Star Trek Adventures OneShots

terraD

Commander terraD son of jorn (he/him)

Pronounciation: “D” as a very soft “th”; “j” as in “jungle”; “r” are rolled like in Italian;
@ThatGuyTed
Traits: Klingon
Rank: Commander
Role: Klingon Exchange 1st Officer (Political Liason)

Commander terraD is the only survivor of the fallen House of jorn, which was eradicated by the House of duraS during the Klingon Civil War 3 1/2 years ago. General kargan of House k’tal took him in, since he once served gloriously on kargan’s old beloved ship the I.K.S pagh.
Since kargan has been deployed to Narendra Station to aid the alliance of the Klingon Empire with the Federation, he send terraD to the U.S.S. Intrepid in an Exchange Officer Program.


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

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

Blades
Disruptors
Evasive Action
Feats of Strength
Inspiration
Strategy & Tactics


DETERMINATION = 1/3

Value: "Getting stabbed in the back teaches you how far you can reach."
Value: "Glory must be earned through sacrifice and pain."
Value: "I desire vengeance."
Value: "Only a fool fights in a burning house."
Directive: “Rules of Engagement!”
Directive: “Win Glory in aiding our Federation allies!”


Political Liason

You gain an additional Directive, which only applies to you, which reflects the political stance of the government you represent.

Talents

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

Brak’lul
Various physiological redundancies mean that wounds that would kill other humanoid species don’t affect Klingons as badly. The character gains +2 Resistance against all Non-lethal attacks. In addition, whenever the Klingon is target of a First Aid Task, reduce the Difficulty of that Task by 1, to a minimum of 1.

Dauntless
Whenever you attempt a Task to resist being intimidated or threatened, you may add a bonus d20 to your dice pool.

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’leH and do not have to pay an Opportunity Cost to acquire it.


STRESS = 15/15 (Resistance 1 vs. Lethal & 3 vs. Non-lethal damage)

Weapons:

  • Unarmed [Melee] 6A (Knockdown)
  • Disruptor [Ranged] 8A (Vicious 1)
  • bat’leH [Melee] 8A (Vicious 1)

Equipment:
Armor, bat’leD, Communicator, Disruptor, Tricorder, Uniform

EMH

The Doctor (he/him)

Support-Character
Traits: Hologram
Rank: Emergency Medical Hologram
Role: Chief Surgeon

The ship’s sickbay is equipped with holoemitters and a state-of-the-art holographic doctor, able to assist medical personnel during emergencies. This character cannot go into any location not equipped with holoemitters. This particual hologram took some liberties in upgrading his subroutines as well as the ship’s holodeck, since he has a lot of time, because the crew of the U.S.S. Intrepid tends to forget to turn him off. He is especially proud of his ongoing Sherlock Holmes fanfiction Holo-Novel series.


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

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

Emergency Medicine
Espionage
Holo-Novel Writing
Internal Medicine
Photonic Applications
Surgery
Virology
Xenobiology


DETERMINATION = 1/3

Value: "Artist — Author — Doctor — Spy."
Value: "If I wasn’t a hologram, I would be afraid right now."
Value: "More than the sum of my subroutines."
Value: "Walking, talking database of medical knowledge."
Directive: “Rules of Engagement!”


Chief Surgeon

The chief surgeon gains a bonus d20 to Control + Medicine Tasks to treat an Injury from a Lethal attack.

Talents

Doctor’s Orders
When you 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.

Expanded Program
Your programming has been expanded considerably, with subroutines and databases covering a wide range of additional subjects and fields of expertise. You may select up to two additional Focuses.

Mobile Emitter
You have a device that allows you a degree of autonomy from fixed holoemitters. Most of these mobile emitters are bulky, awkward pieces of equipment with a limited amount of power, making them useful only for short periods and emergencies, but the technology is improving. While you have your mobile emitter, you can move freely in places that lack holo-emitters. However, Complications may reflect damage to or problems with the emitter.

Surgery Savant
When attempting a Medicine Task during an Extended Task relating to surgery, the character gains the Triumphant Effect.


STRESS = 10/10

Weapons:

  • Unarmed [Melee] 4A (Knockdown)

Equipment:
Combadge, Medical Tricorder, Medkit, Mobile Emitter

1 Like

U.S.S. Intrepid (NX-74600)

Service Date: 2371
Spaceframe: Intrepid-class
Mission Profile: Scientific and Survey Operations
Traits: Federation Starship, Prototype

A light exploration cruiser the U.S.S. Intrepid is the prototype of its line and outfitted with the best tech the Federation has to offer.
The ship is reknowned for its excellent science department as well as its advanced high-resolution sensors. Although up to 33% of the crew are enlisted civilian scientist with no basic military training, also the crew has never been in any mayor conflict so far.
It’s sister ship the U.S.S. Voyager recently went missing without a trace.


