Star Trek Adventures OneShots

U.S.S. Montgomery (NCC-21379)

Service Date: 2371
Spaceframe: Miranda-class
Mission Profile: Reserve Fleet
Traits: Federation Starship, Long-Serving, Ploughshares to Swords

As an old, light support cruiser the U.S.S. Montgomery is on its last year before it will get decomissioned. Some of its tech is a bit outdated, but that is compensated by its efficient, tight knit crew. Its missions typically revolve around repairing other ships of the Federation, that have not the time or the energy to reach a starbase.
Being stuck in reserve fleet in the last years the current crew hasn’t seen any combat so far.


COMMUNICATIONS: 10
COMPUTER: 10
ENGINES: 10
SENSORS: 10
STRUCTURE: 10
WEAPONS: 9

COMMAND: 2
CONN: 3
SECURITY: 1
ENGINEERING: 3
SCIENCE: 3
MEDICINE: 3


Talents

Extensive Shuttlebays The vessel’s shuttlebays are large, well-supplied, and able to support a larger number of active shuttle missions simultaneously. The ship may have more small craft active at any one time as it would normally allow (already included), and it may carry up to two Scale 2 small craft.

High-Power Tractor Beam The ship’s tractor beam systems channel far greater quantities of power and exert much more force on the target. The ship’s tractor beam has a higher strength than normal (already included). Further, the ship may spend Power whenever a target attempts to escape the tractor beam to increase its strength for that attempt; the strength increases by 1 for every two Power spent.

Improved Power Systems The ship’s power systems are extremely efficient, allowing power to be redirected and rerouted from different systems very quickly. Whenever a character succeeds at a Power Management Task, the ship gains 2 Power per Momentum spent (Repeatable) instead of 1.

Secondary Reactors The ship has additional impulse and fusion reactors, that allow the ship to generate far greater quantities of energy. The ship’s normal Power capacity is increased (already included).


SHIELDS: 11/11 (Resistance 4)

POWER: 15/15

SIZE: 4

LAUNCH BAY: 6


Weapons

  • Phaser Banks [Medium] 6A (Versatile 2) [-1 POWER]
  • Phaser Banks [Medium] 7A (Versatile 2) [-2 POWER]
  • Phaser Banks [Medium] 8A (Versatile 2) [-3 POWER]
  • Photon Torpedo [Long] 4A (High Yield) [+1 THREAT]
  • Photon Torpedo Salvo [Long] 5A (High Yield and Spread) [+3 THREAT]
  • Tractor Beam [Close] (Strength 5)

Vienna_human_captain2

Captain Adrian Archer-Hayes (he/him)

Traits: Human
Rank: Captain
Role: Commanding Officer

Captain Adrian Archer-Hayes is from a long line of famous Starfleet captains.
He is a shrewd negotator & tactician, who typically always has a backup plan.
The U.S.S. Montgomery is his first command. At first he thought a small Miranda-class was beneath him, then he decided to see it as a challenge (a la give the best man the worst ship). Over the course of many missions he changed his mind (and mellowed out a bit; less arrogant than his younger self) and now he considers it to be his home.
His wife Lorelei is the captain of the Miranda-class vessel U.S.S. Majestic (NCC-31060) currently doing patrols in the Badlands. He and his wife don’t have any children, but they are considering adoption if their careers allow it. She often tries to nudge him into trying to get promoted to a ship closer to the frontlines of exploration … so far in vain.
He has two older sisters and a younger brother. Two of them serve in Starfleet, but in completely different corners of space. His oldest sister plays water polo competitively. Captain Archer’s parents (and siblings) love water polo and met because of it. He is the only one in the family who does not like it.
Captain Adrian Archer-Hayes’ hobbies are camping, chess and other strategy games and reading.
His childhood heroes are Amundsen (preparedness), Shackelton (didn’t lose any of his crew while stranded in Antarctica by accident), Jonathan Archer (obviously, but he also admires the spirit of adventure and his diplomatic achievements) and Shran (openness towards other cultures while also remaining steadfast to one’s principles).


CONTROL: 9
DARING: 8
FITNESS: 8
INSIGHT: 10
PRESENCE: 11
REASON: 10

COMMAND: 5
CONN: 3
SECURITY: 2
ENGINEERING: 1
SCIENCE: 4
MEDICINE: 1

Galactic History
Leadership
Negotiation
Phasers
Starfleet Protocols
Strategy & Tactics


DETERMINATION = 1/3

Value: "Be a man my ancestors could be proud of."
Value: "We are stronger together."
Value: "We’ve got to stick to our moral principles."
Value: "Winning is a question of timing."
Directive: “Leave No One Behind!”


Commanding Officer

The commanding officer may spend a point of Determination to grant any other character they
can communicate with one point of Determination . This does not have to be linked to a Value .
Additionally you have access to the following Task.

  • Direct Task: Once per scene you can use your Task to let another character in communication range, make a Task and additionaly assist them with Command , unless they already performed two Tasks this round.

Talents

Coordinated Efforts
During an Extended Task, an Assisted character may gain either the Scrutinize 2 or Progression 1 benefits when they roll their Challenge Dice.

