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Resources

posted Feb 20, 2017 17:00:48 by GaiusRoss
Hi Everyone, Just wondering if it might be possible to setup a thread or folder where all the amazing resources that people have made could be collated?

I've seen some jpgs for characters, some plans for each scene, all sorts, but I'm sure I have missed loads more. If there was central place to find these resources, even if it is a google drive folder link as a stick thread?

I don't know if this would be useful for anyone else?
[Last edited Dec 12, 2017 19:24:03]
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212 replies
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sterling2063 said Jul 29, 2017 18:19:55
Has anyone made a homebrew Xindi yet? I may take a whack at it if not.
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jimdcushman said Aug 01, 2017 12:20:51
@allen, I bumped my NPC/PC-refs to the 4x6 indexes to get around my printing issue I had. I recommend portrait view on the cards that are blank on both sides. Still fine tuning my tools before I throw a drive link in my signature block.
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PatricHenson said Aug 14, 2017 06:36:11
I came up with a fun little way to add an extra layer to starship combat using specific starship attack patterns used in the shows. The helmsman can already perform the attack patterns Task, but this would represent general tactical posturing as opposed to the direct task. Each ship picks from the 7 attack pattern categories, revealing their choices simultaneously to see if one gains an advantage (or maybe a bonus momentum if you prefer).

Here are the attack patterns and a list of which ones beat which:

Alpha beats Beta, Delta & Kappa.
Beta beats Delta, Kappa & Omega.
Delta beats Kappa, Omega & Sierra.
Kappa beats Omega, Sierra, & Theta.
Omega beats Sierra, Theta & Alpha.
Sierra beats Theta, Alpha, & Beta.
Theta beats Alpha, Beta, & Delta.

So basically it's a 7 option rock, paper, scissors to vie for favorable positioning.

I might actually make cards with the symbols on them and have them printed...
[Last edited Aug 14, 2017 06:45:26]
"Lease and pong life. Prosp long and liver."
—Varek of Sulkin'
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jimdcushman said Aug 15, 2017 01:25:08
@Patric, That is BRILLIANT. Love it and using it!
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PatricHenson said Aug 15, 2017 13:42:13
@Jim,Thank you! I'm glad you like it! :D
"Lease and pong life. Prosp long and liver."
—Varek of Sulkin'
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JoeriJean said Aug 15, 2017 18:50:51
Alpha beats Beta, Delta & Kappa.
Beta beats Delta, Kappa & Omega.
Delta beats Kappa, Omega & Sierra.
Kappa beats Omega, Sierra, & Theta.
Omega beats Sierra, Theta & Alpha.
Sierra beats Theta, Alpha, & Beta.
Theta beats Alpha, Beta, & Delta.

I love it. Sound fun.

This is some of my stuff I've been creating.
Have fun with it.
And as always comments are welcome.

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New Aliens:
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ANGOSIANS:
Attributes: +1 Control, +1 Insight, +1 Reason
Traits: Angosians are an intelligent humanoid race originating from the planet Angosia III. Outwardly indistinguishable from Humans, Angosians eschewed violence, preferring to focus on intellectual development. They tend to be very formal and correct, adhering rigidly to the rules of their society. Some people may consider them to be a little "stuffy".
Talents: The character receives access to the following talents.
Academic Excellence:
Requirement: Angosian, or Gamemaster’s permission.
You received academic training from a young age. When you attempt a Task using Insight or Reason, and spend Determination to buy a bonus d20 for that Task, you may re-roll your dice pool.

Angosian Bioengineered Soldier:
Requirement: Fitness 10, Angosian, or Gamemaster’s permission
When taking this talent the character gains the “Super Soldier” Trait. In the mid-24th century, the Angosians were involved in a protracted conflict called the Tarsian War. Being inherently non-violent, the Angosian authorities ordered some of their soldiers subjected to genetic engineering, chemical manipulation, and psychological conditioning in order to make them superior soldiers and increasing their survival. The effect of this treatment caused there mental and physical abilities to become enhanced when danger was perceived. It also prevented their life signs from being detected through conventional means. This treatment had also had several negative effects. There sensor invisibility makes it difficult to use medical sensor equipment to diagnose. Their behavior radically becomes violent when they sense danger to themselves, and there enhanced mental abilities makes them remember every kill resulting in frequent nightmares.

BRIKAR:
Attributes: +1 Daring, +1 Fitness, +1 Presence
Trait: Brikars are large bipedal humanoids with a slow metabolism, and a silicon-based biochemistry. Because of their size and requirements, all their equipment must be altered for them. There complete physiology is still a mystery to many scientists and this can result in medical complications. They have a rock-like skin that is composed of various mineral and geologic compounds and is highly resistant to injury. An average Brikar character can lift several hundred kilos with ease, and is able to hold his breath for extended periods of time. Unlike most other species who come from low-gravity worlds, the Brikar are immensely strong and heavy. This apparent disparity lends credence to the common belief that the Brikar have genetically altered their physical make-up over the centuries, and have in effect bred themselves for physical strength. In relatively higher gravity they appear more flattened vertically than on their home-world, and they experience some difficulty in moving but they retain their incredible strength. They can wear a specially designed gravity compensators to ignore this effect. The Brikar traditionally harbor a dislike for Klingons stemming from intense border disputes.
Talents: The character receives access to the following talents. A Brikar character must select the Living Rock during character creation, to reflect their rock-like skin.
Living Rock (required):
Requirement: Brikar
You rocky skin makes you particularly durable and hardy. You gain 2 resistance and you gain the Rigid Trait.

