Star Trek

Powered by the Apocalypse

by Holothuroid

The GM, who is known as the MC in Apocalypse World, is here called The Prophets.

When you play the Prophets your agenda is:

Depict a galaxy teeming with life

Play to find out

Your principles are:


Be a fan of the characters

Bring the crew to life, make the ship a home  
Ask about home, sometimes about the Galaxy
Address the characters directly

Be a fan of the characters

You know this one.

Bring the crew to life, make the ship a home

While Starfleet ships vary in crew complement (~50 for Defiant to ~1000 for Galaxy) they are always larger than the number of PCs. You should at least have an NPC in any department, acting as its face. It’s a good idea to create them together with your players.

In addition, Star Trek often features characters that are referred to but do not appear on screen like the Delaney sisters (for much of the Voyager’s run) or Vilix’pran (who is budding quite regularly).

 
Ask about the Federation, sometimes about the Galaxy

Star Trek features characters at the rim or beyond the Federation’s borders. While the Federation is usually said to be rather utopic, we are rarely told how it really works and accounts contradict one another. But whatever the details may be, we always hear about it from the mouths of the protagonists. So ask them.

When the ship is close to the Federation’s borders or when there have been expeditions to this part of space, also ask about the locale.


Address the characters directly

This one, you know.


Your moves are

Take away their toys
Show what could be
Threaten the ship
Isolate them, alone or in pairs
Show the alien’s humanity

Hurt them

Outsource your NPCs

Take away their toys
The world of Star Trek is a technological utopia. Replicators can provide for most needs, medical equipment can heal most injuries and therefore we expect the transporters to fail whenever the plot might require it.

Typical wrappings are environmental conditions, enemy fire, sabotage or other weirdness. The characters have various moves to ameliorate such situations.

Show what could be

Lost colonies, estranged family, parallel dimensions, holodecks, visions, scientific breakthroughs about to happen and time travel. The characters in Star Trek are frequently confronted with other possibilities for their personal lives and the fate of the Federation. Show how it might be better, show how it might be worse, show how it might be different.

This is how you do exposition. That colony is not only some other community. It’s what might have happened on Earth, Vulcan or QonoS, too. Connect the new things to PCs and their home.

Threaten the Ship

When you need to raise the stakes, threaten the ship. The peace making mission spins out of control, when one party tries to steal Federation tech. The first member of the away team has fallen ill. The aliens have taken an interest now.

Isolate them, alone or in pairs

This one, you know.

Show the alien’s humanity

Monsters are rare and supposed monsters often show a human side. Use this move, when players try for simple solutions. The aliens might have their reasons. They might not be as monolithic as they seem. Aliens might be quite bad. Cruel, negligent, violent. In that case showing their humanity makes it worse. They are BAD PEOPLE. Compare Show What Might Be.

Hurt them

Life in Starfleet is dangerous, as shown by the regular incidents of officers being shot, kidnapped, tortured and mutilated. A sickbay can probably repair it, so hurt them.

Outsource your NPCs

Hand out your NPCs to players. That is especially useful for Bringing the Crew to Life or after you isolated someone with a shuttle crash.

Danger Clocks

Sometimes the bad stuff doesn't happen immediately. There might be virus on board (of the medical or computing variety), a self-sealing stem bolt might be about to break, alien guards might stir in their slumber.

When you want to set up such accruing perils, set up a danger clock and make a show of it with a cut scene. Show some crew person coughing or the alien sleeper cells. When time passes or the crew triggers further steps, expand on the imagery established in the first cut-scene and advance the clock. When the clock is full, you have one job.


Basic Moves

When you open fire or throw punches, roll +Aggressive.On a 10+, choose 2, on 7-9 choose 1

  • You hold them at bay.
  • You don't suffer heavy retaliation.
  • You take something from them or disable one of their systems.
  • You allow an ally to move into an advantageous position.

If you are in an advantageous position or if your specialty is in security, you may also choose:

  • Take them out.

When you face obstacles to..

        … get away or get somewhere

        … grab something

        … do something without modern technology

… roll +Bold. On a hit, you do it. On a 7-9, the Prophets will tell you a price or your result is diminished.

If your specialty is in exploration, you never roll for using primitive measures.

When you rely on false pretenses, roll +Bold. On a hit, choose two:

  • They let you pass.
  • They do as you ask.
  • They expose a weakness.
  • They give you something useful.

On a 7-9, you don't have long.

If your specialty is in covert operations, you may step up your result, if you do something despicable.

