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Star Trek Adventures In-Depth Review

Gamemaster’s Log, Stardate 57252.7. It has been several months since the launch of the New Orleans -class starship U.S.S. Verrazzano , NCC-07302, from the Foggy Peak system. Since that time, I have seen her crew serve with distinction in accordance with the finest traditions of Starfleet. I have also seen them called before a board of Admirals to review their actions and directive violations, and while impressive the fact that no fewer than three starbases have had to be commissioned to deal with the discoveries from their missions is beginning to put a notable dent in the power requirements for the local sector’s industrial replicators. As the Verrazzano is currently away, responding to a distress call from a Vulcan Expeditionary Group, I have decided that this is a fine opportunity to review their so-called ‘ Star Trek Adventures ’ in-depth, to better understand how they have and will continue to boldly go where no one, not even the rest of Starfleet, has gone before.

Characters and Core Mechanics

The most basic mechanic for Star Trek Adventures is this: you’re rolling 2d20, and you’re trying to get results on the individual die that are equal to or lower than a target number. The more results that are equal or lower, the more successes you get, and different actions will require a different number of successes. A task requiring 1 or 2 successes is quite possible, but obviously if you need any more than that you’ll need something special. Enter the crew of your Starfleet vessel. Characters have six Disciplines that represent their specialties in Starfleet (Command, Engineering, Science, etc.) and six Attributes (Fitness, Daring, Insight, etc.) which represent their personal abilities. When you’re facing a task, your target number is determined by a combination of a Discipline and an Attribute: Security+Control to fire a phaser, Conn+Daring to fly a runabout through exploding asteroids, Medicine+Reason to diagnose an alien virus.

Characters are built through a series of stages that gradually build these stats up: species, background (plus whether you accept or reject your upbringing), what branch of Starfleet you go into, and a series of career events like being forced to call out a superior, making scientific breakthroughs, or a conflict with a hostile culture. Along the way they’ll pick up Talents that enhance or grant extra abilities, and Focuses that can (if they can roll underneath their Discipline rank as well as the target number) grant a second success on a check. Characters also define Values, things that they care about and believe. All of the other stuff is about what your character can do; Values are about who your character is . All of this leads to characters that just . . . they just click very easily. Values provide a challenge, as while there is advice on how to create some, they are entirely unique to every character, not picked from a list. But overall creation is simple, and you immediately have a lot to work with mechanically and narratively.

Aboard the Verrazzano , that gets us the Vulcan Captain Salok, forced to take command, who focuses on Diplomacy with a firm belief that Diversity Is Strength. His first officer, the Gnalish Commander Korg, strives to Defend and Aid Those In Danger or Need and is a known friend to the Klingons. Lt. Commander Flint Northrock’s file is mostly redacted, but he is a particularly Bold helmsman: “ My answer to any distress call is “’I’m Coming’”. Lt. Commander Be’zur is the ship’s Chief Engineer, a Liberated Caitian Borg with a knack for Improvised Technology, a talent for pushing things Past the Redline, and a conviction that There’s No Such Thing as The Unknown, Only the Temporarily Hidden. Lieutenant, later Lt. Commander, Ava is a sliver of an extra-dimensional being; naturally, he serves as the Science Officer with A Mind for Design and Insatiable Curiosity about the universe he finds himself in. The Bajoran Lieutenant (j.g.) Edon Reil might be a relatively young officer but he has Untapped Potential, and serves as a fine Chief of Security: “Beware invaders calling themselves ‘friend’”.

Here’s something to consider, especially if you’ve been playing games that are more hardscrabble: STA characters can be extremely competent in their particular area of expertise. It’s certainly possible to build something akin to a generalist, but given that characters are naturally going to gravitate towards certain roles (the Captain, the Chief Engineer, the Science Officer) it’s very easy for them to have a target of 17 or so for their primary focus (5 in Science and 12 in Reason for the Science Officer, for example). Speaking of Focuses, if chosen well there are plenty of opportunities for them to come into play, offering multiple successes on a die. As I’ll address shortly, there are multiple ways to roll 3 or even 4d20 just on your own, as well as a way to automatically get at least two successes. Other characters can assist you, and if you’re on your starship it usually contributes another d20 to the pile as well. 

Some actions are going to be impossible, and you’ll need to create an advantage to make them something you can actually achieve. I’ve read the number of successes called out as being impossible as five, though, and that’s . . . not really the case. Seeing six, seven, and even eight successes hit the table isn’t common, but it’s not all that rare either. So, a minor but important point, while needing 4 successes is probably still a good high-water mark, I would keep the reason for a task being impossible as purely narrative. 

So, in short, this is not a game with an awful lot of failure, further reinforced by the fact that you can Succeed At A Cost, with ‘failing forward’ actually being built into the mechanics outright. STA is more about characters figuring out what needs to be done and how they want to do it than whether or not they’re going to succeed, followed by the consequences of their actions (even if they succeed) as further enabled by the aforementioned costs and Complications. On the one hand, GMs shouldn’t be too concerned if things seem ‘too easy’ for their players at first blush. On the other, well, a few things: don’t be afraid to ask for three or four successes on really difficult and important stuff, you can get a little extra challenge by throwing things slightly out of a character’s area of expertise at them, and when failures do come up they need to matter. When Northrock (who includes among his Values ‘The Best Way to Defeat An Enemy Is To Make A Friend”’) failed to resist the impassioned plea of an oppressed species convincing him that patience and diplomacy would not work, that he would have to violate the Prime Directive, that needed to have an impact. It actually kicked off a small not-mutiny, actually, along with a few other consequences that I’ll get to use as examples later.

Meta Latinum

There are three types of metacurrencies in Star Trek Adventures: Momentum, Threat, and Determination.

Momentum is a player resource, gained via extra successes – 3 successes on a Difficulty 2 check, you get 1 Momentum. Momentum has a lot of uses. When used immediately it can be used to boost attacks by doing more damage, ignoring Resistance, or activating weapon traits. It can be used to create Advantages that can make future tasks easier or impossible tasks possible. In my experience it is most commonly used immediately to Gain More Information , a key use that often sees characters diving past their basic observations to really discover what’s going on or what they’re dealing with. If not spent immediately, however, points of Momentum go into a pool; they can be used in several ways once there, but by far their most common use is buying more dice to roll for a check. A 3rd d20 costs one Momentum, a 4th one costs two.

Threat is primarily a GM resource, and in several ways it mirrors Momentum. It can be used for adversaries rolling extra dice, it can make attacks lethal (by default they are not), it can make tasks more difficult or increase the chance of a Complication (something Bad that usually only happens if a character rolls a 20 on a die). With enough Threat in their pool GMs can even end scenes entirely and take narrative control, which strongly reminds me of the Doom Pool from Cortex games.

GMs begin every mission with twice as many points of threat as there are players, which is good, because in my experience you’re not likely going to get too many more. There are a couple ways to add more Threat, but the only one that doesn’t require a specific circumstance is that player characters can also use Threat by choosing to give it to the GM instead of spending Momentum at the same rates. That’s great, because it gives the GM more to play with and gives the players options if they run out of Momentum. Honestly, though, it doesn’t seem to happen very often. A large part of this is certainly biased in this specific campaign by the luck of the dice and the characters themselves. The Verrazzano crew have often been able to generate more than enough Momentum for their needs, rarely running completely out. Also, the entire line of Bold Talents, which let you re-roll dice if you have used Threat to enhance the roll, are designed to be a big motivator for Threat use – but only Northrock and Reil have any of them, and they both have only the Conn variety. So, you might find yourself with players giving you oodles of Threat . . . just be prepared to use what you get at the start of a mission carefully, if you don’t.