Hammer Hand:
Requirement: Brikar
Your Unarmed Strike gain the Vicious 1 damage effect.

Healing Meditation :
Requirement: Brikar, Vulcan, or Gamemaster’s permission.
You concentrate your strength, blood, and antibodies onto injured organs by going into a self-induced Hypnosis. Once per day you can go in a trance for 30 minutes and make a Control + Medicine Task with a Difficulty of 2 to heal 1 injury-related Complications +1 for every momentum spend.

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Starships:
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New Starship Talents:
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Holographic Masking System (See Star Trek Away Team game):
Requirements: Engineering 3+
The vessel has a device that allows it to mask its appearance so that it takes the shape and readings of another ship (even the interior and the characters are masked). Operating the device requires a Control + Engineering Task with a Difficulty of 2, assisted by the ship’s Engines + Computers (this is a Task from the Operation position). This Task has a Power requirement of 3. If successful, the vessel gains the Masked Trait. While Masked, the vessel cannot attack because then the weapon output would reveal the deception. It requires a Minor Action to unmask the ship.

Monotanium Plating:
Requirements: None
The ship gains the “Monotanium plating” trait.
The ship’s hull has a unique hull plating that reflects sensor signals. Making it difficult to scan its interiors or lock-on on the target.

Mono-refracting Plating:
Requirements: None
The ship gains the “Mono-refracting Plating” trait.
The starship’s hull has a composite hull alloy that absorbs sensor signals, effectively rendering the vessel invisible to long range scans.

Neurogenic-Interface:
Requirements: None
One of the characters control the ship using mental commands. That character must only spend one Momentum to attempt a second Task; but the Task difficulty increases in Difficulty by one. If the computer system suffers a breach then the character gets 3 challenge dice damage from neurological shock.

Quantum Slipstream Drive:
Requirements: Engineering 3+, Gamemaster’s permission
The ship gains the "Quantum Slipstream Drive" trait. The quantum slipstream drive operates by routing energy through the vessel's main deflector, which then focused a quantum field, allowing the vessel to penetrate the quantum barrier. In order to maintain the slipstream, the phase variance of the quantum field has to be constantly adjusted, or the slipstream would collapse, violently throwing the ship back into normal space. Going into quantum slipstream costs 8 power, and the ship travels at 300 LY/hour or 5 LY/minute. Going in slipstream is a Control + Conn Task, with a Difficulty of 2 (modified by terrain as normal), assisted by the ship’s Engines + Conn. If a complication is rolled then the ship suffers 10A damage ignoring shields.

Regenerative Shields:
Requirements: Security 3+
This shield siphons energy from incoming attacks. When the ship’s shields are hit roll 2 Challenge dice. The ship regains 1 shield point per effect rolled.

Transwarp Drive:
Requirements: Engineering 3+, Gamemaster’s permission (captured a Transwarp Coil)
The ship gains the "Transwarp Drive" trait. A ship using a transwarp drive travels at 20 times faster than the conventional Warp Drive. Going in transwarp is a Control + Conn Task, with a Difficulty of 2 (modified by terrain as normal), assisted by the ship’s Engines + Conn. Going into transwarp costs 10 power.

Hazard Team Leader: Security department only. The Hazard’s Team leader oversees the ship’s Hazard Team department. Hazard Team is an elite force of tactical officers, medics, marksmen, and pilots that are utilized to take control of extreme situations and high-risk away team missions from Federation starships. When going on a high-risk away team mission, the Hazard Team Leader always has the Advantage “Hazard Team Detachment”, which represents the ship’s Hazard Team personnel.

New Starship Special Rules:
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Squadron (Size 1 or 2 only):
This represents half of dozen or so shuttles that work and fights in tandem as one group. Using this rule simplifies combat with large number of small enemy starships, and it makes small starships more dangerous. Ships with the Extensive Shuttle Bays may call upon its vast array of shuttle craft, to aid them in combat. This costs 1 opportunity point and it provides a group of shuttle crafts. A group of space-fighters has a cost of 1 but also an escalation cost of 1. To attack the group in combat you must target an individual ship of the group. The effectiveness of the group drops when a number of it's ships are taken out. Increases the Difficulty of all Tasks attempted by 1 for every 2 members (rounded down) of that group that gets defeated. Area attacks are thus very effective against a group.

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New Role:
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Hazard Team Leader: Security department only. The Hazard’s Team leader oversees the ship’s Hazard Team department. Hazard Team is an elite force of tactical officers, medics, marksmen, and pilots that are utilized to take control of extreme situations and high-risk away team missions from Federation starships. When going on a high-risk away team mission, the Hazard Team Leader always has the Advantage “Hazard Team Detachment”, which represents the ship’s Hazard Team personnel.

Wing Commander: Conn department only. A Wing Commander commands a flying wing, typically a group of squadrons. When you pilot a ship and your base ship has sufficient shuttles you always have the Advantage “Starship Squadron”.

