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CAPTAIN JEAN-LUC PICARD
Age 50. Human Starfleet captain, diplomat, explorer, scholar, and moral authority. Picard wins through judgment, patience, rhetoric, historical perspective, and command presence rather than brute force.
Characteristics
Strength 7 (+1)
Dexterity 8 (+1)
Endurance 10 (+1)
Intelligence 14 (+2)
Education 15 (+2)
Social Standing 14 (+2)
Skills
Admin +4
Combat +2
Command +5
Expertise: Archaeology +3
Operations +3
Planetology +3
Rapport +5
Technology +2
Signature Rolls
Deliver a command speech: 2d6 + Social + Command = 2d6 + 6
Negotiate with alien powers: 2d6 + Social + Rapport = 2d6 + 6
Interpret history or archaeology: 2d6 + Education + Expertise: Archaeology = 2d6 + 5
Make a hard tactical command decision: 2d6 + Intelligence + Command = 2d6 + 6
Resist intimidation or coercion: 2d6 + Endurance + Command = 2d6 + 6
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COMMANDER WILLIAM T. RIKER
Age 30. Human first officer, field commander, pilot, poker player, and charismatic risk-taker. A broad, flexible officer: command, away missions, social situations, and ship action. Riker is bolder and more physical than Picard, but still deeply loyal to Starfleet principles.
Characteristics
Strength 10 (+1)
Dexterity 11 (+2)
Endurance 11 (+2)
Intelligence 12 (+2)
Education 12 (+2)
Social Standing 12 (+2)
Skills
Admin +2
Combat +3
Command +4
Operations +4
Rapport +4
Security +2
Streetwise +2
Technology +1
Signature Rolls
Lead an away team: 2d6 + Social + Command = 2d6 + 6
Charm, bluff, or read a room: 2d6 + Social + Rapport = 2d6 + 6
Pilot or command ship maneuvers: 2d6 + Dexterity + Operations = 2d6 + 6
Fight hand-to-hand: 2d6 + Strength + Combat = 2d6 + 4
Take command during combat: 2d6 + Intelligence + Command = 2d6 + 6
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LIEUTENANT COMMANDER DATA
Age 29 (synthetic lifespan). A Soong-type android, operations officer, scientist, musician, detective, and seeker of humanity. Data is physically superior, mentally extraordinary, socially literal, and morally sincere.
Characteristics
Strength 18 (+3)
Dexterity 16 (+3)
Endurance 18 (+3)
Intelligence 18 (+3)
Education 18 (+3)
Social Standing 8 (+1)
Skills
Combat +4
Command +2
Expertise: Computers +5
Expertise: Science +5
Medical +2
Operations +5
Planetology +3
Rapport +1
Security +4
Technology +5
Signature Rolls
Analyze technical or scientific data: 2d6 + Education + Expertise: Science = 2d6 + 6
Operate ship systems perfectly: 2d6 + Intelligence + Operations = 2d6 + 6
Interface with computers: 2d6 + Education + Expertise: Computers = 2d6 + 6
Lift, restrain, or overpower someone: 2d6 + Strength + Combat = 2d6 + 6
Detect security anomalies: 2d6 + Intelligence + Security = 2d6 + 6
Understand a joke or romantic hint: 2d6 + Social + Rapport = 2d6 + 2
Special Traits
Android Body: Immune to disease, poison, suffocation, aging, most fatigue, and many environmental hazards.
Superhuman Strength and Reflexes: Data can perform physical feats impossible for ordinary humans.
Computer Mind: Perfect recall, rapid calculation, and exceptional pattern recognition.
Literal Social Processing: Social nuance, humor, irony, and emotional ambiguity may impose situational penalties.
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LIEUTENANT COMMANDER GEORDI LA FORGE
Age 29. Human engineer, problem-solver, former helmsman, and VISOR-enhanced observer. Geordi is warm, technically brilliant, methodical, and sometimes socially awkward.
Characteristics
Strength 8 (+1)
Dexterity 10 (+1)
Endurance 10 (+1)
Intelligence 14 (+2)
Education 14 (+2)
Social Standing 10 (+1)
Skills
Combat +1
Command +2
Expertise: Sensors +4
Expertise: Starship Engineering +5
Operations +4
Rapport +1
Security +1
Technology +5
Signature Rolls
Repair warp systems: 2d6 + Education + Technology = 2d6 + 6
Miracle engineering under pressure: 2d6 + Intelligence + Expertise: Starship Engineering = 2d6 + 6
Diagnose sensor anomalies: 2d6 + Intelligence + Expertise: Sensors = 2d6 + 6
Reroute power in combat: 2d6 + Education + Operations = 2d6 + 6
Lead engineering teams: 2d6 + Intelligence + Command = 2d6 + 4
Special Traits
VISOR / Ocular Implants: Can perceive energy fields, heat, EM patterns, and visual data outside the normal human range.
Engineering Intuition: May identify technical causes from indirect evidence.
Social Blind Spot: Geordi is highly empathetic with friends but can be awkward in romance or emotionally charged personal situations.