Plan of Action
When an ally succeeds at a Task that was made possible or had reduced Difficulty because of an Advantage created by the character, if that Advantage represented a plan or strategy, they generate two bonus Momentum. Bonus Momentum cannot be saved into the group pool.

Precautions
You prepare for the worst, just in case. Once per scene, when an ally suffers an injury or the ship suffers a breach, you may prevent that injury or breach; describe what precaution you took to allow that ally to avoid being injured or to prevent that breach occurring.

Veteran
The character is wise and experienced, and draws upon inner reserves of willpower and determination in a more measured and considered way. Whenever the character spends a point of Determination, roll 1A. If an Effect is rolled, immediately regain that spent point of Determination.


STRESS = 10/10

Weapons:

  • Unarmed [Melee] 3A ( Knockdown )
  • Phaser Type-2 [Ranged] 5A (use a Minor Action to grant it Intense, Piercing 2 or Vicious 1)

Equipment:
Communicator, Phaser Type-2, Tricorder, Uniform

Vienna_f_human_xo

Commander Hestia Harroway (she/her)

@BufoBufo
Traits: Human
Rank: Commander
Role: Executive Officer (First Officer)

Commander Hestia Harroway is the First Officer abord the U.S.S. Montgomery. She has a calm demeanor except when she can indulge being a hobby xenoarcheologist - then she can get quite enthusiastic. The U.S.S. Montgomery is her first assignment as a First Officer … was defenitely not her first joice, but duty calls nevertheless.


CONTROL: 10
DARING: 8
FITNESS: 8
INSIGHT: 11
PRESENCE: 8
REASON: 11

COMMAND: 4
CONN: 1
SECURITY: 3
ENGINEERING: 1
SCIENCE: 3
MEDICINE: 4

Composure
Cultural Studies
Phasers
Psychology
Team Dynamics
Xenoarcheology


DETERMINATION = 1/3

Value: "Duty before all else."
Value: "Fascinated by Xenoarcheology."
Value: "I want to make a good impression."
Value: "The calm amidst the storm."
Directive: “Leave No One Behind!”


Executive Officer

When another character in communication with the executive officer spends a point of Determination, the executive officer may spend 3 Momentum or may increase Threat by 3 to let that character regain the spent point of Determination.

Talents

Applied Research
You’re a practical scientist, always looking to see how your knowledge can be put into practice. Once per scene, when you attempt a task which relates to information you received earlier that scene from an Obtain Information question, you may roll an additional d20.

Cold Reading
Succeeding at a Task during Social Conflict generates one bonus Momentum which must be used for the Obtain Information Momentum Spend to gain knowledge about an individual on the other side of the interaction. If the Social Conflict involves an Extended Task, the character gains the Scrutinize 1 benefit when rolling Challenge Dice.

Quick Survey
You have a way of getting a good impression of a situation with only a moment’s observation. At the start of a scene, you may immediately ask one question, as if you had spent one Momentum on the Obtain Information Momentum spend. The answer can only provide information that you could obtain with your own senses; you cannot gain information from equipment in so short a time.

Studious
Whenever you spend one or more Momentum to Obtain Information, you may ask one additional question (in total, not per Momentum spent on Obtain Information).


STRESS = 11/11

Weapons:

  • Unarmed [Melee] 4A ( Knockdown )
  • Phaser Type-2 [Ranged] 6A (use a Minor Action to grant it Intense, Piercing 2 or Vicious 1)

Equipment:
Communicator, Phaser Type-2, Tricorder, Uniform

Vienna_m_human_ops

Lieutenant Commander Ian McBlast (he/him)

@Martin
Traits: Human
Rank: Lieutenant Commander
Role: Operations Manager

Lieutenant Commander Ian McBlast is the well-liked highest ranking Operations Manager of the U.S.S. Montgomery overseeing the enlisted personal of the operations division.
He is pragmatic and likes to bend the rules a little and sometimes does not straight play by the book, but mostly does this to help others out.
Recently, after he saved the lives of several colleagues, helping them to safety, he earned a special commendation and was offered to join the command track. Since this would mean that he would be send to another ship, he declined … he really likes it here. Lack of ambition for his Starfleet career is maybe his only weakness.


CONTROL: 11
DARING: 9
FITNESS: 9
INSIGHT: 8
PRESENCE: 10
REASON: 9

COMMAND: 2
CONN: 2
SECURITY: 4
ENGINEERING: 4
SCIENCE: 3
MEDICINE: 1

Athletics (Parkour)
Deception
Investigation
Jury-Rigging
Phasers
Transporters & Replicators


DETERMINATION = 1/3

Value: "Bending the rules a little is fine as long as I help someone else."
Value: "Expert Aberdeen pub crawler."
Value: "I just wish for a quiet life."
Value: "Married to the U.S.S. Montgomery."
Directive: “Leave No One Behind!”


Operations Manager

When the operations manager succeeds at a Task assisted by the ship’s Computers or Sensors, or using a tricorder, the character generates one bonus Momentum, which may only be used on the Obtain Information Momentum Spend.