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New character Talents:
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Command Character Traits:
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Starship Resources:
Requirements: Command 3+
You are extremely good at managing the resources of your ships. The upgrades to the ship (increases in the ship’s System or Disciplines, and Ship’s Talents) during milestones you and the crew invested in are not lost when your ship is destroyed, or when you and the crew are transferred onto another ship.

Conn Character Traits:
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Fighter Pilot:
Requirements: Conn 3+
Reduce the momentum cost by 1 from a successful Task to attempt a second Task as long as one of the Tasks you attempt is to pilot a vessel or vehicle.


Engineering Character Traits:
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Best Systems Available:
Requirements: Engineering 3+
Your ship gets one extra starship talent of your choice.

Security Character Traits:
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Grappling Master:
Requirements: Security 3+
If one or more effects are rolled on the damage roll, you can choose to grapple the target (see melee combat options).

Silent Take Down:
Requirements: Security 3+
Reduce the momentum cost by 1 to add the “silent takedown” Advantage on a successful attack.


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New Equipment:
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Hazard Suit:
(Resistance 2 / Opportunity 3 / Escalation 2):
The hazard suit is equipped with a number of advanced features:
-The hazard suit is equipped with a tactical eye display ("TED"), which gives the wearer a crosshairs for weapons aiming and a scope for sniper shooting. The TED would also relay mission objectives and tactical information uploaded by the operations manager, or the team's weapons specialist when such information was pertinent. The TED could also be tied into a team member's tricorder and display information directly from the scan results.
-The suit's footwear is reinforced and contained magnetic strips on the outer sole, should the team enter an area with little or no gravity. When coupled with the helmet, the suit could can also be used for extra-vehicular activity (EVA) when deployment is necessary in the vacuum of space.
-The suit has a power converters that has the ability to convert many forms of alien energy and power into usable power for the suit to operate. This power then could be used by the suit to effect repairs on the suit through the use of nanites laced through the armor or to operate the internal dermal regenerators and protoplasers to heal wounds sustained by the wearer.
-The suit is equipped with a portable transporter buffer allowing the user to store weapons and equipment within the buffer. This meant the wearer was not weighed down by extra stores or disadvantaged by having to carry bulky weapons when not in use.
On the shoulders of the suit are multi-phasic wave generators. These devices actively disrupted unfriendly transporter locks on the wearer.


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Weapons:
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New Weapon Qualities:
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Flexible Weapon:
This weapon can be used to entangle a target or one of its limbs. You may use this melee weapon to take the grapple melee combat option from a distance if the weapons has that reach, or if you don’t have an empty hand. The opponent can also be knocked down by targeting his legs. Roll normal weapon damage, but do not inflict any damage; the damage dice are rolled only to see if the Knockdown effect is triggered.


New Federation Weapons:
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Federation assault rifle (4 Challenge Die, Knockdown, Inaccurate, Charge / Opportunity 1, Escalation 2) The Federation assault rifle is a high powered particle weapon utilized by Starfleet's hazard teams in 2380. Designed by Starfleet Security and enhanced by Ensign Korban. The new Federation assault rifle has more of a shotgun feel, and its proves to be a more effective short range weapon than the compression phaser rifle and therefore is the weapon of choice in close quarters combat.

Enhanced compression rifle (4 Challenge Die, Area, Charge, Grenade Launcher / Opportunity 2, Escalation 3): The enhanced compression rifle was a type of rifle weapon, an upgrade to the standard compression phaser rifle that could fire both phaser blasts and grenades. This new and improved version sports a higher rate and more rapid bursts of phaser fire than its predecessor, and has a nose-mounted grenade launcher, making it extremely suitable for some Hazard Team missions. The grenade launcher comes with 3 pulse grenades and can fire grenades up to Medium range.

Phaser Sniper Rifle (4 Challenge Die, Intense, Charge / Opportunity 2, Escalation 3):
The Federation Snipe Rifle has the typical features of such a weapon. They are more precise and capable of greater penetration. However, they are bulky, awkward to use at closer ranges It fires a single, almost instant shot from long range to quickly take out targets at a faraway distance. The weapon also features a targeting scope to zoom in on a distant object in order to get a clear shot and a good aim on the target.

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New Rules:
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Atmospheric Pressure: High- or low-pressure atmospheres can cause difficulty in breathing, “bends” or total system failure. On low-pressure worlds, characters have problems breathing because the atmosphere’s simply too thin. By contrast, high-pressure worlds put a strain on circulatory and respiratory systems because the gases strain the limits of the body. In either case, discomfort and death can result. Variations in pressure can quickly render characters unable to function. There’s no real need to go into the specifics of atmospheric pressure values; it’s sufficient to determine that a planet is high- or low-pressure compared to a given character’s home world. (This is especially true because pressure tolerance tends to vary widely from individual to individual.) In slightly high or low pressure, you tend to become winded more easily, and recover more slowly. Characters from worlds with standard atmospheres suffer these effects on worlds with thin or thick atmospheres; characters from thin or thick atmospheres (who must evolve stronger rib and lung muscles in the first place) suffer them only in thick or thin air, respectively. A Humanoid suffers these effects on thin-aired Vulcan or thick-atmosphere Ferenginar, for example, but Vulcans would only suffer on Ferenginar and not on Earth. You gain 1 level of fatigue to all exertions, and it takes twice as long to recover fatigue levels. In very high or low pressure (trace or dense atmospheres), you not only suffer from extreme fatigue, but you eventually suffer from hemorrhaging and other problems. Add 2 levels fatigue to all exertions, and you don’t recover fatigue levels at all with rest. No Class-M world has very high or low air pressure to any humanoid; worlds with damaging pressure are considered Class-K or Class-H. Super dense atmospheres do one 1A/round until the character dies, is rescued, or enters a safe environment. Surviving in and medically treating pressure differences is a lot harder than dealing with temperature extremes. The most that you can really do is try to pace yourself and hope that an injection of tri-ox or a similar compound can make up for respiration difficulties. No Survival test is possible to negate the penalties for extreme atmospheric pressure. Special compounds from the 23rd and later centuries may mitigate pressure problems for four to eight hours, at the Narrator’s discretion. Obviously, a character with an artificial environment regulator (like an EVA suit) doesn’t need to worry about the problems of temperature and pressure as long as the environment remains controlled.