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LIEUTENANT WORF
Age 25. Klingon Starfleet officer, security chief, tactical officer, warrior, and outsider navigating two cultures. Worf is disciplined, honorable, intense, and often far more emotionally complex than he appears.
Characteristics
Strength 14 (+2)
Dexterity 10 (+1)
Endurance 15 (+2)
Intelligence 11 (+2)
Education 10 (+1)
Social Standing 10 (+1)
Skills
Admin +1
Combat +5
Command +3
Operations +3
Planetology +1
Rapport +1
Security +5
Signature Rolls
Fight with bat’leth or fists: 2d6 + Strength + Combat = 2d6 + 6
Fire ship weapons: 2d6 + Intelligence + Combat = 2d6 + 6
Secure the ship against intruders: 2d6 + Intelligence + Security = 2d6 + 6
Resist pain or fear: 2d6 + Endurance + Command = 2d6 + 5
Handle Klingon honor politics: 2d6 + Social + Rapport = 2d6 + 2
Special Traits
Klingon Physiology: Strong, tough, redundant organs, excellent pain tolerance.
Warrior Honor: May gain situational bonuses when acting according to duty, courage, or Klingon honor.
Cultural Outsider: Can suffer penalties when navigating human softness or Klingon politics, depending on the situation.
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COUNSELOR DEANNA TROI
Age 30. Betazoid-human counselor, empath, diplomat, and emotional intelligence specialist. Troi reads feelings, resolves trauma, supports command decisions, and sees social danger before others do.
Characteristics
Strength 7 (+1)
Dexterity 8 (+1)
Endurance 9 (+1)
Intelligence 12 (+2)
Education 13 (+2)
Social Standing 13 (+2)
Skills
Admin +2
Command +2
Medical +3
Operations +1
Planetology +2
Rapport +5
Security +1
Signature Rolls
Read emotional state: 2d6 + Intelligence + Rapport = 2d6 + 6
Counsel trauma or stress: 2d6 + Education + Medical = 2d6 + 5
Advise Picard during diplomacy: 2d6 + Social + Rapport = 2d6 + 6
Detect deception through emotional inconsistency: 2d6 + Intelligence + Rapport = 2d6 + 6
Command during emergency: 2d6 + Intelligence + Command = 2d6 + 4
Special Traits
Empathic Sense: Can sense strong emotions from many humanoids, though range, species, shielding, and alien minds may limit this.
Counselor’s Authority: May use Rapport to stabilize panic, trauma, grief, fear, or interpersonal conflict.
Diplomatic Upbringing: Familiar with formal negotiation, etiquette, and high-status social spaces.
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DR. BEVERLY CRUSHER
Age 41. Human physician, scientist, mother, and Starfleet officer. Crusher is calm under pressure, intellectually rigorous, compassionate, and willing to challenge command when medicine or ethics demand it.
Characteristics
Strength 7 (+1)
Dexterity 9 (+1)
Endurance 10 (+1)
Intelligence 13 (+2)
Education 15 (+2)
Social Standing 12 (+2)
Skills
Admin +1
Combat +1
Command +2
Expertise: Xenobiology +4
Medical +5
Planetology +2
Rapport +3
Technology +3
Signature Rolls
Emergency surgery: 2d6 + Education + Medical = 2d6 + 6
Diagnose alien disease: 2d6 + Education + Expertise: Xenobiology = 2d6 + 6
Operate advanced medical tech: 2d6 + Education + Technology = 2d6 + 5
Challenge unethical orders: 2d6 + Social + Command = 2d6 + 4
Comfort a patient: 2d6 + Social + Rapport = 2d6 + 5
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WESLEY CRUSHER
Age 16. Human prodigy, acting ensign, cadet, and eventual Traveler-adjacent cosmic student. Wesley is brilliant, earnest, insecure, and often capable of seeing technical patterns that trained adults miss.
Characteristics
Strength 6 (+1)
Dexterity 9 (+1)
Endurance 8 (+1)
Intelligence 15 (+2)
Education 12 (+2)
Social Standing 9 (+1)
Skills
Command +1
Expertise: Computers +3
Expertise: Physics +4
Operations +4
Rapport +1
Security +1
Technology +4
Signature Rolls
Solve technobabble crisis: 2d6 + Intelligence + Technology = 2d6 + 6
Pilot or operate bridge systems: 2d6 + Intelligence + Operations = 2d6 + 6
Understand warp / subspace anomalies: 2d6 + Education + Expertise: Physics = 2d6 + 6
Notice a pattern adults missed: 2d6 + Intelligence + Expertise: Computers = 2d6 + 5
Handle adult emotional politics: 2d6 + Social + Rapport = 2d6 + 2
Special Traits
Prodigy: Can make advanced technical and scientific rolls despite his age.
Inexperience: May suffer situational penalties under peer pressure, authority conflict, romance, or moral uncertainty.
Traveler Potential: In cosmic or extradimensional stories, Wesley may perceive possibilities unavailable to normal science.
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GUINAN
Age 681 (El-Aurian lifespan). El-Aurian listener, bartender, refugee, and ancient observer. Guinan is calm, mysterious, socially brilliant, and aware of temporal and cosmic truths she rarely explains directly.