Talents

Jury-Rig
Whenever you attempt an Engineering Task to perform repairs, you may reduce the Difficulty by two, to a minimum of 0. If you do this, however, then the repairs are only temporary and will last only a single scene, plus one additional scene per Momentum spent (Repeatable) before they fail again. Jury-rigged repairs can only be applied once, and the Difficulty to repair a device that has been Jury-rigged increases by 1.

Right Tool for the Right Job
Engineers are trained to identify and use appropriate tools whenever they are working on the delicate components that make up complex ship systems. Whenever you acquire an engineering tool with an Opportunity Cost Momentum Spend, the tool grants an Advantage if it did not do so originally, or increases the Advantage it provides by one step.

Rocks Into Replicators
Starfleet engineers are famed for being able to build or create nearly anything needed from the most basic of available components. Once per session, you may destroy any single piece of equipment to create any other piece of equipment of an equal or lower Opportunity Cost.
This new piece of equipment has a Complication range increase of 2, with the Complication being a malfunction that renders it useless. You should provide a reasonable explanation as to how a repurposed or cannibalized device could function and the Gamemaster has final say if there is any question about the “reasonableness” of the new device.

Transporter Chief
You’re well-versed in the operation of transporter systems and can often get them to function in extreme circumstances or to achieve outcomes that few others could manage. Such efforts are never without risk, given the delicacy of the technology. When you attempt a task to use, repair, or modify a transporter, you may add 2 to Threat to reduce the Difficulty of the task by 2, to a minimum of 0.


STRESS = 13/13

Weapons:

  • Unarmed [Melee] 5A ( Knockdown )
  • Phaser Type-2 [Ranged] 7A (use a Minor Action to grant it Intense, Piercing 2 or Vicious 1)

Equipment:
Communicator, Engineering Multi-Tool, Engineering Tricorder, Hyperspanner, Phaser Type-2, Uniform

1 Like

Thanks for playing the episode

A Star Beyond The Stars


:vulcan_salute:

will definitely gm more Trek adventures in the future … ^^

1 Like

token_1

Captain Nyota Uhura (she/her)

NPC (@Darthbinks)
Traits: Human
Rank: Captain
Role: Commanding Officer


Commanding Officer

The commanding officer may spend a point of Determination to grant any other character they
can communicate with one point of Determination . This does not have to be linked to a Value .
Additionally you have access to the following Task.

  • Direct Task: Once per scene you can use your Task to let another character in communication range, make a Task and additionaly assist them with Command , unless they already performed two Tasks this round.

U.S.S. Leondegrace (NCC-2176)

Service Date: 2301
Spaceframe: Lancelot-class
Mission Profile: Multirole Explorer
Traits: Federation Starship


COMMUNICATIONS: 8
COMPUTER: 8
ENGINES: 8
SENSORS: 9
STRUCTURE: 8
WEAPONS: 7

COMMAND: 2
CONN: 2
SECURITY: 2
ENGINEERING: 3
SCIENCE: 3
MEDICINE: 3


Talents

Improved Hull Integrity
The ship’s hull has been reinforced to hold together better under stress and damage. The ship’s Resistance is increased (already included).

Improved Warp Drive
The ship’s warp drive is more efficient, capitalizing on improved field dynamics, better control of antimatter flow rates, or some other advancement that allows the ship to expend less energy when travelling at warp. Whenever the ship spends power to go to warp, roll 1 for each Power spent; for each Effect rolled, that point of Power is not spent.

Modular Laboratories
The ship has considerable numbers of empty, multi-purpose compartments that can be converted to laboratories as and when required. At the start of an adventure, the crew may decide how the modular laboratories are configured; this configuration counts as an Advantage which applies to work performed within the laboratories.

Rugged Design
The ship is designed with the frontier in mind, with a durable construction and easy access to critical systems that allow repairs to be made easily. Reduce the Difficulty of all Tasks to repair the ship by 1, to a minimum of 1.


SHIELDS: 10/10 (Resistance 5)

POWER: 8/8

SIZE: 4

LAUNCH BAY: 3


Weapons

  • Phaser Banks [Medium] 7A (Versatile 2) [-1 POWER]
  • Phaser Banks [Medium] 8A (Versatile 2) [-2 POWER]
  • Phaser Banks [Medium] 9A (Versatile 2) [-3 POWER]
  • Photon Torpedo [Long] 5A (High Yield) [+1 THREAT]
  • Photon Torpedo Salvo [Long] 6A (High Yield and Spread) [+3 THREAT]
  • Tractor Beam [Close] (Strength 3)

token_7 (1)

Lieutenant Shreri zh’Shran (she/her)

@Xerdor
Traits: Aenar, Andorian, Telepath
Rank: Lieutenant
Role: Chief Security Officer


CONTROL: 11
DARING: 11
FITNESS: 8
INSIGHT: 10
PRESENCE: 8
REASON: 8

COMMAND: 3
CONN: 2
SECURITY: 5
ENGINEERING: 1
SCIENCE: 4
MEDICINE: 1

Composure
Espionage
Force Fields
Interrogation
Phasers
Ushaan-tor


DETERMINATION = 1/3

Value: "Duty unto death."
Value: "I can tell when you are lying."
Value: "People are more than flesh and blood."
Value: "Proud daughter of Andoria."
Directive: “Peaceful Contact with a New Alien Species!”