Cold and Heat: As the millennia have passed, the extremes of temperature have been the eternal threat to plague to any life-form, herding them across their world in search of refuge from intolerable climes. Extreme cold or heat poses a serious risk to the unwary, and those exposed for too long without proper protection (shelter, protective clothing, etc.) can be incapacitated or killed. You suffer 1 fatigue/hour if you are unprotected in an extraordinarily cold or hot environment (temperatures below 0˚ Celsius or above 35˚C) and your exertion level goes up 1 level (see sustained activity). Severe cold or heat (below -20˚C or above 45˚C) increase this to 1 fatigue/10 minutes and all activity is considered extreme (see sustained activity). Deadly cold or heat is another thing, you suffer X challenge dice/round or minute of lethal damage when exposed to this kind of temperatures.

Drowning and Suffocation: When deprived of air for more than a few moments, a player character suffers 1 Fatigue plus the number of turns since the character was last able to breathe freely. A character falls unconscious when his Stress is reduced to 0.

Fatigue Level: There are many threats beyond combat. Even the climate can present a challenge, from the intense heat of the Vulcan deserts that can sear unprotected skin, to the uttermost cold of the Andorian planes, where life is nearly impossible. If you are isolated for too long from shelter, you may face the threat of thirst or starvation. Another threat is of overexertion: if forced to go without sleep or rest for long periods, you will suffer. Life is at risk for anyone exposed to one or several of these problematic conditions for too long. You gain levels of Fatigue for enduring environmental conditions and similar effects. Fatigue affects Stress, but does not inflict damage. Instead, each level of Fatigue reduces your maximum Stress by 1, causing you to tire faster. If your maximum Stress is reduced to 0, then you are exhausted beyond any ability to continue, and you will suffers a non-lethal injury. If you take any further Fatigue once you have a non-lethal injury, immediately turns that into a lethal Injury instead. Continuing exposure when you have suffered a Lethal injury results in death at the end of the scene. Recovering from Fatigue does not take long. Once removed from the source of the Fatigue (taking shelter from heat or cold, finding food or water, sleeping, etc.), removes 1 level of Fatigue, plus 1 per Momentum spend (Repeatable) after eight hours of rest. Someone may help (Medicine = treating, Security = survival) with your recovery. This is a Difficulty 2 test. With success you remove 1 fatigue plus 1 per Momentum spend (Repeatable). If you have received Fatigue from more than one source — for example, heat and thirst from prolonged exposure while in a desert — you must remove yourself from all sources of Fatigue before recovery can begin.

Forced March: Pushing yourself to travel further or faster than normal can overwhelm you with Fatigue. You normal pace is considered standard activity (see Sustained Activity), and double pace is demanding activity, and a forced march (triple speed) is considered extreme activity.

Minor injury-related complications: If a character suffers 3 of the same or more than 5 in total of injury-related complications (minor wound, poison, sick, dehydration, heatstroke, hypothermia, starvation) the character suffers an Injury. The gamemaster chooses if this is lethal or non-lethal damage.

Thirst and Starvation: Lack of basic sustenance is a major concern in the wilds, particularly if you are unskilled in survival techniques. Depending on your body mass and level of activity, you will require at least one and a half liter of water a day (or its equivalent) to avoid suffering from the effects of thirst. After going without adequate water for a prolonged period (Fitness + 24 hours) you suffer 1 fatigue/hour. This requirement is tripled in extremely hot environments, though natives to these areas have various means of alleviating this need. Furthermore, the game master may choose to adjust the time if a minor, but less-than-adequate, amount of water is consumed. Starvation is a little more forgiving. After three days without food, you suffer 1 Fatigue/day. An adult Humanoid requires at least one reasonable meal (or its equivalent) each day in order to avoid the risk of starvation.

Sleep Deprivation: Lack of sleep is perhaps the easiest source of Fatigue to recover from, but it comes with its own risks. If you have been awake constantly for 48 hours, you suffer 1 level of fatigue every additional eight hours of sleeplessness as your mind and body weaken. You will require eight hours of sleep in order to begin recovering from sleep deprivation.
Sustained Activity: Sustained activity can result in fatigue. There are 3 levels of activity reflecting your exertion: Standard, Demanding, and Extreme. You can perform standard activity for a number of hours per day equal to your Fitness. For each additional hour, you suffer 1 level of Fatigue. You tire faster with higher levels of activity. Demanding activity cuts that time in half, and extreme activity reduces it to one quarter. You must rest for at least eight hours to recover from sustained activity. The gamemaster can adjust your fatigue recovery accordingly when you didn’t rest enough.