When you come in peace, roll +Talk. On a 10+, hold 3. On a 7-9, hold 2. Spend hold to…

  • Have them sit down and talk.
  • Learn what they want right now.
  • Learn what they need in general.
  • Make sure they stick with a deal.

Hold one less, when you don't share a language.

If your specialty is in diplomacy, hold one even on a miss.

When you help, advise or encourage someone, roll +Talk. On a 7-9 choose 1, on a 10+ choose 2.

  • They take +1 on their next roll.
  • They clear a condition.
  • If they succeed, their example will inspire others and raise Morale.

If your specialty is in counseling, they may also choose to restore a point of Morale that was recently lost.

When you take the helm, roll with +Tech. On a 7-9 choose 1, on a 10+ choose 2:

  • Avoid a direct hit, anomalies or whatever comes your way.
  • Put your ship into an advantageous position.
  • Go really, really fast.

If your specialty is in flight control, you may avoid hits completely.

When you take a scan, ask a question pertaining to the situation at hand and roll +Tech. On a 10+, your measurements provide a clear answer. On a 7-9, you find out where you can get a complete picture.

If your specialty is in science, you always get a clear picture, provided you have access to labs.

When you give orders to NPC crew people, roll +Morale. Use the appropriate move to determine effects (e.g. Take the Helm, when you order evasive maneuvers).

If your specialty is in command, you roll +Morale or +1, whichever is higher.

When you want to repair or modify a piece[a] of tech, say what you want to achieve and roll +Tech. On a hit, you have a plan. On a 10+ choose two, on a 7-9 choose three.

  • I need a fully functional starship or I need several days of work.
  • I need some additional materials or I must dismantle another system.
  • Someone has to do something hazardous.
  • It will only work once.

If your specialty is in engineering, you may choose one less. [b]

Injuries

Injuries come in three levels. Light, severe and lethal. A character suffering a light injury takes -1 to rolls that are reasonably hindered. A character with a severe injury takes -1 to all physical action. When you treat injuries with a medkit, remove light injuries or turn severe injuries into light injuries.

A character with a lethal injury will die within minutes / hours / days as determined by the Prophets.

If your specialty is in medicine, you may work with basic tools, remove severe injuries completely or operate on lethal injuries. In the latter case, roll +Tech. On hit, the patient is stable and will recover. On a 10+, the patient is up shortly with only a light injury.

Conditions

Mental conditions like Irascible, Frightened, Depressed incur a -1 to reasonable rolls as well. When you vent a condition in front of another crew member, remove the condition and hurt Morale.

Other Moves

Mission log

At the start of mission, one player who has not done so the last time should speak the log. You may speak in an official capacity or record a private log. Say what the mission is about and/or describe some private event coming up. Then roll +0.

On a 10+, choose one:

  • Add the exemplary behaviour of a crew member to the log and raise Morale.
  • Note a temporary change to crew roster or equipment. Gain a perk just for the mission.
  • Add a personal remark and remove a condition.

On a miss, there is a problem right now.

Epilogue

At the end of a mission, all crew members mark additional experience, for each one of these…

  • We averted a threat from the Federation or the galactic community at large.
  • We helped to improve the lives of a community or a lone individual.
  • We had a successful and productive First Contact.
  • We did at least one of those things without breaking the Prime Directive or other laws of the Federation.

The Captain's Move

The Captain's Move is a playbook move for most playbooks. The Alien and The Brat being the exception. Note that no characters has to have this move. Small ships might be commanded by a Commander. On the other hand, two Captains are certainly too many.

Ship Moves

The ship has two stats, ranging from -2 to +3 as usual.

  • Morale affects the PCs ability to give orders. Adjust it, when the rules or the Prophets tell you to. When time passes, reset Morale to 1.
  • Shields show the capability to take damage. When time passes, reset shields to +2.  

When the ship takes a hit, roll +Shields.

On a 10+, reduce Shields by 1.

On a 7-9, reduce Shields and choose 1.

- Reduce Shields once more.

- Damage a non-essential system like communications, sensors, transporters etc.

- Name a crew member who requires immediate medical assistance.

On a miss, choose 1.

- Choose twice from the 7-9 list.

- Damage a critical system like warp drive, life support etc.

- One or more people died. Hurt Morale.[c][d]


Preparation

Mission Parameters

As a first step, define your mission parameters.