Chief Security Officer

When the operations manager succeeds at a Task assisted by the ship’s Computers or Sensors, or using a tricorder, the character generates one bonus Momentum, which may only be used on the Obtain Information Momentum Spend.

Talents

Bold: Security
Whenever you attempt a Task with Security, and you buy one or more d20s by adding to Threat, you may re-roll a single d20.

Proud and Honorable
Whenever you attempt a Task to resist being coerced into breaking a promise, betraying your allies, or otherwise acting dishonorably, you reduce the Difficulty by 1.

Telepath
You can sense the surface thoughts and emotions of most living beings nearby, and can communicate telepathically with other empaths and telepaths, as well as those with whom you are extremely familiar. The character cannot choose not to sense the emotions or read the surface thoughts of those nearby, except for those who are resistant to telepathy. It will require effort and a Task to pick out the emotions or thoughts of a specific individual in a crowd. Unwilling targets may resist.

The Ushaan
You are experienced in the tradition of honor-dueling known as the Ushaan, having spilt much blood upon the ice. When you make a melee Attack, or are targeted by a melee Attack, and buy one or more d20s by adding to Threat, you may re-roll the dice pool for the Task. Further, you own an Ushaan-tor, a razor-sharp ice-miner’s tool used in these duels.


STRESS = 13/13

Weapons:

  • Unarmed [Melee] 6A (Knockdown)
  • Ushaan-tor [Melee] 8A (Vicious 1)
  • Phaser Type-2 [Ranged] 8A (use a Minor Action to grant it Intense, Piercing 2 or Vicious 1)

Equipment:
Communicator, Phaser Type-2, Uniform, Ushaan-tor

token_3

Lieutenant C’Nola (she/her)

@Martin
Traits: Caitian
Rank: Lieutenant
Role: Chief Engineer


CONTROL: 7
DARING: 12
FITNESS: 9
INSIGHT: 9
PRESENCE: 11
REASON: 8

COMMAND: 2
CONN: 1
SECURITY: 4
ENGINEERING: 5
SCIENCE: 3
MEDICINE: 1

Emergency Repairs
Hand to Hand Combat
Moddeling & Design
Power Systems
Starship Design
Transporters & Replicators


DETERMINATION = 1/3

Value: "Always pad your estimates."
Value: "Who cleans up the fastest can go home first."
Value: "Safety protocols are optional when you know what you’re doing."
Value: "A good clap has never hurt any device."
Directive: “Peaceful Contact with a New Alien Species!”


Chief Engineer

When aboard the ship, the chief engineer always has the Advantage “Engineering Department” , which represents the ship’s complement of engineers and technicians.

Talents

In the Nick of Time
Whenever you succeed at an Engineering or Science Task as part of an Extended Task, you score 1 additional Work for every Effect rolled.

Mean Right Hook
Your Unarmed Strike Attack also has the Vicious 1 Damage Effect.

Percussive Maintenance
You have an extensive repertoire of quick fixes, crude bypasses, and other improvised techniques for using and repairing devices during a crisis. They all do the job, but it’s messy work. When you attempt a Control + Engineering task, you may add 2 to Threat to use your Daring instead of your Control. If you do this, and the task succeeds, you may reduce the time taken by 1 interval without spending Momentum.

Prehensile Tail
While most Caitians have some functional control over their tail, characters with this Talent have worked to increase their control over the appendage to the point of it becoming fully functional. This provides the character with the ability to hold and operate an additional piece of equipment, like an additional hand. In addition, the character gains a bonus d20 to any Fitness Test to maintain balance or to climb.


STRESS = 13/13

Weapons:

  • Unarmed [Melee] 5A (Knockdown)
  • Phaser Type-2 [Ranged] 7A (use a Minor Action to grant it Intense, Piercing 2 or Vicious 1)

Equipment:
Communicator, Engineering Multi-Tool, Engineering Tricorder, Hyperspanner, Phaser Type-2, Uniform

token_5

Ensign Daphina (she/her)

@Fridi
Traits: Denobulan
Rank: Ensign
Role: Communications Officer


CONTROL: 9
DARING: 9
FITNESS: 8
INSIGHT: 11
PRESENCE: 11
REASON: 8

COMMAND: 4
CONN: 1
SECURITY: 2
ENGINEERING: 4
SCIENCE: 1
MEDICINE: 4

Cryptography
Courting Rituals
Cultural Studies
Guided Therapy
Linguistics
Psychology


DETERMINATION = 1/3

Value: "Love is a many-splendored thing."
Value: "Safety in numbers."
Value: "Voice of an angel."
Value: "You must learn to embrace new ideas."
Directive: “Peaceful Contact with a New Alien Species!”


Communications Officer

When a Task attempted by the communications officer is increased in Difficulty because of an
unfamiliar language or encryption, ignore that Difficulty increase.