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NPC Special Rules:
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Swarm (Minor NPC's only):
A swarm is a collection of small creatures that acts as a single creature. Swarms include flocks of birds, swarms of insects, writhing nests of poisonous snakes, and any other conglomeration of creatures that tends to move as a solid mass. A swarm takes half damage from melee and ranged attacks, but it takes double damage from area attacks.

Squad (Minor NPC's only):
This special rule represents a group of half of dozen or so characters that all share the same statistics and that works and fights in tandem as one group. Using this rule simplifies combat with large number of enemy combatants, and it makes minor NPC’s more dangerous. The group can perform 1 minor action and 1 task. This task can be spend by providing an advantage, by assisting a task, of by doing a task. You must target an individual member in combat to attack the group. If a member gets hit he is defeated (lethal combat = killed / non-lethal combat = unconscious) regardless of the damage he takes. If he wears sufficient armor (Gamemaster’s discretion) he protected and is not killed in lethal combat. The effectiveness of the group drops the more members of it are taken out. Increases the Difficulty of all Tasks attempted by 1 for every 2 members (rounded down) of that group that gets defeated. Area attacks, and the combat momentum spends option "Secondary Target" are thus very effective choices against a group. When the PC’s take the personnel option apply this special rule and (pg 185: a half of dozen or so personnel -> costs 1 opportunity) the group starts with the standard federation equipment for its specialty. Any other equipment above that must be purchased. The PC character must spend the standard cost of an single item to equip the entire group, the escalation costs stays the same.





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[Last edited Aug 22, 2017 12:32:48]
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JoeriJean said Aug 22, 2017 12:33:27
Updated and added content to my previous post

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Marty Marks said Aug 22, 2017 17:54:18
When I was out at Gen Con I mentioned to Chris Birch that we really could a dedicated section on the forums for homebrew content.

I'm running a game set in the Star Trek Online timeline so I've been working on homebrewing up stats for some of the playable species in the game, as detailed below. Feedback is always welcome, I'm still working on figuring out how to balance things in STA.
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LIBERATED BORG CHARACTERS
Borg is not something that a person is born to, but rather something that they are forced to become — though for infants and children assimilated by the Collective, they may have little or no memory of any other life. The Borg meld biology with technology, and a drone will have countless implants, the result of both invasive surgery and aggressive nanotechnology. With the Borg invasion of 2408 and 2409 ended, advances in medical sciences originally pioneered by Doctor Beverly Crusher and Lieutenant Commander The Doctor along with the expertise of the Borg Cooperative have allowed countless drones to be returned to individuality.
Liberated Borg is effectively an add-on to another species that is represented by the following changes (note that these changes represent a borg who has had the majority of their implants removed), think of it like a template from D&D or Pathfinder:

EXAMPLE VALUE: Exploring the Wonders of Individuality

ATTRIBUTES: -2 Presence, +2 Reason

TRAIT (in addition to the Species’s normal trait): Liberated Borg. While you no longer have the vast majority of the implants that made you the Borg drone that you were, there are some implants that just cannot be removed easily. However, these remaining implants make you hardier than most, allowing you to heal quickly and giving you resistance to toxins and diseases. However, your time spent as a drone has also left you with a poor understanding of social interaction.

TALENT (You must take this talent at some point during character creation)
Former Drone: You are highly resistant to toxins and diseases, reducing the Difficulty of Tasks to resist them by two. Furthermore, you gain Resistance 1. You do not have to sleep as a normal member of your species does, instead you must spend at least three hours a day in a regeneration cycle that requires either a Borg alcove or a portable regenerator. You begin play with a portable regenerator.
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Bolian
Bolians tend to be very friendly and outspoken (sometimes unnecessarily). Bolian marriages sometimes consist of more than two people and additional spouses are referred to as a co-husband or co-wife. Bolians often work in service jobs such as bartenders, waiters and hairdressers mostly due to their good nature and friendly approach. Every branch of starship service suits their desire for teamwork and structure.

EXAMPLE VALUE: Everyone’s Friend

ATTRIBUTES: +1 Fitness, +1 Insight, +1 Presence

TRAIT: Species. Bolians are highly outspoken and jovial. Their internal chemistry makes them resistant to toxins, as well as corrosive to foes who bite them. Their hearty nature allows them to shrug off attacks that could incapacitate a human.

TALENT (You must take this talent at some point during character creation)
BOLIAN PHYSIOLOGY
REQUIREMENT: Bolian
If you are bitten in melee combat, roll a challenge die. If you do not get a 0, the creature that bit you suffers 1 damage at the end of each round. This lasts for the current round plus an additional round if you roll an effect.
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Caitian
Caitians are a felinoid race with distinct cat-like features. As their homeworld, Cait, has been a Federation member as early as 2286, Caitians are known to serve both in Starfleet and on the Federation Council. They're known throughout their quadrant for their intelligence, curiosity, loyalty and love of beauty. Caitians' interlocking personal and clan relationships can create large family groups that sometimes number in the hundreds.
Caitians originally come from Ferasa. 800 years ago, a eugenics program aimed at creating Augments and involving Ferasan Nepeta Leaves as psychotropic triggers leads to a split of the civilization of Ferasa. While the augmented Ferasans prevail, the non-augmented Caitians retreat to a new homeworld outside Ferasan space.