Flagship

Primary Mission: Diplomatic, Border patrol

Classes: Constitution, Galaxy, Sovereign

Names: Enterprise, Gorkon, Tomalak, Excelsior, Enix’Pran

Explorer

Primary Mission: survey, First Contact

Classes: Intrepid, Luna

Names: Voyager, Callisto, Horizon, Columbia


Support Vessel

Primary Mission: Medical or Technical Relief

Classes: Nebula, Sabre

Names: da Vinci, Galen, T’Pel, Curie, Panta Rhei

Outpost

Primary Mission: Local politics and security issues

Classes: Orbital or deep space. Usually has Runabouts or service vessels attached.

Names: Deep Space 12, Giralda Station, J-146, Kerix 5

Then choose two perks for your ship or station. Perks either provide a +1 bonus to relevant actions or allow for some custom move. Here are some suggestions:

Borrowed Romulan Cloaking-Device, Ablative Armor, Most Diverse Crew in Starfleet, Borg Tech Empowered Astrometrics, Experimental Slip-Stream Drive, Famous Name, Industrial Replicator, MACO Detachment, Starbase worthy medical facilities,

Also choose one issue. Again, some suggestions.

Badly configured EPS grid, Racial Tensions, Notoriously short on supplies, Outside Observers.

Department Heads

Next, go through the list of department heads. Choose posting for your players’ characters and name the others. On a small ship, some postings (usually the ones down the list) may be missing or two postings are filled by the same person.

  • Captain
  • First Officer
  • Chief Engineer
  • Chief Medical Officer
  • Operations Officer (24th Century)
  • Alpha Shift Flight Controller (Unless it is a space station)
  • Head of Security
  • Communications Officer (22nd - 23rd Century)
  • Chief Science Officer
  • Counselor
  • Navigator / Astrometrics Specialist

Your crew might also feature, depending on its mission:

  • Biologist
  • Geologist
  • Historian
  • Linguist
  • Transporter Chief
  • Lawyer
  • Special Forces
  • Cook
  • Barkeep

Advancement

When you earn 5 experience, pick an advancement from the following list. Each advancement can only be chosen once for your character.

☐ Raise an attribute (max. +3).

☐ Raise an attribute (max. +3), and gain a condition. (It can be cleared normally.)

☐ Raise an attribute (max. +3), and name a personal enemy.

☐ Take a move from your personal file.

☐ Take a move from your personal file, and the ship gains an issue.

☐ Take a move from another personal file.

☐ Take a move from another personal file, and switch one of your XP triggers to the corresponding one in that file.

☐ Change your Specialty.

☐ Get promoted off the ship.


Personal File: The Agent

You have had ample experience in the army or police work. You now work for Starfleet.

To create your Agent:

  • Choose name and rank. If you want to be captain, make sure to take The Big Chair.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP-Triggers

Tell prophets, you fought in battle or back alleys. When your acquired caution lets you mistrust the crew or their allies, take a condition. (Venting will grant experience.)

The first time in a session, when there is a sensitive problem aboard have everyone mark Experience.

Moves

[  ] Absolute Loyalty: When you act under orders, you may act as if your specialty was in Security or Covert Ops (choose one, when you take this move). Whenever you disregard a direct order, mark a condition.

[  ] Forensics: When you take a scan, you may also ask:

  • What here is out of the ordinary?
  • What happened here recently?

[  ] Military Tactics: When you coordinate ships or ground forces, you may choose to grant them +1 forward and roll +Aggressive. On a 7-9, there will be injured. On a miss, there will be dead.

[  ] Section 31: You have connections to some shady agency or other. When you call on your contacts, roll +Bold. On a hit choose one:

  • They provide restricted information.
  • They provide blackmailing material.
  • They provide access to some restricted facility.

On a 7-9, they expect a favor in return.

[  ] Weapons Specialty: When you work on weapons, shields or explosives, you may act as if your specialty were in engineering.

[  ] The Big Chair: You have four pips on your collar. Once per mission, when you give a pep talk to the crew, immediately raise Morale.


Personal File: The Alien

Your kind has not been seen on the show. You are the odd one out.

To create your Alien:

  • Choose a name. You might also have an honorary rank.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP-Triggers

Tell the Prophets what interests you most about Federation people. When you feel you cannot be like them, take a condition. (Venting will grant experience.)

The first time in a session, when local quarrels and ancient enemies threaten the ship, have everyone mark experience.        

Moves

[  ] Hospitality: When you provide another crew member with food or raktajino, you may ask them question. If they answer truthfully, they cure a condition.

[  ] From the neighbourhood: You hail from this region of space and have intimate knowledge. When you consult your accumulated knowledge, roll +Talk. On a 10+, the Prophets will tell you something interesting and useful pertaining to the situation. On a 7-9, it's upon you to make it useful.