The final metacurrency is Determination, and it’s the big one. Every character starts a mission with at least one, and it is deeply tied to the character’s Values: if they are acting in accordance with a Value, a character can spend a point of Determination to add a die to their roll that is automatically set to a result of 1, meaning an automatic two successes towards the roll. Note that this still counts as adding a die a la Momentum/Threat, in that if you want a 4th die you’ll need two points of those other resources, but still! Alternate uses of Determination still require you to be acting in accordance with a Value, but include: re-rolling all your dice, immediately taking another action on the same turn, and automatically creating an advantage.

You can get more points of Determination if you challenge a Value, meaning your character is having a big think about whether or not they actually believe that any more. You can also be offered Determination by the GM to compel you to act in line with a Value when it would make things more difficult for you, which reads an awful lot like Fate points. Determination isn’t just a big deal because of the mechanical impact, although that can’t be undervalued either. But since Determination, whether spending it or gaining it, plugs into your Values it is often a very important factor in your characters ‘leveling up’.

Advancement

‘Milestones’ are the method of advancement in STA, and there are only three ways to get them: suffering (and surviving, obviously) a lethal injury, challenging a Value (thus getting a point of Determination), and using a Value either positively or negatively (meaning you either spent or received a point of Determination while acting upon it). You get a ‘Normal’ Milestone for just doing one of the above during a mission. The GM can award a ‘Spotlight’ milestone if a character or characters would earn a Normal Milestone and also made a particularly big impact in a mission, and the players decide who among them receive it. Eventually, you acquire enough Spotlight Milestones that your next one is an ‘Arc’ Milestone instead (or, if the GM feels it appropriate given the character’s actual narrative arc, they can award one out of hand). Here’s the thing, though: the Arc Milestone is the only one that actually adds anything to a character.

With a Normal Milestone, first of all, if a Value was challenged it gets rewritten or replaced to reflect how the character’s perspective was changed. After being forced to realize that “The Best Way to Defeat An Enemy Is To Make A Friend” would not always be the case, and subsequently getting in a fair bit of trouble for acting as such, Northrock reaffirmed his commitment to the crew and to following Salok’s lead instead of going off on his own: “When The Way Is Unclear, I Follow My Captain.” Aside from that very cool and dramatic and character-growth-driven aspect, though, Normal Milestones are very light: you can move a point from one Discipline to another, or replace one Focus with another. Spotlight Milestones let you pick one of the options from the short list of the Normal Milestone’s, as well as one of several others: moving points between Attributes, replacing a Talent, moving points between the ship’s Departments or Systems (Discipline and Attribute counterparts, really), or replacing the ship’s Talents. Arc Milestones grant the benefits of a Normal and a Spotlight Milestone, but are the advancement that finally lets you increase a Discipline or Attribute, gain an additional Talent, Focus, or Value, increase one of the ship’s Departments/Systems, or add another Talent to the ship.

As mentioned above, STA player characters are probably starting off as very competent just based on stats, never mind what their Talents can bring to the table, so they don’t really need to be growing mechanically all that much. What’s really important to this system is how their Values, what they care about and who they really are, are highlighted, are challenged, are grown and changed. Changing up Attributes, Disciplines, Talents, and Focuses also reflects this choice of priority – a Captain who starts to take more of an interest in what’s going on down in the warp core while leaving the navigation of the ship up to their hot-shot helmsman might shift a point from Conn to Engineering. 

So far, they seem to be working just fine. Captain Salok and Lt. Commanders Northrock and Ava are both on the cusp of their first Arc Milestone as of this writing, and given how competent the characters are nobody seems to be minding that they haven’t been ‘gaining’ anything, and there have been comments that they like the idea of switching things around to better match the character – it’s true that you’ll certainly never have a dead-end Talent or Focus for very long. 

I’ll admit that awarding the Spotlights has felt . . . a little anemic on the GM’s side of things. The book recommends giving out a single one every two or three sessions, but these are players and characters who have really taken the ‘Go Boldly’ thing to heart. Salok ‘crushed’ a mutiny with little more than an iron will and by convincing the mutineers that a starship takes many to succeed but only one to fail. Northrock took command of an absolute disaster involving a wormhole, a shapeshifter, friendly fire, and a dying ship and somehow got everyone out alive. Ava solved an astrogation and physics problem that had confounded Starfleet for decades , and then went on to help establish a stable wormhole to another universe . Be’zur’s technological monstrosities have caused me to throw out more notes and plans than any two other characters combined. Korg and Reil have both been responsible for saving the lives of their crewmates from certain death or worse, whether it was a rampaging tentacular plant unleashed from the Verrazzano’s labs, Orion raiders trying to steal an artifact powered by time , or a desperate and murderous Starfleet doctor gone rogue.

So, in short, I’m probably awarding Spotlights a little more frequently than the book would like me to, every other session at least, and I’m often throwing two out at once. Since Normal and Spotlight Milestone benefits can be banked for later, the system certainly doesn’t seem to be breaking as a result. If it were a longer, slower-burn campaign I might stick closer to the book’s recommendations but to be honest I think that, as with determining if a task is impossible, you’re best served by ignoring hard numbers and focusing on the narrative.

Support Characters

If there is any one mechanic that has been a runaway hit during the campaign, this has been the one. Supporting characters are the ‘extras’ on set, the people in the background of the show that only get speaking roles every few episodes, if ever. Star Trek Adventures lets you bring those characters into the spotlight by spending points of Crew Support – every ship gets an amount that is determined by how big the ship is, and then player characters can each take a talent to get more, which two Verrazzano crew members did. Broadly speaking there are two reasons to play a Supporting character. First, because they cover a skillset that the main player characters lack. This was the case of Lt. Gunther von Doomstone, the Chief Medical Officer, and Lt. Khumail Jaosh, the transport chief. The second is when it doesn’t make sense for a player character to be present, such as on away missions, but the player still wants to be a part of the scene. This was the case for Lt. Joran Mal, a Joined Trill diplomat, when Captain Salok had to remain behind on the ship. Sometimes it’s both. Cadet Groorin, part of the second wave of Ferengi following in Nog’s footsteps, appeared when the players decided Joran needed an assistant to deal with an upcoming legal tribunal, but really got played when Lt. Commander Northrock was stuck at the helm and there was a Ferengi away team to negotiate with.

I suppose there’s also a third reason, which is because you have a cool character idea you wanted to include. Lt. Jurling , Klingon Ship’s Counselor ( “It is a good day for conflict resolution!” ), was added to the crew to cover that role, yes, but mostly because I wanted him to be there. Consider it my payment for running the game.

Supporting characters start off comparatively light – their highest Attribute will be a 10, their best Discipline a 4, with three Focuses but no Talents or Values. Supporting characters don’t gain milestones themselves, although a player character can choose to use the benefit of one of their own milestones to switch things around for a supporting character. Instead, Supporting characters improve by the number of missions they appear in through the use of Crew Support – every time they show up they gain something, and while they still have lower caps (they can only ever improve a Discipline once, for example), they can still end up fleshed out quite a bit. Funnily enough, Supporting characters are thus going to ‘advance’ at a much faster rate than player characters will, which can help scratch the itch a little for those players who enjoy getting mechanical rewards.

