabolism than Humans. Andorians are very susceptible to high

temperatures; an Andorian could lose 10% of its body weight in as little as two days in climates

approaching the boiling point of water.

Andorians have two antennae on their heads that they use for balance. Andorians have at least

four anatomical variations regarding the placement of their antennae. Some have antennae

sprouting from the frontal bone of their skull. Others have antennae that sprout from their parietal

bone. The loss of an antenna is a humiliating experience for an Andorian. Homeworld: Andoria (Founding Member of the Federation 2161)

Sun: Procyon VII

Colonies: Weytahn (disputed)

Languages: Andorian

Optional: Vulcan, Tellarite, Aenar and Orion

Andorian Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Species Antagonism: Vulcans, Tellarites, Nausicaan

• Immune to the effects of extreme cold and low oxygen environments

• Andorians tend to be very arrogant to those who haven’t earned their trust, giving them a

–2 to Charisma. The harsh environment of Andoria has also toughened them as a species

giving all Andorians a +2 to Constitution.

Page 8: Star Trek RPG Core rulebook

8

KlingonsKlingonsKlingonsKlingons The Klingons are a humanoid warrior species that

originates from the planet Qo'nos M-class planet. One

of the major powers of the galaxy, the Klingons are a

proud, tradition-bound people who value honor and

combat. The aggressive Klingon culture has made them

an interstellar military power to be respected and feared.

Klingons believe that they have the instinctive ability to

look an opponent in the eye and see the intent to kill.

Because of their aggressive outlook, the Klingons have

generally had poor relations with other races after they

began to move out into space. Because the worlds of the

Klingon Empire are resource-poor, the Klingons have

developed an intense belief in the need for expansion and conquest in order to survive.

Klingon society is extremely complex. It is based on a feudal system organized around traditional

Great Houses of noble lineage, to which various parts of the population owe fealty. The Great

Houses are traditionally represented in the Klingon High Council, which is led by a Chancellor.

Males traditionally dominate public life in the Empire, assuming the leading roles in politics and

the military with only rare exceptions. Klingon women are treated as equals except in politics

and matters of inheritance. They are prohibited by law from serving in the High Council and

cannot take control of their Houses unless they have the money and no male successors of the

lineage. Otherwise, it is expected of Klingon women to exhibit the same physical prowess and

lust for blood and honor as the men. Klingon society functions through a system of family

reputation and honor.

Physiology: On average Klingons are larger and physically stronger than Humans, though

they possess much less tolerance for cold weather. Internally, Klingon anatomy is markedly

different from that of Humans. There is a great deal more multiple redundancy in their organs, a

principle they call brak'lul. This allows Klingons to survive severe injuries in battle. They have

twenty-three ribs, two livers, an eight-chambered heart, three lungs, and even redundant neural

function and multiple stomachs. Some geneticists believe the extra organs, notably the third lung,

evolved to give Klingons greater stamina on the battlefield. Klingons live for over 150 years, but

even into advanced old age are still strong enough for combat.

Homeworld: Qo’nos

Sun: Khronos

Colonies: Praxis, Rura Penthe and Kling

Languages: Klingon

Optional: Orion, Nausicaan

Klingon Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Species Antagonism: All. Klingons disdain all other species.

• Immune to fear effects. • Klingons are tough and powerful. They receive a +2 to Strength and a +2 to

Constitution. They are very inhospitable and not scholarly resulting in a –4 to

Charisma and a –2 to Intelligence.

Page 9: Star Trek RPG Core rulebook

9

AenarAenarAenarAenar The Aenar (pronounced EEH-NAR) are a

humanoid race native to the Northern Wastes of

Andoria, and a subspecies of the Andorians.

The Aenar of the 22nd century lived in an

underground compound on Andoria, shielded by a

dampening field. The Aenar have no leader, but

will appoint a de facto leader or speaker if a

situation warrants it. Aenar have a strict law

against reading the minds of other people without

prior consent. They have a strictly pacifist

ideology, and deplore violence.

The Aenar were long considered a myth in Andorian society. But around 2104, the Andorians

discovered the Aenar living in the Northern Wastes of Andoria. Since then, they have

maintained diplomatic contact with the Andorian government.

Physiology: The Aenar are physiologically very similar to the Andorians, with two

antennae sprouting from their heads, although the antennae of the Aenar have small

indentations in the funnel shaped tips. The Aenar are completely blind and have no skin or

hair pigment, resulting in a pale white appearance (similar to human albinos). The most

distinctive trait of the Aenar, however, is their highly evolved telepathic abilities. An Aenar is

capable of reading minds and of psychically projecting itself to other humanoids. They use

telepathy to communicate amongst themselves. Given that the Aenar are a subspecies of

Andorians, therefore actually a member of the same species, they are genetically compatible

with Andorians. A hybrid Aenar/Andorian individual will have a greenish skin tone.

Homeworld: Andoria

Sun: Procyon VII

Colonies: None

Languages: Aenar

Optional: Andorian

Aenar Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Immune to the effects of extreme cold and low oxygen environments

• An Aenar character can use the following abilities at will at a range of 100’: 1. Detect the surface thoughts of any sentient being

2. Project a mental image to any sentient being

3. Speak to any other willing telepath via telepathic means

Due to their blindness Aenar receive a –4 to Dexterity. Their blindness does not prevent

them from performing normal activity however. The Aenar have a keenly developed

ESP that allows them to sense the location of objects (like a mental Sonar). While this

allows them to interact with the world around them, it also causes them to interact with it

at a much slower pace than other Species.

Page 10: Star Trek RPG Core rulebook

10

NausicaanNausicaanNausicaanNausicaan

The Nausicaans are a humanoid species native to the planet

Nausicaa.

While little has been seen that would indicate any pan-Nausicaan

governmental or military organization, Nausicaan society seems

to consist of large piracy clans. Hunting parties of several warp-

capable starships or raiders work out of asteroid bases, and pirates

would be armed with energy weapons of various design.

Most contact with Nausicaans is in the form of isolated run-ins

with civilians who would seem to be independent operators,

though the practice of using asteroids as settlements seems to be

normal for non-piracy groups as well.

Nausicaan culture would appear to be firmly rooted in violence. Most Nausicaan games involve

inflicting pain or injury, including one that involves tossing darts at each other's chest.

The Nausicaans are infamous thugs, and are a common choice as bodyguards or hired muscle

Physiology: Nausicaans are large aliens renowned for their lack of subtlety and surly, ill-

tempered manner. They are generally tall humanoids surpassing two meters in height, with great

body strength. Their faces are commonly ashen in color and are distinguished by a prominent

bone structure with sharp tusks protruding at either side of their mouths. Some Nausicaans also

have a line of four small horns that run vertically down the forehead.

Homeworld: Nausicaa Prime

Sun: Nausicaa

Colonies: numerous asteroid colonies throughout the sector

Languages: Nausicaan and Orion

Optional: Vulcan, Tellarite, Andorian, Klingon and Xyrillian

Nausicaan Species

Traits:

• Medium to

Large Sized

• Base Speed is

15 meters • Species

Antagonism:

Humans

• Nausicaans are

incredibly

strong, more

so even than

Klingons and

receive a +4 to Strength. They A Nausicaan Starbase

also aren’t know

for their personalities and receive a –2 to Charisma and a –2 to Wisdom.

Page 11: Star Trek RPG Core rulebook

11

OrionsOrionsOrionsOrions The Orions are a humanoid species originating from

the planet Orion. Little is known about the

organization of the Orion government, or if indeed, a

central government exists.

Despite the rich cultural history of Orion and outside of

their "official" stance of neutrality, a dark side of the

Orion culture exists in their active trafficking of forced

labor through the Orion slave markets.

The primary entity operating within these confines are

known as the Orion Syndicate, which is comprised of a

conglomeration of traders, pirates and smugglers.

These individuals are also well known for their many

illegal operations outside of the slave trade including:

extortion, theft, raids, kidnappings and assassinations.

A secondary entity operating within the Orion realm is

known as the Orion Free Traders. The Orion Free Traders have a limited established

relationship with the Vulcans.

Physiology: Orions are known for their distinctive green skin. Orion males are typically bald

and, on average, taller and more muscular than an average Human male. Orion females are very

animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction.

In Orion society the males are slaves to the females. As a means of deception to other species,

however, the Orions maintain the facade that the females are the slaves. Selling Orion females on

the Orion slave market commonly does this.

Once sold to a male, the Orion slave girls use their unique physiology to their advantage; their

highly potent pheromones accelerates the metabolisms of males of many species, raising

adrenaline production to dangerous levels which causes aggression and ultimately a form of

delusion. Its most significant effect is to make them susceptible to suggestion. Not long after, the

"owner" males begin taking orders from their "slave" females.

Homeworld: Orion

Sun: Pi Orionis

Colonies: numerous trade enclaves throughout the sector

Languages: Orion

Optional: Vulcan, Tellarite, Andorian, Klingon, Nausicaan, Risan and Xyrillian

Orion Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Orions are incredibly personable and appealing to the opposite sex. This gives them an

inherent +4 to their Charisma score.

Page 12: Star Trek RPG Core rulebook

12

RisanRisanRisanRisan

The Risans are a humanoid race from the planet Risa

noted for their hedonistic approach to life. Risa is in

a binary system and although it is naturally a

swampland its extensive weather modification

system gives the entire planet a tropical climate.

Combined with the local's easygoing approach to life

this has made Risa a very popular holiday

destination.

The Risan language is not spoken by many non-

Risans, as most visitors do not bother to learn it.

Risans are extremely close to Humans in appearance,

but do have a small mark on their forehead as well as

a different internal biology, which rendered Human

treatment at Risan hospitals difficult in the 2150s.

The "Festival of the Moon", or Lohlunat, was a very popular celebration among the Risan people.

The mysterious sexual practice of jamaharon is considered extremely pleasant -- wanting it is

indicated with a statue called Horga'hn, which would become a symbol of the culture on the

planet.

Physiology: Externally, Risans are physically indistinguishable from Humans in every aspect

except for the markings they bear on their foreheads. They can even crossbreed with Humans,

along with other humanoid races like Andorians and Orions.

Homeworld: Risa

Sun: Epsilon Ceti

Colonies: None

Languages: Risan plus any other two of player’s choice

Optional: Any

Risan Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Risans receive two bonus skill

points at every level

• Risans have a knack for

languages and need only spend

one skill point to speak a

language at the conversational

level (which normally requires

three skill points)

• Risans need only spend one skill

point to read/write a language at Suraya Bay on Risa, one of the more popular the proficient level (which normally destinations on the planet requires three skill points)

Page 13: Star Trek RPG Core rulebook

13

DenobulanDenobulanDenobulanDenobulan

The Denobulans are a humanoid species from the planet

Denobula. The Denobulans believed they were the only

intelligent species in the galaxy until the B'Saari made first

contact.

Denobulans are typically polygamous, where a man typically has

three wives, who each have three husbands. This creates

extremely large extended families; Phlox had 720 familial

relationships, 42 with romantic possibilities. In addition,

Denobulan marriages are not exclusive, and married Denobulans

can be intimate with anyone they choose. The females emit

powerful pheromones during their mating season. Male

Denobulans often become combative during this time, and mating

can require medical supervision. Denobulans typically prefer to be amongst large groups and find

solitude uncomfortable. However, Denobulans, at least males, are uncomfortable being touched

by persons they are not intimate with. Amongst Denobulans, it is considered healthy for a person

to hallucinate, as it is seen a harmless way to release nervous energy.

Physiology: Denobulans have prominent facial ridges running down either side of the

forehead to the cheeks, an enlarged brow ridge under a high receding hairline, a vertical crevice

in the center of the forehead and a ridged chin.

They also have ridges on their back, along the spine. Their toenails are dark brown and yellow

striped, and they grow so rapidly that they must be groomed once a week. Denobulans also have

very long tongues, and they use tongue scrapers. Denobulan males have a line of hair down the

middle of their chest, up to their throat.

Denobulans have a unique ability to enlarge their faces. This is an instinct for when they feel

threatened. It is likely similar to the defense mechanism of the blowfish, an aquatic life form

native to Earth. They also have an unusually wide smile for a humanoid. Denobulans normally

require very little sleep, but they do hibernate for five to six days each year.

Homeworld: Denobula

Sun: Denobula Triax

Colonies: Pyrithia (Draconis IV)

Languages: Denobulan

Optional: Vulcan, Human, Tellarite, Risan and Kreetassan

Denobulan Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Denobulans are an intelligent and intuitive race. They receive a +2 to Intelligence

and a +2 to Wisdom

• Denobulans have a genetic ancestry as cliff dwellers and therefore receive a

natural +10 Climb Bonus

• Species Antagonism: Antarans

Page 14: Star Trek RPG Core rulebook

14

OrantakOrantakOrantakOrantakkenkenkenken

Orantakken are telepathic humanoids from the planet

Oran'taku located just outside the Delphic Expanse.

The Orantakken had no concept of spoken language

until they made first contact with other species.

Orantakken telepathy is different from most telepathy.

Most races telepathically transmit words and sounds,

the Orantakken however transmit pure thoughts and

images. This is far more efficient but can only be

practiced by Orantakken.

The second and even more interesting aspect of the

Orantakken’s telepathic ability is their ability to

recognize each living organism by its’ genetic

resonance frequency. That ability combined with their

natural eidetic memories allows them to experience and study the worlds around them with quite

a unique perspective.

The Orantakken appear to be standard humanoids with a textured bony enlargement just over the

ears. Orantakken technology is limited to rudimentary interstellar space flight via non-warp

technology equal to Warp One.

Physiology: Physiologically, Orantakken are humanoid with their only known external difference

from Humans being a series of horizontal ridges down the back of their neck and along their

spine. Orantakken traditionally mate for life. When two Orantakken have intimate relations their

body chemistry becomes interdependent, causing withdrawal symptoms if the two people

separate. The effect gets stronger with each mating and separation can be fatal.

Homeworld: Oran'taku

Sun: Chi Leonis

Colonies: None

Languages: Orantakken

Optional: Any

Orantakken Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Orantakken are highly telepathic and can communicate with and locate any

specific individual with 100 miles of their location

• They can recognize any individual by the genetic resonance frequency at a range

of 50 feet

• Orantakken have a perfect eidetic memory

• Species Antagonism: Suliban

• Due to their evolutionary path stressing the need for greater mental prowess

opposed to physical prowess, Orantakken have a –2 to Strength and a –2 to

Constitution.

Page 15: Star Trek RPG Core rulebook

15

TandaranTandaranTandaranTandaran The Tandaran are a humanoid race that originated on

Tandar Prime.

Tandaran law is unusual in that it is based entirely

on "Guilty until proven innocent" and they have a

notoriously strict penal system.

In Tandaran, military/political rank influences social

standing. Because Tandaran are members of a

militant civilization, who consider defending the

Tandaran Protectorates and their own personal honor

of foremost importance, military service and its

accompanying rank are decisive factors in

determining social eminence.

The totalitarian nature of Tandaran society, in which

dissent is often a crime and Tandaran security

officers masquerade as citizens, has led many

Tandaran to be extremely paranoid.

The Tandaran government has established trade routes with various Tellarite merchants.

Physiology: Externally, Tandaran bear a striking resemblance to Risans in every aspect except

for the markings they bear on their foreheads. Where the Risan mark is generally

centered on the forehead the Tandaran mark is right above the bridge of the nose.

Tandaran can crossbreed with other Humanoids but their xenophobic paranoia

makes this extremely taboo.

Homeworld: Tandar Prime

Sun: Tandar

Colonies: Several Planetary colonies in the Tandar Sector

Languages: Tandaran

Optional: Suliban, Tellarite

Tandaran Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Species Antagonism: Suliban

• Tandaran society lends itself to paranoia. As a result Tandaran characters begin

play with an inherent +10 bonus to the following skills: intimidate and sense-

motive.

• Tandaran receive a +5 bonus vs. rolls to resist fear and mind-controlling effects

Page 16: Star Trek RPG Core rulebook

16

KreetassanKreetassanKreetassanKreetassan The Kreetassan were a warp capable humanoid civilization native to the planet Kreetassia in the

Alpha Quadrant. When a ship is in orbit of Kreetassa, it is, as a courtesy, expected to align its

chronometers with that of the Kreetassan Capital City.

The Kreetassan language is very complex by Human

standards. The words for eat and mate are very similar.

They consider eating in public a taboo. It is something

to be performed privately in the same manner as

mating. Kreetassan are often offended when they see

other species eating their food in public. Individuals

who have regular contact with other species grow

accustomed to the sight but never participate in what

they consider to be a vulgar display.

On the Kreetassan homeworld in front of the Hall of

Diplomacy stands a row of Alvera trees that are over

300 years old, which are considered cultural treasures

by the Kreetassan. Defacing them in anyway is a

major offence to their people, however, if it is done

accidentally, there is a special apologizing ceremony that involves cutting the tree into many

pieces.

Kreetassan are famous for manufacturing plasma injectors, and conduct brisk trade throughout

the sector for them and other starship components.

Physiology: Kreetassan are a humanoid race that has an elaborate facial structure. They have

heavily ridged faces with a row of purple-tinged rectangular creases along the midline of the

forehead (nose to hairline), covering one-third its width. They wear their hair long and braided

and were dressed in long, brown, embellished gowns.

Homeworld: Kreetassia

Sun: Piraeus Alpha

Colonies: None

Languages: Kreetassan

Optional: Any

Kreetassan Species Traits:

• Medium Sized

• Base Speed is 10 meters

• Kreetassan are an extraordinarily intelligent species. Due to this they receive a +4 bonus

to Intelligence. However, due to their taboo heavy culture they receive a –2 to Charisma.

• Kreetassan may not break the following taboos:

May not eat in public

Must keep their hair long. If it is cut short for any reason they must be

hooded in public

Kreetassan do not speak untruths

Kreetassans do not touch others in public

Page 17: Star Trek RPG Core rulebook

17

TeTeTeTellaritesllaritesllaritesllarites

Tellarites are a warp capable race from the class

M planet Tellar Prime, located not far from the

Sol system. In 2161, they become one of the

founding races of the United Federation of

Planets.

Tellarites are known to be an impatient people.

They were also known for their stubborn pride.

They have a propensity toward strong emotion.

However, they enjoy a good argument, which is

even considered a sport on Tellar. Tellarites often

begin an interaction with a series of complaints;

this is how they start arguments with someone

they have recently met. If they have nothing to

complain about they will simply insult the person.

Because of their ability to argue, Tellarites make

excellent politicians.

Physiology: Tellarites are a sturdy humanoid species with distinguished snouts. They wear

beards and their hands are sometimes hoof-like in appearance.

Tellarites consider canine to be something of a delicacy. They find human room

temperature to be cold, indicative of a higher body temperature. Tellarites cannot

tolerate cold temperatures much more so than other species. They consider the

freezing temperature of water to be an extreme weather condition.

Homeworld: Tellar Prime

Sun: Piraeus Alpha

Colonies: Several moons within their native solar system

Languages: Tellarite

Optional: Andorian, Vulcan, Tandaran and Human

Tellarite Species Traits:

• Medium Sized

• Base Speed is 10

meters

• Due to their

intolerance of cold

weather, Tellarites

suffer the penalties

of extreme cold

weather at 0* Celsius

as opposed to the

normal –25* Celsius A Sample of Tellarite Script

• Since argument is such

integral parts of their culture Tellarites receive a +10 bonus to the following skills:

diplomacy and bluff. For the same reasons Tellarites receive a -2 to Charisma.

Page 18: Star Trek RPG Core rulebook

18

VulcanVulcanVulcanVulcan

Vulcans are a humanoid civilization instrumentally responsible

for the founding of the United Federation of Planets. They are

widely known for their logical minds and stoic natures. The

Vulcan homeworld is the planet Vulcan.

Culturally one of the most fascinating species in the Beta

Quadrant, the Vulcans were once an extremely violent and

emotional people (even by Earth standards) who waged almost

constant warfare on one another. They believed in a variety of

gods, such as war, peace and death. As their level of

technology improved, the Vulcans eventually reached a point

where their violent nature threatened species extinction.

In an effort to avoid this fate, a Vulcan named Surak

developed a new philosophy thereby igniting the Time of

Awakening. Surak maintained that the root cause of all the problems on Vulcan lay in the

uncontrolled outpouring of the people's emotions. His followers swore to live their lives by an

ethical system devised by Surak and based purely on logical principles. All expression of

emotions, negative or positive, was completely forbidden.

Although this new philosophy spread rapidly across Vulcan, a minority, many of who were

known as "those who march beneath the Raptor's wings", rejected Surak's ideals. A destructive

war began including the use of atomic bombs and among the victims was Surak himself.

Eventually, however, those who opposed logic left Vulcan and founded colonies elsewhere - most

notably on the planet Romulus, where they founded what eventually became the Romulan Star

Empire.

Physiology: Genetically, Vulcans and Humans are similar enough that they can produce

offspring without any problems. Externally, Vulcans are generally similar to Humans, the chief

exceptions being the Vulcans' notably arched and upswept eyebrows and distinguished external

ear structure, the top of which tapers into a into a clearly defined point. Most Vulcans have pale

skin with a very subtle greenish tinge, and straight, glossy dark brown or more commonly black

hair. Some Vulcans have brown skin, tightly coiled black hair, and physiognomic features similar

to those found in Humans of African decent. In contrast to their external similarities, Vulcan

internal anatomy differs radically from that of humans. For instance, their heart is where a

Human's liver would normally be, and beats several hundred times per minute.

Having evolved on a planet which is mostly desert, Vulcans have developed ways of surviving in

desert conditions. For example, they can survive for several days without water and have inner

eyelids that protect their eyes. Vulcans also have superior metabolism to humans. Caffeine and

sapotoxins have little effect on Vulcans. They are also capable of surviving for long durations

without food or sleep. Under stress, Vulcans can do without sleep for weeks. Vulcans are on

average three times physically stronger than humans and are noticeably more agile.

Homeworld: Vulcan

Sun: Eridani A

Colonies: P’Jem, several other science and philosophical outposts

Languages: Vulcan

Optional: Human, Andorian, Klingon and Tellarite

Page 19: Star Trek RPG Core rulebook

19

Vulcan Species Traits:

• Base Speed is 10 meters

• Medium Sized

• Vulcans receive a +2 to Strength, Constitution and Dexterity due to their well formed

physiology

• Vulcans receive a –2 to Charisma as many find the stoic approach to life standoffish

• Due to their strict logical and unemotional existence Vulcans lack intuition and receive a

–4 to Wisdom

• Vulcans are telepathic but must make physical contact with another sentient in order to

share thoughts through a Vulcan Mind Meld

• Vulcans have developed a telepathic nerve attack caused the Vulcan Nerve Pinch; in

order to perform this attack a Vulcan needs to make a successful melee attack; if the

attack hits the defender needs to make a Fortitude Save vs. SKILL CHECK 10 +

Character level of the Vulcan + Intelligence Modifier or fall unconscious for 1d10

rounds.