EXAMPLE VALUE: Curiosity Killed the Cat, But It Won’t Kill Me!

ATTRIBUTES: +1 Fitness, +1 Insight, +1 Reason

TRAIT: Caitian. Caitians are bipedal, with height comparable to humans, have tails that assist their balance and large eyes with excellent night vision. Their skin is covered with soft fur coat, and their felinoid ears can pick up frequencies that most humanoids are unable to detect. Caitians are also remarkable jumpers; able to leap roughly twice as high as an average human.

TALENTS: The character receives access to the following talents:
CAT-LIKE REFLEXES
REQUIREMENT: Caitian, or Gamemaster’s permission.
Your agility makes it easy for you to dodge incoming fire. When you are making a Control + Security Task to avoid a ranged attack, you decrease the Difficulty by 1 (to a minimum of 1).

FELINE HUNTER
REQUIREMENT: Caitian, Ferasan, or Gamemaster’s permission
When rolling damage for an attack you make, if you roll an effect you may choose to roll an additional challenge die. This does not apply to starship weapons.
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Ferasan
Ferasans are a genetically augmented felinoid species from Ferasa Prime that split off of the Caitian race 800 years ago.
Unlike Caitians, Ferasans are saber-toothed and some have telepathic abilities. They are bipedal, have tails that assist their balance, extended maxillary canine teeth and large eyes with excellent night vision. Their skin is covered with a soft fur coat, and their felinoid ears can pick up frequencies that most humanoids are unable to detect. Some Ferasans have telepathic abilities.
The Ferasans and Caitians were once a unified species, but an extensive genetic engineering program has greatly modified the Ferasan genome. Ferasans consider themselves to be superior to Caitians, and most relish the chance to prove that superiority in combat. Ferasan society is dominated by clans of inter-related family groups who band together for defense and conquest. Loyalty is highly prized among Ferasans, although betrayals are common. The greatest honor a Ferasan can give to a clanmate or Captain is to remain faithful through adversity.

EXAMPLE VALUE: Loyalty Above All Else

ATTRIBUTES: +1 Daring, +1 Fitness, +1 Presence

TRAIT: Ferasan. Ferasans are bipedal, with height comparable to humans, have tails that assist their balance and large eyes with excellent night vision. Their skin is covered with soft fur coat, and their felinoid ears can pick up frequencies that most humanoids are unable to detect. Ferasans are also remarkable jumpers; able to leap roughly twice as high as an average human.

TALENTS: The character receives access to the following talents:
FELINE HUNTER
REQUIREMENT: Caitian, Ferasan, or Gamemaster’s permission
When rolling damage for an attack you make, if you roll an effect you may choose to roll an additional challenge die. This does not apply to starship weapons.

TELEPATH
REQUIREMENT: Betazoid, Ferasan, Reman, or Gamemaster’s Permission. Character creation only.
See Betazoid in the Core Rulebook
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Ferengi [Sorta]
Ferengi are short, unimposing beings, noted more as merchants and traders than as warriors, scientists, or engineers. Their culture promotes the acquisition of material wealth, and their society is extremely capitalistic, with most routine activities accompanied by the exchange of a precious, non-replicable substance called latinum (a room-temperature liquid metal, often stored within gold “slips,” “bricks” or “bars”). Ferengi used to discriminate between their genders considerably, with female Ferengi not being permitted to own property or wear clothing; enterprising female Ferengi invariably found a way around these restrictions. However, Grand Nagus Rom currently maintains a stance of gender equality.

EXAMPLE VALUE: First Rule of Acquisition — Once You Have Their Money, Never Give It Back

<STATS IN CORE RULEBOOK>

TALENTS: The character receives access to the following talents:
FREE ADVICE IS SELDOM CHEAP
REQUIREMENT: Ferengi, or Gamemaster’s permission
Increase the Difficulty of all Social Conflict to persuade you by 2. This Difficulty increase is removed as soon as you are offered something in trade.

YOU CAN’T MAKE A DEAL IF YOU’RE DEAD
REQUIREMENT: Ferengi, or Gamemaster’s permission
You can never make a lethal attack. However, whenever attempting a Task to make a deal or otherwise persuade an enemy who you have previously incapacitated, or an enemy who obviously outmatches you, you may add a bonus d20 to the roll.
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Gorn
The Gorn are a cold-blooded reptilian race from the planet Gornar. The Gorn Hegemony was at war with the Klingon Empire during the late 24th and early 25th centuries, culminating with the invasion and defeat of the Gorn Hegemony by the Klingon Empire in 2403. The Hegemony is now considered a part of the Empire, but retains the right to self-rule and holds a non-voting seat on the Klingon High Council. The Gorn themselves are bipedal reptilians with slitted silvery eyes, sharp teeth, clawed hands, and scaled green rubbery skin.

EXAMPLE VALUE: The Hegemony Shall Rise Again

ATTRIBUTES: +1 Control, +1 Daring, +1 Fitness,

TRAIT: Gorn. Gorn are physically very strong and tall, much more so than typical humans. They are known to be very stubborn and territorial.