Supporting characters are . . . kind of strange, in terms of gameplay and narrative. First of all, for groups with a lot of players they’ll end up taking up most of the NPC slots left on the ship – that hasn’t stopped me from making more NPCs, but it has felt a little odd to jump into a Supporting Character now and then as the GM. 

They’re also supposed to be supporting characters but in many cases they’ve been in the spotlight just as much, if not more than, the ‘main’ characters, and some of them are quite beloved. Like any character, you end up wanting to make them interesting, and together we have. Doctor von Doomstone is from a planet that would have featured in a TOS Planet of Hats episode, a Frankenstein setting, and he’s trying to avoid going down the mad science path of his ancestors. Jurling has a reputation for unconventional ‘team building exercises’, a love of Klingon opera that’s shared with Commander Korg, and a genuine care for his patients. Joran quickly gained a reputation for being in over his head and soldiering on anyway, surrounded by literal piles of PADDS and joining the Captain in his coffee habit while reviewing First Contact protocols. 

I wonder at what point you might just give up the charade and make them main characters in their own right with storylines of their own, capable of gaining milestones for themselves and surpassing the limitations of a supporting character. Perhaps a player could have multiple full characters (while many are shared, I’ve noticed some support characters functionally ‘belonging’ to a single player), or perhaps the ‘upgraded’ characters could remain in a pool for troupe play, which would keep the pool of Crew Support fully functional.

Supporting characters as a concept have also highlighted for me the need to have time spent back on the ship and in the ready room, for the simple reason that the Captain just doesn’t leave the ship very often. In terms of ‘screen time’, Aaron has spent more time portraying Lieutenants Joran and Jurling than he has Captain Salok, and yet the Captain has still managed to net himself some Spotlight Milestones, primarily on the bridge and in the aforementioned ready room. 

Material to Work With

Star Trek Adventures is extremely well-supported. Since release there has been a unique book for all of the galaxy’s quadrants, another one each for Command, Operations, and Science, two full mission anthologies, character profiles for a bunch of the shows so you can play as/interact with them, and a whole bunch of standalone missions. This is on top of the free Quickstart, the free character sheets, and the free character builder (which incorporates player character creation, supporting character creation, and starship creation material from pretty much everything I’ve already mentioned, it’s a fantastic resource). There’s also a Klingon core book which I haven’t even touched yet. You’re not exactly going to run out of reading material very quickly, is what I’m saying. 

I want to particularly focus on the pre-made missions, however, for the simple reason that – with a single exception – my campaign has consisted entirely of them. This is a symptom of the fact that the U.S.S. Verrazzano was sort of rushed into service, as it were – I put Star Trek Adventures up as an option to run for a short campaign because I owned it and thought it might be interesting, but I didn’t picture it as a front runner and I didn’t expect it to catch quite as well as it has. It’s still going to be short, as campaigns in this group are reckoned lately, but still: suddenly I was running a game and had exactly zero material prepped or even ideas solidifying. So, I turned to the mission files.

So far I’ve run Nest In The Dark , Stolen Liberty , The Prize , and A World With A Bluer Sun . I’ve got two more queued up at the moment, but I won’t say which because there are players lurking about. Through these missions the crew of the Verrazzano have struggled through time dilation, radiation bursts, disruptor fire, crushing gravity, and interdimensional phenomena. They’ve been forced to face intelligences vastly superior to their own, weigh the oppression of an entire species against the Prime Directive, race against archeological poachers, and navigate the factions of a Starfleet crew turned on itself. So there’s the first thing I’ll say about the pre-made missions Modiphius has put out: oh my goodness there is a lot of variety. Not every mission will fit every crew, but many will, and aside from a certain predilection towards First Contact scenarios (come on, it’s Trek, duh ) the Verrazzano has never really faced the same problem twice.

One additional good thing is that many of these missions could be used as a launching point for further adventures. Every one ends with a ‘Continuing Voyages’ section that highlights how a crew could follow up on the events of the mission or how said events could otherwise impact the campaign. I haven’t been able to take advantage of many of these yet, but there have been a few new crewmembers of a sort added to the ship’s roster as a result. More dramatically the events of Stolen Liberty saw Salok, Korg, Northrock, and Be’zur having a chat with some Admirals about the Prime Directive and their viability as a command team while Ava took command of the ship to chart a cataclysmic nebula (and blow some Jem’Hadar holdouts out of space, although they didn’t know that going in), the only non-pre-made mission so far.

A nebulous thing is that the missions are always written with a specific era (ENT, TOS, or TNG) in mind. They also always have advice for running the mission in a different era, which usually involves switching out who the bad guy is – if the Borg are the threat for a TNG mission then it’s probably the Klingons for a TOS crew or the Andorians for the ENT crowd. I’ve been able to put that advice to good use for several of the missions, but . . . there are also a few that don’t quite fit right, for me. A TOS mission that’s a little too Those Old Scientists, a little over the top with giant rock monsters for a TNG feel, or the TNG tech is just too necessary to solve the problems facing an ENT crew. In the anthologies, that’s not so big a deal since there’s something for everyone, but you might want to read up on a one-off mission carefully before purchase to see if it’ll work for you.

Some of that actually falls to layout – there are some TOS missions that are done up in a completely different style from the core book and the other missions, and maybe it’s silly but that just makes it harder for me to think about transplanting those specific missions over for the Verrazzano . That leads into another thing: sometimes there are some editing flubs. Missions are sometimes written out with a very specific series of events in mind, or don’t quite explain why certain events happen the way they do, and neither is the kind of thing that can survive contact with players. This is old advice, but if you’re running one of these pre-made adventures, you’re going to want to have read the whole thing, and you’ll want to be ready to throw the rails out the torpedo tubes. 

One final thing about the actual material: thank the stars for whoever created the index in the core rulebook. It’s comprehensive and well-organized, making it easy to find whatever you need . . . and without it the book may have just been unreadable. It is crowded in there, there is practically no negative space of any kind, every spare inch has been packed with art or console designs or words and words and more words. There is a lot here, and reading it straight cover to cover would take forever. Remember that this campaign went from an option in a poll to an active game very, very quickly, we’ve all been learning the system as we go (partially why I think writing about it has some value, to be honest), and without the index allowing us to flip to where we need to I know I at least would’ve been completely lost.

Everything Else, And Final Thoughts

So what are all those words about? We’ve covered the basic mechanics, advancement, supporting characters, none of which are particularly thorny, what else is there? Well, of course there’s a fair bit of space spent on listing individual talents and such, ships the crew can serve on, planets they could visit, GMing advice . . . but there are also a lot of other actual mechanics that are way more situational. There’s an entire reputation system, tied to rank, privilege, and responsibility. There are mechanics for extended tasks that might be the focus of an entire mission, and slightly different ones for when a crew is applying the scientific method (which is how Ava solved the nebula charting problem). Then there’s the ship, with its many different stations, it’s Power resource that needs to be managed, the various systems and the myriad, unique, and advancing things that happen to each and every single one of them if they happen to be the one hit when the shields get breached. 

The core mechanics? Pretty straightforward! All these other bits? A fair degree more fiddly, and they might not show up every session. Every other mechanic adds more complexity, triggers more page-flipping (there’s the index saving the day, again). By no means does it jam up the works like, say, Shadowrun’s many many subsystems. But we got the knack of the basics very very quickly; going into our eighth session, there’s still a fair bit of rust on the others. Given more time that would probably go away, but only if we spend the time to focus on those systems, and in some cases I don’t see it happening.