Talents

Cold Reading
Succeeding at a Task during Social Conflict generates one bonus Momentum which must be used for the Obtain Information Momentum Spend to gain knowledge about an individual on the other side of the interaction. If the Social Conflict involves an Extended Task, the character gains the Scrutinize 1 benefit when rolling Challenge Dice.

Cultural Flexibility
When you attempt a Task to learn about an unfamiliar culture, or to act in an appropriate manner when interacting with members of such a culture, you reduce the Difficulty by 1.

Psychoanalyst
When you use the Medicine Discipline during a Social Conflict you may increase the Complication range of your Task by a number of steps. For each step you may ask a single question as if you’d spent Momentum on Obtain Information. Complications generated from this Task results offend or upset others, because they feel being “analyzed.”

Untapped Potential
The character is inexperienced, but talented and with a bright future in Starfleet. Whenever the character succeeds at a Task for which they bought one or more additional dice with either Momentum or Threat, they may roll 1 Challenge Die. The character receives bonus Momentum equal to the roll, and adds one point to Threat if an Effect is rolled.


STRESS = 10/10

Weapons:

  • Unarmed [Melee] 3A ( Knockdown, Vicious 1 )
  • Phaser Type-2 [Ranged] 5A (use a Minor Action to grant it Intense, Piercing 2 or Vicious 1)

Equipment:
Communicator, Engineering Multi-Tool, Engineering Tricorder, Hyperspanner, Phaser Type-2, Uniform

token_2

Commander Femi Monet (he/him)

@PatrickD
Traits: Human
Rank: Commander
Role: Executive Officer / 1st Officer


CONTROL: 10
DARING: 8
FITNESS: 10
INSIGHT: 8
PRESENCE: 12
REASON: 8

COMMAND: 5
CONN: 4
SECURITY: 3
ENGINEERING: 2
SCIENCE: 1
MEDICINE: 1

Galactic History
Impuls Fundamentals
Lead by Example
Persuasion
Phasers
Strategy & Tactics


DETERMINATION = 1/3

Value: "Better to have loved and lost."
Value: "Living with the ghosts of war."
Value: "The drive for exploration."
Value: "We are stronger together."
Directive: “Peaceful Contact with a New Alien Species!”


Executive Officer

When another character in communication with the executive officer spends a point of Determination , the executive officer may spend 3 Momentum or may increase Threat by 3 to let that character regain the spent point of Determination .

Talents

Cautious: Command
Whenever you attempt a Task with Command, and you buy one or more d20s by spending Momentum, you may re-roll a single d20.

Follow My Lead
Once per scene, when you succeed at a Task during combat or another perilous situation, you may spend two Momentum. If you do, choose a single ally. The next Task that ally attempts counts as having assistance from you, using your Presence + Command.

Spirit of Discovery
You have the drive, spirit, and courage to voyage into the unknown. You may spend one Determination to add three points to the group Momentum pool. The normal conditions for spending Determination still apply.

Veteran
The character is wise and experienced, and draws upon inner reserves of willpower and determination in a more measured and considered way. Whenever the character spends a point of Determination, roll 1 Challenge Die. If an Effect is rolled, immediately regain that spent point of Determination.


STRESS = 13/13

Weapons:

  • Unarmed [Melee] 4A (Knockdown)
  • Phaser Type-2 [Ranged] 6A (use a Minor Action to grant it Intense, Piercing 2 or Vicious 1)

Equipment:
Communicator, Phaser Type-2, Tricorder, Uniform

token_4

Lieutenant Commander V’Lar (he/him)

@ThatGuyTed
Traits: Vulcan
Rank: Lieutenant Commander
Role: Chief Medical Officer


CONTROL: 10
DARING: 10
FITNESS: 8
INSIGHT: 10
PRESENCE: 7
REASON: 11

COMMAND: 1
CONN: 4
SECURITY: 1
ENGINEERING: 1
SCIENCE: 4
MEDICINE: 5

Diagnostics
Emergency Medicine
Leadership
Meditation
Surgery
Xenobiology


DETERMINATION = 1/3

Value: "Hands of a surgeon."
Value: "The needs of the many outweigh the needs of the few, or the one."
Value: "When logic fails to provide answers - do nothing."
Value: "We do not lack emotions; We only suppress them."
Directive: “Peaceful Contact with a New Alien Species!”


Chief Medical Officer

When aboard the ship, the chief medical officer always has the Advantage “Medical Department”, which represents the ship’s medical personnel.

Talents

Calm and Logical
You are a highly rational individual, with a disciplined mind that can set aside your feelings to view things as objectively as possible. You may still have to deal with those feelings later, however. When you would gain a trait or complication which represents a mood or emotional state, you may immediately remove that trait by adding 1 to Threat.

Doctor’s Orders
When you use your authority as a doctor and attempt a Task to coordinate others, or to coerce someone into taking or refraining from a specific course of action, you may use your Medicine Discipline instead of Command.

I’m a Doctor, Not an Engineer!
Once per adventure, before attempting a Task using Engineering, a point of Determination may be spent to substitute the character’s Medicine Score in place of Engineering till the end of the scene.