TALENTS: The character receives access to the following talents. Note that you must take Gorn Physiology at some point during character creation:
GORN PHYSIOLOGY
REQUIREMENT: Gorn
When you roll damage for a melee attack, if you deal at least 1 point of damage you automatically add an additional point of damage. Additionally, you have Resistance equal to 1. Furthermore, all melee attacks you make are considered to have the Knockdown effect.

SHARP TEETH
REQUIREMENT: Gorn
All Gorn have sharp, reptilian teeth, but you’ve learned to use yours in melee combat, biting chunks of your enemies’ flesh out as a potent melee attack and infecting them with your natural toxin. This functions as a 1-handed Melee attack (which can be done with no hands free) that has a damage value of 4, and the Debilitating quality. You cannot be disarmed of this attack.
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Klingon
Klingon characters are typically large, physically powerful, and proud, with an aggressive approach to everything they do, and a propensity for violence that makes them extremely dangerous. They are predatory, with a primarily carnivorous diet, and a preference for either still-living food or wild prey from a hunt. Culturally, Klingons revere physical prowess, victory in battle, and a code of personal and familial honor that influences most of their politics, though not all Klingons live up to this; in some Klingons, this only keeps them from performing shameful acts so long as they can avoid the repercussions. This applies to both Klingon Defense Force members and Klingons who have joined Starfleet, though those in Starfleet have learned to temper their natural propensity towards violence.

EXAMPLE VALUE: Today Is a Good Day to Die! (or any other Klingon proverb you can think of)

<STATS IN CORE RULEBOOK>

TALENTS: The character receives access to the following talents. A full-blooded Klingon or a mixed-heritage character who takes after their Klingon parent must take the Brak’lul talent at some point during character creation as it represents an innate component of their physiology.:
BRAK’LUL
REQUIREMENTS: Klingon
A Klingon’s Resistance is increased by +2 against Non-lethal attacks.

WARRIOR’S SPIRIT
REQUIREMENT: Klingon, or Gamemaster’s discretion
When a Klingon attempts a Melee attack, and purchases one or more additional dice with Threat, the Klingon may re-roll any number of d20s.
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Nausicaan
Well-known as pirates and mercenaries, many Nausicaans were hired by the Gorn Hegemony during their war with the Klingon Empire. When the Gorn were absorbed by the Empire, many Nausicaans followed suit. Even so, many of them are still found as hired muscle for other species, especially Ferengi. While they may not technically be part of the Klingon Empire, many of them have found their way into the Klingon Defence Force.

EXAMPLE VALUE: I’ll Hurt Anyone...For A Price

ATTRIBUTES: +1 Control, +1 Daring, +1 Fitness

TRAIT: Nausicaan. Nausicaans are large aliens renowned for having a lack of subtlety and a surly, ill-tempered manner. They are generally tall humanoids surpassing two meters in height, with great physical strength. Their faces are commonly ashen in color and were distinguished by a prominent bone structure, with sharp tusks protruding at either side of their mouths. Some Nausicaans also had a line of four small horns that ran vertically down the forehead, though this trait seemed to have become less common by the 24th century.

TALENTS: The character receives access to the following talents:
PIRATE
REQUIREMENT: Nausicaan, or Gamemaster’s permission
When you are operating the Tactical station aboard a starship or otherwise have control of the ship’s weapons, you may choose to add an additional point of damage whenever you deal damage with the ship’s weapons.

RUTHLESS
REQUIREMENT: Nausicaan, or Gamemaster’s permission
When you are making an attack against an enemy that is not aware of or prepared for an attack, or against a defenseless enemy, you may re-roll any number of d20s in your dice pool one time per attack.
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Orion
Well-known for their de-facto government the Orion Syndicate, Orions are a green-skinned humanoid species known for their shady dealings and unscrupulous activities. During the late 24th century the Orions realized that they had depleted resources in their home system and began to negotiate with the Klingon Empire for assistance in 2388. In 2394 the Orion Syndicate signed a non-aggression and mutual defense treaty with the Klingon Empire which allowed the Syndicate to rule their homeworld as a vassal state to the Empire.

EXAMPLE VALUE: I’ve Got Everyone Wrapped Around My Finger

ATTRIBUTES: +1 Fitness, +1 Insight, +1 Presence

TRAIT: Orion. Both Orion males and females are tall, have distinguishing green skin, and features considered attractive to others. Orion males are often bald and have a muscular physique from physical labor. Orion females, other than their green skin, are near identical to Human females. Orion females have very potent pheromones they may consciously control. They are more than capable of seducing males of most species, with a few exceptions (such as Vulcan males). Females are much less susceptible to this and in Human females this often produces headaches. Due to these remarkable pheromones the Orion females are known to be the dominant ones in Orion relationships, society, and the organized crime cabal known as the Orion Syndicate.

TALENTS: The character receives access to the following talents. Note that you must choose one of the two Orion Physiology talents at some point during character creation:
ORION PHYSIOLOGY [FEMALE]
REQUIREMENT: Orion Female
You are considered to always have Advantage in Social Conflicts when attempting a Persuasion Task, unless the target of that Task is Female. Additionally, you can choose to oppose both ranged and melee attacks made by non-Female biological NPCs with Presence + Command. If you roll a 1 on any of the d20s you roll for this Task, the attack is avoided and re-targeted onto one of the attacking character’s allies.