In checking in with the players about how they felt about the system, Aaron managed to sum it up the best way, which I’ll use here. The group has dealt with games where the system got in the way for us, like Exalted Second Edition. When we tapped into the Powered by the Apocalypse ruleset, we found that the system actively helped us. Star Trek Adventures is in the middle. 

It handed us the basic toolset and then has mostly stayed out of our way, piping up from the back of the crowd when it’s needed. It demands very little in terms of mechanical understanding on a task to task basis, but wants you to pay more attention when certain situations crop up. What it really wants is for you to have good, strong Values that your characters can believe in and challenge and change; everything else (you might note that the Gnalish species isn’t RPG-official, and Ava’s existence as an extra-dimensional avatar is original to us as well) can be tweaked, but that one is non-negotiable. That being the case, it’s really the players who are going to bring what’s truly necessary for Star Trek Adventures to function the way it wants to. 

Star Trek is, primarily, a television series. It can do novels and comics, it can do big movies and long-running arcs, but it’s always eventually returned to a weekly format, and the heaping majority of that is episodic in nature. Look, I’ve tried the episodic thing in a bunch of different games, every time it gets a bare handful of ‘episodes’ in before one plot or another gets too complex and grabs the controls and takes off. Star Trek Adventures , like Star Trek at large, certainly could manage a blockbuster event, or a Dominion or Burn-style long arc, but it sings as an episodic game, and I think that’s because the game trusts its players to bring what they know and love of Trek to the table and fly “second star to the right — and straight on ’til morning.”

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Memory Alpha

Star Trek Adventures - Player's Guide

Summary [ ].

  • A wealth of new character options, including new non-Starfleet character roles, more than 40 new talents, additional details on existing character roles and insights into using the game mechanics gleaned from 4 years of feedback and development.
  • An overview of key Star Trek setting details and technology to help immerse you and your fellow players into the setting.
  • Definitions of six key Star Trek eras, enabling you to take part in stories anywhere in the Star Trek timeline; and nine distinct play styles, from deep space exploration to close to home, and beyond.
  • Guidance on how to be an engaged, active, and supportive player, and insights on building characters collaboratively with your group.
  • All contents are adaptable for use with groups of pioneering Starfleet officers, fearless Klingon warriors, or daring crews of any polity.

External link [ ]

  • Star Trek Adventures - Player's Guide at Modiphius.net
  • 2 Klingon augment virus
  • 3 Daniels (Crewman)

Any tips for a first time STA GM?

Recently got the core book and have started reading through it. I’ve gone through the quick start to get a rough idea of the 2d20 system. I’ve run Pathfinder, Coriollis, and Exalted 1 and 2 for decently long campaigns but I am new to 2d20. Any tips for kicking off a good run of a 2d20 game STA in particular?

If all goes well I may expand out into a couple other 2d20 games but after looking over most of the quick starts STA seemed to be the simplest to get in to. Less gear, no hit location etc. Thanks for any tips/suggestions!

Welcome aboard. For general suggestions I’ve got the below:

  • Encourage use of Momentum & Threat. It can give your players an edge and allow you to bring in changes to scenes and enemies to help up the tension and challenge.
  • STA leans to your characters playing heroes (Unless you playing Klingons, in which case you are more violent heroes), run with this. The characters from the TV series are larger then life and so are your player characters.
  • Don’t worry too much about spaceship combat at first. Once you are comfortable with the rules you can add them in, but that is probably the most complex element of STA.
  • Have a discussion with your players about the sort of game they want. 2d20 can go in many directions, especially STA which can draw from TOS, TNG, Voyager, DS9, Discovery & Picard (In roughly decreasing value of heroics) A game based on TNG will be radically different to one following DS9 for instance.
  • Ask questions on the forums. There are loads of people here who know pretty much everything. So we can normally come up with an answer or 4 for anything you have.

Start with the basics and work from there. Theres a lot of depth in the system, but you can get by without a lot of it while you get comfortable.

Beyond that, make use of the starter set/crb adventure etc that are designed to help you learn the game.

Finally- have fun! You can fix goofs and rulings later, but if you enjoy the game then youll be more likely to go back to it.

There’s also this:

star trek adventures how many players

I’d add the following:

  • STA plays best when you are not trying to simulate the universe the game is set in, but rather when you play it from a tv show/movie mindset. As such you can play long “campaigns” where each adventure does not need to be associated to the last.
  • Teach your players to not be afraid of Threat. The game shuts down and becomes rather boring if the GM can’t up the stakes a little on the fly.
  • Expect your players to achieve the impossible. Momentum is powerful and your players will likely have a lot to swing the narrative in their favour. This is expected. Starfleet officers achieve the impossible almost daily.
  • Because of the possibility of “bottle” adventures, it is a great platform for your players to take the chance to dip their toes into GM-ing. At the end of the adventure everything resets, just like TNG/VOY

All great advice.

My 2 cents are:

No scenario survives contact with the players. Embrace it. Unlike combat oriented RPGs, the players charging off down a path you didn’t see doesn’t really hurt anything, even on the prep side. Once youy players grab onto the Star Trek “mindset” the adventure will practically write itself. I can’t tell you how much fun I’ve had running this game as the players completely out-think the outside of the box.

Next. Do not be afraid of momentum and threat. Get your players to realize that the more they “go big” and give Threat, the more fun the game gets.

Yes, you can have more than one momentum pool. While most people simply use a single momentum pool, I will start up more than one if the situation calls for it. And that is OK. For instance, half of the players were trying to hold off the low tech native warriors while avoiding serious injury to them. The other PCs were trying to shut down the ancient alien power generator before it blew up and destroyed the planet. Turns out the generator had become holy shrine to the pre-industrial natives. The security team had one momentum pool while the engineers had their own along with the pithy extended task. Drama and tension everywhere.

:wink:

We haven’t played in a while but off the top of my head (using thew core book only):

In hth combat there is a roll to hit but also a roll to defend. I forgot this a few times.

If a PC is attacked and hit a red shirt or NPC can take the blow instead.

Use threat to make it interesting not impossible

I use threat as a legal way to railroad, if necessary. STA is a cinematic game and IMO this is needed at times. Keeping in mind that the best railroads are when players can’t see the tracks.

Jump in with both feet. In my first game I included hth, phaser and Starship combat. Also, extended tasks. The only way to learn is to give it a try.

Try to test characters values.

Plan for players to have to make moral choices. No dice are involved. They define each players character.

Watching examples of play on YouTube helped me.

This may have been covered but do not over prepare your missions. it is better to have a setting and maybe a few key events and notes on npc values and goals so that you can adapt to your players naturally; rather than constantly trying to “push” them to play as you have written the scene to take place.

Also make failure at tasks fun (even comical at times) This can make or break a game. Dont use complications or failures to jab at or antagonize the players but rather to add a fun new challenge to the group. This also helps so that your players will want to try some extremely difficult tasks rather than sticking to the mundane low difficulty stuff.

Encourage GROUP PLAY. Nothing can ruin a fun experience like a single player trying to cover every base on their own. Let them players know from the start and show them with challenges throughout the adventure that each member is a valuable part of the team.