[ ] Intuitions: Your kind has acquired a special sense for certain problems. Choose the second (public) XP-Trigger from another personal file. The Prophets will warn you shortly before it occurs. It produces XP as normal.

[  ] Private Shuttle: You own a shuttle or small ship. Choose two:

  • It’s inconspicuous.
  • It's faster than standard issue.
  • It's well armed for its size.

[  ] Customized Design: You have given a personal touch to your workspace or quarters. Describe it. You have +1 on all rolls there, but other people take -2.

[  ] Weird Biology: When you are exposed to something dangerous to humans for the first time. You may roll. Just roll, no bonus. On a hit, you are not affected. On a 7-9, the Prophets may, at some point in the future, hit you with something that is innocuous to humans but dangerous to your kind.

Personal File: The Boomer

Life on a starship can be dangerous, sure, but at least you don't get earthquakes.

To create your Boomer:

  • Choose name and rank. If you want to be captain, make sure to take The Big Chair.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP-Triggers

Tell the Prophets about your past. Who did you fly with? When you seriously consider other career options, take a condition. (Venting will grant experience.)

The first time in a session, when technology ceases to work or resources run dangerously low, have everyone mark experience.        

Moves

[  ] All the spacers everywhere: When you come in peace to people who spend most of their time in space, you always know what they need. This result is in addition to whatever else the move provides.

[  ] Keep her flying: When you work to keep your ship flying, you will achieve slow speed no matter what. When you roll a hit, repairs will be fast.

[  ] Kick it: When a system shuts down, you may kick it and roll +Aggressive. On a hit, it will work one more time. On a 7-9, take Angry or something similar as a condition.

[  ] Shuttle Pilot: When you fly a small ship or shuttle, act as if your specialty were in flight control.

[  ] Well traveled: During your travels you have had a wide variety of experiences. Tell a story and take +1 to a roll. You have to mark experience, before you can use this move again.

[  ] Zero G: You are well acquainted with vacuum and freefall. You might even enjoy it. When you operate in such conditions, take +1 ongoing on Bold and Aggressive checks.

[  ] The Big Chair: You have four pips on your collar. Once per mission, when you give a pep talk to the crew, immediately raise Morale.


Personal File: The Career Officer

You always wanted to be in Starfleet.

To create your Officer:

  • Choose name and rank. If you want to be captain, make sure to take The Big Chair.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP-Triggers

Tell the Prophet about your role model. When you disappoint them or they disappoint you, take a condition. (Venting will grant experience.)

The first time in a session, when following orders brings a personal cost, have everyone mark experience.        

Moves

[  ] Bridge officer: You can choose "bridge officer" instead of a normal specialty. Once per session, when you take a post at the bridge, you may declare this job as your specialty.

[  ] By the book: When you give orders well within Starfleet regulations, you may treat Morale as one higher, but you can never get more than a partial success.

[  ] Movie Night: When you organize a social event, movie night or new holodeck program for the crew, choose it's theme and roll +Talk. On a hit you raise morale. On a 10+, also choose 1:

  • Someone has an epiphany and takes +1 forward.
  • Participation clears a certain type of condition of your choice.
  • They want more. You take +1, when you use this move on the next mission.

[  ] Redirect energy: When you repair or modify a shipboard system, you can greatly reduce the time required, when you opt to take another system down.

[  ] Security Training: If you have time to prepare, you may open fire with +Tech, instead of +Aggressive. While defending your own ship, you are always considered prepared for the purposes of this move.

[  ] The Big Chair: You have four pips on your collar. Once per mission, when you give a pep talk to the crew, immediately raise Morale.


Personal File: The Former Enemy

Your people haven't been allies to the Federation for long. If they are at all. But for some reason or other, you have ended up with them. Did your people throw you out? Or were you looking for greener pastures?

To create your Former Enemy:

  • Choose name and rank. If you want to be captain, make sure to take The Big Chair.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP-Triggers

Tell the Prophets, what attracts you to the Federation, and what disgusts most Federation people about your kind. When you struggle to balance these worlds, take a condition. (Venting will grant experience.)

The first time in a session, when there is conflict with known foes, have everyone mark experience.        

Moves

[  ] Credible Threats: When you rely on false pretenses using intimidation, you may roll +Aggressive. When you clearly have the capability to do as you say, also take +1.

[  ] Don't trust coincidences: When you harbor suspicion about someone, ask the Prophets where you might find proof. They will tell you. Take +1 forward to act on your intuition.