The Fire Plains on Vulcan

SulibaSulibaSulibaSulibannnn Suliban are no more evolved than Humans, and normally possess

three bronchial tubes. Vulcan evaluation concluded they were

non-threatening. The Suliban are a nomadic humanoid species

from Sector 3641 whose homeworld became uninhabitable in the

1850s.

The Suliban Cabal is an interstellar terrorist organization

composed of Suliban that place great emphasis on genetic

modification. Common modifications to members of the Cabal

included the addition of two bronchial tubes, altering the alveoli

clusters to process multiple atmospheres, the installation of

subcutaneous pigment sacs, the telepathic ability to sense

deception and biomimetic clothing. The Cabal's military forces

Page 20: Star Trek RPG Core rulebook

20

include ships such as the Cell Ship and the Stealth Cruiser, as well as Helix installations.

Not all Suliban are members of the Cabal; many regard the actions of the more violent members

of their species with disgust. Even so they themselves face considerable enmity from other

species, and some species such as the Tandaran keep all Suliban captive whether they are active

members of the Cabal or not.

In 2144, the Cabal began attacking the Tandaran after the Tandaran started putting non-Cabal

Suliban in determent camps. The war lasted until the 2150s. In 2151, the Cabal began staging

attacks within the Klingon Empire, making it appear as if one faction was attacking another,

leading to a civil war.

Suliban that leave the Cabal are hunted down, captured and brought to the nearest Helix complex

to be executed on public display. If the ex-Cabalist is killed in the process of the hunt then only

the head is returned to the Helix Complex where it is put on public display.

Physiology: Non-genetically altered Suliban are average bipedal humanoids. They tend to be

approximately 1.7 meters in height and have mottled green/yellow skin. Suliban live for over

125 years, but even into advanced old age are still agile and alert. Non-Cabal Suliban are

naturally amicable.

Homeworld: Suliban Alpha (Destroyed)

Sun: Suliban

Colonies: Suliban have assimilated into several other space faring cultures; Cabalists

maintain secret Helix outposts that are also used as colonies

Languages: Suliban plus one of player’s choice

Optional: Any

Suliban Species Traits:

• Base Speed is 10 meters

• Medium sized

• Non-Cabal Suliban receive a +2 to Charisma due to their naturally amicable

demeanors.

• Species Antagonism: Tandaran

o Cabal Antagonism: All. Suliban Cabalist have a definitive ‘master race’

complex

• Genetically enhanced Suliban can choose three of the following enhancements:

o Breathe any gaseous atmosphere

o Ability to alter appearance to any humanoid species encountered

o The telepathic ability to sense deception

o Ability to consume any nontoxic material for sustenance

o The ability to climb across any surface like insects do

o Have a flexible bone structure that allows them to bend any part of their

body in any direction

o Compression of the body down to 2” thickness for up to 60 seconds at a

time

o The ability to see in the infrared and ultraviolet spectrums (+5 to Spot checks)

o Increased sense of hearing (+5 to listen checks)

o The ability to blend in with any surroundings (+5 to Hide)

Page 21: Star Trek RPG Core rulebook

21

AxanarAxanarAxanarAxanar

In 2151, the Earth ship Enterprise NX-01 made first

contact with the Axanar under unfortunate

circumstances.

An Axanar vessel was found adrift in space, with its

crew hooked up to draining tubes. The Axanar were

being harvested for their triglobulin. T

Te Axanar are an androgynous humanoid species with

an average life span of 400 years, native to the planet

Axanar.

The Axanar language is spoken by the Axanar species.

Like the languages of many humanoid species, the

language contains consonant and vowel sounds like

those found in Human languages.

The Axanar homeworld is highly fertile in reference to food crops and this allows the Axanar to

conduct a decent amount of trade with non-planetary based species such as the Nausicaans,

Orions and Suliban Cabalists.

Physiology: The Axanar body produces triglobulin from its zymuth gland. This substance has

medical and aphrodisiacal properties, and is used by a number of different

species for those purposes. Some even forcefully 'harvest' Axanar for their

triglobulin.

The Axanar apparently prefer a nitrogen-methane atmosphere but can breath a

nitrogen-oxygen atmosphere.

Homeworld: Planeta Axanaris

Sun: Astris Axanaria

Colonies: Luna Axanaris

Languages: Axanar

Optional: Nausicaan, Orion and

Suliban

Axanar Species Traits:

• Base Speed is 10 meters

• Medium sized

• Axanar are unaffected by telepathic

abilities

• Axanar are an extraordinarily hearty Planeta Axanaris and its moon, Luna Axanaris

Species and receive an inherent +2 to

Constitution

Page 22: Star Trek RPG Core rulebook

22

XindiXindiXindiXindi

The Xindi are an alliance of species that evolved on the same planet in the Delphic Expanse,

known as Xindus, whose infamous attack on Earth and attempts to eradicate Humans in the early

2150s change the course of history and initiate the series of events that help establish United

Earth as a major interstellar power.

Six different intelligent species developed on Xindus; one of them, the Xindi-Avians, is believed

extinct. The surviving species are united under the governance of the Xindi Council, which

contains two representatives from each species.

The different Xindi species are extremely similar in their functionally important DNA, sharing

over 99.5% despite the apparent physical differences. All the Xindi species share distinctive

ridges on their cheekbones and foreheads.

XindiXindiXindiXindi----AquaticsAquaticsAquaticsAquatics The Xindi Aquatics are a non-humanoid race that has evolved

to living underwater. They are one of the six original species

of Xindi, with whom they share a common genetic ancestry.

They respond better to visual stimuli and are extremely

suspicious of the spoken word. They admire boldness and

confidence and treat hushed tones with suspicion.

Xindi-Aquatic communication is highly complex and, since

the Aquatics are underwater beings, they do not use their

mouths. When using the past tense, they switch to SONAR.

Physiology: The Aquatic females are larger and have rougher

skin than the males who are more slim and have smoother

skin. Females have a more humanoid looking face, where as male faces are rounder.

They have slit-like irises in their eyes and are capable of seeing far better underwater than

humanoids. Aquatics have three fingers on each forelimb, ending in short fingernail-like claws,

with webbing in between for easier swimming. Their skin is a greenish shade and has blotches of

olive. Like all Xindi, they have a fold at the top of their cheekbone. They have tails for

maneuverability and their hind limbs are fins.

XindiXindiXindiXindi----ArborealArborealArborealArboreal Xindi-Arboreal are among the most peaceful of the six

original Xindi species. Xindi-Arboreal are afraid of the

water. They are considered to be lethargic by the other Xindi

species. They are also extremely calm, even when taken

hostage.

Physiology: In appearance, Xindi-Arboreal are covered with

hair, have long sharp fingernails, dark eyes, and a ridge

running from their noses to the back of their heads.

This species probably evolved from some sort of arboreal

primate.

Page 23: Star Trek RPG Core rulebook

23

XindiXindiXindiXindi----InsectoidInsectoidInsectoidInsectoid The Insectoid language is a clicking dialogue that is the most

unusual and complex of all Xindi. In fact, there are 67

dialects of the Insectoid language. Insectoid have names that

grow longer and more difficult to pronounce as they grow

older.

Xindi-Insectoid interpret raised voices as a sign of hostility.

They are quick to make decisions and are often in alliance

with the Reptilians. Both species trade their technology

between each other and usually agree on all decisions.

Physiology: The Insectoid, like all Xindi species, have distinctive ridges on their cheekbones.

They are, as their name suggests, insect-like in appearance. They are genderless and reproduce

asexually. They protect their young by making a hatchery brig attached to their ships and shield it

if trouble arises. Their average life expectancy is only approximately twelve years.

XindiXindiXindiXindi----PrimatePrimatePrimatePrimate Xindi-Primates are among the most peaceful of the five Xindi

races.

The Primates, more than any other Xindi species, resemble

Humans. They have, like all Xindi, distinctive ridges on their

cheekbones. They also have larger foreheads. Like Humans,

the Primates have distinct white and black racial differences.

They have no eyebrows.

Other Xindi see the Primates as honest and trustworthy.

However, they are not seen as being very resilient. They are also the most intellectual species of

Xindi and therefore one of their own was assigned to develop the weapon to destroy Earth.

XindiXindiXindiXindi----ReptilianReptilianReptilianReptilian Reptilians are perceived as being untrustworthy and

impatient by the other Xindi species. A common Reptilian

saying is "Patience is for the dead." It is said that dealing

with Reptilians is like bargaining with the sun; you make no

progress, and you come away burned. Nevertheless the

Reptilians are the first choice for when force is needed.

With their easily provoked and opinionated nature, Xindi-

Insectoid often side with the Reptilians on certain issues.

They sometimes even share ships with each other.

The Reptilians live out a militaristic lifestyle and hope to

ultimately rule over all the other species of Xindi. Reptilian

soldiers are surgically implanted with a "suicide gland" that

unleashes a neurotoxin when they are captured. The

Reptilians also use thermal chambers on board their ships due to their endothermic circulatory

systems. Reptilians prefer to be on or near the ground as opposed to up in the air.

Page 24: Star Trek RPG Core rulebook

24

Homeworld: Xindus (Destroyed)

Sun: Theta Eridani

Colonies: numerous; the Xindi spread out across the region known as the Delphic Expanse

Xindi-Aquatic Species Traits:

• Base Speed is 20 meters (submerged)

• Large sized

• Cannot breathe gaseous atmosphere

• +2 to Intelligence

• Species Antagonism: Humans

• Languages: Xindi-Aquatic

Can understand but not speak Xindi -Standard and –Insectoid

Optional: None; Aquatics cannot speak (but may understand) any other language

Xindi-Arboreal Species Traits

• Base Speed is 10 meters

• Medium Sized

• Aqua-phobic

• +2 to Wisdom, -2 to Strength

Xindi-Insectoid Species Traits

• Base speed is 20 meters

• Medium sized

• +4 to Constitution, -2 to Wisdom and Intelligence

• Species Antagonism: Humans, Xindi-Primate and -Arboreal

• Languages: Xindi-Insectoid

Can understand but not speak Xindi -Aquatic and –Standard

Optional: None; Insectoid cannot speak (but may understand) any other language

Xindi-Primate Species Traits

• Base Speed is 10 meters

• Medium Sized

• Species Antagonism: Humans

• +2 to Intelligence, -2 to Wisdom

Xindi-Reptilian Species Traits

• Base Speed is 10 meters

• Medium Sized

• +4 to Strength, -2 to Charisma, -2 to Intelligence, -2 to Wisdom

• Species Antagonism: All; Reptilians hate all other Species, including the other Xindi

species.

• Due to their reptilian physiology, Xindi-Reptilians suffer the penalties of extreme cold

weather at 10* Celsius as opposed to the normal –25* Celsius

Page 25: Star Trek RPG Core rulebook

45

Other SpeciesOther SpeciesOther SpeciesOther Species There are several other species that are space faring and active in the Sector during the 2140s –

2160s. Not much is known of all of them but here is an overview of some of the more interesting ones.

KantareKantareKantareKantare Kantare are an Alpha Quadrant humanoid species from the planet Kantare. They have scale-like

violet colored markings on the sides of their head from the hairline to the temples, and at the base

of the skull. The Kantare have a colony on the planet Kotare Barath as of 2129. They developed

sophisticated holographic technology some time before this.

EnoliansEnoliansEnoliansEnolians The Enolians are a humanoid species. By the mid-22nd century, they ran the Canamar prison.

They are a significant interstellar power, operating hundred of starships and several busy trading

outposts. Their judicial system is not known for its fairness.

AntaransAntaransAntaransAntarans The Antarans are humanoid species with a lifespan of at least 60 years upon reaching adulthood.

Antarans have been at war with the Denobulans several times, the last conflict of which took

place in the 19th century. However Antarans continued to strongly dislike Denobulans until at

least the 2150s, even though encounters between the two species were extremely rare. This

behavior is due to widespread prejudices (on both sides). The Antarans take it further than the

Denobulans do as every Antaran is taught from childhood that all Denobulans are enemies, to be

feared and reviled.

CoridiansCoridiansCoridiansCoridians Coridan is a M-class planet in the Coridan system, homeworld of the Coridians. In 2151, it had a

population of over 3 billion. It is rich in valuable resources, most significantly dilithium. In the

2150s, Coridan is known for its extensive shipyards and its advanced warp-capable vessels.

However, the planet is also embroiled in a conflict between rebel forces, supported by the

Andorians, and the government, backed by the Vulcans. The Vulcan agenda was to keep the

planet's existing government stable, which in turn assured its dilithium, exports to Vulcan.

Coridan was one of the planets in the initial Coalition of Planets.

XyrillianXyrillianXyrillianXyrillian The Xyrillian are a peaceful, warp-capable race of humanoids. Xyrillian have an unusual

physiology. They do not have a metabolism based on water. Their atmosphere is hallucinogenic

to most species, and as a result most other humanoids need to be weaned onto and off their

atmosphere to avoid undesired effects. Xyrillian are also herbivores. When traveling, they grow

vegetation on the walls of their ships. Xyrillian males usually carry infants to term in a pouch on

the upper chest. Impregnation can occur with only minor physical contact. Humans and Xyrillian

are genetically compatible.

RomulansRomulansRomulansRomulans An Enigmatic race whose homeworld is somewhere in the Beta Quadrant. While no one has ever

actually seen a Romulan face to face (yet) many have fallen prey to Romulan Starships. If a

Romulan Starship Captain feels that they cannot win a battle they will scuttle their ship so as to

not allow another species access to their genetic code and their technology. Romulans are

constantly attempting to create distrust and conflict between the other species of the sector.

Rumor has it that they have an outpost in the remote system called Algeron.

Page 26: Star Trek RPG Core rulebook

46

Character ClassesCharacter ClassesCharacter ClassesCharacter Classes

While the species of the sector have all developed very unique and prominent cultures in

their own rights, the needs of space are the same across the board. Every starship needs

technicians, pilots and a commanding officer to run her. Characters can be in space

either because they are working for an organization (i.e. Starfleet) or are in space for

military or scientific purposes. It might be that they are merchants (or maybe smugglers)

and are looking to make a profit.

Whatever the culture of a player’s character, the mechanics of the game are best served

by having standardized progression for character types. Game mechanics aside, the

actual role-playing is left entirely up to the players, the Game Master and the campaign

style that you as a gaming group wish to choose. In other words, while an Andorian

Operations Specialist and a Vulcan Operations Specialist use the same mechanics

template the culture and species traits are entirely different and role-playing should

reflect that.

Ability ScoresAbility ScoresAbility ScoresAbility Scores Your character has six abilities: Strength, Constitution, Dexterity, Intelligence, Wisdom and

Charisma. To obtain a score for an ability roll 4d6. Re-roll any ones or twos and sum the highest

three die. Do this for each of the six abilities. Apply all racial modifiers and voila, your ability

scores are ready to go. Use the following table to determine your ability score modifiers.

Ability Modifiers

Score Modifier Score Modifier Score Modifier

1 -6 9 – 10 0 21 – 22 +6

2 -5 11 – 12 +1 23 – 24 +7

3 -4 13 – 14 +2 25 – 26 +8

4 -3 15 – 16 +3 27 – 28 +9

5 – 6 -2 17 – 18 +4 29 – 30 +10

7 – 8 -1 19 – 20 +5 Ability Scores cannot surpass 30

• Add 1 point to any score at 4th level and every four levels your character obtains

thereafter (8th, 12

th, 16

th, 20

th)

• Some telepathic abilities can affect ability scores; make sure that you keep track of what

a decrease/increase in your score does to your ability score modifier

• Poisons, illness and disease can all affect ability scores

• Each Skill has a relevant ability and each character class relies more on some abilities

than others.

• If a Characters Constitution score becomes 0 they die.

Page 27: Star Trek RPG Core rulebook

47

PilotPilotPilotPilot

From take-off to landing, a Pilots work is never done. One of the most integral positions on a

starship of any class, Pilots tend to be freewheeling individuals that have a great passion for

piloting.

A starship’s Pilot is responsible for interstellar navigation, atmospheric travel and carrying out

evasive and offensive maneuvers during combat. When the starship is docked Pilots tend to be the

first ones in the local Starbase’s bar. Don’t judge too quickly because they’re always the first

ones ready to get back out into space.

Class FeaturesClass FeaturesClass FeaturesClass Features

The Pilot L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 0 1 2 1 Starship Operations 3

2 1 2 3 2 Combat Maneuvers +1 3

3 2 2 3 2 4

4 3 2 4 2 Evasive Maneuvers 4

5 4 3 4 3 4

6 5 3 5 3 Combat Maneuvers +2 5

7 5 3 5 3 5

8 6/1 4 6 4 Improved Navigation 5

9 7/2 4 6 4 6

10 8/3 4 7 4 Combat Maneuver +3 6

11 9/4 5 7 5 6

12 10/5 5 8 5 Advanced Evasive Maneuvers 7

13 11/6 5 8 5 7

14 12/7 6 9 6 Combat Maneuver +4 7

15 13/8 6 9 6 8

16 14/9 6 10 6 8

17 15/10/5 7 10 7 8

18 16/11/6 7 11 7 Combat Maneuver +5 9

19 17/12/7 7 11 7 9

20 18/13/8 8 12 8 Pilot Mastery 9

Combat Maneuvers: At 2nd

level (and every four levels thereafter) a Pilot adds the given

bonus to all Pilot skill checks made during combat. The bonuses

do not stack.

Evasive Maneuvers: At 4th

level a Pilot gains the ability to avoid enemy fire. To avoid

half the given damage in a single attack a Pilot makes a d20 roll

+10 and adds his Pilot skill bonus (to include all Class bonuses). If

the result is higher than the damage dealt the attempt is successful.

At 12th

level a successful Evasive Maneuver results in no damage

taken. This ability can only be used once a round.

Page 28: Star Trek RPG Core rulebook

48

Improved Navigation: At 8th

level Pilots can add a +1 for every two levels of Pilot they

have to their Plot Course and Navigate rolls.

Pilot Mastery: At 20th

level a Pilot realizes their full potential and adds an

additional +5 to all checks with the following skills:

Dock, Pilot, Plot Course, Navigate

Game Mechanics Information

Proficiencies: Sidearms (Energy)

Sidearms (Projectile)

Light Armor

Hit Die: d8

Skill Sets: Everyman, Pilot and Communications

Skill Points: 4 + Intelligence Modifier (times four at 1st level)

Operations SpecialistOperations SpecialistOperations SpecialistOperations Specialist

The Operations Specialist (also known as operations officer or chief of operations) is a position

whose duties involve resource control, energy allocation, repair and Starship Systems

management. Communications control may also be within the realm of an Operations Specialist.

Operations Specialists coordinate the scheduling of resources, hardware and system usage for an

entire starship, outpost or space station.

On space stations, the Chief of Operations usually commands the maintenance and engineering

staff, since stations do not require the large number of propulsion engineers typically found

working under the command of a Chief Engineer on a starship

Class FeaturesClass FeaturesClass FeaturesClass Features

Skill Specialty: At 1st level an Operations Specialist gains an inherent +3 to any one

Operations skill.

Mind like a Database: Operations Specialists have a knack for remembering information that

they’ve come across. All those hours of searching information databases

rub off after a while. At 2nd

level Operations Specialists gain an inherent

+4 to all Knowledge (Technology) checks.

Expertise: Operations Specialists spend more time than most people streamlining

their equipment and workstations. At 4th level they gain an inherent +1

to all Operations skills and an additional +1 every four levels thereafter.

Technical Savvy: At 5th level the Operations Specialist gains the ability to Craft

(Masterwork Item). This item has an inherent +1 bonus. This bonus

increases to +2 at 10th, +3 at 15

th, and +4 at 20

th.

Page 29: Star Trek RPG Core rulebook

49

Game Mechanics Information

Proficiencies: Sidearms (Energy)

Sidearms (Projectile)

Light Armor

Medium Armor

Hit Die: d8

Skill Sets: Everyman, Operations and Communications

Skill Points: 6 + Intelligence Modifier (times four at 1st level)

The Operations Specialist L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 0 1 2 2 Skill Specialty, Starship Operations 4

2 1 2 3 3 Mind like a Database 4

3 2 2 3 3 5

4 3 2 4 4 Expertise +1 5

5 4 3 4 4 Technical Savvy +1 5

6 5 3 5 5 6

7 5 3 5 5 6

8 6/1 4 6 6 Expertise +2 6

9 7/2 4 6 6 7

10 8/3 4 7 7 Technical Savvy +2 7

11 9/4 5 7 7 7

12 10/5 5 8 8 Expertise +3 8

13 11/6 5 8 8 8

14 12/7 6 9 9 8

15 13/8 6 9 9 Technical Savvy +3 9

16 14/9 6 10 10 Expertise +4 9

17 15/10/5 7 10 10 9

18 16/11/6 7 11 11 10

19 17/12/7 7 11 11 10

20 18/13/8 8 12 12 Expertise +5, Technical Savvy +4 10

MedicMedicMedicMedic

Trained in practical emergency medical knowledge and skills that can be deployed within a rapid

time frame. Patient treatment guidelines are described in protocols following cultural and

shipboard policies and traditions.

Advanced Medics have the theoretical, practical and scientific knowledge to appropriately apply

complex patient treatments, albeit usually under the supervision of a medical officer. Certain

scenarios arise in which there is no Doctor available (small crew transports, smugglers, raiders)

the Medic must assume all responsibilities

The role of the "medic" cannot readily be equated to any other non-military profession. Medics

perform the roles of doctor, nurse, counselor, paramedic, psychologist, surgeon, pharmacist,

Page 30: Star Trek RPG Core rulebook

50

clinical coordinator, physiotherapist, teacher, and so on. The roles are so extensive that the

"medic" has difficulty gaining recognition for their skills.

Class FeaturesClass FeaturesClass FeaturesClass Features

Enhanced Treat Injury: Whenever a Medic uses the Treat Injury skill, they get a +2

bonus to their check. This bonus is a result of training and their

familiarity with medical tricorders and other medical equipment.

It increases by an additional +2 at 5th, 10

th, 15

th and 20

th levels.