ORION PHYSIOLOGY [MALE]
REQUIREMENT: Orion Male
When you roll damage for a melee attack, if you deal at least 1 point of damage you can choose to roll an additional challenge die. Furthermore, all melee attacks you make are considered to have the Knockdown effect.
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Reman
Remans are either an offshoot of the Romulan people or were native to the Remus, the sister planet of the former Romulan homeworld of Romulus - neither species will discuss this matter with outsiders. Regardless, they are a distinct species with a similar appearance to Romulans. They have pointed ears, a similar forehead ridge, and very similar blood. However, they are adapted to life on the permanently dark side of Remus, and some of them possess potent telepathic abilities. Many Remans have chosen to break with the Romulan Star Empire and join the Romulan Republic due to the Star Empire’s history of using them as slave labor.

EXAMPLE VALUE: It’s Too Bright In Here

ATTRIBUTES: +1 Daring, +1 Insight, +1 Presence

TRAIT: Reman. Remans have potent night vision, strong mental capabilities, and are rather hardy. However, they are sensitive to bright lights.

TALENTS: The character receives access to the following talents. Note that you must take the Reman Physiology talent at some point during character creation:
REMAN PHYSIOLOGY
REQUIREMENTS: Reman
You do not suffer any increase in Difficulty to perceive things in dark environments.

TELEPATH
REQUIREMENT: Betazoid, Ferasan, Reman, or Gamemaster’s Permission. Character creation only.
See Betazoid in the Core Rulebook
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Romulan (more specifically, Romulans of the Romulan Republic as opposed to the Romulan Star Empire)
Romulans are similar, but not quite identical, to Vulcans, having diverged from their common ancestors, though they did not adopt the stoicism and logic of their cousins. Rather, Romulans are a cruel and ruthless people, quick to anger, and easily moved to emotion. A culture of military discipline seemed to keep their worst members directed towards useful ends, though paranoia and self-interest motivated Romulan politics as much as a desire for collective benefit; at times, it seemed that the only things keeping the Romulan Star Empire together are the fact that they despise other species more than they despise one another. However, the Hobus Supernova of 2387 destroyed their homeworld of Romulus and threw the Empire into turmoil for many years. In 2409 an alliance of Romulans and Remans formed the Romulan Republic, a breakaway faction of the Star Empire centered on New Romulus which has since allied itself with both the United Federation of Planets and the Klingon Defence Force. Player Character Romulans are always from the Romulan Republic, not the Star Empire.

EXAMPLE VALUE: I Will Not Fail in my Duty to the Republic

<Stats in the core rulebook>

TALENTS: The character receives access to the following talents:
GUILE AND CUNNING
REQUIREMENTS: Romulan or Gamemaster’s permission
When attempting to remain hidden or unnoticed, you may spend one Threat to increase the Difficulty of enemy Tasks to detect you by one.

WARY
REQUIREMENT: Romulan, or Gamemaster’s permission
Whenever you attempt a Task to notice or detect an enemy or hazard, you may re-roll one d20.
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Jacobkosh said Aug 23, 2017 03:16:14
"Alpha beats Beta, Delta & Kappa.
Beta beats Delta, Kappa & Omega.
Delta beats Kappa, Omega & Sierra.
Kappa beats Omega, Sierra, & Theta.
Omega beats Sierra, Theta & Alpha.
Sierra beats Theta, Alpha, & Beta.
Theta beats Alpha, Beta, & Delta."

...and Attack Pattern Riker One beats everything. :)
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IsaacPriestley said Aug 23, 2017 21:03:50
I've produced new versions of my TOS-era character sheet collection, including form-fillable PDF sheets for the following:

- Character Sheet, with backgrounds and career events
- Supporting Character Sheet, with 2 per page
- NPC Character Sheet, with 2 per page
- Starship Sheet, with bridge positions

They can all be downloaded in a single collection:

https://www.dropbox.com/s/rttqtlfqq0q62s2/TOS%20Character%20Sheet%20Collection%20v2.0.zip?dl=0

Enjoy! Please let me know if you find any errors, mistakes, weirdness, or anything you'd like to see improved. Thanks!
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imperialone said Aug 24, 2017 17:59:43
CBS does all non-JJ Trek licensing. It is that simple. Keep in mind, while CBA and Paramount are separate entities, they are related.... they are owned by the same family. So, there really is no squabbling ultimately.
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PatricHenson said Aug 31, 2017 14:50:05
So I made cards for the attack patterns I mentioned before. Each one has the symbols of the 3 patterns that it beats at the bottom. I made 2 sets, one for PCs and one for NPCs.

I also made some double sided weapon cards. One side shows the type 2 phaser (I went with that since no one in my group uses a type 1 ordinarily) and a phaser rifle on the other. The blue number is the opportunity cost syncs the red is escalation.

"Lease and pong life. Prosp long and liver."
—Varek of Sulkin'
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sterling2063 said Aug 31, 2017 16:41:20
Those are absolutely amazing! Nice work!
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PatricHenson said Sep 01, 2017 05:31:58
Thanks Stephen :)
"Lease and pong life. Prosp long and liver."
—Varek of Sulkin'
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jonrcrew said Sep 01, 2017 09:12:13
I really like the phaser cards - equipment cards like these would add some atmosphere. Where did you get them made?
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