[  ] Lobes for business: When you try to figure out the desires of another party, roll +Talk. On a hit, you learn what payment is suitable. On a 10+, you have it. On a 7-9, you know where to get it.

[  ] People in power: You know people who are in power among your kind. When you need something, say who you contact and roll +Talk. On a hit choose one:

  • They provide information.
  • They provide technology or methods your kind is known for.
  • They provide manpower.

On a 7-9, they want a favor in return.

[  ] Warrior’s Honor: When you challenge an honorable opponent on your own, mark experience (only once per opponent). In addition, when you enter a formal tournament or duel, you take +1.

[  ] The Big Chair: You have four pips on your collar. Once per mission, when you give a pep talk to the crew, immediately raise Morale.


Personal File: The Maverick

The galaxy is big and you go boldly.

To create your Maverick:

  • Choose name and rank. If you want to be captain, make sure to take The Big Chair.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,         BOLD,         TALK,                 TECH

XP-Triggers

Tell the Prophets, what you want to experience. When the job involves repetitive tasks and routine, take a condition. (Venting will grant experience.)

The first time in a session, when someone's attempts to gain new experiences bring trouble for the ship, have everyone mark experience.        

Moves

[  ] Fisticuffs: When you enter an unarmed brawl, you may take them out, even if you do not have an advantageous position.

[  ] Ripped Shirts: When you are about to take a minor injury, roll +Bold. On a hit, you look more disheveled but are otherwise OK. On a 7-9, you take -1 forward unless your next roll is +Aggressive.

[  ] Sex Appeal: When you come in peace to someone who might be sexually attracted to you, they will always sit down and talk. (You don't have to spend hold.)

[  ] The Riker Maneuver: When you take the helm or give appropriate orders, you can also choose to hide your ship behind planetary bodies, over magnetic poles or use similar tactics. Your ship won't show up on sensors, while you stay put.

[  ] What regulations? - When you publicly throw caution to the wind, on a hit, you also raise Morale. On a miss, well, what goes around...

[  ] The Big Chair: You have four pips on your collar. Once per mission, when you give a pep talk to the crew, immediately raise Morale.


Personal File: The Normal

You like your work, you like the people. Oh, yeah, you are in Starfleet.

To create your Normal:

  • Choose name and rank. If you want to be captain, make sure to take The Big Chair.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP-Triggers

Tell the Prophets what relationships you value most. When you feel, you cannot do them justice, because of the service, take a condition. (Venting will grant experience.)

 The first time in a session, when the ship is plagued by malfunctions or infestations, have everyone mark experience.        

Moves

[  ] Buddies - Choose another character on the crew. You are best buds. The first time on a mission you answer a personal question from your buddy truthfully, you may remove a condition. Your friend may use this move as well.

[  ] Common Sense: When you challenge someone on base of common sense or ethics, roll +Talk. On a hit, they will hesitate. You and your allies have the upper hand and take +1 forward. On a 10+, raise Morale.

[  ] Cybernetics - You have a single cybernetic implant, probably for medical reasons, but useful nonetheless. Work with the Prophets to find out, what it does:

  • Heightened senses. Scan without a tricorder.
  • Increased stamina, take +1 when you are in bad spot and exert yourself.
  • Electro-shocks. Like the Superior's Nerve Pinch.

[  ] Shut up, Computer! - When you disregard a diagnostic or computer response, reroll a Tech move you just made. You cannot get better than a partial success and the Prophets may use another move on you.

[  ] Specialist - You do not give much on rank and formalities. You rely on expertise for authority. When you give orders to people in your department, treat Morale as one higher. Otherwise treat Morale as one lower.

[  ] In the Trenches - When you suffer a critical injury, tell a story about something similar you've experienced. Act as if the injury was severe. You are still going to die without medical help.

[  ] The Big Chair: You have four pips on your collar. Once per mission, when you give a pep talk to the crew, immediately raise Morale.


Personal File: The Politician

Starfleet and the Federation are not a cause to themselves. You strive for the betterment of all or the very least for your people.

To create your Politician:

  • Choose name and rank. If you want to be captain, make sure to take The Big Chair.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP-Triggers

Tell the prophets about your agenda. When you feel you must compromise your ideals, take a condition. (Venting will grant experience.)

When the ship is threatened by beings that are completely beyond reason, have everyone mark experience.        

Moves

[  ] Administrator: Others deal with duty rosters, requisition forms and itineraries as they must. You handle them gracefully. As long as you keep the core humming, your ship takes Well Organised as a perk.