The Medic L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 0 2 1 1 Enhanced Treat Injury + 2 3

2 1 3 2 2 Anesthetics 3

3 2 3 2 2 Remove Stun 4

4 3 4 2 2 Neutralize Toxin 4

5 4 4 3 3 Enhanced Treat Injury +4 4

6 5 5 3 3 Radiation Therapy 5

7 5 5 3 3 Treat Disease 5

8 6/1 6 4 4 5

9 7/2 6 4 4 Minor Surgery 6

10 8/3 7 4 4 Enhanced Treat Injury +6 6

11 9/4 7 5 5 6

12 10/5 8 5 5 7

13 11/6 8 5 5 Advanced Radiation Therapy 7

14 12/7 9 6 6 Advanced Surgery 7

15 13/8 9 6 6 Enhanced Treat Injury +8 8

16 14/9 10 6 6 8

17 15/10/5 10 7 7 8

18 16/11/6 11 7 7 Exotic Surgery 9

19 17/12/7 11 7 7 9

20 18/13/8 12 8 8 Enhanced Treat Injury +10 9

Anesthetics & Analgesics: Medics receive extensive pharmacological training. The Medic

is knowledgeable of a variety of numbing agents and painkillers

that will affect most species.

Neutralize Toxin: Contact with hazardous materials is almost impossible to avoid

while traveling through space. A Medic has the ability to

counteract a poison by following the following procedure:

1. Identify the Toxin

2. Make a Neutralize roll (1d20 + 1 for every two

levels of Medic possessed)

3. For the Identify and Neutralize Skill Checks see the

‘Toxins and Exotic Substances’ table for details

Page 31: Star Trek RPG Core rulebook

51

Remove Stun: If a fellow PC has been stunned the Medic may take a round to

treat them. A Medic must make a Treat Injury check with the

SKILL CHECK being 10 + the original Save SKILL CHECK of

the Stun. If the Medic is successful the PC recovers from their

stunned state.

Radiation Therapy: The Medic becomes skilled in uses specific types of radiation to

assist in long term care. As a side effect the Medic can also

devise medical means to offer radiation resistances for short time

periods if a successful Preventative Medicine skill check is

made. See the ‘Radiation’ table for details. At the Advanced

level the effectiveness of the Medic’s treatments doubles.

Surgeries

Surgery: The Medic acquires

enough knowledge to begin

performing surgery. To do so a

Medic must make a Knowledge

(Specific Species Anatomy) roll and

add +1 for every two levels of the

medic. The Treat Injury Skill Checks

differ for each level of Surgery (Basic,

Advanced, Exotic) and even for each

type of surgery. Please consult the

‘Surgeries’ table for details.

Game Mechanics

Proficiencies:

Sidearms (Energy)

Light Armor

Hit Die: d6

Skill Sets:

Everyman, Medical and

Communications

Skill Points:

6 + Intelligence Modifier

(times four at 1st level)

Tactical Specialist Tactical Specialist Tactical Specialist Tactical Specialist

Whether it’s pulling the trigger on a disruptor rifle or firing phase cannons from the tactical

station of a starship, Tactical Specialists are the muscle of any situation. Tactical Specialists

receive much more training in combat methodology than any other of the standard classes. Their

Minor Surgery SKILL CHECK

Setting a break or sprain 15

Repairing a flesh wound 15

Cosmetic Enhancement 20

Removing projectiles 17

Dentistry 20

Blood Transfusion 20

Hernia Treatment 20

Major Surgery SKILL CHECK

Open Heart Surgery 35

Lung Surgery 30

Brain Surgery 40

Surgery on other Organs 28

Limb Re-attachment 34

Life Support System Implementation 25

Neurosurgery 38

Exotic Surgery SKILL CHECK

Blood Transfusion between

different species 30

Organ Transplant between

two different species 40

Unique Medical Attempt 40+

Page 32: Star Trek RPG Core rulebook

52

extensive amount of bonus Techniques reflects this extra combat training, as they must be chosen

from the following list:

Acrobatic, Ambidexterity, Armor Proficiency (Heavy), Blind Fight, Combat Precision,

Defensive Combat, Dodge (Mobility, Spring Attack), Improved Critical, Improved

Initiative (Improved Disarm, Improved Trip), Hand to Hand Combat (Defensive Method,

Offensive Method, Advanced Techniques), Distant Shot, Accurate Shot, Manifold Shot,

Swift Shot, Mobile Shot, Heavy Handed, Smite, Attack Weapon, Quickdraw, Two Weapon

Fighting, Improved Two Weapon Fighting, Weapon Savvy, Weapon Specialty.

The Tactical Specialist L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 1 2 2 1 Bonus Technique 4

2 2 3 3 2 Bonus Technique 4

3 3 3 3 2 5

4 4 4 4 2 Bonus Technique 5

5 5 4 4 3 5

6 6/1 5 5 3 Bonus Technique 6

7 7/2 5 5 3 6

8 8/3 6 6 4 Bonus Technique 6

9 9/4 6 6 4 7

10 10/5 7 7 4 Bonus Technique 7

11 11/6/1 7 7 5 7

12 12/7/2 8 8 5 Bonus Technique 8

13 13/8/3 8 8 5 8

14 14/9/4 9 9 6 Bonus Technique 8

15 15/10/5 9 9 6 9

16 16/11/6/1 10 10 6 Bonus Technique 9

17 17/12/7/2 10 10 7 9

18 18/13/8/3 11 11 7 Bonus Technique 10

19 19/14/9/4 11 11 7 10

20 20/15/10/5 12 12 8 Bonus Technique 10 Game Mechanics:

Proficiencies:

Sidearms (Energy) Rifles (Energy)

Sidearms (Projectile) Rifles (Projectile)

Light Armor Grenades

Medium Armor Martial Weapons (melee)

Hit Die: D10

Skill Sets: Everyman, Tactical

Skill Points: 4 + INT modifier (times four at 1st level)

Page 33: Star Trek RPG Core rulebook

53

MercenaryMercenaryMercenaryMercenary

Where the Tactical Specialist gets their benefits from hard training and relentless study of combat

methodology, the Mercenary has one teacher: Experience.

A mercenary is a soldier who fights or engages in warfare primarily for private gain, usually with

little regard for ideological, national, or political considerations. Never truly affiliated with an

actual government, Mercenaries are guns-for-hire in the most literal sense.

Due to the political instabilities of the 2150s, there were many Private Military Organizations that

formed that would offer military services in exchange for payment. It was not uncommon for a

Mercenary to be taking orders from a particular group and then several months later (after being

hired by another group) be shooting at his former employers.

Class FeaturesClass FeaturesClass FeaturesClass Features

The Mercenary L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 1 2 1 1 Sixth Sense 4

2 2 3 2 2 Heat of Battle 1/day 4

3 3 3 2 2 5

4 4 4 2 2 5

5 5 4 3 3 Heat of Battle 2/day 5

6 6/1 5 3 3 Stun Resistance 6

7 7/2 5 3 3 6

8 8/3 6 4 4 Heat of Battle 3/day 6

9 9/4 6 4 4 7

10 10/5 7 4 4 7

11 11/6/1 7 5 5 Heat of Battle 4/day 7

12 12/7/2 8 5 5 Bloodlust 8

13 13/8/3 8 5 5 8

14 14/9/4 9 6 6 Heat of Battle 5/day 8

15 15/10/5 9 6 6 9

16 16/11/6/1 10 6 6 9

17 17/12/7/2 10 7 7 Heat of Battle 6/day 9

18 18/13/8/3 11 7 7 10

19 19/14/9/4 11 7 7 10

20 20/15/10/5 12 8 8 Heat of Battle 7/day 10

Sixth Sense: Mercenaries tend to ‘feel’ their way through a fight. Because of this they

add the Wisdom modifier (if positive) to their Defense score.

Page 34: Star Trek RPG Core rulebook

54

Heat of Battle: When the Mercenary feels that a fight is starting to get intense he can fly

into the Heat of Battle. He temporarily gains a +4 to Dexterity, a +4 to

Constitution but loses his Wisdom bonus to Defense. The Heat of Battle

lasts for 3 + 1/level of Mercenary the character has.

Stun Resistance: At 6th

level a Mercenary adds a +4 bonus to their rolls to resist

Stun effects.

Bloodlust: At 12th

level the Mercenary gains Damage Reduction 2 while in

the Heat of Battle. This bonus stacks with whatever armor the

Mercenary is wearing.

Game Mechanics

Proficiencies:

Sidearms (Energy) Rifles (Energy)

Sidearms (Projectile) Rifles (Projectile)

Light Armor Grenades

Medium Armor Martial Weapons (melee)

Heavy Armor Martial Weapons (ranged)

Hit Die: d12

Skill Sets: Everyman

Skill Points: 2 + INT modifier (times four at 1st level)

BoomerBoomerBoomerBoomer

As soon as a population expands beyond the confines of its homeworld the need for an

inter-planetary merchant class is born. Called ‘Boomers’ in Earth-slang, these merchants

tend to end up trading far and wide with many species that are not even know by their

homeworld governments.

Usually found far from home and in between worlds in deep space, your average Boomer

usually has no one to rely on but themselves. Making repairs on the fly, being able to

bandage up a plasma burn and fighting off pirates all fall into the category of ‘all in a

day’s work’ for a Boomer.

Class FeaturesClass FeaturesClass FeaturesClass Features Bonus Techniques: A Boomer can choose any feat for their bonus feat slots.

Lucky Shot: A Boomer relies on luck more often than not. A Boomer can reroll

any one roll that has resulted in a failure. Follow the progression

as stated on the Boomer advancement table to see how many times

per day a Boomer can use this ability.

Page 35: Star Trek RPG Core rulebook

55

Barter: Starting at 3rd

level a Boomer may add a +1 bonus for every three

Boomer levels to all Bargain checks.

Skill Emphasis: At 5th

, 10th

, 15th

, and 20th

a Boomer gains the feat Skill Emphasis

for free. It must be applied to a different skill each time.

The Boomer L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 0 2 1 2 Bonus Technique 2

2 1 3 2 3 Lucky Shot 1/day 2

3 2 3 2 3 Barter 3

4 3 4 2 4 Lucky Shot 2/day 3

5 4 4 3 4 Skill Emphasis 3

6 5 5 3 5 4

7 5 5 3 5 4

8 6/1 6 4 6 Lucky Shot 3/day 4

9 7/2 6 4 6 5

10 8/3 7 4 7 Bonus Technique, Skill Emphasis 5

11 9/4 7 5 7 5

12 10/5 8 5 8 Lucky Shot 4/day 6

13 11/6 8 5 8 6

14 12/7 9 6 9 6

15 13/8 9 6 9 Skill Emphasis 7

16 14/9 10 6 10 Lucky Shot 5/day 7

17 15/10/5 10 7 10 7

18 16/11/6 11 7 11 8

19 17/12/7 11 7 11 8

20 18/13/8 12 8 12 Lucky Shot 6/day, Skill Emphasis 8

Game Mechanics

Proficiencies:

Sidearms (Energy) Light Armor

Sidearms (Projectile) Martial Weapons (melee)

Rifles (Projectile)

Hit Die: d8

Skill Set: Everyman, Pilot, Medical and Communications

Skill Points: 4 + INT modifier (times four at 1st level)

Page 36: Star Trek RPG Core rulebook

56

MysticMysticMysticMystic

The galaxy is full of species with many different interpretations of how the Cosmos came

into existence. Some religions blend the spiritual and the scientific while others abhor

combining the two but whatever the general belief structures of a religion are they always

seem to develop individuals who embrace the more esoteric side of their philosophies.

A Mystic believes in the pursuit of achieving communion with, or conscious awareness

of, the divine spiritual truth through direct experience, intuition, or insight - and the belief

that such experience is an important source of knowledge, understanding, and wisdom.

Traditions may include a belief in the literal existence of realities beyond empirical

perception, or a belief that a true human perception of the world transcends logical

reasoning or intellectual comprehension. A person delving in these areas may be called a

Mystic.

To be a mystic a character must be telepathic.

Class FeaturesClass FeaturesClass FeaturesClass Features

The Mystic Lv

l Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 0 1 1 2 Mind Speak 1

2 1 2 2 3 Suggestion 1

3 1 2 2 3 2

4 2 2 2 4 Enthrall 2

5 2 3 3 4 Detect Thoughts 2

6 3 3 3 5 3

7 3 3 3 5 Arouse Emotion 3

8 4 4 4 6 Telepathic Stasis 3

9 4 4 4 6 4

10 5 4 4 7 Hypnotism 4

11 6/1 5 5 7 4

12 6/1 5 5 8 Friendship 5

13 7/2 5 5 8 5

14 7/2 6 6 9 Create Image 5

15 7/3 6 6 9 Dream Message 6

16 8/3 6 6 10 6

17 8/3 7 7 10 6

18 9/4 7 7 11 Dominate 7

19 9/4 7 7 11 7

20 10/10 8 8 12 Break Mind 7

Page 37: Star Trek RPG Core rulebook

57

Mind Speak: At 1st level a Mystic can speak telepathically to any sentient being

as long as they share a common language.

Suggestion: At 2nd

level the Mystic gains the ability to make a one or two

sentence suggestion to a sentient being. The suggestion must

sound reasonable for the affected being to carry it out. Suggesting

that a being kill itself or act directly opposed to standing orders

will automatically fail. The targeted being may make a will save

to avoid the Mystic’s attempt.

Enthrall: This ability gained at 4th

level allows the Mystic to hold large

audiences in sway while giving an oration. The audience will pay

attention to the Mystic as long as they continue to speak but will

not necessarily agree with or approve of what is being said. The

Mystic can affect 10 people for every two Mystic levels possessed.

The targeted being may make a will save to avoid the Mystic’s

attempt.

Detect Thoughts: At 5th

level the Mystic gains the ability to detect the surface

thoughts of a sentient being. The amount of information garnered

depends on how much time is spent lurking through the target’s

thoughts.

Arouse Emotion: At 7th

level the Mystic gains the ability to induce favorable

emotions in sentient beings. This gives an inherent +4 bonus to all

skills in the Communication Set.

Telepathic Stasis: At 8th

level the Mystic may lock herself in a stasis with a single

opponent. By succeeding at a melee touch attack the Mystic and

her opponent become locked in a stasis where neither of them can

move or think about anything besides the stasis they are in. Both

are totally defenseless and vulnerable. The Mystic can call off the

stasis at any time. The targeted being may make a will save to

avoid the Mystic’s attempt.

Hypnotism: At 10th

level the Mystic can hypnotize a single target. This ability

works exactly like Suggestion but detailed instructions can be

given. The only order that will not be accepted (and will cause the

Hypnotism to fail) is ordering the being to hurt itself in any way.

The targeted being may make a will save to avoid the Mystic’s

attempt.

Friendship: At 12th

level the Mystic can instill an overwhelming sense of

Friendship into a single target. This causes the affected being to

agree with and defend any statements made by the Mystic. It also

Page 38: Star Trek RPG Core rulebook

58

encourages the befriended being to defend the Mystic from

physical violence. Also, any reasonable request will most likely be

accommodated. The targeted being may make a will save to avoid

the Mystic’s attempt.

Create Image: At 14th

level the Mystic can cause 1d6 sentient beings to see things

that aren’t there. The Mystic can create a projected mental image

no greater in size than 10 cubic feet. It can include sight, smell,

sound and tactile qualities. The image can also speak if the Mystic

wishes it to. The image lasts only as long as the Mystic

concentrates on it and it alone. The Mystic can walk, talk eat and

do other basic tasks but must maintain most of their concentration

on the image causing them to seem aloof and unaware. The

targeted being may make a will save to avoid the Mystic’s attempt.

Dream Message: At 15th

level the Mystic may enter a trance in order to project a

scenario into a specific being’s dreams. The target must be asleep

and the Mystic must remain motionless and totally concentrate of

the Dream Message to be sent. Because the Mystic is so entranced

they are totally vulnerable to outside attack as they are not aware

of their physical environment.

Dominate: At 18th

level the Mystic gains the ability to

totally dominate another sentient being’s

mind. Once dominated, the target is under

total control of the Mystic and will follow

every command to the letter without

question. The target being may attempt one

Will saving throw per day to break the

domination.

Break Mind: At 20th

level a Mystic gains the power to

cause someone such sever mental stress as to

drive them clinically insane. The targeted

being may make a will save to avoid the

Mystic’s attempt. If the saving throw is

failed, roll percentile to determine ‘just how

crazy’ the target has become. The lower the

roll, the less sanity lost. Characters that roll

100% become totally insane and become

NPCs.

Game Mechanics

Proficiencies: Martial Weapons (melee)

Light Armor

Page 39: Star Trek RPG Core rulebook

59

Hit Die: d6

Skill Sets: Everyman, Communications

Skill Points: 4 + INT modifier (times four at 1st level)

The Saving Throw SKILL CHECK of a Mystic’ Abilities is:

10 + half the level of the Mystic (rounded down) + Mystic’s Intelligence modifier

Advanced TrainingAdvanced TrainingAdvanced TrainingAdvanced Training

Sometimes regular training just isn’t enough. There are always advanced techniques and

methods that separate a specialist from a generalist. That’s where Advanced Training

comes into play. Each type of Advanced Training has prerequisites that must be fulfilled

before any levels can be taken in it.

Commanding OfficerCommanding OfficerCommanding OfficerCommanding Officer

Whether its in command of a deep space Explorer, a military Cruiser or a Cargo

Freighter, every ship needs a Commanding Officer. Also put in charge of troops in a

military environment the Commanding Officer has a definitive leadership quality. It is

the Commanding Officer who makes the life and death decisions of their subordinates as

well as all decisions that affect the day-to-day life of all underneath the Commanding

Officer’s command. Different titles include Captain, General, Lieutenant or Commander

depending on organization, species and situation.

Prerequisites: Base Attack Bonus +8

Starship Operations

Diplomacy 6 Ranks

Pilot 6 Ranks

Repair 6 Ranks

Sense Motive 6 Ranks

Organizational Affiliation

(Must belong to an Organization that has a Command structure)

The Commanding Officer L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 1 1 1 1 Technical Savvy, Bonus Technique 1

2 1 1 2 2 Requisition 2

3 2 2 3 3 Starship Survival 2

4 3 2 3 3 Tactical Assault 3

5 3 3 4 4 Leadership 3

Game Mechanics

Skill Sets: Everyman, Operations, Pilot and Communications

6 + INT modifier

Page 40: Star Trek RPG Core rulebook

60

Hit Die: d8

Technical Savvy: Commanding Officers always look like they have the answer (even

if they really don’t!) and because of this air of confidence they

instill a +4 Competency bonus to themselves and everyone within

30’ of the Commanding Officer when making Repair checks.

Bonus Technique: The Commanding Officer gets a bonus feat (player’s choice)

indicative of all the extra training they put in in order to take

command.

Requisition: The Commanding Officer can requisition repair parts, medical

supplies or basic personnel equipment once each time they dock at

a port in which their affiliated organization has a representative.

The amount of supplies procured is determined by multiplying the

number of Commanding Officer levels a character has by their

Charisma bonus (so a 2nd

level Commanding Officer with a

Charisma bonus of 3 would have a total of 6) and adding that to a

d20 roll. The result is how many repair parts, medical kits or how

much in basic supplies the Commanding Officer was able to

procure from the organizational quartermaster in excess of the

ships allocation.

Starship Survival: While in command of a vessel the inherent Defense of the ship gets

a +4 bonus due to the Commanding Officer’s command and

control coordination.

Tactical Assault: While in command of a vessel the inherent attack bonus of the

ships weaponry increases by +4 due to the Commanding Officer’s

knowledge at effective offensive tactics.

Leadership: While in command of a vessel the Commanding Officer and crew

receive an additional +2 Competency bonus as a result of the

Commanding Officer’s coordination and guidance during

operations. Chief EngineerChief EngineerChief EngineerChief Engineer

Having a great talent for engineering and a keen judgment for needed modifications are

just the preliminaries when it comes to being called Chief Engineer. This individual has

to have a faith in technology and in their ability to master it.

Page 41: Star Trek RPG Core rulebook

61

Having that kind of drive, knowledge and ability comes in handy when its time to save a

ship in a jam. It usually leads to a reputation of a 'miracle worker'. It’s this intense focus

that enables the Chief Engineer to master the complexities of Warp Drive engineering

and other starship systems.

An expert in technical and analytical abilities, the versatility of a Chief Engineer is

practically a requirement on larger starships (as is the miraculous ability to complete

repairs in record time).

.

Prerequisites: Base Attack Bonus +6

Starship Operations

Repair 10 Ranks

Computer Use 10 Ranks

Write Program 6 Ranks

The Chief Engineer L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 1 1 1 1 Power Relay 1d6 1

2 1 2 2 1 Jury Rig 1

3 2 3 3 2 Power Relay 2d6, Back of my hand 2

4 2 3 3 2 Miracle Worker 2

5 3 4 4 3 Power Relay 3d6 3

Power Relay: A Chief Engineer can squeeze extra power out of a Warp reactor

because of their high level of skill. At 1st level a Chief Engineer

can add 1d6 points of energy to a ship’s output level (rising to 2d6

at 3rd

level and 3d6 at 5th

level). This extra energy last for a

number of rounds equal to the number of levels a character has of

Chief Engineer plus their Intelligence modifier.

Jury Rig: Chief Engineers know what needs to be fixed with new parts and

what can be put back together with salvaged components. A Chief

Engineer only needs to use half of the required parts to conduct full

repairs.

Back of my hand: If a Chief Engineer has spent at least one entire Chief Engineer

level working on a particular starship they become incredibly

familiar with it. Since they know the ship like the back of their

hand they can add a +4 Familiarity bonus to all Repair and

Computer Use checks done for that particular ship.

Miracle Worker: At 5th

level a Chief Engineer has learned all the methods and

techniques that separate the bumbling amateur from a true

professional. They can now half all repair times.

Game Mechanics

Page 42: Star Trek RPG Core rulebook

62

Skill Sets: Everyman, Operations

6 + INT modifier

Hit Die: d8

AceAceAceAce

While regular Pilots may fly for the thrill of it, for an Ace there is something more. An

Ace has a connection to their ship and even a connection to the stars. For an Ace it’s a

personal undertaking to maneuver a starship and because of that they have a distinct and

enhanced approach to the controls.