COMMUNICATIONS: 10
COMPUTER: 11
ENGINES: 11
SENSORS: 10
STRUCTURE: 8
WEAPONS: 9

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


Talents

Advanced Sensor Suites
The vessel’s sensors are amongst the most sophisticated and advanced available in the fleet. Unless the ship’s Sensors have suffered one or more Breaches, whenever a character performs a Task assisted by the ship’s Sensors, they may reduce the Difficulty of the Task by one, to a minimum of 0.

Emergency Medical Hologram
The ship’s sickbay is equipped with holoemitters and a state-of-the-art holographic doctor, able to assist medical personnel during emergencies. This character cannot go into any location not equipped with holoemitters.

High Resolution Sensors
The vessel’s sensors can gain large amounts of accurate data, though they are extremely sensitive. While the vessel is not in combat, any successful Task that is assisted by the ship’s Sensors gains one bonus Momentum (bonus Momentum cannot be saved into the Momentum pool).

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 1A for each Power spent; for each Effect rolled, that point of Power is not spent.


SHIELDS: 9/9 (Resistance 4)

POWER: 11/11

SIZE: 4

LAUNCH BAY: 3


Weapons

  • Phaser Arrays [Medium] 5A (Versatile 2; plus either Area or Spread) [-1 POWER]
  • Phaser Arrays [Medium] 6A (Versatile 2; plus either Area or Spread) [-2 POWER]
  • Phaser Arrays [Medium] 7A (Versatile 2; plus either Area or Spread) [-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 3)

If everybody else has chosen, I’ll snag Cpt. Riley. Ship needs a captain.

Thanks!

y’all are doomed, but most likely will have tons of fun on the way to your excruciating deaths! :stuck_out_tongue:

4 Likes

How does the Star Trek Adventures System work?

As a base every character can make:

:vulcan_salute: 1 Task (anything that does require a dice roll) OR 1 Assist another’s Task

AS WELL AS

:vulcan_salute: 1 Minor Action (anything that does not need a dice roll; e.g. move one zone, aim with a weapon, set your hand phaser to X, open an unlocked door …)


For Tasks:

You roll at least 2d20

Then you add one Attribute (Control, Daring, Fitness, Insight, Presence, Reason) to one Discipline (Command, Conn, Security, Engineering, Science, Medicine) to get your Target Number

  • every d20 that rolls than your Target Number = 1 success
  • every d20 that rolls a 20 = generates a Complication
  • every d20 that rolls a 1 = 2 successes
  • if you have a Focus (e.g. Astrophysics) that would fit → every d20 that rolls than your Discipline would be 2 successes as well

… than you add your successes and compare that to the successes needed for the Task

  • :sob: if you have less, you will fail … unless the GM had offered you to succeed at “cost” :smiling_imp:
  • :tada: if you have equal or more, you will succeed and the excess successes generate MOMENTUM (e.g. 3 extra successes would create +3 MOMENTUM)

notes:

:exclamation: under no circumstances you would be allowed roll more than 5d20 on a Task
:exclamation: this limit does include “1s” gained from spending Determination
:exclamation: this limit does not include the 1d20 gained from Assist (see below)


For Assist:

Instead of making a Task you could narrate that you will directly aid the upcoming Task of another character.
Should you do so, you may roll only 1d20 on that character’s turn, and add the success(es) to the roll of the other character.
Under no circumstances you would be allowed to roll more than 1d20 in Assist-ing another’s Task

notes:

:exclamation: this is usually worse than making a routine Task to generate MOMENTUM, but could be helpful should the crew need to beat a crazy high difficulty
:exclamation: you do not immediatly roll your 1d20, you will do that on the character’s turn, that you have Assist-ed … so technically you “delay” as well


Momentum & Threat

every excess success generates 1 MOMENTUM

  • can be immediatly spend for extra stuff (getting more information, creating advantages, extra actions/task, …)
  • those can be stored in a pool for every character to use (max. 6; drops by 1 at the end of every scene)

the GM has their own pool called THREAT

notes:

:exclamation: bonus MOMENTUM gained from other sources such as Talents cannot be stored
:exclamation: some actions automatically generate extra THREAT
(e.g. firing torpedoes, making lethal attacks, …)


How to roll more than 2d20?

as mentioned, when making a Task, you roll at least 2d20

  • some Talents might give you an extra d20 (e.g. Captain Riley’s Defuse the Tension)
  • you can spend Determination if it fits one of your Values or your mission’s Directive to add an extra die, which will automatically be set at “1” = it will generate 2 successes
  • you may spend MOMENTUM → the 3rd dice costs 1, the 4th costs 2, the 5th costs 3
  • you may give the GM THREAT (that’s basically the MOMENTUM pool of the GM) → the 3rd dice adds 1, the 4th adds 2, the 5th adds 3

notes:

:exclamation: extra dice from Talents and Determination come first
:exclamation: you can mix MOMENTUM spends & THREAT increases
(e.g. spend 2 MOMENTUM and add 1 THREAT to get +2d20 for total of 4d20)

notes (again)

:exclamation: under no circumstances you would be allowed roll more than 5d20 on a Task
:exclamation: this limit does include “1s” gained from spending Determination
:exclamation: this limit does not include the 1d20 gained from Assist-ing another’s Task (see above)


How do gain/spend Determination?

note: Determination spends/gains must be linked thematically to one of your Values or your mission’s Directive (exception is the Captain’s ability)

for spending:

  • before rolling your dice add another d20, set on a “1” so it will generate 2 successes
  • after rolling the dice, you may re-roll as many d20 as you want
  • without rolling you can add an “Advantage” to the scene
  • while dying/being unconscious to get back into the fray

for gaining:

  • the GM might offer you Determination to create a disadvantage (such as a “Complication”) for your character, that woud be related to one of your Values or your mission’s Directives
  • you can narrate, that your character suffers a personal crisis, since 2 of your Values/Directives are in conflict with each other, and delete one of your Value permanently
  • you can narrate, that your character suffers a personal crisis, since 2 of your Values/Directives are in conflict with each other, and delete one Directive till the end of the mission from every character → note that deleting a Directive will have story consequences

note:

:exclamation: you could spend and/or gain more than 1 Determination in one round, but every one must be linked to a different Value or Directive


Advantages, Complications & Traits

should one of those apply storywise …

  • Advantages either make something possible, or reduce the “successes needed” / “add a success” to something that already was possible. They can be never a disadvantage.

  • Complications either make something impossible, or increase the “successes needed” on tasks. They can be never an advantage.

  • Traits can be good or bad and depending on the circumstances could work as an Advantage or Complication


Combat Damage, Ship Damage & Extended Tasks

I will explain that in-game in more detail, if/when it comes up

in short

:vulcan_salute: the A used are custom d6 (1 = 1, 2 = 2, 3 = 0, 4 = 0, 5 = 1+FX, 6 = 1+FX)
:vulcan_salute: every special Effect (if there are any) triggers once for every FX rolled
:vulcan_salute: Resistance reduces the result
:vulcan_salute: if the final result is 5, you have +1 Injury / Breach / Breakthrough
:vulcan_salute: if there is no Stress / Shields / Work left afterwards, you have +1 Injury / Breach / Breakthrough … (unless you do no Damage / Work at all)
:vulcan_salute: the last two do stack for a potential +2 Injuries / Breaches / Breakthroughs

1 Like

How that usually works in-game (Advice)

Think about it more as a TV-series, than a tactical RPG:
Typically a character does only a small number of Tasks in a scene, often only 1.

So the characters work together to create Advantages and generate enough MOMENTUM so that the character, who has the highest chances for success for the Task needed to solve the current situation, will hopefully be able to make it.

:vulcan_salute:

for those who prefere to watch videos instead:

Thanks for playing the episode

Border Dispute


I will plan a re-run with different characters and a different scenario, for others, who also want to try out the system

:vulcan_salute:

Recommended. Join if you have the opportunity!

Interesting system. I’m usually not a fan of strict turns, in part because it so often splits the party for no discernible reason, but the time-sensitive investigation coupled with everybody having communicators sidestepped the disadvantages really well. Star Trek seems like a best case for that method, especially compared with games like Call of Cthulhu. That was really fun to see in practice.

Fun scenario, too. Thanks again!

2 Likes

so my plan is to run it on a weekend in a few weeks
different scenario, different player characters

so far we have:
@BufoBufo +1
@S_journ
would take up to 2 more players - preferably people who had no chance yet to try out this rpg-system

would gm the next scenario on a weekend
either in person, or online, or in a park … so that everyone involved feels comfty

anyone else interersted?

:vulcan_salute:

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.

:vulcan_salute:

Plan to do a re-run in the coming weeks

3 slots are filled (see above)
and a couple of those who played the first one wanted to run more adventures with their characters

Since these games are also about showing this Star Trek System to potential interested new players,
new players, who haven’t played STA before, will have prefered seating.

So should you wanna test this … post here, or PM me a line :slight_smile:

I’d be interested. :gun:
(Depending on the date :slight_smile: )

send out a Doodle

should work out somehow :vulcan_salute:

1 Like

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

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

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