[  ] Archeology: When you study cultural artifacts, roll +Talk. On a 10+, ask three. On 7-9 ask two.

  • What was this good for?
  • What parts are missing?
  • How did it get here?
  • What do they value most?
  • How do I find out more about this culture?

[  ] Friends in high places: You know people in the admiralty or on the council. When you call on your connections, say you are calling and roll +Talk. On a hit, choose one:

  • Gain access to restricted information.
  • Get something nice for your crew, like R&R or a more prestigious mission. (Raise Morale.)
  • Get special supplies.

On a 7-9, your connection expects a favor in return. Take -1 forward on this move until the favor is repaid.

[  ] Spiritual: When you meditate on a problem, roll +Aggressive. On a miss (sic!), the Prophets will give you clarity, you may clear a condition and they give you a hint. On 7-9, the Prophets will only give you a hint. In any case, take +1 forward, if you follow their advice. On a 10+ you don't find your answers; mark a condition.[e][f][g]

[  ] Throw their book at them: When you study the laws, customs or regulations governing an NPC or group of NPCs, roll +Talk. On a hit, you learn something useful they will surely (or never) do. On a 10+ you can easily arrange for such a situation.

[  ] Zeal: When you give orders to fight a menace to civilised life, you may roll +Aggressive instead of +Morale. On a 7-9, also hit Morale.

[  ] The Big Chair: You have four pips on your collar. Once per mission, when you give a pep talk to the crew, immediately raise Morale.

Personal File: The Primitive[h][i]

The place you were born at is a backwater to the larger galaxy at best, a cesspool at worst. You got out of there, but can you ever leave it behind? - Or should you go back?

To create your Primitive:

  • Choose name and rank. If you want to be captain, make sure to take The Big Chair.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP-Triggers

Tell the Prophets what kept your people back. When you encounter a similar situation, take a condition. (Venting will grant experience.)

The first time in a session, when the crew is confronted with crime and social unrest, have everyone mark Experience.

Moves

[  ] Getting the girl out of the streets… - When you use false pretenses to fit in with… less fortunate individuals, you may choose one even on a miss.

[  ] Just like home - When you fight planetside, you can always find a weapon. You also take +1 ongoing to get away from the fights you can't win.

[  ] Pagh - Your people still remember the old ways. Once per session, when you have rolled with Bold or Talk, you may reroll your dice. When people ask you how you did it, describe your impressions.

[  ] Pickpocket - When you take what they won't miss or enter where you are not invited, roll +Bold. On a 10+ choose 3. On a 7-9 choose 2.

  • It'll be a while before they find out.
  • You find something valuable.
  • You find something useful.

[  ] Sponsor - Someone sponsored your entry into Starfleet. Choose another PC or describe that individual. When you ask for advice, they will give it. When you do it and they were correct, clear a condition. If they were wrong, gain a condition and mark Experience.

[  ] The Big Chair: You have four pips on your collar. Once per mission, when you give a pep talk to the crew, immediately raise Morale.


Personal File: The Researcher

Starfleet has the best resources and attracts all the greatest minds. - Including you.

To create your Researcher:

  • Choose name and rank. If you want to be captain make sure to take The Big Chair.
  • Divide +2, +1, +0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP-Triggers

When you feel your contributions are not valued, take a condition. (Venting will grant experience.)

Tell the prophets what you want to study. The first time in session, a new specimen proves dangerous, have everyone mark Experience.

Moves

[  ] Expert: Choose an area of expertise. When you encounter something within its purview, you may immediately ask a question, as if you took a scan.

[  ] I’m a Doctor, not a… : When you are tasked to something outside your area of expertise, drop a comment and clear a condition.

[  ] In Theory:  Once per mission, when you face obstacles, you can declare that you have read all about it (or that you have actually done it in your previous lives as a Trill). Take +1.

[  ] Original research: When you choose this move, you have made an original discovery. Add a new perk to the ship and gain bragging rights in the scientific community.

[  ] Professional Standards: You hold strong convictions on what should and should not be done with your arts. If you set out to address such an issue, take +1 ongoing until the matter is resolved. If you fail, the Prophets will take a move on.

[  ] Technobabble: When you rely on false pretenses full of technical minutiae against the uninitiated, you may treat a 7-9 as a full hit.  

[  ] The Big Chair: You have four pips on your collar. Once per mission, when you give a pep talk to the crew, immediately raise Morale.


Personal File: The Sensitive

You enjoy people, but new life and new civilisations? Even better!