Prerequisites: Base Attack Bonus +6

Starship Operations

Starship Alertness

Pilot 10 Ranks

Navigate 10 Ranks

Plot Course 8 Ranks

The Ace L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 1 1 1 1 Affinity +2, Autodock 1

2 1 1 2 1 Like a Sextant 2

3 2 2 3 2 Affinity +4, Starship Dodge 2

4 2 2 3 2 Flyby 3

5 3 3 4 3 Affinity +6 3

Autodock: An Ace can take 10 to Dock except in unusual circumstances (i.e.

combat, high solar flare activity, neutron storm, damaged engines

etc)

Affinity: Due to their affinity for their profession Aces gains bonuses at 1st,

2nd

and 3rd

levels (see Ace table for progression) to all Pilot and

Navigate checks.

Like a Sextant: An Ace need only make one Navigation check per Warp trip

instead of the usual 1 per light-year traveled.

Starship Dodge: An Ace can designate an opposing starship that they are engaged

in combat with and receive a +1 dodge bonus to their starship’s

defense.

Flyby: At 4th

level the Ace gains the ability to fly to within mere meters of

an opposing starship at high speed. As a result the opposing

starship’s Commanding Officer must make a Will save SKILL

Page 43: Star Trek RPG Core rulebook

63

CHECK = 1 per level of Ace + 1 per the number of ranks the Ace

has in Pilot. If the Will Save is unsuccessful the enemy ship’s

crew is stunned for one round and cannot act.

Game Mechanics

Hit Die: d8

Skill Sets: Everyman, Pilot

4 + INT modifier

Elite TrooperElite TrooperElite TrooperElite Trooper

There are situations where what’s needed is someone who knows how to fire a gun.

Well. Whether its repelling a hostile boarding party or sending an Away Team into a

hostile situation, sometimes more direct tactics are necessary than what your average

Tactical Specialist can offer up. Its situations like these where the Elite Trooper shines.

Prerequisites: Base Attack Bonus +8

Combat Precision

Alertness

Quickdraw

Improved Initiative

10 Ranks in Explosive

The Elite Trooper L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 1 1 1 1 Weapon Mastery I

Uncanny Dodge (Dexterity Bonus to AC)

1

2 2 2 2 1 Sure Shot 2

3 3 3 3 2 Weapon Mastery II 2

4 4 3 3 2 Improved Critical 3

5 5 4 4 3 Weapon Mastery III

Uncanny Dodge (can’t be flanked)

3

Weapon Mastery: At 1st, 3

rd and 5

th levels the Elite Trooper chooses a specific

weapon. Their enhanced training gives the Elite Trooper a +2 to

hit and a +1 to damage with the chosen weapons. This ability must

be applied to a different weapon each time.

Uncanny Dodge: Starting at 1st level the Elite Trooper gains Uncanny Dodge. This

allows the Elite Trooper to maintain their Dexterity Bonus to

Defense even when it would normally be taken away. At 5th

level,

the Elite Trooper can no longer be flanked.

Page 44: Star Trek RPG Core rulebook

64

Sure Shot: At 2nd

level the Elite Trooper can opt to forego all other attacks

and movement in a round and attempt a Sure Shot. The Elite

Trooper makes a single attack with a +4 Concentration bonus to

the attack roll. If successful, the attack automatically does

maximum damage for the weapon used. Can only be used with

ranged weapons.

Improved Critical: The Elite Trooper chooses one type of weapon. Due to the Elite

Troopers familiarity with this type of weapon the critical threat

range increases by 1.

Game Mechanics

Hit Die: d12

Skill Sets: Everyman, Tactical

2 + INT modifier

Intelligence OperativeIntelligence OperativeIntelligence OperativeIntelligence Operative

Spying on enemies of the state or collecting data on enemy troop movements, an

Intelligence Operative can be anywhere and be anyone. Advanced cosmetic surgery even

makes inter-species intelligence operations possible, although difficult.

Intelligence Operatives report only to their direct superiors within their agency. Many

intelligence missions are covert and as a result the Intelligence organizations of the sector

undertake many missions without the direct knowledge of their respective governments.

It isn’t that uncommon for operatives to pose as cargo ship crewman, military

personnel…even as a cook if the need arises.

Prerequisites: 10 Ranks in Bluff

10 Ranks in Disguise

10 Ranks in Sense Motive

10 Ranks in Gather Information

10 Ranks in Move Silently

10 Ranks in Tumble

The Intelligence Operative L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 1 1 1 1 Computer Hack, Rosetta Stone 1

2 1 2 2 2 Skill Emphasis 1

3 2 3 3 3 Interrogate, Resist Interrogation 2

4 2 3 3 3 Toxic Compound Use 2

5 3 4 4 4 Death Strike 3

Page 45: Star Trek RPG Core rulebook

65

Computer Hack: At 1st level an Intelligence Operative learns how to hack into

secure computer systems. An Intelligence Operative adds a +1

bonus per Intelligence Operative level to all Computer Use checks.

Rosetta Stone: An Intelligence Operative is trained in linguistic skills. Choose

two languages. The Intelligence Operative automatically learns

them to skill rank four.

Skill Emphasis: The Intelligence Operative gains this skill for free at second level.

Interrogate/

Resist Interrogation: The Intelligence Operative is trained in the methods most effective

in acquiring information. They get an inherent +2 bonus to Bluff,

Diplomacy and Intimidate at 3rd

level. They also get +2 Bonus to

Fortitude and Will saves made in order to resist interrogation

techniques.

Toxic Compound At 4th

level the Intelligence Operative acquires knowledge

Use: of how to handle, use and detect toxic compounds. They receive a

+5 Familiarity bonus when dealing with toxic compounds. See the

‘Toxins and Exotic Substances’ for Skill Checks.

Death Strike: At 5th

level the Intelligence Operative learns how to focus their

melee combat attack and turn it into a fierce and often deadly

strike. As long as the Intelligence Operative has at least 6 ranks of

Knowledge (Anatomy) for a given species they can attempt a

Death Strike on a member of that species. By foregoing all other

attack actions in a round an Intelligence Operative can make a

single strike. If successful the target must make a Fortitude Save

SKILL CHECK = 15 + the Operative’s Strength modifier. If the

save is unsuccessful the target dies. If the target makes a

successful save then double all damage done. The Intelligence

Operative can use this ability 5 times per day.

Game Mechanics

Hit Die: d6

Skill Sets: Everyman, Tactical and Communications

4 + INT modifier

ExplorerExplorerExplorerExplorer

When it comes down to it, some people just like being the one to draw the map for the

first time. This type of person can have any kind of background, but needs to have a

passion for exploring new worlds and discovering new civilizations.

Page 46: Star Trek RPG Core rulebook

66

Explorers tend to be found beyond the extent of their species’ charted space. They need

to be rugged, self-reliant individuals with more than just a flare for adventure.

Prerequisites: Cultural Understanding Game Mechanics

10 Ranks in Diplomacy Hit Die: d6

10 Ranks in Gather Information Skill Sets: All

10 Ranks Navigate 6 + INT modifier

10 Ranks Plot Course

10 Ranks Survival

Must speak three languages to Rank 3 other than native language

The Explorer L

V

L

Base

Attack

Bonus

Fort

Save

Reflex

Save

Will

Save

Special Defense

1 1 1 1 1 Contact I, Accurate 1

2 1 1 1 1 Bonus Technique, Coordinates 2

3 2 2 2 2 Contact II 3

4 2 2 2 2 Close Enough, Bonus Technique 3

5 3 3 3 3 Contact III 4

Contact: At 1st, 3

rd and 5

th levels the Explorer gains a contact. This contact

could be an outpost administrator, a bartender who knows where

all the good work is, a government official or even a good

repairman. The player (pending the Game Master’s approval)

should select the contacts. Contacts can be called upon for favors

and assistance in difficult situations.

Accurate: Explorers have a keen sense of interstellar direction. They receive

an inherent +5 bonus to all Navigate checks.

Coordinates: Explorers can remember the coordinates of supply stations,

planets, repair outposts and other ports of call be rote memory. An

Explorer can always take 10 to plot a course to any memorized

coordinates. An Explorer knows an amount of coordinates equal

to their Intelligence modifier x 2.

Close Enough: By 4th

level an Explorer has learned how to make repairs to a ship

that are good enough for casual travel but won’t hold up in a

firefight or in any kind of spatial anomaly. By utilizing half the

repair parts necessary for a repair job an Explorer can repair

systems to operational status but they will only last 1d4 + 1 per

level of Explorer the character has rounds during hazardous

conditions (combat, spatial anomaly, neutron storm etc).

Bonus Techniques: At 2nd

and 4th

levels the Explorer gains bonus Techniques. A

player can choose any Technique.

Page 47: Star Trek RPG Core rulebook

67

Chapter TwoChapter TwoChapter TwoChapter Two Skills and TechniquesSkills and TechniquesSkills and TechniquesSkills and Techniques SkillsSkillsSkillsSkills

Everyman Skill Set

Bluff

Climb

Computer Use

Entertain (_____)

Gamble

Hide

Intimidate

Jump

Knowledge (_____)

Listen

Profession (_____)

Read/Write (Language)

Search

Speak (Language)

Perception

Swim

Use Tricorder (medical)

Use Tricorder (tactical)

Pilot Skill Set Operations Skill Set

Dock Repair

Pilot Demolition

Plot Course Disable Device

Navigate Craft (Item)

Write Program

Medical Skill Set Communications Skill Set

Surgery Bargain

Treat Injury Bluff

Preventive Medicine Diplomacy

Knowledge (Medicine) Disguise

Knowledge (Biology) Gather Information

Knowledge (Anatomy) Sense Motive

Knowledge (Pharmaceutical)

Security Skill Set

Escape Artist

Use Explosive

Forgery

Stealth

Survival

Page 48: Star Trek RPG Core rulebook

68

How Skills work in Star Trek RPG Skills in Star Trek RPG are grouped into Skill Sets. Characters get their skill proficiencies based

upon Class and Advanced Training. Characters can use skills that they are not proficient in but

they will receive a –5 modifier to all rolls in reference to Skill Checks they are not Class

proficient in. Skill Points may be allocated into any Skill regardless of whether the character has

a Class proficiency with that Skill Set or not unless specifically noted.

The maximum number of ranks a character may have in a given skill is 4 + 1 per level, maximum

16 ranks.

Skill Points are also gained dependant upon class and level. See the particular Class or Advanced

Training description to see how many Skill Points a character gets per level.

For critical success and failure, please consult the following chart.

Skill Check Success/Failure TableSkill Check Success/Failure TableSkill Check Success/Failure TableSkill Check Success/Failure Table Results

Failure by 16

or more

Absolute failure. No further attempts allowed for 24 hours. If possible,

your attempt has the opposite effect from what you intended.

Failure by

9 - 16

You zone-out while attempting your action and fail miserably. No

further attempts allowed for one hour.

Failure by

1 - 8

You almost got it. You can try again immediately with a +2 bonus to

your roll.

0 Congratulations, you made it!

Success by

10 or more

You’re good. You’re so good you can take +5 to all other Skill Checks

in the next 15 minutes.

How to make a Skill Check

In order to attempt a Skill Check a player must roll a d20, add the number of ranks their character

has in the skill, add the respective ability modifier and then add any other miscellaneous bonus.

If the resulting number is equivalent or higher than the Skill Check’s Target Number, then you’ve

succeeded. If the result is lower, the attempt fails.

A simple task (using a Tricorder to analyze the structural integrity of a building) would have a

Target Number of 14, whereas attempting to isolate the bio-sign of a specific individual on a

Space Station would be more difficult with a prospective Target Number of 28.

The Game Master should determine target Numbers for Skill Checks.

Below is a description of all the skills in the Star Trek Role Playing Game. Within each

description you will find recommended uses and which ability modifier to add to your Skill

Check rolls.

Page 49: Star Trek RPG Core rulebook

69

Skill Descriptions

Everyman Set

Bluff

Charisma; whenever the character is

attempting to lie or be ambiguous in a

situation, they may add their Bluff bonus to

their Skill Check.

Climb Strength; whenever attempting to scale a

wall or overcome an obstacle the character

adds this bonus to their Skill Check.

Computer Use Intelligence; whether its allocating power

from one system to another, accessing a

communications array or powering up a

Warp core, this is the skill for all interaction

with a computer operating system. For

creating programs and command algorithms

see Write Program.

Entertain (_____) Charisma; many people enjoy singing,

music, theater, storytelling or performance

art. This skill allows a character to excel at

these although it must be taken

independently for each type of

entertainment.

Gamble Wisdom: people love games of chance but

there is a certain skill to it. Ranks in this

skill will ensure your characters don’t lose

all their money. There is never a guarantee,

though

Hide Dexterity; sometimes you just need to be

unseen. When covert operations or

surveillance are the name of the game hiding

may be your best option.

Intimidate Strength; when you’re trying to pry

information out of someone I t pay to be big

and mean looking. If someone doesn’t want

to give you the information that you need, it

may be easier to scare it out of them.

Jump Strength; there may arise the occasion when

your character needs to hop across ledges on

a mountainous planet or maybe the station

your on is about to explode and you need to

jump to reach the escape pod. Normally a

character can jump twice their height in

distance but having the Jump skill allows

you to increase the distance by one meter for

every three points in Jump your character

has.

Knowledge (_____) Intelligence; by selecting this skill a

character begins their study in a particular

subject. This eventual expertise allows them

to make Knowledge checks in given

situations. For example, a character with

Knowledge (Kreetassan Culture) would be

allowed to make a Skill Check to determine

if the character was aware of Kreetassan

taboos. The success or failure margin

determines how much (or how little)

information is known and how accurate the

information is. This skill must be taken

independently for each type of knowledge. Certain Knowledges are class-related skills

and may not be taken without the

appropriate Skill Set proficiencies.

Listen Wisdom; sometimes you can hear them

coming. Sometimes you can’t. Putting skill

points in Listen ensures that the noise level

doesn’t have to be on par with a Klingon

poker game for your character to hear it.

Profession (_____) Intelligence; this skill allows characters to

have a secondary profession besides their

Page 50: Star Trek RPG Core rulebook

70

class. The Profession could be anything

from Novelist to Cook to Lawyer. A

character can contract their services for

payment if they wish. This skill must be

taken independently for each profession.

Read/Write (Language) See the special entry at the end of the Skills

section

Search Wisdom; whether it’s searching an ancient

ruin or trying to discover where a fugitive is

hiding out, ranks in search will make a

character more effectively discover hidden

objects.

Speak (Language) See the special entry at the end of the Skills

section

Perception Wisdom; unlike Search (where a character is

actively looking for something) Perception

comes in to play when a character isn’t

specifically looking for something. For

example, while buying supplies Richard and

Anne are told to make Perception Skill

Checks. Richard rolls a 12 and Anne rolls a

19. Anne’s character notices the ambush

and isn’t caught by surprise whereas

Richards’s character walks right into the

ambush.

Swim Strength; while almost anyone can float in

water, it’s a different story when your doing

the breaststroke for a lengthy duration or

while in rough waters. Ranks in this skill

will allow the character to be able to swim

in these extreme circumstances or for

extended periods.

Use Tricorder (medical) Intelligence; equipped with sensors and

analysis software tailored for medical

diagnostic purposes but different enough in

use that proficiency with a tactical Tricorder

does not entail proficiency with a medical

Tricorder. A Medic must use a medical

Tricorder to analyze a patient’s wounds

before making a Treat Injury or Surgery

check. Higher ranks in this skill allow

characters to get better results when

scanning or analyzing with a Tricorder.

Use Tricorder (tactical) Intelligence; the Tricorder is designed as a

portable sensing, data analysis, and data

communications device, with many

specialized abilities that make it an asset to

crews aboard starships and space stations as

well as on away missions. Higher ranks in

this skill allow characters to get better

results when scanning or analyzing with a

Tricorders.

Pilot Skill SetPilot Skill SetPilot Skill SetPilot Skill Set Dock Intelligence; take off and landing are a skill

unto themselves. Whenever a character

attempts to safely take off, land, dock or

undock a starship they may add their Dock

skill to their Skill Check.

Pilot Intelligence; whenever attempting to

maneuver a starship at Impulse or slower

speeds a character may add their Pilot skill

to their Skill Check.

Plot Course Intelligence; space is vast but not nearly so

empty as most people think. The course

between a starship’s starting point and

ending point can be full of nebulas,

gravitational eddies or other spatial

anomalies. Before going to warp speed a

character must make a Plot Course Skill

Check and may add their Plot Course skill

ranks to the check.

Navigate Intelligence; while at warp speeds a

character must make Navigate checks every

light year traveled. A Pilot may add their

Navigate ranks to the relevant Skill Check.

Page 51: Star Trek RPG Core rulebook

71

Operations Skill SetOperations Skill SetOperations Skill SetOperations Skill Set

Repair Intelligence; when something breaks or a

character is attempting to upgrade a system,

a repair check is made. A character adds

their ranks in Repair to any relevant Skill

Checks made.

Demolition Wisdom; there are circumstances when the

need arises to take something apart without

worrying about keeping any salvageable

parts.

Render Inoperative Intelligence; this skill is used in order to stop

a timer on an explosive device, cause doors

to stay shut, disable communication systems

onboard a starship or a myriad of other

possible uses.

Craft (Item) Wisdom; the character is skilled at making a

particular type of item. The character can

choose any item on the General Equipment

list or a specific type of weapon. This skill

must be taken independently for each item

the character wishes to know how to Craft.

Write Program

Intelligence; whether a character needs to

write a security protocol, create a virus to

infiltrate an enemy’s database or create a

program to track another being’s computer

activity, Write Program is the skill needed.

Medical Skill SetMedical Skill SetMedical Skill SetMedical Skill Set

Treat Injury Intelligence; this is the mainstay skill of

Medics and Doctors everywhere. Use this

skill when treating an injury that doesn’t

require surgery such as burns, bruises and

stun effects.

When using the Dermal Regeneration tool of

a Medical Tricorder a character can heal 1d8

Hit Points for every 5 ranks in Treat Injury

the character has. Regular wounds have a

Treat Injury TN of 15 to cause effective

healing.

Preventive Medicine Intelligence; after analyzing a potential

medical threat a character may attempt to

dispense an inoculation to threatened beings

by making a Preventative Medicine Skill

Check. A successful check implies that the

character has developed a method to combat

the potential medical threat.

Knowledge (Toxic Compounds) Intelligence; this skill allows a character to

have a familiarity with different types of

Toxic Compounds and their use. See the

‘Exotic and Toxic Compounds’ table for

particulars.

Knowledge (Biology) Intelligence; this skills provides scientific

explanations for phenomena such as birth,

growth, aging, death and decay of living

organisms, similarities between offspring

and their parents (heredity), the flowering of

plants as well as genetics and evolution.

Knowledge (Anatomy) Intelligence; this skill allows a character to

have an intimate knowledge of a specific

species anatomical structure to include

location of vital organs, musculature, bone

structure, neurological systems as well as

endocrine systems.

Knowledge (Pharmaceutical) Intelligence; this skill allows a character to

have an in depth knowledge of medicines,

enzymes and other medicinal compounds

and how to use them.

Communications Skill SetCommunications Skill SetCommunications Skill SetCommunications Skill Set

Bargain Charisma; this skill allows characters to get

the best deal attainable on services and

goods. To use this skill, a character must

make an opposed bargain check with the

merchant they are purchasing from.

Page 52: Star Trek RPG Core rulebook

72

Bluff

Charisma; whenever the character is

attempting to lie or be ambiguous in a

situation, they may add their Bluff bonus to

their Skill Check.

Diplomacy Charisma; this skill trains a character in

etiquette, protocol, political posturing and

subtlety of language. This is the skill to use

when a character needs to put on their most

gracious attitude or when they need to

influence others.

Disguise Wisdom; this skill allows a character to look

like a different person or to look like they

are a member of a particular organization.

In order to see past the Disguise, an opposed

Perception Skill Check must be made vs. the

character’s Disguise Skill Check.

Gather Information Charisma; this skill helps a character to find

out who to talk to or where to go and ask

about particular information. Also, a

successful Gather Information Skill Check

allows a character to discover what the

‘word on the street’ is about a particular

topic.

Sense Motive

Wisdom; this ability allows a character to

recognize certain behaviors and relate them

to possible motives a being may be trying to

keep concealed. A successful Skill Check

will let a character know whether or not a

being is trustworthy or not.

Security Skill SetSecurity Skill SetSecurity Skill SetSecurity Skill Set

Escape Artist Dexterity; this skill allows a character to

attempt to slip out of shackles, wriggle out

of ropes or any other kind of bindings they

might be tied up in.

Use Explosive Intelligence; this skill allows a character to

handle and set explosives with little or no

risk to themselves. See the ‘Explosives’

table for Skill Checks required for different

types of explosives.

Forgery Intelligence; a character uses this skill to

fake travel documents, create a believable

report to lure enemies into a trap or even

falsify identification papers. The forgery is

only inspected if the person reviewing the

forged documents makes a successful

Perception roll (opposed to the Forgery Skill

Check result) to notice that the documents

are suspect. The reviewer then needs to

make an opposed Forgery skill check to try

and catch the forgery. If the opposed

Forgery check fails the documents are

believed to be valid. If it is successful the

documents are automatically realized to be

false.

Stealth Dexterity; by making a successful Skill

Check a character can sneak up on someone,

avoid video detection equipment or simply

make little or no noise while moving. In

order to realize that the character is there a

being must make an opposed Perception

Skill Check and surpass the character’s

Stealth result.

Survival Intelligence; this skill allows the character to

forage for food, find water and find shelter

in inhospitable terrains and climates.

Page 53: Star Trek RPG Core rulebook

73

LanguageLanguageLanguageLanguage How it works in Star Trek RPG

During this early era of play (2130 – 2165) the idea of a Universal Translator is still in its infancy

and won’t even be in common use until the late 2150’s (and then only by cultures affiliated with

the Coalition of Planets). The UT won’t be a standard piece of technology until the 2170s when

it becomes more fine-tuned by necessity through the expansion of the Federation. Until then

UT’s are usually only found being used by the more advanced Starships and their crews.

This being said it is important that characters have the ability to speak multiple languages. All

characters begin play being fluent and literate in their native language. Some species

automatically begin play with more than one language. In those cases the secondary languages

should be treated as being conversational/proficient. If a player wishes to add extra languages at

first level, they must choose from the relevant species’ Optional Languages list.

To gain the ability to read/write or speak a language, a player must put at least one skill point

(maximum four) in the desired language skill. The language skill progression works as follows:

One Skill Point (Familiar) A character understands only the most basic of words such as food, water, ship, yes and no. If

trying to communicate in this language a character only understands 10% of what is being said.

If trying to read a text the character can only decipher 10% of the words but cannot write in the

given language.

