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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
Technology +5
Operations +4
Expertise: Starship Engineering +5
Command +2
Combat +2
Admin +1
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
Operations +4
Rapport +4
Expertise: Linguistics +4
Technology +2
Admin +1
Security +1
Combat +1
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
Operations +5
Combat +3
Planetology +2
Command +2
Technology +2
Expertise: Botany +1
Rapport +1
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
Operations +4
Combat +2
Technology +2
Expertise: Navigation +4
Planetology +1
Rapport +1
Security +1
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
Medical +4
Rapport +3
Expertise: Biochemistry +3
Technology +2
Admin +1
Operations +1
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
Rapport +3
Operations +2
Security +1
Combat +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.