To create your Sensitive:

  • Choose name and rank. If you want to be captain, make sure to take The Big Chair.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP-Triggers

Tell the Prophets what attracts you to people and what drives you away. When you feel you cannot stand the crew anymore, you may take Condition and mark Experience.

The first time in session, when weird or psychic phenomena threaten the ship, have everyone mark Experience.

Moves

[  ] Communications Specialty: When you are working on communication systems or codes, you may act as if you had a specialty in engineering.

[  ] Computer, dear...: When a semi-intelligent computer denies your request and you make an argument, treat it as relying on false pretenses.

[  ] Empathy: You are an expert in behavioral analysis and body language. Or maybe your mama was from Betazed. When you wonder about other's motives, roll +Talk. On a 10+ hold three, on a 7-9 hold one. Spend one hold to ask one of the following questions.

  • Are they lying?
  • Are they considering violence?
  • What subject are they avoiding?

[  ] Imzadi: There is a special someone among the crew you share an almost supernatural connection with. When you ask one another a question, you cannot lie. If you want to communicate something to one another over larger distances, roll (no bonus). On a hit, you get through. On a 7-9, you only have a few short words. Your Imzadi may initiate contact.

[  ] Linguist: You can pick up languages quickly, even one that the universal translator struggles with. Whenever you have the time to study a new alien language in depth, mark experience. Never take a penalty for not sharing a language when you come in peace.

[  ] Wild Power: Under great stress, you can move objects or energies with your mind. Roll +Aggressive. On a hit you do it. On a 7-9, you also mark a condition.

[  ] The Big Chair: You have four pips on your collar. Once per mission, when you give a pep talk to the crew, immediately raise Morale.


Personal File: The Superior

You are not like them. Some say, you are more. But for now, you are with them.

To create your Superior:

  • Choose name and rank. If you want to be captain, make sure to take The Big Chair.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File and choose two moves.
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP Triggers

 Tell the prophets why you are special. Maybe you are an alien, an android, an ex-borg or genetically augmented. When the crew makes you feel left out, take a condition. (Venting will grant experience.)

Also say, who is interested in you. The first time in a session, when someone tries to get you and endangers the ship, have everyone mark Experience.

Moves

[  ] Great Strength: You are much stronger than ordinary humanoids and you can carry great loads. When you fight normal people close up, you are always in an advantageous position.

[  ] Looking into the Abyss: You have access to some kind of knowledge that is not your own. When you are looking for an answer, roll (no bonus). On a hit, the Prophets will show you a nice and easy way to get rid of your current problem. On a 7-9, you also call unwanted attention in the doing.

[  ] Nerve Pinch: You know a special technique or possess other means (Borg nanoprobes?)  to overwhelm foes. When you rely on false pretenses against a single individual, you may also choose to take them out.

[  ] New Hobby: You savor a wide variety of activities to become more human. Once per mission, when you engage in a hobby, ask another crew member if you made a good attempt. If they say yes, take +1 forward. If they say no, take a condition.

[  ] Superior Intellect: You can perform complex computations in your mind. You may act normally, when computers or sensors are down. As long as they work, take +1 when using them.

[  ] Unfazed: When you give orders shortly after Morale went down, tell your people to suck it up, and use the former value once more.

[  ] The Big Chair: You have four pips on your collar. Once per mission, when you give a pep talk to the crew, immediately raise Morale.

Personal File: The Brat[j]

You didn't choose to be here, your parents brought you. Or left you...

To create your Brat:

  • Choose name and rank. If you want to be captain, make sure to take The Big Chair.
  • Divide +2, +1,+0 and -1 among the attributes.
  • Answer the questions from this Personal File, and choose two moves from this file
  • Choose a specialty among the basic moves.
  • Fill in the details and share with the other players.

AGGRESSIVE,                 BOLD,                 TALK,                 TECH

XP Triggers

Name your parents and tell the Prophets: What do you enjoy about being here? What do you hate about the place? When you feel lost or abandoned, take a condition. (Venting will grant experience.)

        Also, the first time in a session, when some civilians cause problems, have everyone mark experience.

Moves

[  ] Crew Mascot: You cannot give the crew orders. You can ask nicely. Use Talk instead of Morale.

[  ] Just a kid - When you draw attention and act innocent, roll +Talk. On a hit, they won't consider you a threat. On a 10+, choose: They let you stay or they grant an opportunity.

[  ] Intern - When you help or advise an officer and fail, they may chew you out. If they do, mark experience.