Two Skill Points (Basic Understanding)

While speaking the character can get across messages such as “I am from Earth” or “Where is the

closest Starbase?” A character can grasp basic concepts within a written text and can write terse

messages in the language but cannot give specific detail (only generalities). Overall

understanding is at 30%.

Three Skill Points (Conversational/Proficient) While speaking the character can grasp most concepts but does not have the ability to discuss

technical details or abstract ideas. Also, colloquialisms are difficult (if not impossible) to

understand. Reading and writing greatly improve at this level. While a character could write a

letter to a friend in this language or read local newspapers technical information, legal language

and advanced phrasing are beyond their ability. Overall understanding is at 65%.

Four Skill Points (Fluent/Literate)

While speaking the character can understand complex phrasing, abstract concepts and even wax

philosophic. The character can read and comprehend even the most advanced texts with amazing

clarity and can translate a given text into their native language (or any language they are

Fluent/Literate in) with ease. A character has the ability to write detailed treatises and has a

decent grasp on colloquialisms. Overall understanding is at 95%.

Possible Language Options

Human Klingon Andorian Nausicaan Orion

Risan Denobulan Tandaran Kreetassan Tellarite

Vulcan Suliban Xyrillian Enolian Many other possibilities

Page 54: Star Trek RPG Core rulebook

74

TechniquesTechniquesTechniquesTechniques

Acrobatic

Alertness

Ambidexterity

Animal Affinity

Armor Proficiency

Light

Medium

Heavy

Athletic

Blind Fighting

Cautious

Combat Precision

Combat Responses

Defensive Combat

Cultural Understanding

Pounce

Endurance

Exotic Weapon Proficiency

Fame

Tech-head

Improved Stamina

Improved Determination

Improved Agility

Improved Initiative

Improved Disarm

Improved Trip

Improved Critical

Low Profile

Hand-to-Hand Combat

Defensive Method

Offensive Method

Advanced Techniques

Persuasive

Distant Shot

Accurate Shot

Swift Shot

Manifold Shot

Mobile Shot

Heavy Handed

Attack Weapon

Quickdraw

Rugged

Skill Emphasis (_____)

Sharp Eyed

Stamina

Starship Alertness

Starship Operations

Steady

Stealthy

Toughness

Track

Trustworthy

Two Weapon Fighting

Weapon Specialty

Weapon Savvy

Weapon Group Proficiency

Sidearms (Projectile)

Sidearms (Energy)

Rifles (Projectile)

Rifles (Energy)

Grenades

Martial Weapons (melee)

.

Page 55: Star Trek RPG Core rulebook

75

Technique DescriptionsTechnique DescriptionsTechnique DescriptionsTechnique Descriptions

Acrobatic

Requirements: Dexterity 15+

The character is adept at feats of agility.

When making jump or balance checks

they receive a +5 bonus to their Skill

Checks.

Alertness

The character receives an inherent +1

bonus to Defense. If a situation arises

where a character does not benefit from

their Dexterity modifier to Defense, they

also lose the benefit of Alertness.

Ambidexterity

A character is just as proficient with

both the left hand and right hands. This

allows a character to learn two weapon

fighting techniques.

Animal Affinity

Requirement: Wisdom 15+

This Technique allows a character to be

more empathic towards non-sentient life

forms. When attempting to interact the

character receives a +4 bonus to Skill

Checks.

Armor Proficiency

Allows a character to wear particular

Armor types without incurring a –4

Defense penalty

Light: allows a character to wear Light

Armor without penalty

Medium: allows a character to wear

Medium Armor with no penalty

Heavy: allows a character to wear

Heavy Armor without penalty

Athletic

The character is particularly hearty.

They receive +6 Hit Points. This

Technique may be taken multiple times.

Blind Fighting

The character has an innate ability to

sense where an opponent is even when

they lose their ability to see. If blinded,

a character may make attacks without

penalty up to a range of 2 meters.

Cautious

Requirements: Alertness

The character is more wary than

normal. They receive a +2 bonus to all

Perception, Search and Listen Skill

Checks.

Combat Precision

Requirements: Base Attack Bonus +6

A character has become proficient

enough in combat techniques to add

their Dexterity bonus to all attack rolls.

Combat Responses

Requirements: Combat Precision

A character may take an attack of

opportunity a number of times equal to

their Wisdom modifier.

Defensive Combat

Requirements: Combat Precision,

Combat Responses

By making only a single attack in a

round a character may add their

Constitution modifier to their Defense

until the end of the round.

Cultural Understanding

The character has an innate empathy

with sentient Species. They receive a +2

bonus to all Communications Skill

Checks.

Endurance

The character is exceptionally strong

(like a bull). They receive an inherent

Page 56: Star Trek RPG Core rulebook

76

+2 bonus to all Strength related Skill

Checks.

Exotic Weapon Proficiency

This Technique allows a character to use

a never before encountered weapon

without the usual –4 penalty.

Contacts

The character is particularly well known

in a specific part of space for all the

right reasons (or all the wrong reasons).

Roll 1d4 to determine how many

contacts the character has. Use the

chart below to determine how influential

the character’s contacts are. A

character cannot be famous and

infamous in the same part of space.

D% Contact

0 – 4 Crime Lord

5 – 7 Assassin

8 – 10 Smuggler

11 – 14 Pirate

15 – 22 Thief

23 – 26 Con Artist

27 – 30 Gambler

31 – 34 Hacker

35 – 38 Mercenary

39 – 42 Engineer

43 – 46 Private Investigator

47 – 50 Spy

51 – 54 Doctor

55 – 58 Pilot

59 – 62 Tradesman

63 – 65 Police Officer

66 – 68 Military Officer

69 – 71 Starship Officer

72 – 75 Police Chief

76 – 79 Administrator

80 – 83 Councilman

84 – 87 Mayor

89 – 91 Senator

92 – 96 Governor

97 – 100 GM’s Choice

Tech-head

The character is particularly proficient

with technology. They receive an

inherent +2 bonus to all Operations

Skills Checks.

Improved Stamina

The character can withstand great

physical adversity. They receive a +2 to

all Fortitude Checks.

Improved Determination

The character has a strong mind. They

receive an inherent +2 to all Will

Checks.

Improved Agility

The character is exceptionally reactive

to their surroundings and receives an

inherent +2 bonus to their Reflex

Checks.

Improved Initiative

Requirement: Improved Agility

The character responds more quickly to

dangerous situations than is normal.

They receive an inherent +4 bonus to

their Initiative rolls.

Improved Disarm

Requirement: Improved Agility

The character can attempt to disarm

their opponent without instigating an

attack of opportunity.

Improved Trip

Requirement: Improved Agility

The character can attempt to trip their

opponent without instigating an attack of

opportunity. If the trip is successful,

they can also make one attack against

their tripped opponent.

Page 57: Star Trek RPG Core rulebook

77

Improved Critical

Requirement: Base Attack Bonus +8

The character chooses a single weapon

that they are proficient in. Their critical

threat range with that weapon increases

by one.

Low Profile

The character is good at remaining

unnoticed. They receive a +2 bonus to

hide and move silently checks.

Hand-to-Hand Combat

You are skilled in dealing actual damage

(as opposed to subdual damage) with

unarmed attacks. You have a critical

range of (20, x2) and do 1d6 damage per

attack.

Defensive Method

Requirement: Hand-to-Hand Combat

When fighting Hand-to-Hand and

wearing no armor, a character may add

their Wisdom modifier to their Defense.

A character loses this bonus whenever

they would lose their Dexterity bonus.

Offensive Method

Requirements: Hand-to-Hand Combat,

Base Attack Bonus +6

While fighting Hand-to-Hand your

critical range increases to (19 – 20, x2)

and your damage increases to 1d8 per

attack.

Advanced Techniques

Prerequisites: Hand-to-Hand Combat,

Offensive Method and Defensive Method

While fighting Hand-to-Hand your

critical range increases to (18 – 20, x2)

and your damage increases to 1d10 per

attack.

Persuasive

The character receives an inherent +2

bonus to Bluff, Diplomacy and Bargain.

Accurate Shot

A character can fire into a melee

situation without suffering the usual -4

penalty for firing into melee combat.

Swift Shot

Requirement: Accurate Shot

A character can make a second attack at

their highest attack bonus per round but

each attack made that round suffers a –2

penalty.

Manifold Shot

Requirement: Accurate Shot, Swift Shot

Base Attack Bonus +8

A character can make two extra attacks

per round at their highest attack bonus,

but all attacks suffer a –4 penalty.

Mobile Shot

Requirement: Accurate Shot

A character can attack before , during or

after their movement for a given round.

Heavy Handed

When attacking with a melee weapon,

this Technique allows a character to add

their Strength modifier to their damage

rolls.

Attack Weapon

This Technique allows a character to

attack the weapon of an opponent

without provoking an attack of

opportunity.

Quickdraw

This Technique allows the character to

draw their weapon as a free action

rather than a full round action.

Skill Emphasis (_____)

Pick one Skill. The character is

exceptionally versed in that Skill and

Page 58: Star Trek RPG Core rulebook

78

receives a +4 bonus to all Skill Checks

with it.

Sharp Eyed

The character is has exceptional vision

and receives an inherent +2 bonus to

Search and Perception checks.

Stamina

The character heals from wounds more

quickly than normal. Instead of the

usual 1d4 Hit Points healed per day the

character heals 2d4 Hit Points per day.

Starship Alertness

Requirement: Starship Operations,

8 Ranks in Pilot

While piloting a Starship the Pilot

imbues a +1 bonus to the Starship’s

Defense.

Starship Operations

The character is proficient in the basic

operations of a starship. Characters

without this Technique take a –6 penalty

on all Skill Checks in relation to

operating a starship.

Steady

The character has sure and steady

movement. The character receives an

inherent +2 bonus to Jump, Swim and

Climb checks.

Stealthy

The character has an aptitude for

stealth. They receive an inherent +2 to

Hide and Move Silently checks.

Toughness

The character has a strong immune

system. The character receives a +10

bonus to resist disease, toxic

compounds, radiation and illness.

Track

You can follow the trails of creatures

and characters across most types of

terrain.

To find tracks or to follow them for 1

kilometer the character must make a

Survival Check.

You move at half your normal speed

while tracking someone. The TN of the

Skill Check depends on the conditions in

which you are trying to track. Check the

following tables for particulars.

Terrain TN

Very Soft 10

Soft 15

Firm 20

Hard 25

Condition TN Modifier

*Every 3 targets in

group being tracked -1

*Every 24 hours since

trail was made +1

*Every hour of rain

since the trail was made +1

*Fresh snow cover (or other

dust like substance) since

trail was made +10

*Poor Visibility:

Overcast/Moonless Night +6

Moonlight +3

For/Precipitation +5

Trustworthy

The character has a benevolent

demeanor when dealing with people.

They receive a +2 bonus to Diplomacy

and Gather Information checks.

Two Weapon Fighting

The character is trained in the use of two

weapons at the same time. This

Technique allows the Character to make

a second attack with their off-hand

Page 59: Star Trek RPG Core rulebook

79

weapon at their lowest attack bonus per

standard attack.

Weapon Savvy

Requirement: Base Attack Bonus +4

Pick one weapon. The character is

extraordinarily proficient with it. They

receive a +1 bonus to all attack rolls

with that weapon.

Weapon Specialty

Requirement: Weapon Savvy

Pick a weapon that the character

already has Weapon Savvy with. The

character knows how to get optimum

damage from the chosen weapon and

deals +1 damage with it.

Weapon Group Proficiency

Choose a group of weapons from the list

below. You understand how to use all

weapons in that group in combat.

*Sidearms (Projectile)

*Sidearms (Energy)

*Rifles (Projectile)

*Rifles (Energy)

*Grenades

*Martial Weapons (melee)

Page 60: Star Trek RPG Core rulebook

80

Chapter ThreeChapter ThreeChapter ThreeChapter Three Equipment

Amidst species that have made it to the stars, technology and equipment can be as advanced or as

primitive as the local inventors and profiteers have the capacity to create. In this chapter there are

lists for standard equipment, trade goods, weapons, defensive items and medical goods. The

prices are all given in

A note about moneyA note about moneyA note about moneyA note about money

All prices are given in the Terran Credit. The Terran Credit is the currency of Earth until 2198

when the New World Economy is instituted and money goes the way of the dinosaur.

An important note is that to other species the Terran Credit, the Andorian Mark or any other form

of planetary currency is pretty useless. There are however several items that have a fairly

standard value throughout the sector and are normally readily accepted in trade. The items are as

follows: warp plasma, plasma injectors, warp coils, dilithium, platinum, gold and trillium (the

latter three being classified as ‘precious metals’). The precious metals are highly valued by warp

capable species because of their excellent conductivity and various uses in electronic devices of

the era. The prices of these items tend to not fluctuate from star system to star system as much as

other commodities and therefore provide a stable base of exchange.

Trade Goods Items for Trade

The trade goods listed here are just a

small example of the myriad of

materials that might be considered a

commodity on some worlds.

Weapons and items listed on the

General Equipment table can also be

deemed worthy enough to haul as

cargo if the prices are right.

Exotic and Toxic CompoundsExotic and Toxic CompoundsExotic and Toxic CompoundsExotic and Toxic Compounds

Some items are not exactly considered legal in most trade circles. Some of these compounds

have proven to be effective against most known Species. The table beneath gives the particulars

for several of the more commonly available compounds.

General Medical Supplies (1 kg) 10 Credits

Food Products (normal) (1 kg) 1 Credits

Food Products (specialty) (1 kg) 10 Credits

Common Metal Ore (1 kg) 6 Credits

Semi-Precious Metal Ore (1 kg) 280 Credits

Precious Metal Ore (1 kg) 1000 Credits

Textiles (per meter squared) 10 Credits

Dilithium (I kg) 2500 Credits

Warp Plasma (1 liters) 50 Credits

Plasma Injector (one) 150 Credits

Repair Parts (one) 10 Credits

Warp Coil (one) 500 Credits

Page 61: Star Trek RPG Core rulebook

62

Toxic and Exotic Compounds

CompoundCompoundCompoundCompound Effect Save DC Price/dose

Assegai Causes a 1d6 hour coma. 18 200 Credits

Turkarra Causes 5d10 damage to internal organs. 24 275 Credits

Ornafor Causes 1d4 Dexterity damage for 1d10

days

20 1200 Credits

Karfar Causes death; on a successful Save take

2d8 damage

22 4500 Credits

Yarall Hallucinogen. –15 to all Checks for 1

hour.

22 50 Credits

Kreshta Causes Euphoric state and –4 to all Checks

for 1d6 hours

18 35 Credits

Drizzrek Causes a –10 to Intelligence score for 1d4

days

17 2200 Credits

Gorah Encourages amiability. Must make pass a

Will save (TN 24) to tell lies or to be

deceitful. Lasts for 1d6 hours.

19 1250 Credits

Ket Ro Causes sleep to be impossible for 1d6 + 1

days

24 1400 Credits

Armor Types

There are many different types of armor and ballistic clothing available throughout the

sector, but most fall within three general categories: Light Armor, Medium Armor and

Heavy Armor. For a character to be able to wear armor without suffering an inherent –5

to all rolls they must have proficiency with each particular level of armor (Light, Medium

or Heavy). Armor reduces damage dealt by the listed Soak amount.

Armor of the 22nd

Century Type Defense Soak Cost

Basic Ballistics Vest (light) 0 1 650 Credits

Vulcan Survival Jacket (light) -1 2 975 Credits

MACO Tactical Body Armor (light) 0 3 1600 Credits

Andorian Ballistic Uniform (light) -1 3 2150 Credits

Antaran Battle Armor (medium) -2 4 2800 Credits

Tellarite Defensive Suit (medium) -3 5 3375 Credits

Tandaran Personnel Protector (medium) -4 6 4950 Credits

Nausicaan Heavy Fight Jacket (heavy) -5 7 7200 Credits

Klingon Warrior’s Panoply (heavy) -6 8 8575 Credits

Page 62: Star Trek RPG Core rulebook

63

Weaponry of the 22nd

Century

Sidearms

Weapon Damage Range Type Critical Cost

9mm 1d8 25 m Projectile 20, x2 265 Credits

EM – 33 2d6 25 m Energy Pulse 20, x2 400 Credits

Phase Pistol 3d4 25 m Energy Beam 19–20,x2 780 Credits

Plasma Gun 4d4 25 m Energy Pulse 20, x2 995 Credits

Sonic Disruptor 2d8 25 m Sonic Wave 19-20,x2 1185 Credits

Particle Compressor 5d4 25 m Energy Pulse 20, x2 1680 Credits

Rifles

Weapon Damage Range Type Critical Cost

Carbine Rifle 1d10 100 m Projectile 19-20,x2 1235 Credits

Compression Rifle 2d8 100 m Energy Pulse 19-20,x2 1490 Credits

Phase Rifle 3d8 100 m Energy Beam 19–20,x2 1880 Credits

Energy Blaster 4d6 100 m Energy Pulse 19-20,x2 2695 Credits

Particle Accelerator 2d10 100 m Energy Beam 19-20,x2 3145 Credits

Disruptor Rifle 5d6 100 m Energy Pulse 19-20,x2 3670 Credits

Grenades

Weapon Damage Range Type Critical Cost

Stun Grenade Stun DC 20 5 m Stun - 78 Credits

Fragmentation Grenade 5d4 5 m Explosive 20, x3 128 Credits

Concussion Grenade 3d6 5 m Explosive 20, x3 184 Credits

Incendiary Grenade 6d4 5 m Explosive 20, x3 266 Credits

Smoke Grenade - 5 m Smoke - 44 Credits

Martial Weapons

Weapon Damage Range Type Critical Cost

Andorian Ushaan-Tor 1d8 - Slash/Pierce 19-20,x2 85 Credits

Klingon Bat’leth 2d6 - Slash/Bash 20, x3 358 Credits

Klingon Mek’leth 1d6 - Slash 20, x2 112 Credits

Human Katana 1d10 - Slash/Pierce 19-20,x2 226 Credits

Vulcan Lirpa 1d8/1d6 - Slash/Bash 20, x3 180 Credits Xindi Reptilian Dagger 1d4 - Pierce 18-20,x3 45 Credits Nausicaan Kris Blade 1d12 - Slash 19-20,x2 288 Credits

Batteries/Cartridges

Item (# of Rounds/Charges) Cost Item (# of Rounds/Charges) Cost Sidearm Projectiles (15) 10 Credits Compression Rifle (60) 24 Credits

Sidearm Sonic Charge (25) 15 Credits Phase Rifle (45) 18 Credits

Sidearm Energy Beam (35) 12 Credits Energy Blaster (40) 15 Credits

Sidearm Energy Pulse (20) 20 Credits Particle Accelerator (50) 28 Credits

Rifle Projectile (30) 20 Credits Disruptor Rifle (30) 20 Credits

Page 63: Star Trek RPG Core rulebook

64

Equipment

Item Cost

All Weather Clothes (allows wearer to be comfortable between 0°- 45° Celsius) 35

Breather Mask (space/underwater/atmospheric filter) 48

Communicator (range 100 kilometers) 99

Datapad 25

Flashlight 5

Tricorder (Tactical) 735

Tricorder (Medical) 875

Binoculars 39

Alloyed Rope 20

Tool Kit (needed to conduct repairs) 140

Holographic Imager (records holo-vids) 20

Field Surgeon’s Kit (allows for surgery outside of a hospital) 300

Portable Power Generator (200 charges) 150

Space Ration 2

Universal Translator 14,000

Services

Meals Cost Lodging Cost Medical Cost

Five Star 50 Credits Luxury Suite 285 Credits Complex

Surgery

3500

Credits

Two Star 22 Credits Good Hotel 109 Credits Minor

Procedure

500

Credits

No Star 5 Credits Shabby Motel 39 Credits Basic Checkup 100

Credits

Travel Quality Cost per Day Example

Steerage 50 Open spot in a Freighter’s hold

Poor 100 A bunk on a Cargo Hauler

Average 200 Splitting a room with several other

passengers on a Runabout

Good 500 A private room on a starship

Luxurious 1200 A private stateroom on a ship designed to

carry passengers

Page 64: Star Trek RPG Core rulebook

65

Chapter FourChapter FourChapter FourChapter Four Starships

The four basic templates allow you to custom design a ship for almost any species.

Specific designs (the Human NX type, Andorian Kumari, Vulcan D’Kyr etc) are listed in

detail following the templates. In order to create a ship from the templates follow these

easy steps:

• Choose your ship type (shuttlecraft, freighter, cruiser, heavy cruiser)

• Choose style of Primary Weapons Systems

• Choose style of Secondary Weapons Systems (if available)

• Choose Support Systems (as available)

• Determine crew size and homeworld, exact size of ship (smaller ships have fewer

systems, larger ships have more systems)

• Make sure that your systems energy cost doesn’t exceed you reactor’s energy

capabilities! A ship can only have one reactor and one backup power supply!

• These rules are left a little vague intentionally; there have been hundreds of ships

on screen in the Star Trek Universe and this allows Game Masters and Players to

be creative with ship design.

Page 65: Star Trek RPG Core rulebook

66

Starship Systems DescriptiStarship Systems DescriptiStarship Systems DescriptiStarship Systems Descriptionsonsonsons

This section entails a brief description of the different combat and non-combat systems found on

a Starship and the basics of how they operate.

Communications By transmitting information through subspace rather than normal space, subspace

communications permit the sending of data and messages across interstellar distances

faster than the speed of light, proving it much more practical than conventional radio.

Because messages sent over subspace travel so much faster than the speed of light, they

are the basis for interstellar communication. Starships rarely even monitor frequencies

that travel at the speed of light or slower. Subspace communications have a varying

degree of band frequencies, from upper (or high-band) to lower.

Earth developed subspace communication in 2138. Subspace amplifiers are required in

order to maintain real-time contact between Earth and Earth Starfleet vessels over long

distances. Contact with these amplifiers is maintained with a subspace antenna. If this

antenna is damaged, a starship is only capable of short-range communication.

Subspace Communications Range (in light years)

Short Range: 2 Light Year

Mid-Range: 15 Light Years Long-Range: 40 Light Years

* For unlimited range there must be a subspace amplifier every 40 light years

Life Support Life support systems are the most crucial aboard any space vehicle. They typically

include temperature and climate control, waste processing, radiation shielding,

atmosphere recycling and bacterial and viral filtering systems.

Life support can be shut down in order to divert its energy resources to other systems.

Once life support is shut down it takes an average of 60 minutes for the crew of a

Starship to begin to feel adverse effects.

Failure of Life Support systems can be fatal to a crew.