Going along with this avoid your own personal bias. Many GMs have their own personal preference of play but keep in mind that just because you have one or two players in the group that play that way all your players need to be rewarded and able to contribute equally

This. This is a big thing. STA is a game that does not need too much detail in preparation. Of course too little can be an issue too, but too much is far worse.

Best rule in the game: support characters

  • they lack a skill call for a support character that has the skill and can add a dice (they can’t succeed at diff>0 but can help), once they improved, they can give their focus and discipline to player with the appropriate talent (Colllaborative X) for 1 momentum, they will not overshadow a character
  • Your pilot has no role to do in a scene: make him incarnate a support character. Since he is played he can succeed at difficult tasks.
  • Your group split: make 2 scenes and other players will play support characters, no one is bored for half an hour
  • less remorse at killing support characters, even if played by players they aren’t their main characters I make extensive use of them

I wanted to add one other thing. As a GM relish in being beaten. It is essentially your job to through challenges at your players and be defeated session after session. Play to the characters (NPC’s) Values and “personalities”. If every one of your encounters is just you using every special rule and GM ability to bring the players to their knees then at the end “allowing” them to finally triumph, it can get old real quick. If the PC’s do somthing unexpected by you (the GM). Play your NPC’s like they are caught off guard as well. Depending on the amount of players you have and their enginuity go into each session “anticipating” being at a disadvantage and playing out that disadvantage to the amusement of the table (youself included).

  • When in doubt, difficulty is 2 modified by any traits that make sense.
  • When someone goes straight to mechanics, ask them to narrate up to the point they can fail, then go to the mechanics
  • When players come up with weird ideas, don’t say “No” as your first response. “How?” is a much better one. It also allows for a lot of flexibility to use alternate attributes, and sometimes even alternate disciplines.
  • Describe, Describe, Describe.
  • borrow actors/characters from TV and movies for helping you visualize characters and/or their personalities and mannerisms…
  • short but meaningful notes
  • don’t let threat pile up.

Borrowing Characters The borrowing is often an easy shortcut. For example, a particularly pricly NPC science officer might be “Lt Shevik: Sheldon Cooper from Big Bang Theory, but as a Vulcan”. A gruff CPO from security might be “Chief Torkik: Tellarite version of Anthony DeMarco from Blue Bloods.” Or “Chief Jack Samson, Half-orion half-human security officer, played by Samuel L Jackson.” These give instant ability to give one a description physically, and to help describe mannerisms. Chief Samson probably swears… a lot… but basically, is a nice guy with some mad action skills. Tall, dark brown skin, infectious smile, thin but muscular…quite possibly with a catchphase, “What’s in your braincase?” Don’t tell the players, don’t show them the picture, but use it as a reference for describing the character. (And sometimes, players will ask, “Is he played by ___?” Establish the character before admitting to it. And casting the same character with different actors can shade your roleplay… “Lt T’vek, Comm Officer” built off of Zoë Saldono is going to be quite different from one built off of Nichelle Nichols or Zendaya (sp?)…

Short Notes One of the reasons I recommend the borrowing above is it allows a lot less writing about the character and more just being able to visualize and then describe them. It’s a lot shorter to write, “Jarvo Milon, Deltan councilor, think Shepherd Book” than to describe the character in detail.

Don’t write paragraphs of dialogue. Write the points you need to get across, and the ones they can get with extra information spends. Flesh them out at the table.

Map only what you need. (Blame this on Marc Miller of Traveller fame.) Maps are part of your notes. They can also be part of the play experience.

Threat Pile… Don’t let the threat pile up to huge amounts. Nothing makes astute players feel less important than the realization of, “We succeeded, but there’s 20 threat on the table…” A complication should have a good chance of being a problem, but not be a constant problem. Nor should it ever be worse than what one was trying to fix with it. And be VERY sparing in using increasted complication range… Some complications should be applied as environmental ones, rather than personal. This allows players to use them against the NPCs, too. And vice versa…

The first thing IMO to ask yourself and your players… what kind of Trek do they want to play?

Are they big on combat, non-combat stuff, and/or role-playing?

For instance, a lot of the demo stuff focuses on combat. Like “A Star Beyond the Stars”. I hated it. I understand that combat is an easy thing to run a demo. You can slot it in pretty much any characters regardless of Discipline, species, and/or personality. But… it’s very generic. And non-Trek. How much combat do they have in TOS? TNG? I wanted to play those, not fight fight fight.

Even when they have combat, it’s less about the mechanics and more about the personalities. Look at “Journey to Babel”. It’s less about the mechanics of the Enterprise outfighting an Orion cruiser, and more about Kirk outsmarting his opponent.

So what I’d suggest focusing on is the PCs. What are their personalities, their background, their hopes, their dreams? You can write stories just looking at the PCs and the stuff they came up with character creation. What Talents do they have? What Values? What Upbringing? What Focuses? Then multiply that by the # of players you have and Hey Presto, there’s your first few weekly adventures.

Don’t usurp the players. If a player has a PC with Diplomacy, and a Value of “Thinks Peaceful Negotiation is Best”, let him do it. In our first adventure, based on the one above, the PC couldn’t do any Diplomacy with the bad guys, and had no chance for a peaceful resolution. It was “Pew Pew Pew” combat, and then somebody showed up and negotiated peace. Very disappointing for the player.

The Values in the rulebook are mostly… eh. They’re very generic. Encourage players to take Values that are unique. And that they’re comfortable using in situations. And that they’re comfortable challenging.

As a GM, go where the players lead you. Someone plays a Bajoran: what did they do during the Cardassian occupation? Don’t worry about the mechanics: those will come. Work on the stories and the role-playing opportunities.

Hi. Relax. It’s all for fun.

To start, have your PCs all junior officers, Lieutenants and Ensigns aboard a large starship so the big, big decisions are out of their reach. They are Landing Party 3 on the roster, for example.

Preparation for tangents. I prepare alot of NPCs and Supporting characters in advance, by Division, Specialty, and Species. So If I need a Security Officer for the Brig I can use one I just made.

Locations: Players want to wander an open world, so have some premade generic locations and some NPCs to staff it. Bar, Temple, Shops. Make a floor plan so you can keep it straight. What ever you name, then write that directly onto your copy.

Hold back rewards and experience, string it out. Exceptional items require exceptional enemies to counter them. Sort of why these shows keep having to save the entire galaxy in seasons 1,2,3. Players carry the Starfleet issue, not the quantum, wormhole tech powered, ultra fusion phaser with AI targeting assist. If you give something that unbalances your game, take it back. It’s stolen, a stray disruptor beam strikes it, Section 31 has Admiralty orders to confiscate.

Build Missions to hype one Division, give your players a chance to be the hero of the Mission. A Command mission that needs diplomacy. Engineering that solves a village crisis or restores power to an alien sleeper ship, a Security mission that thwarts Orion Pirates smuggling operations, the Medical mission prevent a virus or render aid in a catastrophic natural event.

When you get good at that, combine Command / Security mission to uncover criminals, Security / Engineering mission to infiltrate a pre-warp civ and clean up or recover lost tech or a accidental contamination. A Security / Medical mission to infiltrate a Badlands former Fed Colony to gather evidence of Augment experiments.

Stat out ships, shuttles, and small bases. You will go through those alot.

For practice, have a session zero, had out some pre-gen characters and set up for a few rounds of combat, so you and your players have expectations of how Combat and Skills are run.