[  ] Sweet Spot - They may work here, but you live here. When you look for a hiding place or passage, roll +Bold. On a hit, you know where it is. On a 7-9 choose one:

- It's arduous to get there.

- Some systems have to be powered down to use it.

- At most two people fit in.

If you want to find places besides hide-outs and passageways, work with the Prophets.

[  ] Wunderkind - Take a move from the Boomer or Researcher file.


Quick missions

For every Star Trek episode whatsoever roll 1d12, 1d4 and 1d20. If that's too boring, add 1d8 or 1d6

You arrive at... {d12}

1 some place harboring alien remains

2 a diplomatic meeting

3 a colony or outpost

4 a science lab

5 the site of an astronomical event

6 the last known coordinates of an emergency signal

7 your own ship

8 a supply station or space dock

9 an enemy planet or station

10 somewhere special

11 [Roll 1d10. That thing arrives at your place.]

12 home

...and... {d4}

{If 1}

1 someone plundered the excavation site

2 their defense system is still active

3 a device displays their culture in a rather "vivid" manner

4 it looks all too familiar

 {If 2}

1 someone disrupts negotiations... violently.

2 they don't speak your language

3 the objects of the negotiations are worthless

4 some strange alien custom causes total fuck-up

{If 3}

1 it's gone

2 there was a coup d'etat

3 everyone's sick

4 some god-like entity shows up

{If 4}

1 the experiment is out of control

2 the experiment is being stolen

3 the experiment unwittingly kills indigenous life

4 the aliens realize they are being observed

{If 5}

1 you're ship is being sucked in

2 the thing's radiation has strange effects on the crew

3 your ship is being sucked in and there are strange effects on the crew

4 it looks beautiful

{If 6}

1 whatever killed them is still aboard

2 there is nothing left

3 it is only test

4 the ones in danger are the enemy

{If 7}

1 the crew is currently "indisposed"

2 everyone is acting weird

3 parts of the ship are blown off

4 it isn't really your ship

{If 8}

1 the new components are being erratic

2 the new crew members are being erratic

3 most crew members take shore leave

4 someone tries to seize the ship

{If 9}

1 you need to get something (or someone) out

2 you need to deliver a message

3 they interrogate you

4 you were invited

{If 10}

1 it's another time

2 it's another dimension

3 it's not real

4 it's just like home

{If 12}

1 some alien tries to blow up your planet

2 some hobos have taken over the government

3 some jerks try and court-martial you

4 you are being promoted

Meanwhile... {d20}

1 someone has a new hobby

2 someone has a birthday

3 someone is having a baby

4 someone is hosting a shin-dig

5 someone is going to the holodeck

6 someone is expecting relatives

7 someone is conducting an experiment

8 someone has a love interest

9 someone has a pet

10 someone is suffering from an illness

11 someone is home-sick

12 someone investigates a mystery

13 someone is up for profit

14 someone is going to the counselor

15 someone is meeting an old friend

16 someone has received a letter

17 someone is on vacation

18 someone is on probation

19 someone is dead

20 everyone is going to the holodeck

Special rule: If your character was the "someone" last episode, you may change the number on any die afterwards to a result of your liking. You may not choose a homecoming, though.

Additional problems are caused by... {d8 or d6}

1 Some directive or standing order

2 Some admiral or higher-up

3 Some passenger or passengers

4 The transporters or holodecks

5 Some other system

6 Your favorite recurring alien antagonist (romulans, klingons, ferengi, cardassians)

7 [You are in for a double feature. Roll 2d6 on this table.]

8 [Budget was out. Nothing here.]

[a]This needs to be called "Tech the Tech"

[b]I'm tempted make this: ... you may also choose: I work miracles! - But I fear that would be harder to understand.

[c]Does the player with the Captain's Chair move make these decisions, the group does by consensus, or the Prophets?

[d]We usually had a designated person for this move. Could be the XO, chief engineer, ops or captain.I'd give it to whoever has least to do.

[e]Instead of the confusing change to normal rules, maybe just roll -Aggressive?

[f]I that better?

[g]I think it helps for quick comprehension. Just speaking personally, it took me longer than I'd like to admit to understand why the results were "backwards". I think -Aggressive would lead to quicker understanding, and wouldn't require messing with the normal 6-, 7-9, and 10+ results.

[h]Maybe "The Refugee"?

[i]I see why the name might not be perfect, but Refugee is not quite right either, I think. Kira didn't flee Bajor. She stayed to fight. I'm open to other suggestions.

[j]This is experimental and untested.