Amount of time without Life Support Adverse Effects

Up to 60 minutes No effect

60 to 90 minutes -4 to all Checks

91 to 120 minutes -8 to all Checks

121 to 150 minutes Fortitude Save of TN 18 or fall unconscious

180 minutes + Death by asphyxiation & hypothermia

Page 66: Star Trek RPG Core rulebook

67

Gravity Plating The artificial gravity generator is a component of most starships in the mid-22nd century.

The artificial gravity generator changes the environment of a starship from zero gravity to

artificial gravity, using the vessel's gravity plating. Gravity plating is a collection of

plates used to simulate a gravity environment on starships. Gravity plating can be lined

along a ships exterior hull, or across the interior deck plates.

A subsystem of Gravity Plating is inertial dampers. They are a system used on almost all

starships to counter the effects of rapid acceleration/deceleration of a vessel by sustaining

and absorbing the natural inertia of a vessel as it either moves through space or if it is

under attack from another vessel. If a starship were to jump to warp speed without using

inertial dampers, the members of the crew would almost certainly die as the rapid

acceleration would throw them back in to the consoles and rear walls killing them

instantly. Conversely, they would also be killed if a ship were to come out of warp but in

this instance the crew would be thrown forward.

Navigation The flight control operations onboard a starship or shuttle. Helm is responsible for

controlling the flight operations of a ship, including warp, impulse and thruster control.

Helm is also responsible for controlling the ship during a landing sequence or docking

procedure.

Hull Plating Polarized hull plating is a defensive technology. In a battle situation, electromagnetic

power can be applied to the hull materials, making them several orders of magnitude

harder. This is the only defensive technology is used on starships of cultures that have not

yet developed shield technology. Unlike shields, polarization cannot be amplified to

reinforce a specific section. The amount of polarization on the forward sections of the

ship is the equal on the aft.

Hull plating on any ship has a 100-point scale. What varies from ship to ship (and what

determines the strength of a ship’s hull plating) is it’s Damage Reduction (DR).

Whenever a ship takes damage with active hull plating first subtract the DR number from

the damage roll and then subtract the result from the Hull Plating 100-point scale. When

the scale reaches 0, it indicates that Hull Plating is offline and needs a Repair check (TN

20) in order to be brought back online (2 hour repair time). Once Hull Plating is offline

all damage done gets subtracted directly from a ship’s Hull Point with no damage

reduction. Note that Hull Plating Systems can have from DR 0 to DR 20.

For example:

A Klingon Raptor fires a Disruptor (6d10 damage) at an NX Class and rolls 47 points of

damage. The NX Class has DR 15 and Hull Plating is at 29. The NX Class takes 32

(47 – 15 = 32) points of damage to its Hull Plating taking it offline since Hull Plating is

now at or below zero. The next attack deals 54 points of damage that is taken directly

out of the NX Class’ Hull Points leaving it with 446 Hull Points (500 – 54 = 446).

Page 67: Star Trek RPG Core rulebook

68

Deflector Control The navigational deflector dish is a component of many starships, and is used to deflect

space debris, asteroids, microscopic particles and other objects that might collide with the

ship. At warp speed the deflector is virtually indispensable for most starships as even the

minutest particle can cause serious damage to a ship when it is traveling at supra-light

velocities. If the Deflector Dish goes off line warp speed will cause the ship to become

destroyed within 1d4 minutes of travel due to micrometeorite collisions. Furthermore,

when the deflector dish is offline a ship cannot travel faster than half-impulse.

Sensors The term sensor is used to refer to any device that is used to scan, record, or otherwise

observe any aspect of an environment surrounding a starship, station, or person. This

could be as simple a device as a manual camera or light sensor, or as complicated as the

many devices designed to scan the matter and energies of subspace, space, time and

stellar bodies that make up all of existence.

There are many ways to mask a sensor scan, sensor screens are the most commonly used.

You can also mask a sensor scan with certain materials, or radiations. Successful sensor

use is determined by a Computer Use skill check.

Most starships can scan in the following methods:

^ Denotes Short Range only

* Chemical Identity ^

* Electromagnetic

* Electron Resonance ^

* Gamma Ray

* Gravimetric ^

* Laser Imaging

* Molecular Imaging ^

* Neutron Densitometry

* Thermal Analysis ^

* Proximity Sensors ^

* Targeting (i.e. Tactical Scan) ^

* Topographic Imaging ^

* Sub Atomic ^

* Antiproton Beam

* Biological Reference ^

* Geological ^

* Internal Ship Sensors ^

* Magnetic Resonance

* Passive High Resolution Visual

* Subspace Differential

* Virtual Positron Imaging

Sensor Range Short Range: up to 40 AU (1 AU = the distance from Sol to Earth)

Mid-Range: up to 10 Light Years Long-Range: up to 25 Light Years (at this range a d% must be rolled to discover how

informative the long-range scans are as resolution drops off because of distance and

spatial phenomena. Also, all Skill Checks are at a –6.)

Transporters The transporter is a subspace device capable of almost instantaneously moving an object

from one location to another. Transporters are able to dematerialize, transmit and

reassemble an object. The act of transporting is often referred to as "beaming."

Page 68: Star Trek RPG Core rulebook

69

Transporter rooms usually consist of a transporter console, a transporter platform with an

overhead molecular imaging scanner, primary energizing coils and phase transition coils.

A pattern buffer with a biofilter is located on the deck below the room. The outer hull of

a starship incorporated a number of emitter pads for the transporter beam.

Transporters work on the quantum level and employ Heisenberg compensators to enable

secure transport of life forms. Biofilter built into the transporter systems prevent

dangerous microorganisms from boarding the ship.

Transporters have a range of 10 to 50 kilometers. Each transporter unit’s range must be

determined during the design phase. Not all species have transporter technology.

Grappler The grappler was a metallic cable with claws on the end that could be launched by a

starship to grapple objects in space. The grapplers utilized a magnetic lock device to

attach to objects. The more effective tractor beam eventually supercedes this device

although some species maintained the use of grapplers well into the 2160s. Grapplers

can be extended to 5 kilometers.

Tractor Beam A tractor beam is an attenuated linear graviton beam used by starships and space stations

to control the movement of external objects. The beam places spatial stresses on the

object in specific areas allowing the ship using the tractor beam to hold the object in a

fixed location or alter its position or trajectory.

Tractor beams are generally only used at sub-warp velocities. To safely tow a vessel at

warp speed, the target vessel’s engines must be deactivated to avoid shearing forces

against both the towing and towed vessels. Using a tractor beam can be done at warp

speed only if both vessels' speeds are exactly matched. Tractor beams have a range of 18

kilometers.

Warp Drive Warp drive is a technology that allows space travel at faster-than-light speeds. It does this

by generating warp fields to form a subspace bubble that envelops the starship, distorting

the local space-time continuum and moving the starship at velocities that exceed the

speed of light. These velocities are referred to as warp factors.

Warp Drive costs 8 energy points to have online plus an increasing amount of energy the

faster the starship travels. See the ‘Warp Speed and Energy Costs’ table below for

specifics. The speed of light is commonly referred to as C (C = 1 billion kph).

Page 69: Star Trek RPG Core rulebook

70

Warp Speed Factors and Energy CostsWarp Speed Factors and Energy CostsWarp Speed Factors and Energy CostsWarp Speed Factors and Energy Costs Warp Factor Multiple of C Energy Cost

1 1 c 1

2 8 c 4

3 27 c 9

4 64 c 16

5 125 c 25

6 216 c 36

7 343 c 49

8 512 c 64

9 729 c 89

10 1000 c 100

Determining Warp Factor as relative to actual speed is a relatively straightforward scale

that follows the formula:

V = c • WF³

Where V = Velocity of the vessel, c = the velocity of light, and WF = the warp factor.

This scale has the advantage of simplicity; the velocity in multiples of light speed at any

given warp factor is that number cubed. The energy cost of traveling at a particular Warp

Factor is that Warp Factor squared plus 8 points of energy to keep the ships warp drive

online.

Starships of the 22nd

century tend to top out at approximately Warp Factor 6.8, with the

average being approximately Warp Factor 5 with many ships still not surpassing Warp

Factor 2.5.

Shields Shields operate by creating a layer of energetic distortion containing a high concentration

of gravitons around the object (ship, city, etc.) to be protected. Shield energies can be

emitted from a localized antenna or "dish" (such as a ship's navigational deflector), or

from a network of "grid" emitters laid out on the object's surface (such as a ship's hull).

Neither matter nor highly concentrated energy (i.e., weapons fire) can normally penetrate

a shield without first matching the exact shield frequency. Warships match their own

shield and weapon frequencies so their shielding does not stop them from defending

themselves. Continuous or extremely powerful energy discharges, can, however,

progressively dissipate the integrity of a shield to the point of failure.

Normally transporters are not capable of penetrating shields. Shields on board a starship

have one other weakness that can be exploited by a knowledgeable and highly skilled

opponent. The area directly aft of a ship's impulse engines is weaker than the rest of the

shield envelope. This allows the ship's impulse "exhaust" to exit the shield rather than

being trapped inside it. It takes time to activate a deflector shield.

Page 70: Star Trek RPG Core rulebook

71

A starship needs exactly 10 seconds (one round) to lower or raise its shields.

Shields work as a defensive factor by absorbing up to a certain amount of damage before

going off line. Only Heavy Cruisers have Shield capability in the 22nd

century up to

2165. They will be fitted on to Explorer vessels at that time as well. Note that a starship

can have 50 to 250 Shield Points.

If a ship has 200 Shield Points, an opposing ship must inflict 200 points of damage (or if

your lucky roll 76-80 on a Critical Hit) to take shields offline. Once a ship’s Shield

Points have been reduced to zero they are offline and need a Repair check (TN 20) in

order to be brought back online (2 hour repair time).

Computer Core A starship’s Computer Core has the ability to run (or "host") multiple operating systems

and thereby operate not as a single computer but as a number of virtual machines. In this

role, the single Computer Core (and it’s mainframe cluster group) can replace dozens or

even hundreds of smaller servers, reducing management and administrative costs while

providing greatly improved scalability and reliability.

Computer Cores run a group of smaller mainframes as cluster groups. Mainframes run at

about 17,801 MIPS. A standard starship Computer Core joins up to 32 of these systems,

making them behave like a single, logical computing facility of as much as 221,248

MIPS.

The CPU speed of a Computer Core has historically been measured in millions of

instructions per second (MIPS). MIPS have been used as an easy comparative rating of

the speed and capacity of Computer Cores.

Impulse The impulse drive is a propulsion system used for sub-light speeds. In starships the

impulse drive is essentially an augmented fusion rocket, usually consisting of a fusion

reactor, an accelerator-generator, a driver coil assembly and a vectored thrust nozzle to

direct the plasma exhaust. The fusion reaction generates highly energized plasma. This

plasma, ("electro-plasma") can be employed for propulsion. The accelerated plasma is

passed through the driver coils, thereby generating a subspace field that improves the

propulsive effect.

In the 22nd

century full impulse is the equivalent to one-third the speed of light (i.e.

34,300,000 kph).

Thruster Systems Thrusters rely on Newton's Third Law. This states that: "Every action must have an equal

and opposite reaction." Positively and negatively charged particles are separated. Using a

set of magnetic fields, these particles are accelerated to the direction, opposite to the

direction the starship or other body is trying to reach. Due to the impulse of these

particles as they're expelled, a force acts on the body in the opposite direction, equal to

Page 71: Star Trek RPG Core rulebook

72

the force with which the particles are expelled. As a result, the body is accelerated in this

direction.

Thruster top speed is approximately 1,000kph minus 100 kph for every size class above

Small so that Medium top speed is 900 kph, Large is 800 kph, Huge is 700 kph etc.

Stealth Systems Stealth is a form of technology used to render starships totally, or at least less, detectable

to sensors.

Many space-faring civilizations use varying forms of stealth technology. Masking

circuitry is a stealth technology used aboard warships of the Romulans, Suliban Cabal

and Xyrillians to minimize their sensor signature. The power consumptions of stealth

technology are high, meaning weapons and shields cannot be used while a cloak is on.

Interactions between electromagnetic radiation and ionized gas have been extensively

studied for a variety of purposes, including the possible concealment of starships from

sensors. Plasma stealth is a process that uses ionized gas to reduce the sensor image of a

ship. While it is possible to reduce a starships sensor image, wrapping the frame in

plasma may possibly induce a total ‘invisibility’ by allowing visible light (as well as

other spectrum radiations) to be dispersed by the ionized plasma. These developments

are still in the testing mode throughout the 22nd

century.

Weapons SystemsWeapons SystemsWeapons SystemsWeapons Systems

Rail Gun A Rail Gun is a type of Magnetic Accelerator Gun (MAG) that utilizes an

electromagnetic force to propel an electrically conductive projectile that is initially part of

the current path. Sometimes they also use a movable armature connecting the rails. The

current flowing through the rails sets up a magnetic field between them and through the

projectile perpendicularly to the current in it. This results in the rails and the projectile

pushing each other and in the acceleration of the projectile along the rails.

Plasma Turret Plasma cannons were the precursors to phase cannons. In high-power mechanics, plasma

(also known as "Warp Plasma" or "Drive Plasma") is a super-energized plasma gas used

to transfer energy from a central power source using magnetic conduit transfer. In

matter/antimatter reactions, Dilithium controls the amount of power generated in the

reaction chamber, which produces a steady stream of plasma that may be released in

controlled bursts as an offensive medium.

Phase Cannons A phase cannon is a phase-modulated energy weapon, a type of particle weapon that

serves as a successor to plasma cannons. The phase cannon is rated for a maximum

power output of 500 gig-joules. The cannons of NX class starships were mounted on

retractable turrets that extended from the ship's hull when deployed and rotated as they

Page 72: Star Trek RPG Core rulebook

73

were being targeted. Phase cannons emit a concentrated beam of energy that can be set at

different yields.

Disruptors A disruptor cannon is a directed energy weapon commonly used aboard starships of

many different species. Disruptor weapons generally carry more energy then standard

phase weapons but lack in accuracy and fast discharge. The Disruptor uses slow nadions

rather than rapid nadions in generating the energy beam. This gives the disruptor

considerably lower energy conversion efficiency than phase weaponry. This is partially

offset by a moderate reduction in the size of the hardware required for the weapon itself -

the space freed up by this allows a higher power weapon to be installed in the same

space.

Concussion Missiles A guided missile fired from a starship for the purpose of destroying another starship. It is

typically powered by one or more rocket motors, usually liquid fueled. Impulse thrust

systems are emerging as propulsion that will enable future missiles to maintain higher

average speed across their engagement envelope.

Spatial Nuclear Torpedoes Spatial Nuclear Torpedoes are projectiles carried by starships. Spatial Nuclear Torpedoes

are self-propelled nuclear warheads. The yield of these weapons is approximately a 150-

kiloton warhead. The torpedo is usually guided by a guidance system in the starship it

was fired from.

Antimatter Torpedoes Antimatter torpedoes are a type of photonic weapon, a torpedo equipped with antimatter

warheads and designed for use aboard starships. The Antimatter Torpedo is considered

more sophisticated than the Spatial Torpedo, having a greater range than the spatial

torpedo and a variable yield (10 – 280 kilotons/1d4 – 6d12). Their variable yield was

described by Malcolm Reed as being able to "knock the com array off a Shuttlepod

without scratching the hull, or they can put a three-kilometer crater into an asteroid." It

takes two rounds to adjust the yield of an Antimatter Torpedo.

Photon Torpedoes A more advanced and powerful version of an Antimatter Torpedo, the warhead of the

Photon Torpedo comprises a maximum of 1.5 kilos of antimatter and 1.5 kilos of matter.

These are divided into many thousands of small pellets suspended in a magnetic field.

Truly a fire and forget weapon, included in the torpedo are target acquisition, guidance

and detonation assemblies. Unfortunately a Photon Torpedo does not allow for a variable

yield and only fires at 400 kilotons.

Page 73: Star Trek RPG Core rulebook

74

Starship Weapons and Starship Weapons and Starship Weapons and Starship Weapons and Support Systems TablesSupport Systems TablesSupport Systems TablesSupport Systems Tables If the occasion ever arises that starship weaponry is used against people, personal sized vehicles or

equipment all damage is multiplied by 100.

Critical hits occur on a natural roll of “20” and result in double damage and system specific damage. Refer

to the Starship Critical Damage Table.

Starship Weapons Systems (excluding Shuttlecraft)

Weapon Damage Range Type Energy Cost Price (In Terran Credits)

Rail Gun 2d10 5 Projectile 0 1100 Credits

Plasma

Turret

4d6 8 Energy 1 2700 Credits

Phase

Cannon

5d8 12 Energy 2 4000 Credits

Disruptors 6d10 10 Energy 4 5800 Credits

Concussion

Missile

3d8 5 Projectile 2/ Active

Tube

500 Credits

Spatial

Nuclear

Torpedoes

4d12 12 Projectile 3/ Active

Tube

1800 Credits

Antimatter

Torpedoes

6d12 18 Energy 4/ Active

Tube

2200 Credits

Photon

Torpedoes

10d12 22 Energy 6/ Active

Tube

3100 Credits

Torpedo System: 9000 Credits per Tube Rail Gun Ammo: 25 Credits per Burst

Starship Support Systems System Energy

Cost

Price System Energy

Cost

Price

Communications* 2 2100 Credits Sensors* 2 2900 Credits

Life Support 4 8000 Credits Grappler/Tractor 1/2 1200/4000 Cr

Gravity Plating 1 3300 Credits

Hull Plating* 2 4500 Credits Shields* 7 11,000 Credits

Navigation 1 5300 Credits Computer Core 2 6100 Credits

Deflector Control 1 1700 Credits Impulse 4 7500 Credits

Warp Drive *

(Warp Factor 1)

8 22,000

Credits

Thrusters 2 3500 Credits

Transporters* 2 8000 Credits Stealth Systems 20 38,000 Credits

*Credit and Energy costs listed are for initial base increment. See ‘Incremental Costs’ table for details.

Starship Incremental Costs System Increment Credit Cost per

Increment

Energy Cost per

Increment

Communications Short/Mid/Long +0/+5000/+8300 +0/ +2 / +6

Hull Plating per DR 5 +1500 +1

Warp Drive per + 1 Warp Factor +14,000 Special

Transporters per 10 kilometers +950 +2

Sensors Short/Mid/Long +0/+6100/+11,000 +0/+3/+8

Shields per 50 Shield Points +7000 +5

Page 74: Star Trek RPG Core rulebook

75

Starship Reactor Details & Movement Rates Ship Type Main

Reactor

Energy

Emergency Power Recharges at a rate of 1/minute as long

as there is excess power available from

the Main Reactor

Movement

Space (Atmosphere)

Shuttlecraft 15 5 extra for five rounds 2 (18)

Freighter 28 10 extra for seven rounds 10 (N/A)

Light Cruiser 40 15 extra for ten rounds 9 (N/A)

Heavy Cruiser 65 25 extra for fifteen rounds 8 (N/A)

Explorer 50 20 extra for ten rounds 9 (12)

Raider 40 15 extra for seven rounds 11 (16)

Starbase* 100 – 750 30 – 150 for 50 rounds 0/Orbital *See Starbase table at the end of this Chapter for particulars

Starship Size Categories (Standard Starship Defense is 19) Size Category Length in meters Defense Modifier

Tiny 1 – 24 +2

Small 25 – 99 +1

Medium 100 – 300 0

Large 301 – 500 -1

Huge 501 – 700 -2

Massive 701 – 900 -3

Enormous 901 – 1100 -4

Shuttlecraft Weapons System Modifiers

Weapon Range Damage

Rail Gun 2 1d10 damage; up to 3 cannons (1500

round capacity; 50 round burst)

Plasma Cannon 3 2d6 damage; up to 2 turrets

Phase Cannon 6 2d8 damage; 1 cannon

Disruptor 5 3d10 damage; 1 cannon (can only be fired

every second round due to energy drain) *All Shuttlecraft Systems are 50% of listed energy and credit cost (rounded up) except

for Warp Drive.

Page 75: Star Trek RPG Core rulebook

76

Ship ClassesShip ClassesShip ClassesShip Classes

Generic ShuttlecrGeneric ShuttlecrGeneric ShuttlecrGeneric Shuttlecraftaftaftaft Crew 1 – 2

Passengers 2 – 5 Energy Cost

Size Tiny N/A

Propulsion Thrusters (1000 kph)

25% Max Impulse

1

2

Warp (max/cruising) N/A or 1/1 0 or (8)

Decks 1 N/A

Cargo 5 Metric tons N/A

Defense 21 N/A

Movement: 12 Space/18 Atmosphere N/A

Hull Points 100 N/A

Hull Plating N/A 0

Shields N/A 0 Support Systems Variable Factor Energy Cost

Grappler/Tractor Beam (0 kilometer) 0

Transporters (0 kilometers) 0

Sensors Short Range 2

Life Support Standard 2

Gravity Plating Standard 1

Communications Short/Mid Range 1

Navigation Standard 1

Computer Core Standard 1

Deflector Control Standard 1

Auxiliary Craft 0 N/A

Reactor Output: 15 Total Energy Cost: 12 (20) Armament Damage Dice Energy Cost (per unit)

2 Foreword Plasma Cannon 2d6 per cannon 1 (x2)

In starship classification, shuttlecraft, or shuttles, are auxiliary craft typically attached to

a starship or a Starbase. Most shuttles are short-range vessels, possessing only impulse

drive or a limited warp capability. Utilization of shuttlecraft is common for most space-

faring civilizations, especially for situations where the transporter cannot be used for

landings, or where such technology does not yet exist.

Page 76: Star Trek RPG Core rulebook

77

Generic Freighter/Runabout/SGeneric Freighter/Runabout/SGeneric Freighter/Runabout/SGeneric Freighter/Runabout/Scoutcoutcoutcout Crew 4 – 25

Passengers 8 – 40 Energy Cost

Size Small or Medium N/A

Propulsion Thrusters (1000 kph/900 kph)

50% Max Impulse

2

4

Warp (max/cruising) 3 (2.5) 8

Decks 1 – 3 N/A

Cargo 2500 – 20,000 Metric tons N/A

Defense 20 (Small), 19 (Medium) N/A

Movement: 10 (Space) N/A

Hull Points 180 N/A

Hull Plating 100, 5 DR 2

Shields N/A 0 Support SystemsSupport SystemsSupport SystemsSupport Systems Variable Factor Energy Cost

Grappler/Tractor Beam (0 kilometer) 0

Transporters (0 kilometers) 0

Sensors (Short/Mid) Range 2/5

Life Support Standard 4

Gravity Plating Standard 1

Communications (Short/Mid) Range 2/4

Navigation Standard 1

Computer Core Standard 2

Deflector Control Standard 1

Auxiliary Craft 0 N/A

Reactor Output: 28 Total Energy Cost: 34 ArmamentArmamentArmamentArmament Damage DiceDamage DiceDamage DiceDamage Dice Energy Cost (per unit)

Plasma Turret (x3) 4d6 per turret 1 (x3)

Phase Cannon (1) 5d8 per cannon 2 (x1)

In starship classification, freighters are starship types designed to carry cargo or to carry

passengers. Often referred to as a runabout when not utilized as a transport or cargo

vessel, this is the designation of a type of vessel smaller than a starship but larger than a

shuttlecraft. Runabouts are equipped with limited weapons and drive systems, but offer

additional living space and have a larger operational range compared to shuttles, and are

capable of speeds up to warp 3. Runabouts are typically assigned to space stations as

auxiliary craft. This type of starship is also commonly utilized as a Scout when part of a

larger combat fleet.