Nerve Pinch
You have learned numerous techniques for the stimulation and control of nerve impulses — collectively called neuropressure. Some applications of neuropressure can be used to swiftly and non-lethally incapacitate assailants. You may use Medicine instead of Security when attempting a nerve pinch Attack.


STRESS = 9/9

Weapons:

  • Unarmed [Melee] 2A (Knockdown)
  • Nerve Pinch [Melee] 6A (Intense; Non-Lethal)
  • Phaser Type-2 [Ranged] 4A (use a Minor Action to grant it Intense, Piercing 2 or Vicious 1)

Equipment:
Communicator, Phaser Type-2, Medical Tricorder, Uniform

Thanks for playing the episode

The Burning


:vulcan_salute:

somewhen down the galaxy there will be a Klingon game … ^^

I will run a Star Trek: Klingon oneshot in ~ 2 weeks

:point_right: at VALUE WoW/Keepers on the 20th of December

I have 6 Players already :see_no_evil: :smiley: :vulcan_salute:

  • the system is far easier than D&D 5E
  • you can influence the setting more as a player (opposed to D&D 5E)
  • you can vote on a spaceship
  • knowledge about Star Trek is not nec.

:vulcan_salute:

2 Likes

Oh, I’ve been hoping for a Star Trek adventure forever!

I can make Dec 20th work too, so I’d be happy to join. It would be the first time at WoW Keepers for me though, I only played at Die Requisite so far.

2 Likes

great

welcome onboard

group is full


p.s.: since three players already voted for a Vor’cha attack cruiser, that’s gonna be your ship

1 Like

Klingon Lore (2371)

The Klingons are a warrior-enthusiastic culture. The value family/clan (esp. if from a noble family), and ‘honor’.

The leader of the Klingons is a chancellor. Depending how powerful that chancellor is, the real power might be the heads of the most powerful noble houses.

After a brief civil war, that ended 3 years ago, the new chancellor is gowron … who was aided by the Federation (incl. humans)
… thus those 2 powers enjoy an alliance … although many of the noble houses oppose this.

Klingon Honor

The Klingons Honor is about ‘Challenges’ and ‘Hearth’. Making a challenge easier for you (e.g. assassinate someone) is dishonorable. Making it harder for you (e.g. telling someone, that you will assassinate them in 2 days) is honorable.
‘Hearth’ is basically everything that concerns family, feasting and close friends … so your actions can also dishonor them … and vice versa.

Important Klingon Noble Houses in this Sector

House of Gowron

1_Gowron_so_MRel \

Leader: chancellor Gowron, son of M’Rel

all other houses owe various degrees of fealty to this house

Not the strongest House, but the most influential, since it won the last Klingon civil war 3 years ago. They have contacts to the Federation, but really do not like to be reminded of this fact … since rumor has it, they would have lost the civil war 3 years ago without them.

House of Duras

Leader: Lursa & B’Tor, daughters of Duras

rivals of house Gowron (but see below); allies of House Korath

This noble house has by far the most ships and troops. Their father almost got chancellor but was defeated by Gowron and the Federation.
Some say that the house of Duras was aided by the Romulan Star Empire during the brief civil war … but this claim was never proven … and such insults are swiftly paid with disruptor fire.

The House of Duras is considered Gowron’s only real rival for power. Despite this rivalry, relations between the two great Houses have always been cordial (if not downright friendly). Rumors persist that the Houses of Gowron and Duras are quietly negotiating a joining by marriage. Duras has extensive contacts with House Korath.

House of Korath

6_Korath_so_Monak1

Leader: Korath, son of Monak

rivals of house Grilka and House Gowron; allies of House Duras

This house specializes in military applications, particularly planet-bound defensive strategies, phaser and disruptor batteries, and shield installations. Contracting for the Empire and the various lesser Houses, House Korath is growing in wealth, power, and influence.

House of Grillka

Leader: Grilka, daughter of Huss

rivals of House Duras

A house once in decline but is now on the rise. After dishonorable intrigue from another House almost ruined them, they were aided by a honorable Ferengi merchant who proved to the chancellor that the deeds of their enemies were stained with dishonor, which resulted in the other House getting kicked off the high council. Their rival House was a staunch ally of the House of Duras however … a fact that stained the current relations between these two Houses.

Now aided by their new merchant contacts, the House of Grilka managed to build their first new warship in a generation, the I.K.S. L’Rell (named after a famous female chancellor).


other major factions

The Federation

Several species (incl. humans) bound together in democracy. Their main focus is exploration and mutual defense. After the last brief Klingon civil war, that ended 3 years ago, where the new chancellor Gowron was aided by the Federation, those two powers are allied
… although many noble houses are not happy with an alliance with their ancient enemy.

The Romulan Imperium

Secretive and imperialistic, 3 years ago the Romulan Star Empire tried to aid the House of duraS to become chancellor … but they failed.
Now they have retreated to Romulan Space and wait.

The Orion Syndicate

The Orion are a very wide-spread alien species across the regions. They declared that they will never aspire to form an Empire again, and accept whatever local governor they have to deal with - instead focusing on trade.
There is the Orion Syndicate however, that is a criminal organisation of (mostly) Orions. Involved in everything from smuggling to piracy this syndicate gives Orions a bad reputation.