Having just ran a long campaign of STA, read the source material books. Then re-read them. Then re-write them. Sorry Modiphius, STA is a fun system but my god the source materials are bad. No useful indexes for ships, races, stat blocks for ships, no lists of talents anywhere. Rules spread across multiple pages interspersed with non relevant lore bits. I had to practically rewrite most of the rule book as a handout for my players and without community handouts out there in the internet this game would have been so much harder to play.

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DUM VITA EST SPES EST WHILE THERE'S LIFE, THERE'S HOPE Star Trek Adventures - How to Play Thank you for showing interest in playing Star Trek Adventures! This guide is to help you get started so you can Boldly Go, and all that jazz. Below you will find quick guides on what is required to play, how to create a Roll20.net account, how to join a game on Roll20.net, and mini-guides on how to create a character, quick explanations of game mechanics and links to other useful references and resources to help you get the most out of your Star Trek Adventures gameplay. What is Required to Play To get started, you will require several things to play Star Trek Adventures: A Microphone and access to the UFP Teamspeak Server A Roll20.net account Ownership of the Star Trek Adventures Core Rule Book (Physical or PDF copy) If you don't own the game, you can participate in one game, for free to see if you like it. Star Trek Adventures, like any table-top roleplaying game, is a very social and interactive game, and as such, voice communication will be required to play. This will be facilitated through the UFP Teamspeak server. If you do not have access to the Teamspeak Server, ask for help here . The game will be played on the Roll20.net Virtual Tabletop System , and will require that all players sign up for a free account in order to play. How to create an account will be covered later in this guide. Ownership of the Core Rulebook, either physical or PDF , is required just as if you were playing Stellaris, WoW, or Star Trek Bridge Crew. In the event that UFP and Modiphius (STA's publisher) develop a relationship (contests, giveaways, etc), requiring ownership from players participating in UFP sponsored events would be integral to maintaining that relationship. You can purchase Star Trek Adventures through Modiphius' Offical Store (Physical or PDF) , Amazon, DriveThru RPG (PDF) , or through your Friendly Local Game Store. Purchasing the PDF version of the book is by far the cheapest option, often at a third of the cost of the Physical Copy. Creating a Roll20.net Account In order to play Star Trek Adventures, you need a Roll20.net account, which is free. To create an account, go to http://roll20.net , and click the large, pink "CREATE YOUR FREE ACCOUNT" button, fill out the registration form, and there you go! Account created! One more thing of note though, when you create your account, your Display Name on the site is, by default, your First and Last name, to change this, go to https://app.roll20.net/account/ and edit the 'Display Name' field to what you want and save changes. Joining an UFP Sponsored Event on Roll20 In order to join a game being run by Starfleet Tactical staff, the Operations Officer running the event will post a join link in the TeamSpeak chat that will automatically add you to the game. If you have not created a Roll20.net account, you will be prompted to create one, otherwise, you will be prompted to log into your Roll20.net account. This link is private and should not be shared outside of UFP. This is to prevent people who have not signed up for the event from joining and disrupting the event. Creating a Character in Star Trek Adventures How to create a character in Star Trek Adventures is covered in the Core Rulebook starting on page 93. We will be using the Lifepath Creation Method of creating a character which will give you the greatest choice in how you want your character created. The Lifepath Creation method is as follows: Your character starts out with 7 points in the following 6 Attributes: Control, Fitness, Presence, Daring, Insight, Reason Your character starts out with 1 point in the following 6 Disciplines: Command, Security, Science, Conn, Engineering, Medicine Step One Choose your Characters Species : Andorian, Bajoran, Betazoid, Denobulan, Human, Tellarite, Trill, Vulcan If you own the Beta Quadrant Source Book , on page 75, there are several more options for you: Ardanan, Benzite, Bolian, Deltan, Efrosian, Klingon, Rigelian Chelon, Rigelian Jelna, Risan, Xindi Arborial, Xindi Primate, Xindi Reptillian, Xindi Insectoid, Zakdorn. Based on that choice, complete the following: Add your Species' trait +1 to each of 3 Attributes based on your species choice Access to Talents unique to that species Choose one Talent (Pg 135 of the Core Rulebook, Additional Talents are available if you own the Command Division book on Pg 44 and Pg 49) Step Two Choose the character’s Environment (Pg 111); this is the type of world the character was raised on. Each Environment grants: A Value (based on your environment) +1 to one Attribute, and +1 to one Discipline as outlined by your environment choice. Step Three Choose the character’s Upbringing (Pg. 113); this is the kind of education the character had during their formative years, and the kind of influence their parents and mentors had. Each gives the character: +2 to one Attribute and +1 to a second Attribute (based on your upbringing choice) +1 to a single Discipline One Focus (Pick one that fits what your character is going to be good at) One Talent Step Four The character attends Starfleet Academy (Pg. 116), and chooses which track of the Academy they join — command, operations, or sciences. This grants the character: One Value Three points to spend on two or three Attributes +2 to a single Discipline (your major), +1 to two other disciplines (your minors) Three Focuses One Talent Step Five Choose how long the character’s career has been so far (Pg. 117) — are they young and inexperienced, seasoned veterans, or somewhere in between? The character gains: One Value One Talent If you choose to play a Young Officer with the Untapped Potential talent, you cannot have an Attribute above 11, or a Discipline above 4, and you cannot have a rank higher than Lieutenant. Step Six Determine two or more Career Events (Pg. 118 ). Regardless of how many events are chosen (Min. Two), the character only gains the following based on their choices: Two points for Attributes Two Points for Disciplines Two Focuses Step Seven Finishing Touches, Gain: One Value +1 to Two Attributes +1 to Two Disciplines Adjust Attributes and Disciplines that go over the Maximum Score of Each (12 for Attributes, 5 for Disciplines) Only one Attribute can be at 12, And only one Discipline can be at 5. If you picked "Young Officer", you may only have 1 Attribute at 11, and one Discipline at 4 Your Attribute Scores should total up to 56 points. Your Discipline Scores should total up to 16. Record derived Scores: Stress (Fitness + Security Scores), Bonus Damage (Weapon base damage + Security Score, Weapons Table on Pg. 193) Pick Characters Name, Rank, Role, Department, and Starting Equipment Creating a Starship in Star Trek Adventures In Star Trek Adventures, a Starship is just as important as the Player Characters. Creating a Starship is as straightforward as creating a Character. We will be creating a Starship as a Group so that everyone has a say in its creation. Step One Choose an Era of Play (Enterprise, TOS, TNG, etc), and what year the game is set in. This will determine which spaceframes are available, and how many refits the ship has access too. The following Spaceframes are available: Core Rule Book (Pg. 236) Akira (TNG) Constellation Class (TOS-Movie, TNG Era only) Constitution Class (TOS Era Only, retired 2290) Defiant Class (TNG Era Only) Excelsior Class (TOS-Movie, TNG Era only) Galaxy Class (TNG Era only) Intrepid Class (TNG Era Only) Miranda Class (TOS-Movie, TNG Era only) Nova Class (TNG Era Only) Command Division Source Book (Pg. 51) Daedalus Class (ENT, TOS Era Only) NX Class (ENT Era Only) Constitution Class Refit (TOS-Movie Era only) Hermes Class (TOS, TOS-Movie Era Only) Orberth Class (TOS-Movie, TNG Era Only) Sydney Class (TOS-Movie Era Only) Centaur Class (TOS-Movie Era Only) Ambassador Class (TNG Era Only) Nebula Class (TNG Era Only) New Orleans Class (TNG Era Only) Olympic Class (TNG Era Only) Steamrunner Class (TNG Era Only) Norway Class (TNG Era Only) Saber Class (TNG Era Only) Sovereign Class (TNG Era Only) Luna Class (TNG Era Only) Small Deep Space Outpost (All Eras) Front Line Starbase (Pg. 96, Large, Think Earth Space Dock, All Eras) Step Two Once you have the Spaceframe Picked, we have to determine how many refit cycles that ship's class has received, based on when the