The most noticeable feature of cargo freighters is their large cargo bays. Furthermore,

they are usually equipped with light armament to defend against pirates and oncoming

asteroids.

Page 77: Star Trek RPG Core rulebook

78

RaiderRaiderRaiderRaider Crew 11 – 48

Passengers 1 – 20 Energy Cost

Size Medium N/A

Propulsion Thrusters (900 kph)

100% Max Impulse

2

4

Warp (max/cruising) 4 (3.2) 8

Decks 3 N/A

Cargo 1500 – 5000 Metric tons N/A

Defense 19 N/A

Movement: 11 Space/16 Atmosphere N/A

Hull Points 180 N/A

Hull Plating 100, DR 10 3

Shields N/A 0 Support SystemsSupport SystemsSupport SystemsSupport Systems Variable Factor Energy Cost

Grappler (5 kilometers) 1

Transporters (0 kilometers) 0

Sensors (Short/Mid/Long) Range 2/5/10

Life Support Standard 4

Gravity Plating Standard 1

Communications (Short/Mid/Long) Range 2/4/8

Navigation Standard 1

Computer Core Standard 2

Deflector Control Standard 1

Auxiliary Craft 1 N/A

Reactor Output: 40 Total Energy Cost: 45 Armament Damage DiceDamage DiceDamage DiceDamage Dice Energy Cost (per unit)

Plasma Turret (x4) 4d6 per turret 1 (x4)

Spatial Torpedoes (2 Fore) 4d12 per torpedo 3/Active Tube

26 Torpedoes

The Raider is a type of light starship designed and commonly used by fringe groups as

well as a common Pirating vessel. They come in varying sizes although they tend to keep

towards the lower end of Medium size.

The smaller variants have a small cockpit with seating for two, and a cargo area in the aft

section. The larger versions have a separate and much more spacious cockpit which holds

four stations, and larger crew facilities in the aft sections.

Raider starships are usually in use for a long period of time and tend to be under constant

repair. Many are known to be in use for several decades by using rebuilt engines and

system replacement as opposed to salvaging the ship for parts and rebuilding.

Page 78: Star Trek RPG Core rulebook

79

Heavy CruiserHeavy CruiserHeavy CruiserHeavy Cruiser Crew 65 –227

Passengers 1 – 35 Energy Cost

Size Large or Huge N/A

Propulsion Thrusters (800 kph/700 kph)

100% Max Impulse

2

4

Warp (max/cruising) 6 (4) 8

Decks 4 – 12 N/A

Cargo 3500 – 10,000 Metric tons N/A

Defense 18 or 17 N/A

Movement: 8 Space N/A

Hull Points 450 – 750 N/A

Hull Plating 100, DR 20 5

Shields 100 SP 14 Support SystemsSupport SystemsSupport SystemsSupport Systems Variable Factor Energy Cost

Tractor Beam (18 kilometers) 2

Transporters (40 kilometers) 8

Sensors (Short/Mid/Long) Range 2/5/10

Life Support Standard 4

Gravity Plating Standard 1

Communications (Short/Mid/Long) Range 2/4/8

Navigation Standard 1

Computer Core Standard 2

Deflector Control Standard 1

Auxiliary Craft 6 N/A

Reactor Output: 65 Total Energy Cost: 70 Armament Damage DiceDamage DiceDamage DiceDamage Dice Energy Cost (per unit)

Disruptor (4 Foreword) 6d10 per disruptor 4 (x4)

Photon Torpedo (3Fore, 2Aft) 10d12 per torpedo 6/Active Tube

80 Torpedoes

The term Heavy Cruiser is sometimes used synonymously with Battleship. In reference to

starship classification, Battleships are a type of large and powerful Heavy Cruiser. In

traditional terms, Battleships are the most powerfully armed and most heavily armored

warships of their era. It is likely that the definition is true among starships, although

standards may vary by species and technological level.

Heavy Cruiser is a generic term for any heavily armed vessel designed for war, combat or

defense. These vessels include battleships, escorts, and destroyers.

Page 79: Star Trek RPG Core rulebook

80

Starship Critical Damage TableStarship Critical Damage TableStarship Critical Damage TableStarship Critical Damage Table % Roll Effect of Critical Damage Repair

TN

1 Life support failure; see Life Support Failure table for details 25^

2 - 30 Gravity Plating damaged; all rolls at –2 until repaired 12

31 - 35 Deflector Control damaged; ship takes 6 damage (No DR) every round that

movement exceeds half of maximum movement rate

15

36 - 40 Sensors damaged; all checks made related to sensor use at -4 15

41 - 45 Computer Core damaged; all navigation checks and attack rolls at -2 12

46 - 50 Impulse Drive damaged; movement at 50% of maximum 20^^

51 - 55 Grappler/Tractor Beam disabled 18

56 - 60 Weapon damaged; DM randomly chooses one single weapon, it ceases to

function

20

61 - 65 Warp Drive damaged; maximum Warp factor halved; maximum energy

output reduced by 20%

25*

66 - 70 Computer Core shutdown; all rolls at -5 25^

71 - 75 Impulse Drive disabled; ship can only move with thrusters, effective

movement rate is 1/five rounds

25*

76 - 80 Shields down; the ship loses all remaining shield points; if no shields then

hull plating goes offline

20^

81 - 85 Weapons Group damaged; DM randomly chooses one weapon group, it

ceases to function

25^

86 - 90 Warp Drive Disabled; ship cannot go to Warp 28**

91 - 99 Warp Core Damaged; maximum energy output is reduced by 30% 28**

100 Warp Core severely damaged; maximum energy output reduced by 60%,

emergency power offline

30****

^ Requires 2 hours per ^ to repair

* Requires one day per asterisks to repair

Other repairs take one minute per TN; i.e. a TN 15 takes 15 minutes to Repair

Page 80: Star Trek RPG Core rulebook

81

Human ShipsHuman ShipsHuman ShipsHuman Ships NX Class ExplorerNX Class ExplorerNX Class ExplorerNX Class Explorer available after 2151 Crew 81 Starfleet, 12 MACO

Passengers 1 – 10 Energy Cost

Size Medium N/A

Propulsion Thrusters (900 kph)

100% Max Impulse

2

4

Warp (max/cruising) 5 (3.5) 8

Decks 7 N/A

Cargo 2500 Metric tons N/A

Defense 19 N/A

Movement: 9 Space/12 Atmosphere N/A

Hull Points 500 N/A

Hull Plating 100, DR 10 4

Shields N/A 0 Support Systems Variable Factor Energy Cost

Grappler (5 kilometers) 1

Transporters (50 kilometers) 10

Sensors (Short/Mid/Long) Range 2/5/10

Life Support Standard 4

Gravity Plating Standard 1

Communications (Short/Mid/Long) Range 2/4/8

Navigation Standard 1

Computer Core Standard 2

Deflector Control Standard 1

Auxiliary Craft 4 N/A

Reactor Output: 50 Total Energy Cost: 55 Armament Damage Dice Energy Cost (per unit)

6 Phase Cannons (4F, 2A) 5d8 per cannon 2 (x6)

2 Plasma Turrets 4d6 per turret 1 (x2)

Spatial Torpedoes (80) 4d12 per torpedo 3/Active Tube

Antimatter Torpedoes (36) 6d12 per torpedo 4/Active Tube

3 Foreword/2 Aft Tubes

The NX-class was the first class of starship built with the warp five engine, thereby

enabling Humanity's first steps of exploration beyond its neighboring star systems.

Serving in the Earth Starfleet, the first ship of the NX-class was Enterprise,

commissioned in 2151. The second ship, Columbia, was commissioned in 2154.

The NX-class consisted of a habitable saucer module that contained seven decks

(Lettered A- through G-deck) and a symmetrical warp field governor located just aft of

the saucer section, that regulated the warp field shape that would otherwise break apart at

higher warp factors. Two half-decks were inserted between D- and E-deck, as well as

between E- and F-deck. These contained plasma conduits and access tunnels.

Page 81: Star Trek RPG Core rulebook

82

Jupiter Class RunaboutJupiter Class RunaboutJupiter Class RunaboutJupiter Class Runabout Crew 19 Starfleet

Passengers 1 – 2 Energy Cost

Size Small N/A

Propulsion Thrusters (1000 kph)

25% Max Impulse

2

4

Warp (max/cruising) 3 (1.8) 8

Decks 2 N/A

Cargo 1750 Metric tons N/A

Defense 20 N/A

Movement: 10 Space/14 Atmosphere N/A

Hull Points 180 N/A

Hull Plating 100, DR 5 2

Shields N/A 0 Support Systems Variable Factor Energy Cost

Grappler/Tractor Beam (5 kilometers) 1

Transporters (30 kilometers) 6

Sensors (Short/Mid) Range 2/5

Life Support Standard 4

Gravity Plating Standard 1

Communications (Short/Mid) Range 2/4

Navigation Standard 1

Computer Core Standard 2

Deflector Control Standard 1

Auxiliary Craft 0 N/A

Reactor Output: 28 Total Energy Cost: 40 Armament Damage Dice Energy Cost (per unit)

2 Plasma Turrets 4d6 1 (x2)

1 Forward Phase Cannon 5d8 2

Spatial Torpedoes (40) 4d12 3/Active Tube

1 Foreword Tube

The Jupiter class is the mainstay of Earth's Starfleet from 2138 to 2150. The ships are

designed for general-purpose defensive duties and in-system transport. They are fitted

with spatial torpedoes, a phase cannon and two plasma turrets.

The Jupiter would rarely undertake deep space missions - they would typically use their

interstellar capability to transit to a given system and then operate there for a considerable

period, conducting local patrols at impulse or low warp. At the end of their mission the

ship would then return home at warp speed. Such missions could last as much as ten

years, and with a thirty year hull life a typical Neptune class vessel might only travel to

two or three different systems throughout its life.

Page 82: Star Trek RPG Core rulebook

83

Starfleet ShuttlepodStarfleet ShuttlepodStarfleet ShuttlepodStarfleet Shuttlepod

Crew: 1

Passengers: 1 – 6

Size:

Tiny 16 meters

Propulsion:

Thrusters

(1000 kph)

Warp: N/A

Cargo:

5 Metric tons

Movement:

2 (Space)

18 (Atmosphere)

Phase Cannon:

2d8 damage; 1 cannon

Defense: 21

Hull Points: 100

Hull Plating: 0

Support Systems:

Sensors:

Short Range only

Life Support

Gravity Plating

Communications: Short

Range only

Navigation

Computer Core

In the mid-22nd century, Shuttlepods were able to seat a pilot and six passengers,

although conditions aboard the vehicles were cramped. Each Shuttlepod had an entrance

on the roof, one at either side and a large entrance at the back.

An NX Class Explorer leaving orbit and preparing to jump to Warp

Page 83: Star Trek RPG Core rulebook

84

Starships of Other SpeciesStarships of Other SpeciesStarships of Other SpeciesStarships of Other Species

T’Plana Hath Survey Vessel (Freighter)T’Plana Hath Survey Vessel (Freighter)T’Plana Hath Survey Vessel (Freighter)T’Plana Hath Survey Vessel (Freighter) Crew 7

Passengers 1 – 5 Energy Cost

Size Small N/A

Propulsion Thrusters (1000 kph)

35% Max Impulse

2

4

Warp (max/cruising) 3 (1.8) 8

Decks 1 N/A

Cargo 500 Metric tons N/A

Defense 20 N/A

Movement: 10 Space/6 Atmosphere N/A

Hull Points 250 N/A

Hull Plating N/A 0

Shields N/A 0 Support Systems Variable Factor Energy Cost

Tractor Beam (18 kilometers) 2

Transporters (0 kilometers) 0

Sensors (Short/Mid/Long) Range 2/5/10

Life Support Standard 4

Gravity Plating Standard 1

Communications (Short/Mid/Long) Range 2/4/8

Navigation Standard 1

Computer Core Standard 2

Deflector Control Standard 1

Auxiliary Craft 0 N/A

Reactor Output: 28 Total Energy Cost: 43 Armament Damage Dice Energy Cost (per unit)

4 Plasma Turrets 4d6 per Turret 1 (x4)

During the Earth's twentieth and twenty-first centuries the Vulcans began conducting an

extensive effort to explore nearby star systems. Initially intended to survey all nearby

systems for any signs of life, by 2120 the Vulcans had decided to concentrate their efforts

on discovering space faring civilizations like their own. Ships traveling at relativistic

speeds on missions that could last for decades carried out these missions.

Various models of the T’Plana Hath have been employed but most are fitted to carry a

small number of passengers and crew on extended exploration and scientific research

missions.

The T’Plana Hath has operated successfully for many decades, conducting missions on

over ninety new worlds and participating in first contact situations a total of sixteen

times.

Page 84: Star Trek RPG Core rulebook

85

D’Kyr Type Heavy CruiserD’Kyr Type Heavy CruiserD’Kyr Type Heavy CruiserD’Kyr Type Heavy Cruiser Crew 147

Passengers 1 – 20 Energy Cost

Size Huge N/A

Propulsion Thrusters (700 kph)

100% Max Impulse

2

4

Warp (max/cruising) 6.8 (5) 8

Decks 13 N/A

Cargo 14,000 Metric tons N/A

Defense 17 N/A

Movement: 8 Space N/A

Hull Points 700 N/A

Hull Plating 100, DR 15 6

Shields N/A 0 Support Systems Variable Factor Energy Cost

Tractor Beam (18 kilometers) 2

Transporters (0 kilometers) 0

Sensors (Short/Mid/Long) Range 2/5/10

Life Support Standard 4

Gravity Plating Standard 1

Communications (Short/Mid/Long) Range 2/4/8

Navigation Standard 1

Computer Core Standard 2

Deflector Control Standard 1

Auxiliary Craft 6 N/A

Reactor Output: 65 Total Energy Cost: 49 Armament Damage Dice Energy Cost (per unit)

Phase Cannons (6F, 2A) 5d8 per cannon 2 (x8)

3 Plasma Turret 4d6 per Turret 1 (x3)

Antimatter Torpedoes (200) 6d12 per Torpedo 4/Active Tube

4 Forward Tubes/3 Aft Tubes

The D'Kyr-type is a type of Vulcan starship operated by the High Command during the

mid-22nd century. Some of these vessels are given the designation of Heavy Cruiser in

the 2150s.

As with most Vulcan ships, this type utilized a "ringed-engine," that was held in place by

a ring in the ship's hull. The engine-ring could rotate around 90°, but was usually kept in

the full upright position. The inside of the ring would glow blue while the ships engines

were online. Keeping the ring from rotating anymore was a small auxiliary craft that

docked into the outer ring.

Page 85: Star Trek RPG Core rulebook

86

Andorian Kumari (Heavy Cruiser)Andorian Kumari (Heavy Cruiser)Andorian Kumari (Heavy Cruiser)Andorian Kumari (Heavy Cruiser) Crew 86 Imperial Guardsmen

Passengers 1 – 18 Energy Cost

Size Large N/A

Propulsion Thrusters (800 kph)

100% Max Impulse

2

4

Warp (max/cruising) 5.8 (4) 8

Decks 11 N/A

Cargo 8500 Metric tons N/A

Defense 18 N/A

Movement: 8 (Space) N/A

Hull Points 600 N/A

Hull Plating 100, DR 10 4

Shields N/A 0 Support Systems Variable Factor Energy Cost

Tractor Beam (18 kilometers) 2

Transporters (0 kilometers) 0

Sensors (Short/Mid/Long) Range 2/5/10

Life Support Standard 4

Gravity Plating Standard 1

Communications (Short/Mid/Long) Range 2/4/8

Navigation Standard 1

Computer Core Standard 2

Deflector Control Standard 1

Auxiliary Craft 2 N/A

Reactor Output: 65 Total Energy Cost: 43 Armament Damage Dice Energy Cost (per unit)

Phase Cannons (4F, 3A) 5d8 per cannon 2 (x7)

Antimatter Torpedoes (100) 6d12 per torpedo 4/Active Tube

Photon Torpedoes (60) 10d12 per torpedo 6/Active Tube

4 Forward Tubes/3 Aft Tubes

One of the major classes of Andorian warship during the mid 22nd century, the Kumari

class is a common sight to any who had dealings with the Andorian Imperial Guard. The

ships are a very impressive design and are approximately the equal of their Vulcan

counterparts and significantly superior to the Human NX class.

The Kumari was an Andorian warship in service with the Andorian Imperial Guard in the

mid-22nd century. It was named after the first ice cutter to circumnavigate Andoria and

was the first ship of her class.

Page 86: Star Trek RPG Core rulebook

87

Klingon DKlingon DKlingon DKlingon D----5 (Raider)5 (Raider)5 (Raider)5 (Raider) Crew 26 Klingon Warriors

Passengers 1 – 5 Energy Cost

Size Medium N/A

Propulsion Thrusters (900 kph)

100% Max Impulse

2

4

Warp (max/cruising) 5.4 (3.8) 8

Decks 2 N/A

Cargo 3250 Metric tons N/A

Defense 19 N/A

Movement: 11 Space/16 Atmosphere N/A

Hull Points 500 N/A

Hull Plating N/A 2

Shields 100 14 Support Systems Variable Factor Energy Cost

Tractor Beam (18 kilometers) 2

Transporters (0 kilometers) 0

Sensors (Short/Mid/Long) Range 2/5/10

Life Support Standard 4

Gravity Plating Standard 1

Communications (Short/Mid/Long) Range 2/4/8

Navigation Standard 1

Computer Core Standard 2

Deflector Control Standard 1

Auxiliary Craft 1 N/A

Reactor Output: 40 Total Energy Cost: 59 Armament Damage Dice Energy Cost (per unit)

6 Disruptors (4F, 2A) 6d10 per Disruptor 4 (x6)

Photon Torpedoes (140) 10d12 per Torpedo 6/Active Tube

3 Forward Tubes/2Aft Tubes

Comparable in design to it's sister classes, the Raptor class scout and D5 class battle

cruiser, the exterior design of the Bird-of-Prey utilizes the same basic avian design,

including a bold feathered pattern painted on the hull.

The bulk of the ship's overall mass is incorporated in the aft section of the ship. The

bridge module is located on a bulbous forward section, which was separated from the aft

section by a relatively thin connective section that attached to and flared into the aft

portion, which sweeps down below the main body forming wings.

Located on the caudal section of the ship, is the ship's shuttle bay, impulse engines and

warp nacelles. The nacelles are positioned on the extreme upper aft section of the ship,

positioned perpendicular to the impulse engine.

Page 87: Star Trek RPG Core rulebook

88

Starship TokensStarship TokensStarship TokensStarship Tokens Cut out and use these tokens on a grid to make starship combat easier to run during a gaming session. Each

token has the starship’s name and class. Some have pre-made templates for use while others require that

you write up the ship description yourself following the starship creation guidelines outlined on the first

page of this chapter. Shuttlecrafts are depicted at 5x actual size.

Klingon StarshipsKlingon StarshipsKlingon StarshipsKlingon Starships

D – 7 Bird of Prey D – 5 Raptor

Heavy Cruiser Light Cruiser Raider Scout

Human StarshipsHuman StarshipsHuman StarshipsHuman Starships

NX Class Neptune Jupiter J-Class NX & Sol

Explorer Light Cruiser Runabout Cargo Hauler type Shuttles

Vulcan StarshipsVulcan StarshipsVulcan StarshipsVulcan Starships

D’Kyr Type Surak T’Plana Vulcan

Heavy Cruiser Explorer Hath Trade Vessel

Page 88: Star Trek RPG Core rulebook

89

Andorian Kumari Tellarite Romulan (Stealth)

Heavy Cruiser Light Cruiser Heavy Cruiser

Nausicaan Orion Pirate Andorian Mining Suliban (Stealth) Xindi Xindi

Raider Raider Freighter Light Cruiser Insectoid Primate

Raider Runabout

Dry Dock (Medium) Deep Space Communications Planetary

Outpost (Medium) Defense Satellite

(Small)

Page 89: Star Trek RPG Core rulebook

90

Human Deep Space Outpost (Large)

Space Habitat/Trading

Complex (Large)

Research

Station

(Small)

Multipurpose Space Facility (Large)

Page 90: Star Trek RPG Core rulebook

91

Starbase Detail Chart

When creating a Starbase’s Systems and Defenses remember to adjust prices via the appropriate

size category Cost Multiplier. Weapons Systems that are listed previously in this Chapter are not

affected although if you wish to create larger Starbase mounted weaponry make sure to assign

justifiable cost, damage dice and power consumption per unit. Also, Starbases do not have Warp

capability and have only 5% Impulse capability. All Starbases have Thrusters.

Romulan Tactical Outpost “Algeron” (Huge)

Starbase

Size

Defense Main

Reactor

Output

Emergency

Power

Cost

Multiplier

Hull Points (approximately)

Small 18 100 30 for 50 rounds 2x 475

Medium 17 250 60 for 50 rounds 3x 600

Large 16 475 90 for 50 rounds 5x 950

Huge 15 625 120 for 50 rounds 7x 1400

Enormous 14 750 150 for 50 rounds 10x 2500

Page 91: Star Trek RPG Core rulebook

92

Klingon Operational Command Station “Outpost Kling” (Enormous)

Page 92: Star Trek RPG Core rulebook

93

Chapter FiveChapter FiveChapter FiveChapter Five OrganizationOrganizationOrganizationOrganizations of the Eras of the Eras of the Eras of the Era

Major OrganizationsMajor OrganizationsMajor OrganizationsMajor Organizations

With the vast amount of different cultures and species strewn across the sector, naturally there

would be a plethora of organizations and affiliations native to each species. Listed here are some

of the better-known organizations, although there are undoubtedly many more that could be

researched and implemented into a given campaign setting.

