Star Trek TOS & SNW Characters

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CAPTAIN JAMES T. KIRK

Age: 34. Human Starfleet captain. Bold, intuitive, charming, and dangerously good at improvising under pressure. Kirk wins by reading people, taking calculated risks, and making the impossible sound reasonable.

Characteristics

Strength 9 (+1)
Dexterity 10 (+1)
Endurance 10 (+1)
Intelligence 12 (+2)
Education 11 (+2)
Social Standing 11 (+2)

Skills

Admin +2
Combat +3
Command +5
Operations +2
Rapport +4
Security +2
Streetwise +1

Signature Rolls

Inspire crew under fire: 2d6 + Social + Command = 2d6 + 6
Bluff hostile aliens: 2d6 + Intelligence + Rapport = 2d6 + 6
Fistfight on an alien world: 2d6 + Strength + Combat = 2d6 + 4
Take command of a crisis: 2d6 + Intelligence + Command = 2d6 + 6

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COMMANDER SPOCK

Age: 37. Born of Vulcan and human heritage. Science officer and first officer. Brilliant, controlled, observant, and loyal beneath a mask of logic. Spock is the best pure analyst aboard the Enterprise and one of its strongest physical combatants.

Characteristics

Strength 13 (+2)
Dexterity 11 (+2)
Endurance 13 (+2)
Intelligence 15 (+2)
Education 15 (+2)
Social Standing 10 (+1)

Skills

Combat +2
Command +3
Expertise: Science +5
Operations +4
Planetology +4
Rapport +1
Technology +3

Signature Rolls

Analyze alien phenomena: 2d6 + Education + Expertise: Science = 2d6 + 6
Scan a planet or anomaly: 2d6 + Education + Planetology = 2d6 + 6
Operate sensors under stress: 2d6 + Intelligence + Operations = 2d6 + 6
Vulcan nerve pinch / physical restraint: 2d6 + Dexterity + Combat = 2d6 + 4
Logical command decision: 2d6 + Intelligence + Command = 2d6 + 5

Special Traits

Vulcan Physiology: Stronger and hardier than most humans.

Mind Meld: Rare telepathic technique usable once per day. Requires one round of direct physical contact and focus to establish a mental link. On the second round, emotions and recent experiences may be shared between both participants. On a third round, Spock may probe to learn deeper memories and hidden thoughts. If the target resists, roll Spock’s focus of 2d6+6 versus the target’s roll of 2d6 + Intelligence + Command. Spock must get a total greater than the target to perform the mind meld.

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DR. LEONARD “BONES” MCCOY

Age. 40. Human chief medical officer. Brilliant, irritable, compassionate, and stubbornly humane. McCoy is not just a doctor; he is often the crew’s conscience.

Characteristics

Strength 7 (+1)
Dexterity 8 (+1)
Endurance 9 (+1)
Intelligence 12 (+2)
Education 14 (+2)
Social Standing 10 (+1)

Skills

Admin +1
Combat +1
Expertise: Xenobiology +4
Medical +5
Planetology +1
Rapport +3
Technology +2

Signature Rolls

Emergency surgery: 2d6 + Education + Medical = 2d6 + 6
Diagnose alien illness: 2d6 + Education + Expertise: Xenobiology = 2d6 + 6
Calm a frightened patient: 2d6 + Social + Rapport = 2d6 + 4
Argue moral limits with command: 2d6 + Intelligence + Rapport = 2d6 + 5

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LT. COMMANDER MONTGOMERY “SCOTTY” SCOTT

Age: 45. Human chief engineer. Practical, loyal, proud, and nearly supernatural with starship machinery. Scotty keeps the impossible running five minutes longer than physics permits.

Characteristics

Strength 10 (+1)
Dexterity 9 (+1)
Endurance 11 (+2)
Intelligence 12 (+2)
Education 13 (+2)
Social Standing 9 (+1)

Skills

Admin +1
Combat +2
Command +2
Expertise: Starship Engineering +5
Operations +4
Technology +5
Trade +1

Signature Rolls

Repair the warp drive: 2d6 + Education + Technology = 2d6 + 6
Miracle engineering under fire: 2d6 + Intelligence + Expertise: Starship Engineering = 2d6 + 6
Reroute power in combat: 2d6 + Education + Operations = 2d6 + 6
Lead damage-control teams: 2d6 + Intelligence + Command = 2d6 + 4
Barroom brawl: 2d6 + Strength + Combat = 2d6 + 3

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LIEUTENANT NYOTA UHURA

Age: 28. Human communications officer. Calm, precise, multilingual, technically capable, and socially perceptive. Uhura is the ship’s voice, ear, codebreaker, cultural interpreter, and first contact support specialist.