class of ship entered service, and what year the game is currently set in. A Starship Class receives One Refit Cycle for every 10 years in service. For Example, The Excelsior Class entered service in 2285, and the game is set in 2371. That means the class has been in service for 86 years, and benefits from 8 Refit Cycles. Each Refit Cycle grants +1 point to any Starship System. No Starship can receive more than 2 points added to a single system, and no system can be upgraded past 12 (Although, a starship can have a system value above twelve before Refits, but cannot be upgraded past 12 through refits). Step Three Once you have a Spaceframe picked, which gives us the base stat values for Systems and Departments, and taken care of Refits, we choose a Mission Profile (Pg. 251). When you pick a mission profile, you add the point values listed to your ship's Department Scores, and pick one talent listed with that Mission Profile. Step Four After the Mission Profile is picked, we take care of the rest of the Starship's Talents (Pg. 255). Additional Talents from the Command Division Source Book can be found on Pg. 67 of that book. A Starship can only have as many Talents equal to its Scale. For Example, if the Starship has a Scale of 4, it can only have 4 Talents. Step Five Once your talents are picked, it's time for the Finishing Touches. First, we determine what your Ships crew support value is. This is the number of Support Characters your crew can create (Pg. 132), and is based on your Ship's Scale, and can be increased by having a Player Character taking the Supervisor Talent (which adds +1 to Crew Support, and can only be taken once per character, but more than one Player Character in the crew can take the talent). Additionally, from The Command Division book, there is a Starship Talent called "Dedicated Personnel", where you pick a Department, increase Crew Support by +2 and create two supporting characters dedicated to that department. Second, we add the standard weapon Loadout for your starship. Full information on Weapon Types, Effects, etc can be found on Pg. 231. Weapon Damage is determined by adding your Starship's Scale + Security Department. A Federation Starship is typically equipped with the following: Phaser Array Photon Torpedos Tractor Beam (Strength Value is listed with the Spaceframe) Third, we determine the Ships Sheild and Power values. Power is determined by the Ship's Engine System Value (Example: If the Engine Value is 10, the ship has 10 power) Shields are determined by the Ship's Engine System Value + Security Department Value. Fourth, we determine the ship's Resistance value (How much damage the ship can ignore before taking damage), which is equal to the Ship's Scale. Fifth, Go over all the talents picked for the ship, and make any adjustments to Systems and Departments Lastly, we pick the Ship's Name and Registry Number. Basic Game Mechanics - Understanding the 2d20 System For more in-depth reading on how the basic game mechanics works, I strongly recommend downloading the Star Trek Adventures Quick Start Guide , which is free from Modiphius. Star Trek Adventures uses the 2d20 game system for play. Unlike other tabletop games, 2d20 is a little counter-intuitive. Instead of rolling a single d20 and adding whatever skill value you have to that roll, Star Trek Adventures, when attempting a 'Task', has you take the sum of a relevant Attribute & Discipline (Example: Presence + Command, a common roll for someone in a command role), and use that value as a target number. You then roll 2d20, and if you roll below that target number, you count that as a 'success'. The number of Successes required to complete that task successfully is determined by the Difficulty, ranging from 0 to 5. Example: Difficulty 1, Presence 11 + Command 5 = 16. Roll 2d20, 12 and 17. You rolled one success and one Failure, You completed the task. Like other tabletop games, it is possible to roll Critical Successes and Critical Failures. In Star Trek Adventures, a Critical Success is rolling a 1, which counts as 2 Successes. A Critical Failure, also called 'rolling a Complication', can vary based on the Complication range, and typically denotes how perilous the task is. By default, the complication range is set to 1, or rolling a natural 20. The Complication ranges are as follows: 1 = 20 2 = 19-20 3 = 18-20 4 = 17-20 5 = 16-20 Depending on the task, rolling a complication won't necessarily mean that you failed in your endeavour, but as the peril of the action increases, it could mean the difference between life and death. For Example, one game that I ran had a Player Character attempt to walk across a log being used as a bridge over a river. He successfully completed the task, but rolled a complication, which was him slipping off the log when he got to the other side and landed on his shoulder. The complication was that his shoulder was bruised and any task that required him to use it (Lifting an object, aiming a weapon, etc) would have its difficulty increased by 1 until he could have it healed at a well-stocked medical facility. Basic Game Mechanics - Momentum, Threat & Determination Star Trek Adventures utilizes 3 resource pools to help the game function: Momentum, Threat and Determination. These resource pools give both Players and the GM a system to help them complete their tasks successfully (for the players), or turn up the heat if things are getting too easy (for the GM). Momentum Whenever a character attempts a Task and scores a greater number of successes than the Difficulty, these extra Successes become Momentum, a valuable resource that allows Player Characters to complete Tasks more quickly or thoroughly than normal, or otherwise gain additional benefits. Each success above and beyond the Difficulty of the Task becomes one point of momentum, up to a maximum of 6 and is shared amongst all players. Any Momentum gained above 6 and is not used immediately is lost. Additionally, the group momentum pool reduces by 1 point at the end of a scene to represent the passage of time and... well... the loss of Momentum. Momentum can have many uses, but the most common use for it is the purchase of extra d20s for task rolls, this action is referred too as Create Opportunity , and is an Immediate Action and Repeatable. A player may purchase up to 3 extra d20s, with the first dice costing 1 momentum, the second 3, and third 6. A player may only roll a maximum of 5 dice for any attempt at a task, and this includes being assisted by another player or the Ship. For example: Ensign Bobby attempts a task that is especially difficult, and is being assisted by the Ships Computer, giving him 3d20. He has the option to purchase extra dice, but may only purchase 2 dice for a maximum of 5d20. The Second most common use, and arguably the most important, is to Obtain Information , and this action is Repeatable. For each point of Momentum spent, a player may ask the Gamemaster one question, which is then answered truthfully, about the situation. Remember, Knowledge is Power. Other uses include: Create Advantage : Spending Two momentum establishes some new Advantage in addition to whatever effect the successful task had, or removes a Complication from the Scene. Create Problem (Immediate, Repeatable) : A Character can choose to make this more difficult for an opponent, increasing the difficulty of a single task by 1 for every 2 momentum spent. Create Problem must be done before any dice are rolled for a task. Threat While not something that the Players can interact with directly, Threat is an integral part of the game. The Gamemaster uses threat to alter scenes, to buff Non-Player Characters (NPCs) and to generally make things more perilous and exciting. Players can add points to the Gamemaster's Threat Pool instead of Spending Momentum. Typically, the Gamemaster starts out with 2 points of threat for every Player participating in the game. (Ex: 4 players, 8pts of Threat). Players typically add to the Threat Pool by taking some of the following actions: Taking a Provocative Action : Any time a Player acts in a way that is Provocative or Threatening, the GM gains a point of Threat. For example: A Starfleet Officer resorting to Violence instead of Diplomacy first. Immediate Momentum : Whenever a character can use an Immediate Momentum Spend, such as buying bonus d20s, they can do this by adding to the threat pool, point for point. Complications : When a character suffers one or more Complications on a task they or the Gamemaster may choose not to have the Complication take effect, but this is in exchange for adding one or two points of threat to the pool. Threatening Circumstances : The Environment or Circumstances of a new scene may be threatening enough to warrant adding one or two points of threat to the pool Non-Player Character (NPC) Momentum : NPCs with unspent momentum cannot save it like Player Characters because they