Earth OrganizationsEarth OrganizationsEarth OrganizationsEarth Organizations Earth StarfleetEarth StarfleetEarth StarfleetEarth Starfleet

The Earth Starfleet (often simply called Starfleet) is the primary space defense and exploration

organization of United Earth in the early-to-mid-22nd century. The primary authority of the

Earth Starfleet is referred to as either Starfleet Command or UESPA (United Earth Space Probe

Agency) under the jurisdiction of the Command Council, and is located in the city of San

Francisco, Earth.

The main purpose of the Earth Starfleet is to "...seek out new life and new civilizations." and

"...go boldly where no man has gone before." (This quote is attributed to Zefram Cochran, the

inventor of warp drive on Earth.)

Earth Starfleet is a civilian organization but has adopted many aspects of Earth's earlier military

forces, even though its main role is scientific development and exploration. Ranks within

Starfleet closely follow the naval traditions of the United States of America and the British Royal

Navy.

In 2153, following the Xindi attack on Earth and the numerous firefights that the Enterprise NX-

01 had been involved in since its launch in 2151, it was determined that vessels of the Earth

Starfleet would begin to carry detachments of United Earth's elite military unit, the MACOs, thus

taking a step towards the unification of the Earth Starfleet and Earth Military Command -- and of

the roles of defense and exploration.

All Earth Starfleet officers and able crewmen wore the same basic uniform, with differences in

insignia and color-coded elements designed to distinguish rank and departmental function. Earth

Starfleet departments included Starfleet Operations and Starfleet Security. Some Starfleet

personnel worked for the United Earth Diplomatic Corps.

One of the primary projects of Earth Starfleet is to develop a viable and fast interstellar engine

that would allow Earth to traverse cosmic distances in reasonably short time. Despite some

allegations of interference - or at least a refusal of assistance - from the Vulcans, Earth has made

notable progress in developing a warp five engine by the 2150s.

Page 93: Star Trek RPG Core rulebook

94

Earth Starfleet Rank StructureEarth Starfleet Rank StructureEarth Starfleet Rank StructureEarth Starfleet Rank Structure

Fleet Admiral Admiral Vice Admiral Rear Admiral Commodore

Captain Commander Lieutenant Ensign Cadet

Crew Chief Crewman 1st Class Crewman 2

nd Class Crewman 3

rd Class

Earth Cargo ServiceEarth Cargo ServiceEarth Cargo ServiceEarth Cargo Service

The Earth Cargo Service (or ECS) is the primary operating agency governing the operations of

Earth-registered interstellar cargo transport vessels in the first half of the 22nd Century.

Prior to Starfleet's NX program taking off with the launch of Enterprise (NX-01) in 2151, ships of

the Earth Cargo Service were Earth's only real presence in outer space throughout the 2140s. The

crew of these ships would spend years traveling from one planet to another; whole generations of

these "boomers" grew up in space, and the ownership of ships often passed down family lines.

Military Assault Command OperationsMilitary Assault Command OperationsMilitary Assault Command OperationsMilitary Assault Command Operations

Military Assault Command Operations (commonly abbreviated as MACO) is United

Earth’s military organization in service on Earth during the 2140s through the 2160s prior

to the founding of the Federation. The MACOs were not directly associated with the

Earth Starfleet until 2153 when a unit of MACOs was put under the command of Captain

Jonathan Archer of the NX-01 Enterprise.

MACO posts included Atlanta and the Janus loop. Training posts include West Point in New

York. MACOs have similar weapons, training, and tactics to the previous Special Forces of a

number of member nations of United Earth, and their rank insignia is similar to that of the U.S.

Marine Corps.

Page 94: Star Trek RPG Core rulebook

95

Section 31Section 31Section 31Section 31

Section 31 is the code name of an officially nonexistent and non-condoned rogue agency within

Starfleet Intelligence that claims to protect the security interests of the United Earth (and later on,

the Federation). Section 31 takes its name from Article 14, Section 31 of the Earth Starfleet

Charter, which allowed certain rules of conduct to be "bent" during times of extraordinary threat.

Little information is available about the activities of the organization; one of its operatives has

claimed that Section 31 deals with threats to United Earth that others do not even realize exist.

Section 31's actions are autonomous and neither controlled nor acknowledged by Starfleet

Command or the United Earth government.

Vulcan OrganizationsVulcan OrganizationsVulcan OrganizationsVulcan Organizations

VulVulVulVulcan High Commandcan High Commandcan High Commandcan High Command

In the 22nd century, Vulcan High Command is the most powerful governmental body on

planet Vulcan, its de facto military government. During the 22nd century, the High

Command is the organization responsible for overseeing Vulcan military as well as

civilian organizations. Some of the organizations include:

Vulcan Science DirectorateVulcan Science DirectorateVulcan Science DirectorateVulcan Science Directorate

The Vulcan Science Directorate is the head scientific authority of the Vulcan High Command,

well known for its reluctance to embrace unorthodox ideas.

The Vulcan Science Directorate has studied the question of time travel in great detail. By the

mid-22nd century, they found no evidence that it exists or that it can exist, ultimately believing

that its concept was "illogical". However, the Directorate had no trouble accepting the existence

of micro-singularities or the notion that regions of space in the Delphic Expanse fail to conform

to the laws of physics.

Vulcan Security DirectorateVulcan Security DirectorateVulcan Security DirectorateVulcan Security Directorate

The Vulcan Security Directorate is an agency within the Vulcan High Command. It is

directly responsible for the defense of the homeworld and for intelligence interests of the

Vulcan government.

The Security Directorate is tasked with gathering and analyzing information concerning

neighboring powers in the galaxy. The information it receives is then passed on to the

High Command that acts upon the information and analyses.

Andorian OrganizationsAndorian OrganizationsAndorian OrganizationsAndorian Organizations

Andorian Imperial GuardAndorian Imperial GuardAndorian Imperial GuardAndorian Imperial Guard

The Andorian Imperial Guard is the primary military force of the Andorian Empire and

maintained both starships and infantry. It had ranks of general, captain, commander,

Page 95: Star Trek RPG Core rulebook

96

lieutenant and guardsman. The Imperial Guard is staffed with both male and female

personnel. The Imperial Guard has been in existence for at least four Andorian

generations prior to 2153.

The standard sidearm issued to Imperial Guardsmen is an assault-rifle sized weapon which fires

blue energy beams. It does not have a stun setting.

When a Guardsman died far from home, it was his compatriots' duty to take a piece of the fallen

back with them to Andoria (e.g. a vial of their blood). This item was to be taken to the Wall of

Heroes.

Andorian Mining ConsortiumAndorian Mining ConsortiumAndorian Mining ConsortiumAndorian Mining Consortium

The Andorian Mining Consortium, also known by the acronym AMC, is the third largest private

corporation in Andoria by the 2150s. It is a relatively minor organization until it develops the

Atlas computer in 2151, which transports ore out of the ground sending high-grade material to

processing plants and returning low-grade material back to its source. AMC considers itself to be

an environmentally friendly company, but ecologists are pressuring to have its practices

investigated.

Denobulan OrganizationsDenobulan OrganizationsDenobulan OrganizationsDenobulan Organizations Denobulan Medical AcademyDenobulan Medical AcademyDenobulan Medical AcademyDenobulan Medical Academy

The Denobulan Medical Academy is the overseeing Academy of the Denobulan Academic

Council. The main facility is in Triax on Denobula, though it is unclear if there are any other

administrative facilities elsewhere. It has existed for well over two centuries as a part of the

Denobulan Academic Council that consists of various academies all dealing with particular fields

of research (physics, engineering, political science, literary studies etc…).

The Denobulan Medical Academy contains many diagnostic and treatment wards, containing the

most advanced and varied technologies. Long-term facilities are available to care for seriously ill

patients. It is also responsible for all medical research activities on Denobula. Researchers are

required to obtain approval from the Denobulan Medical Academy before proceeding with new

treatments and medications.

The Denobulan Medical Academy is also responsible for the regulation and training of various

counselors, psychiatrists and psychologists.

Orion OrganizationsOrion OrganizationsOrion OrganizationsOrion Organizations

The Orion SyndicateThe Orion SyndicateThe Orion SyndicateThe Orion Syndicate

The Orion Syndicate is a criminal cabal created by the Orions. The Syndicate had been

established by the early 22nd century, and is an organized crime cartel the equivalent of an

interstellar mafia. The Syndicate from its inception included among its principal activities

smuggling, piracy, slave trading, and assassination.

Page 96: Star Trek RPG Core rulebook

97

During the 22nd century, the Orion Syndicate controlled space neighboring the Klingon Empire,

near the Briar Patch, and heavily patrolled by the area of space known as the Borderland, often

abducting crewmembers of alien ships for the slave trade.

If a member of the Syndicate is killed, the Syndicate looks after the deceased member's family.

Orion Free TradersOrion Free TradersOrion Free TradersOrion Free Traders

The Orion Free Traders are not a consolidated group. They are a loosely allied group of over one

hundred Orion Merchant Captains who were tired of being referred to as pirates and smugglers

every time they went to port. In an effort to distinguish themselves from the Orion Syndicate and

other illicit groups, they have adopted their own network that includes Advisory Council, Pricing

Enclave, a Coat of Arms and a Capital referred to as First Colony.

First Colony is an extensive asteroid colony in the Berenices star system and has a population of

approximately 78,000 Orions.

Klingon OrganizationsKlingon OrganizationsKlingon OrganizationsKlingon Organizations Imperial Klingon FleetImperial Klingon FleetImperial Klingon FleetImperial Klingon Fleet

The Klingon Imperial Fleet is the name for the starship fleet and military personnel serving under

the Klingon Empire during the 22nd century.

The majority of Klingon Imperial Fleet members are common warriors. In order to become an

officer a candidate must pass the entrance exam. An oversight council who can reject the

application then must approve the prospective officer. Officers usually serve on the Klingon

Empire's ships and warriors are sent into battle, whether it is on planetary assaults or when

boarding other vessels.

The system of hierarchy aboard ships within the Imperial Klingon Fleet is highly structured.

According to their systems, one that has operated successfully for centuries, the First Officer of

any Klingon vessel has the duty to assassinate his Captain when and if the Captain becomes weak

or unable to perform. It is expected that his honorable retirement should be assisted by his "first".

The second officer also shares similar duties with his "first".

The Klingon Imperial Fleet is capable of deploying a fleet of ships to destroy an entire planet.

Imperial Klingon IntelligenceImperial Klingon IntelligenceImperial Klingon IntelligenceImperial Klingon Intelligence

Klingon Intelligence is the intelligence-gathering agency of the Klingon Empire responsible for

conducting espionage and covert activities. Agents who fail to accomplish their mission are

dishonored and frequently executed or at the very least exiled from the Empire.

Order of the Bat’lethOrder of the Bat’lethOrder of the Bat’lethOrder of the Bat’leth

The Order of the Bat'leth is an exclusive Klingon group, a status awarded to warriors who

have distinguished themselves in battle. It is considered the highest honor a Klingon can

Page 97: Star Trek RPG Core rulebook

98

receive. Every year, the chancellor inducts new members into the Order in a ceremony at

the Hall of Warriors in the headquarters of the Klingon Defense Forces. Drunken

celebrations are held for a full day before the induction itself, which is part of the

ceremony as an endurance test.

A Human NX Class Main BridgeA Human NX Class Main BridgeA Human NX Class Main BridgeA Human NX Class Main Bridge

A Klingon Bird of Prey Main BridgeA Klingon Bird of Prey Main BridgeA Klingon Bird of Prey Main BridgeA Klingon Bird of Prey Main Bridge

Page 98: Star Trek RPG Core rulebook

99

Chapter SixChapter SixChapter SixChapter Six Game Mechanics

This chapter is devoted to answering the question, “How do I…?” In this Chapter you

will find specifics on combat, healing, environmental factors and other conditions that

may affect the characters.

EncountersEncountersEncountersEncounters

Combat in Star Trek RPG is fairly straightforward. Follow the following steps:

1. Roll for initiative

Before the first round of Combat, each player rolls Initiative (1d20 + Dexterity

modifier + feat bonuses). The Game Master rolls Initiative for the enemy. Whoever rolls

highest goes first and whoever rolls lowest goes last.

2. Actions

There are four basic types of actions: attack actions, movement actions, free

actions and full round actions. A character can do any of the following combinations of

actions:

• Move at 4x their full rate of speed (run)

• Use their full attack action

• Move at their normal speed and make a single attack

• Do any of these things and make a free action as well

• A Skill Check done during combat is considered an attack action

• Drawing a weapon is considered a movement action unless a character has the

Quickdraw Technique

3. Attacking, Defending and Soaking

To make a successful attack that will deal damage a character’s attack roll must

exceed a target’s Defense score. To deal damage to a target the damage dealt must

exceed their Armor Soak.

• Attack Roll: 1d20 + Base Attack Bonus + Technique Bonuses

• Defense: 10 + Dexterity Modifier + Class Bonus + Technique Bonuses

• Armor Soak: Equals the value of Armor worn by the character

4. Damage

Each weapon type deals damage according to a particular die type (d4, d6, d8, d8,

d10 or d12). After a successful attack roll, roll the die that corresponds to your weapon

and have the result subtracted from your target’s total Hit Points (after all relevant Armor

Soaks, etc.) as the effective damage. Also, add any bonus damage from Techniques.

Page 99: Star Trek RPG Core rulebook

100

5. Attack Options

* Attack: A single attack; can be made in concert with movement

* Full Attack: Some characters can attack more than once. Doing so is

considered a full attack. A character cannot make a move action in

the same round as making a full attack action.

*Charge: A charge is a melee attack in which a character runs at 2x speed in

a straight line (at least 5 meters) as part of an attack. A charge

attack incurs a +2 attack bonus and deals double damage on a

successful hit. A charge incurs an attack of opportunity.

6. Attacks of Opportunity

During combat you threaten the area around you within two meters, even if it is

not you turn. If an enemy moves through your threat area without engaging you in

combat, they incur an attack of opportunity. Enemies who enter your threat area and

engage in combat do not provoke an attack of opportunity. Enemies that retreat from

your threat area who are using all-out defense do not provoke an attack of opportunity.

Making an attack of opportunity is resolved like any other normal attack. A

character can only make one attack of opportunity to a particular enemy but may make a

number of attacks of opportunity per round equal to their Dexterity modifier.

7. All Out Defense

A character may choose to use the All Out Defense. By doing nothing but

defending themselves a character receives a +4 bonus to their Defense score. While

acting this way, a character may not attack or attempt to use any skill. They may only

move and defend themselves.

Saving Throws

When a character is the target of an unusual attack (such as the mental attacks of a

Mystic, trying to avoid the blast radius of a grenade or attempting the effects of radiation

sickness) a character generally is allowed a saving throw to minimize or eliminate any

detrimental effects.

To succeed at a saving throw a player needs to roll equal or in excess of a Target

Number designated by the Games Master.

*Fortitude Save: 1d20 + base Fortitude bonus + Constitution modifier

*Reflex Save: 1d20 + base Reflex bonus + Dexterity modifier

*Will Save: 1d20 + base Will save + Wisdom modifier

Death, Dying and HealingDeath, Dying and HealingDeath, Dying and HealingDeath, Dying and Healing

Life in space is dangerous. As a character loses hit points they suffer negative effects.

0 Hit Points

Page 100: Star Trek RPG Core rulebook

101

If your hit points reach 0, your character is unconscious. The character is

considered helpless and cannot move or do any actions whatsoever.

-1 to –9 Hit Points At this point, the character is dying. They are still unconscious and helpless, but

they also lose 1 hit point per round.

-10 Hit Point or 0 Constitution

At this point the character has died.

GrapplingGrapplingGrapplingGrappling In order to grapple an opponent, the two combatants must make an opposed

Strength check. If the person initiating the grapple gets a higher result the grapple is

successful. While grappled, the combatants are considered helpless and can only attempt

to maintain the grapple (Strength check) or escape from the Grapple (Escape Artist

check).

HealingHealingHealingHealing A character that uses the Treat Injury skill in concert with a Medical Tricorder’s

Dermal Regenerator can heal wounds incurred by regular damage but not critical

wounds. A Medic with a successful Surgery check can heal wounds incurred by critical

damage. Surgery DC’s can be found in Chapter One in the Medic character class

description. Regular wounds have a Treat Injury TN of 15 to cause effective healing.

Attempting to heal without a Medical Tricorder is not as effective. A successful

check on a TN of 22 will stop any bleeding but will only heal 1d4 Hit Points.

Character ConditionsCharacter ConditionsCharacter ConditionsCharacter Conditions

There are any number of conditions that can have adverse affects on a character.

Use the following definitions and modifiers to facilitate game play.

Ability Damaged: implies that the character has lost at least one point of an ability score.

The loss is temporary and these lost points return at a rate of 1 per day.

Ability Drained: implies that the character has lost at least one point of an ability score.

This loss is permanent.

Blinded: implies that the character cannot see. The character has a 50% miss chance on

all attack rolls as well as a –4 to all rolls. The character’s effective dexterity drops to a 3.

Blindness can be temporary or permanent, curable or not as the story allows.

Cowering: the hero is frozen in fear, losing all Dexterity bonuses and cannot take any

actions. Attackers gain a +2 bonus to hit cowering enemies. Effect length varies.

Page 101: Star Trek RPG Core rulebook

102

Dazed: unable to act, a dazed character can take no actions but can defend themselves

normally. Typically lasts for 1 round.

Deafened: the character cannot hear and suffers a –4 to initiative checks and cannot

make Listen checks. Length of the condition may vary.

Dead: a character is dead when their Hit Points drop to –10 or lower or when the

Constitution score drops to 0 or lower.

Exhausted: characters that are exhausted suffer a -6 to Strength and Constitution, move

at half speed and can only attack once per round. Lasts until the character has had 6

rounds of consecutive rest.

Helpless: paralyzed, sleeping or unconscious characters are considered helpless. Any

attack against a helpless character is automatically successful and deals maximum

possible damage.

Knocked Out: when a character takes more subdual damage than they have Hit Points

they are knocked out and rendered helpless for 1d20 minutes. Subdual damage can only

be dealt by melee weapons (to include unarmed attacks). When attempting to deal

subdual damage an attacker receives a –4 penalty to all attack rolls.

Panicked: effects are the same as Cowered, but characters that are Panicked will attempt

to flee if at all possible.

Prone: a character is prone when they are lying flat on the ground. They receive a –4

penalty on attack rolls. Melee attacks against a prone character receive a +4 bonus.

Ranged attacks against a prone suffer a –4 penalty. Getting up from the prone position is

a full round action.

Stable: the character is no longer dying but is still unconscious.

Stunned: a character that is stunned is rendered helpless for 1d10 minutes.

Starship Combat

Starship Combat is handled similarly to regular combat. Listed below are the

differences and their particulars.

Starship Defense Ship’s Defense Rating + Pilot’s Dexterity Modifier

A Pilot must make a successful Pilot Check (TN 17 + 1 per enemy

ships actively involved in combat with the pilot’s ship) each round

of combat to maintain their Dexterity bonus to their Starship’s

Defense score.

Page 102: Star Trek RPG Core rulebook

103

Starship Attack Bonus Tactical Officer’s Attack Bonus

Starship Attacks per Round Tactical Officer’s Attacks per Round

Starship Movement Starship movement has a ratio of Movement Rate 1 = 1” =

1 square on a grid. Each turn counts as one inch of

movement per 45° of the turn. Starships can attack before,

during or after movement.

To make a successful turn during combat a Pilot must make

a successful Pilot Check (TN 18 + 1 per 45° turn) to

successfully complete the maneuver. If the Pilot fails their

Pilot Check they only turn 45°. On a roll of “1” a Pilot

stalls his engines for 1d4 rounds.

Ranged Combat Increments

The following table is used to determine the penalties for extended range while using a

ranged weapon.

WeaponWeaponWeaponWeapon Range x1 Range x2 Range x3 Range x4 Range x5

Sidearm 0 -4 -8 -12 N/A

Rifle 0 -2 -4 -6 -8

Grenade/Thrown 0 -2 -4 -8 -12

Page 103: Star Trek RPG Core rulebook

104

Combat Critical Chart

Critical Chart roll d% only on a roll of natural 20 1 - 25 It looked good but was far from it; no extra damage.

26-35 Blow to leg, +3 damage; if no armor +3 damage/round from bleeding

36-39 Strike to chest, +5 damage; -1 to all rolls for 20 rounds

40-45 Hit to upper arm, +4 damage; if not wearing armor +2 damage/round from

bleeding

46-49 Strike to elbow, +10 dmg; if not wearing armor elbow is broken & arm is useless

50 Strike destroys eye, +8 damage; stunned for 20 rounds, -2 to all sight related

rolls permanently

51-55 Strike damages lungs, +12 damage, –5 to all rolls for two weeks; if not wearing

armor knocked unconscious & dies if not treated within 10 rounds

56-60 Strike to head, +18 damage

61-65 Severe strike to chest, +10 damage, stunned for 10 rounds; if no armor ribs

broken, - 5 to all rolls for 1 month

66-70 Lower leg severed, +24 damage; +15 damage/round from bleeding, -10 to all

movement related rolls permanently

71-75 Strike to windpipe, +10 damage; dies from asphyxiation in 6 rounds of not

treated

76-80 Savage strike to shoulder, +20 damage; if no armor shoulder is shattered

81-85 Strike to abdomen disembowels opponent, +20 damage, -15 to all rolls for 2

months, +10 damage/round from bleeding

86-90 Weapon arm severed, +24 damage; +15 damage/round from bleeding; -5 to all

rolls permanently

91-95 Impaled in heart, victim dies instantly 96-100 Strike to head destroys brain; dead before he hits the ground

Page 104: Star Trek RPG Core rulebook

105

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All

Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game

Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including

into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement,

compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c)

"Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;

(d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to

the extent such content does not embody the Product Identity and is an enhancement over the prior art and any

additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this

License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e)

"Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts;

creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,

designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio

representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses

and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects,

logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product

identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark"

means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the

associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to

use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.

(h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game

Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content

that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No

other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,

worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You

represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights

conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the

exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and

You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any

original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility,

except as expressly licensed in another, independent Agreement with the owner of each element of that Product

Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in

conjunction with a work containing Open Game Content except as expressly licensed in another, independent

Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game

Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity

used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you

are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use

any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed

under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You

Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any

Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some

or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any

Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure

such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this

License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent

necessary to make it enforceable.

15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.