Characteristics
Strength 7 (+1)
Dexterity 9 (+1)
Endurance 12 (+2)
Intelligence 14 (+2)
Education 14 (+2)
Social Standing 12 (+2)
Skills
Rapport +6
Streetwise +4
Expertise: History +4
Expertise: Time Anomalies +3
Security +2
Command +2
Trade +2
Combat +1
Signature Rolls
Listen until the truth appears: 2d6 + Social + Rapport = 2d6 + 6
Understand old galactic trauma: 2d6 + Education + Expertise: History = 2d6 + 6
Sense timeline wrongness: 2d6 + Intelligence + Expertise: Time Anomalies = 2d6 + 5
Read dangerous people: 2d6 + Intelligence + Streetwise = 2d6 + 6
Calm Picard or push him toward truth: 2d6 + Social + Rapport = 2d6 + 6
Special Traits
El-Aurian Perception: May sense temporal disruptions, altered timelines, and certain cosmic wrongness.
The Listener: Guinan can use Rapport for deep emotional truth, not just charm.
Ancient Survivor: Has lived through civilizations, wars, displacement, and long memory.
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MILES O’BRIEN
Age 36. Human transporter chief, engineer, soldier, and practical problem-solver. O’Brien is grounded, competent, stubborn, and excellent with hands-on systems under pressure.
Characteristics
Strength 9 (+1)
Dexterity 10 (+1)
Endurance 11 (+2)
Intelligence 12 (+2)
Education 11 (+2)
Social Standing 8 (+1)
Skills
Combat +3
Command +1
Expertise: Transporters +5
Operations +4
Rapport +2
Security +2
Streetwise +2
Technology +4
Signature Rolls
Transport through interference: 2d6 + Education + Expertise: Transporters = 2d6 + 6
Repair ship systems: 2d6 + Education + Technology = 2d6 + 6
Operate tactical or support systems: 2d6 + Intelligence + Operations = 2d6 + 6
Fight as a veteran: 2d6 + Dexterity + Combat = 2d6 + 4
Improvise practical field solution: 2d6 + Intelligence + Technology = 2d6 + 6
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LIEUTENANT REGINALD BARCLAY
Human engineer, diagnostic genius, anxious introvert, and holodeck escapist. Barclay is awkward but exceptionally capable when supported and focused.
Characteristics
Strength 6 (+1)
Dexterity 8 (+1)
Endurance 8 (+1)
Intelligence 14 (+2)
Education 13 (+2)
Social Standing 7 (+1)
Skills
Expertise: Diagnostics +5
Expertise: Holodeck Systems +4
Operations +3
Security +1
Technology +4
Signature Rolls
Diagnose strange malfunction: 2d6 + Intelligence + Expertise: Diagnostics = 2d6 + 6
Repair complex systems: 2d6 + Education + Technology = 2d6 + 6
Program holodeck simulation: 2d6 + Education + Expertise: Holodeck Systems = 2d6 + 6
Function socially under pressure: 2d6 + Social + Rapport = 2d6 + 1
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RO LAREN
Bajoran Starfleet officer, former prisoner, resistance-minded survivor, and complicated subordinate. Experienced with morally gray missions, resistance efforts, and covert operations. Ro is skeptical, sharp, brave, and allergic to blind authority.
Characteristics
Strength 8 (+1)
Dexterity 11 (+2)
Endurance 11 (+2)
Intelligence 12 (+2)
Education 10 (+1)
Social Standing 7 (+1)
Skills
Operations +4
Combat +3
Security +3
Streetwise +4
Command +2
Rapport +1
Technology +1
Signature Rolls
Pilot under pressure: 2d6 + Dexterity + Operations = 2d6 + 6
Read occupation politics or underground networks: 2d6 + Intelligence + Streetwise = 2d6 + 6
Fight or evade capture: 2d6 + Dexterity + Combat = 2d6 + 5
Resist authority pressure: 2d6 + Endurance + Command = 2d6 + 4
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U.S.S. ENTERPRISE, NCC-1701-D
Galaxy-class exploratory cruiser / diplomatic flagship
+3 Agility: Huge but advanced and surprisingly maneuverable.
+15 Auxiliary Power: Massive warp core and reserve systems.
+10 Cargo: Supplies, labs, shuttles, families, diplomatic cargo, mission equipment.
+12 Defenses: Advanced shields and reinforced hull.
+12 Firepower — Beams: Phaser arrays.
+10 Firepower — Missiles: Photon torpedoes.
+7 Jump Drive / Warp Drive: Fast interstellar travel by Federation standards.
+20 Size: Galaxy-class scale.
Typical Starship Actions
Evade: Riker or Data rolls 2d6 + ship Agility + Operations, usually capped as appropriate.
Attack: Worf rolls 2d6 + Firepower + Combat.
Analyze: Data, Geordi, or Troi depending on whether the target is technical, scientific, or emotional.
Damage Control: Geordi or O’Brien rolls 2d6 + Education + Technology = 2d6 + 6.
Command Crisis: Picard rolls 2d6 + Social or Intelligence + Command = 2d6 + 6.