Characteristics

Strength 7 (+1)
Dexterity 10 (+1)
Endurance 9 (+1)
Intelligence 12 (+2)
Education 12 (+2)
Social Standing 11 (+2)

Skills

Admin +1
Combat +1
Expertise: Linguistics +4
Operations +4
Rapport +4
Security +1
Technology +2

Signature Rolls

Decode alien signal: 2d6 + Education + Expertise: Linguistics = 2d6 + 6
Maintain communications in crisis: 2d6 + Intelligence + Operations = 2d6 + 6
Smooth diplomatic contact: 2d6 + Social + Rapport = 2d6 + 6
Repair communications console: 2d6 + Education + Technology = 2d6 + 4

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LIEUTENANT HIKARU SULU

Age: 30. Human helmsman. Disciplined, cultured, brave, and precise. Sulu is a superb pilot, capable combatant, and adventurous officer with wide-ranging interests.

Age: late 20s / early 30s
Rank: Lieutenant
Role: Helmsman

Characteristics

Strength 9 (+1)
Dexterity 12 (+2)
Endurance 10 (+1)
Intelligence 11 (+2)
Education 11 (+2)
Social Standing 9 (+1)

Skills

Combat +3
Command +2
Expertise: Botany +1
Operations +5
Planetology +2
Rapport +1
Technology +2

Signature Rolls

Pilot the Enterprise through danger: 2d6 + Dexterity + Operations = 2d6 + 6
Starship evasion: 2d6 + Dexterity + Operations = 2d6 + 6
Fence or fight in melee: 2d6 + Dexterity + Combat = 2d6 + 5
Take the conn in a crisis: 2d6 + Intelligence + Command = 2d6 + 4

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ENSIGN PAVEL CHEKOV

Age: 22. Human navigator and weapons officer. Young, eager, clever, proud, and sometimes overconfident. Chekov is brilliant but still developing the judgment of the senior officers.

Characteristics

Strength 8 (+1)
Dexterity 10 (+1)
Endurance 9 (+1)
Intelligence 12 (+2)
Education 11 (+2)
Social Standing 8 (+1)

Skills

Combat +2
Expertise: Navigation +4
Operations +4
Planetology +1
Rapport +1
Security +1
Technology +2

Signature Rolls

Plot a course under pressure: 2d6 + Intelligence + Expertise: Navigation = 2d6 + 6
Operate tactical or navigation station: 2d6 + Intelligence + Operations = 2d6 + 6
Fire ship weapons: 2d6 + Intelligence + Combat = 2d6 + 4
Assist scientific scan: 2d6 + Education + Planetology = 2d6 + 3

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NURSE CHRISTINE CHAPEL

Age: 36. Human Starfleet nurse and medical researcher. Compassionate, determined, and professionally capable under frightening conditions. Chapel supports McCoy, handles patients, and often bridges medical science with emotional care.

Characteristics

Strength 7 (+1)
Dexterity 9 (+1)
Endurance 9 (+1)
Intelligence 11 (+2)
Education 12 (+2)
Social Standing 10 (+1)

Skills

Admin +1
Expertise: Biochemistry +3
Medical +4
Operations +1
Rapport +3
Technology +2

Signature Rolls

Treat injuries: 2d6 + Education + Medical = 2d6 + 6
Assist experimental medicine: 2d6 + Education + Expertise: Biochemistry = 2d6 + 5
Comfort patient or crew member: 2d6 + Social + Rapport = 2d6 + 4
Use medical equipment: 2d6 + Education + Technology = 2d6 + 4

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YEOMAN JANICE RAND

Age: 26. Human command-division yeoman. Organized, observant, socially aware, and brave under pressure. Rand handles sensitive command support duties and often notices when something is wrong before senior officers do.

Characteristics

Strength 7 (+1)
Dexterity 10 (+1)
Endurance 8 (+1)
Intelligence 10 (+1)
Education 9 (+1)
Social Standing 10 (+1)

Skills

Admin +3
Combat +1
Operations +2
Rapport +3
Security +1
Streetwise +1

Signature Rolls

Manage command records and orders: 2d6 + Intelligence + Admin = 2d6 + 4
Notice social tension: 2d6 + Intelligence + Rapport = 2d6 + 4
Operate shipboard systems: 2d6 + Education + Operations = 2d6 + 3
Resist intimidation: 2d6 + Endurance + Rapport = 2d6 + 4

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U.S.S. ENTERPRISE, NCC-1701
Constitution-class heavy cruiser / exploratory starship (600,000 tons, crew of 430)

+4 Agility: Fast and maneuverable for a capital exploration vessel.
+12 Auxiliary Power: Enormous power reserves, but vulnerable to dramatic rerouting.
+5 Cargo: Scientific equipment, shuttlecraft, supplies, diplomatic stores.
+8 Defenses: Deflector shields and reinforced starship hull.
+10 Firepower (Beams): Phaser banks.
+9 Firepower (Missiles): Photon torpedoes.
+6 FTL Drive: Very fast interstellar travel by warp drive.
+17 Size: Constitution-class starship scale.