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The L’Rell, is a brand-new attack cruiser, the first vessel built by the House of Grilka for its own use in nearly a generation. As such, extra care and detail have been paid to ensure that the L’Rell is the finest vessel ever produced by the House yards. The vessel is named after a famous former female chancellor, who managed to unite the Klingon Empire.

Recently, the House of Grilka became embroiled in a blood feud with another House, a feud that weakened and very nearly destroyed them. In the following years, Grilka engineers served the Empire by designing and building starships and starship components for the Imperial Fleet and the other Klingon houses, but lacked the resources to build for themselves. Now, with the overthrow of their old enemies thanks to the High Command and the restoration of their wealth thanks to their Ferengi contacts, Grilka’s fortunes finally allow them this first step on the path to independence and greatness. In building the L’Rell the House of Grilka hopes to build on their honor and prestige, and increase their holdings in the chaotic Klingon Empire.

Despite these steps forward, House Grilka’s future remains clouded. There is unrest in the Empire, and other Houses have grown powerful, spending decades cultivating powerful political connections.

I.K.S. L’Rell

Service Date: 2371
Spaceframe: Vor’cha attack cruiser
Mission Profile: Flagship
Traits: Klingon Cruiser, Vor’cha class, Formidable Reputation, House of Grilka


COMMUNICATIONS: 10
COMPUTER: 9
ENGINES: 10
SENSORS: 9
STRUCTURE: 10
WEAPONS: 10

COMMAND: 4
CONN: 1
SECURITY: 5
ENGINEERING: 2
SCIENCE: 2
MEDICINE: 1


Talents

Ablative Armor
The vessel’s hull plating has an additional ablative layer that disintegrates slowly under extreme temperatures. The ship’s Resistance is increased (already included).

Cloaking Device
Activating the device is a major action which requires Reserve Power, and which requires a Control + Engineering task with a Difficulty of 2, assisted by the ship’s Engines + Security. This is operated from the ship’s Tactical position. If successful, the vessel gains the Cloaked trait.
While cloaked, the vessel cannot attempt any attacks, nor can it be the target of an attack unless the attacker has found some way of detecting the cloaked vessel. While cloaked, a vessel’s shields are down. Deactivating the cloaking device requires a minor action.

Command Ship
When a character on the ship succeeds at a Command task to create a Trait, they may always be assisted by the ship’s Communications + Command, and they may confer the Trait to allied ships, landing parties, or away teams with whom the ship maintains a communication link.

Fast Targeting Systems
When you use the Targeting Solution minor action, you may gain both benefits:
re-roll a d20 on the next attack and choose the system hit by the attack.

Rapid-Fire Torpedo Launcher
The vessel’s torpedo launchers have been designed to allow the ship to fire multiple torpedoes much more quickly and accurately. When the ship fires a torpedo salvo, the character at Tactical may re-roll a d20 on the Attack. Also, the weapon’s Damage rating is increased (already included).


SHIELDS: 20/20 (Resistance: 7)

SCALE: 5

LAUNCH BAY: 4


Weapons

  • Disruptor Banks [Medium] 8 (Intense)
  • Disruptor Cannons [Close] 9 (Intense)
  • Photon Torpedo [Long] 6 (High Yield) [+1 THREAT]
  • Photon Torpedo Salvo [Long] 7 (High Yield plus either Area/Spread) [+3 THREAT]
  • Tractor Beam [Close] (Strength 4)
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1_K‘Tenek_so_Tak

Proud and ambitious, K’Tenek is nephew of Grilka and the scion of a Great House, a House on the rise. Despite his relative youth, K’Tenek has served several tours in the Imperial Navy, and has finally received a command of his own. In addition to the responsibility of commanding a vessel of the Klingon Empire, K’Tenek now carries with him the weight of his House’s honor and a mandate to succeed.

K’Tenek is the nephew of Grilka. His father Tak was killed in battle against the Federation (but under mysterious circumstances) while fighting alongside the House of Koranth. As Grilka has no heir, K’Tenek becomes Head of House (as is his right) when she dies.

Captain K’Tenek, son of Tak (he/him)

@OliveOil
Traits: Klingon, KDF Officer, House of Grilka
Rank: Captain
Role: Commanding Officer


CONTROL: 10
DARING: 11
FITNESS: 9
INSIGHT: 7
PRESENCE: 12
REASON: 7

COMMAND: 5
CONN: 2
SECURITY: 4
ENGINEERING: 2
SCIENCE: 2
MEDICINE: 1

Composure
Disruptors
Klingon History
Intimidation
Lead by Example
Strategy & Tactics
Beast-Riding


DETERMINATION = 1/3

Value: “It is my destiny to sit on the High Council.”
Value: “When in doubt, attack!”
Value: “Honor the dead – and learn from their mistakes.”
Value: “A warrior must be prepared to improvise.”
Dictate: “Blood is thicker than water!”


Commanding Officer

The commanding officer may spend a point of Determination to grant any other character they can communicate with one point of Determination . This does not have to be linked to a Value .
Additionally you have access to the following Task.