Typical Starship Actions

Evade: Sulu rolls 2d6 + Agility + Operations = 2d6 + 9, but apply your normal modifier cap if desired.
Attack with phasers: Chekov or Sulu rolls 2d6 + Firepower + Combat.
Scan anomaly: Spock rolls 2d6 + Education + Operations or Planetology = 2d6 + 6.
Damage Control: Scotty rolls 2d6 + Education + Technology = 2d6 + 6.

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COMMANDER PELIA

Age 5,027 (Lanthanite lifespan). Pelia is what happens when a brilliant engineer has had centuries to get bored with everyone else’s assumptions. She is sharp, dry, strange, calm under stress, and mildly amused by younger officers treating a crisis as unprecedented. She has lived on Earth since ancient times, hidden in plain sight, and carries a practical, accumulated wisdom that is different from Vulcan logic, Starfleet optimism, or human idealism. She knows the difference between “impossible” and “someone forgot to try it sideways.” In her younger days, she spent time with a “time-traveling Doctor I once knew.”

Characteristics

Strength 6 (+1)
Dexterity 8 (+1)
Endurance 12 (+2)
Intelligence 15 (+2)
Education 16 (+3)
Social Standing 11 (+2)

Skills

Admin +4
Command +2
Expertise: History +5
Expertise: Starship Engineering +5
Operations +4
Planetology +2
Rapport +3
Security +3
Streetwise +3
Technology +5
Trade +2

Signature Rolls

Diagnose a starship systems problem: 2d6 + Intelligence + Expertise: Starship Engineering = 2d6 + 6
Repair or improvise Enterprise systems: 2d6 + Education + Technology = 2d6 + 6
Keep engines running under pressure: 2d6 + Intelligence + Operations = 2d6 + 6
Inspect a ship and spot hidden flaws: 2d6 + Education + Technology = 2d6 + 6
Navigate Starfleet bureaucracy from long experience: 2d6 + Social + Admin = 2d6 + 6
Recognize something from Earth’s long history: 2d6 + Education + Expertise: History = 2d6 + 6
Bypass a lock, antique system, or “borrowed” object: 2d6 + Intelligence + Security = 2d6 + 5
Negotiate with an annoyed junior officer: 2d6 + Social + Rapport = 2d6 + 5
Win a fistfight: 2d6 + Dexterity + Combat = 2d6 + 1

Special Traits

Lanthanite Longevity: Pelia has lived far longer than an ordinary human and can personally remember historical periods that others study academically.

Questionable Provenance: Pelia has an eye for artifacts and objects, and her relationship with ownership can be flexible. She may use Trade, Streetwise, or Security for appraisals, “borrowed” tools, hidden caches, antique equipment, black-market salvage, or suspiciously convenient parts.

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CYRANO JONES

Age 52. Independent merchant and small-time trader. Values profit before caution. Cheerful, evasive, enterprising, and always ready to sell something that is technically legal, probably unwise, and definitely not his fault if it reproduces exponentially. Cyrano avoids danger directly, but he is good at noticing exits, hiding places, bribes, and people who can be blamed.

Characteristics

Strength 6 (+1)
Dexterity 8 (+1)
Endurance 8 (+1)
Intelligence 11 (+2)
Education 8 (+1)
Social Standing 7 (+1)

Skills

Trade +5
Rapport +4
Streetwise +4
Admin +2
Security +2
Operations +2
Planetology +1
Technology +1

Signature Rolls

Sell an obviously questionable product: 2d6 + Social + Trade = 2d6 + 6
Talk his way past customs or station security: 2d6 + Social + Rapport = 2d6 + 5
Know where to buy or sell strange cargo: 2d6 + Intelligence + Streetwise = 2d6 + 6
Appraise exotic trade goods: 2d6 + Intelligence + Trade = 2d6 + 6
Interpret licensing, tariff, or quarantine loopholes: 2d6 + Intelligence + Admin = 2d6 + 4
Smuggle harmless-looking creatures or curios: 2d6 + Intelligence + Security = 2d6 + 4
Pilot or operate a small trader vessel badly but adequately: 2d6 + Dexterity + Operations = 2d6 + 3
Win a fight: 2d6 + Dexterity + Combat = 2d6 + 1