  • Direct Task: By spending 1 Momentum you can use your Task to let another character in communication range, make a Task and additionally assist them using your Control + Command, unless they already performed two Tasks this round.

Talents

Brak’lul
You gain 1 Protection which stacks with the benefits of any armor worn. Further, when another character attempts First Aid to heal you, they may re-roll a d20.

Call Out Targets
When you Assist a character in an Attack, the assisted character generates 2 bonus Momentum if their attack succeeds. Bonus Momentum cannot be saved.

Follow My Lead
Once per scene, when K’Tenek succeeds at a Task during combat or another perilous situation, you may spend Determination. If you do, choose a single ally. The next Task that ally attempts counts as having assistance from you, using your Presence + Command. On this task, do not roll your assistance die: it counts as having already rolled a 1.

Voice of Authority
When you Assist someone, and use your Presence to do so, you may add 2 Threat to treat your assistance die as if it had rolled a 1 instead of rolling it.

Warrior’s Spirit
When K’Tenek attempts a melee attack, and purchases one or more additional dice with Threat, he may re-roll any number of d20s.
Further, K’Tenek owns a bat’leth and do not have to pay an Opportunity Cost to acquire it.


STRESS = 9/9 (Protection: 2)

Weapons:

  • Unarmed [Melee] Stun 2
  • Bat’Leth [Melee] Deadly 3 (Intense)
  • Disruptor Pistol [Ranged] Deadly 4 (Intense)
  • D’k tahg dagger [Melee] Deadly 2 (Hidden 1)

Equipment: Armored Vest, Bat’Leth, Communicator, Disruptor Pistol, Tricorder

3_MaqDu_so_BKal

The oldest warrior aboard the I.K.S. L’Rell is a bat’leth master of great skill. Maq’du was a close friend and battle companion to K’Tenek’s father, Tak.

He is friend and mentor to nearly the entire crew of the Taj’tat. Maq’du is the son of theoretical physicists working for the High Command. When he entered, the Academy, Maq’du discovered a deep spiritual need which his academic upbringing had left unfulfilled.

When Tak was killed in battle, Maq’du left the service and traveled to the monastery at Boreth, studying there for over a decade. Returning to the service, Maq’du renewed his pledge to the House of Grilka, where he keeps a watchful eye over the son of his friend and captain - K’Tenek, son of Tak.

Commander Maq’du son of B’Kal (he/him)

@OliveOil’s +1
Traits: Klingon, KDF Officer, House of Grilka
Rank: Commander
Role: Chief Engineer


CONTROL: 11
DARING: 12
FITNESS: 9
INSIGHT: 7
PRESENCE: 10
REASON: 7

COMMAND: 2
CONN: 1
SECURITY: 4
ENGINEERING: 5
SCIENCE: 3
MEDICINE: 1

Blades
Cloaking Devices
Explosives
Mechanical Diagnostics
Meditation
Warp Field Dynamics
Boreth Monks Philosophy


DETERMINATION = 1/3

Value: “Blow ‘em all to Gre’thor.”
Value: “Glory must be earned through sacrifice and pain.”
Value: “A superior warrior requires superior gear.”
Value: “A cloaking device is often the best weapon.”
Dictate: “Blood is thinker than water!”


Chief Engineer

When aboard the ship, the chief engineer always has the Advantage “Engineering Department”, which represents the ship’s complement of engineers and technicians.

Talents

Brak’lul
You gain 1 Protection which stacks with the benefits of any armor worn. Further, when another character attempts First Aid to heal you, they may re-roll a d20.

No Pain, No Gain
When you fail a task (but not an opposed task) which used your Daring, you may always choose to Succeed at Cost.

Percussive Maintenance
You have an extensive repertoire of quick fixes, crude bypasses, and other improvised techniques for using and repairing devices during a crisis. They all do the job, but it’s messy work. When you attempt a Control + Engineering task, you may add 2 to Threat to use your Daring instead of your Control. If you do this, and the task succeeds, you may reduce the time taken by 1 interval without spending Momentum.

Veteran
The character is wise and experienced, and draws upon inner reserves of willpower and determination in a more measured and considered way. Whenever you spend a point of Determination, roll a d20. When you roll equal or less than 11, immediately regain that spent point of Determination.

Warrior’s Spirit
You are an exemplar of what it means to be a Klingon warrior, and you will not hesitate to demonstrate your prowess to any who challenge you. When you make a melee attack, or are targeted by a melee attack, and you buy one or more d20s by adding to Threat, you may re-roll the dice pool for the task. Further, you own a bat’leth and do not have to pay an Opportunity Cost to acquire it.


STRESS = 9/9 (Protection: 2)

Weapons:

  • Unarmed [Melee] Stun 2
  • Bat’Leth [Melee] Deadly 3 (Intense)
  • Disruptor Pistol [Ranged] Deadly 4 (Intense)
  • D’k tahg dagger [Melee] Deadly 2 (Hidden 1)

Equipment: Armored Vest, Bat’Leth, Communicator, Disruptor Pistol, Engineering Kit, Tricorder