do not have a group Momentum pool. Instead, an NPC adds unspent momentum to the Threat Pool Just like players and Momentum, the Gamemaster can spend Threat in the same fashion. Examples include: NPC Momentum : NPCs may use Threat in all the same ways that a Player can use group Momentum NPC Threat Spends : For any action that would add one or more points to Threat, an NPC performing the same action or choice must spend an equivalent number of threat points. NPC Complications : The Gamemaster may choose to spend threat to avoid a complication in the same manner that Players can with Momentum Complication : The Gamemaster may create a Complication by spending Two Threat Reinforcements : The Gamemaster may bring in additional NPCs during a Scene. Minor NPCs cost 1 threat apiece, Notable NPCs cost two. Environmental Effects : The Gamemaster may trigger or cause problems within the Environment by spending threat. Determination Determination is a powerful tool at player's disposal. Typically, a Player starts with 1 point of Determination, and may only have a Maximum of 3 points. Determination can be used by any player citing one of their values. The Player must justify how the Value applies to the current situation. A point of Determination spent provides one of the following benefits: Perfect Opportunity : A Point of Determination may be spent to grant the character a bonus d20. This bonus d20 is different because it is considered to have resulted in a 1, granting two automatic successes. The limit to additional d20s bought for a task still applies. Moment of Inspiration : A Point of Determination may be spent to re-roll all of the character's dice in their dice pool. Surge of Activity : The character may immediately perform another task as soon as the current one has been resolved. Make it So : The character immediately creates an Advantage that applies to the current scene. Players can gain Determination by taking actions that challenge their character's values, or otherwise have a significant impact on the scene, alternatively, a character's value may hinder a character, like being biased, blind them to possibilities, or otherwise impair their ability confront the situation effectively. The GM, in this case, may offer the player the player a point of Determination in exchange for taking a Complication relevant to the scene. More information on how Determination works can be found on Pg. 87-88 of the Core Rule Book. Basic Game Mechanics - Ground Combat & Social Encounters Combat in Star Trek Adventures differs slightly from other Table Top games like D&D in that the structure of how the combat plays out is different than your typical "Stab the bad guy till he falls down" combat you find in other titles. In fact, 'combat' doesn't even need to be a test of arms at all, you can have a duel of words with your opponent just as easily as you can with a phaser, and this can be done with Opposed Tasks. You are Starfleet Officers, after all, you should be attempting Diplomacy whenever possible. Stress & Injuries Combat in Star Trek Adventures is a very serious matter, and it doesn't last long either. A well-co-ordinated group of Starfleet Officers can make short work of an opponent very quickly, and the opposite is also true, if you're ill-prepared, it can quite deadly. The most important part to understand is Stress. Each character has a 'Stress' Value that is derived from their Fitness + Security scores. This denotes the amount of physical damage your character can sustain before being incapacitated or receive an injury. If a character receives 5 or more damage from a single source (Attack, Hazard, etc), they sustain an injury. If a character's stress value is reduced to 0, they sustain an injury. If they take any damage while their stress is at 0, they sustain an injury. If a character ends a scene with an injury without it being properly treated, and the GM decides that it is life-threatening, that character can die from those injuries. If the injury is not life-threatening, the GM can decide that the character is incapacitated until treated, or their ability to perform tasks significantly hampered. Actions, Making an Attack & Initiative Order In Star Trek Adventures, the Player Characters will always typically be able to act first in most encounters, with notable exceptions like being caught unawares, or their opponent having special abilities that would allow them to act first in an encounter. Unlike in D&D or Pathfinder, initiative isn't determined on a character by character basis, but rather a Team by Team basis, IE All the player characters take their turn, then the Opponents take their turn, and this repeats until the encounter is resolved. In what order the Player Characters decide to go in is determined amongst themselves unless otherwise directed by the GM. During an encounter, a Character can perform a Major action and a Minor Action. Major actions include moving a distance greater than Medium Range, Performing an action that requires your characters focus and attention (Like repairing equipment while under fire), or making an attack. Minor actions include moving any distances less than medium range, and using the Aim, Prepare, or Draw Item minor actions. To make an attack, a player follows the following steps: Attacker chooses a weapon. The Attacker chooses a target. A melee weapon attack must be within reach. The character declares whether the attack is intended to be Non-Lethal or Lethal . If the attack is Lethal, add a single point to the Threat Pool. The Attacker attempts a task, determined by the Type of Attack: Melee : Daring + Security Task with a difficulty of 1, Opposed by the target's Daring + Security (also difficulty 1). If the Target wins the Opposed Task, then They are considered to have made a successful Attack instead. Opposed tasks will be covered next. Ranged: Control + Security Task with a Difficulty of 2. The Difficulty of this task increases by +1 if there is an enemy within reach of the Attacker. The Complication Range of the Attack increases by 1 if there are creatures within reach of the Target; a Complication may indicate that one of those other creatures are struck by the attack as well (Ex: Friendly Fire). Opposed Tasks Opposed tasks will come up frequently, either in Combat, or in social encounters as well, and are relatively simple to understand. In An Opposed Task, the 'attacking' or 'active' character attempts a task, and the 'defending' or 'reactive' character will attempt a task to counter it, typically the same task as the active character, but this is not always the case. This can result in the following: 'Active' Character Succeeds, 'Reactive' Character Fails : The active character achieves their goal, and their task is successful. 'Active' Character Fails, 'Reactive' Character Succeeds : The active character fails to achieve their goal and the Reactive character's task is resolved. Some Opposed Tasks have a specific additional outcome for the reactive character's task. Both Characters Fail : The Active character fails to achieve their goal, but the reactive character gains no additional benefit. Both Characters Succeed : Compare the total Momentum generated on each character's task. The Character with the higher Momentum wins and achieves their goal, but loses one Momentum for each Momentum their opponent scored. The Loser then loses all the Momentum they generated, and may not spend any. In the case of a Tie, or if no Momentum is generated by either character, the Active character wins, but loses all Momentum generated (if any). Using your Starship Under Construction Using Roll20.net Virtual Table Top System Roll20.net is a very robust and versatile game system with a whole host of features. While the majority of explaining how to use Roll20.net can be explained in game, here's a quick primer on how to navigate the system. First Joining the Game At the beginning of the event, you will be given a join link by the Event Host, and this will take you to the Game's page where you can find when the next game is scheduled, who's also playing the game, and a brief description of the game. To actually play the game, you have to click the 'Launch Game' button under the game's Title, and the game will start to load. When you first log in, there are a few house-keeping items that need to be taken care of. First, click the Cog Wheel on the top right most side of the screen to access your settings, as pictured below: Please edit your screen name to the Shortened Rank of your character and your Character's last name. Example: Lt. Johnson Any of the settings pictured above can be edited to your preferences. Ignore the volume slider, as sound, while available, will not be used. Next, scroll down in the settings until you see what is pictured below: Change Player Avatar Size to "Names Only". Under Video + Audio Chat Options, change to "None (No video/audio)". Since we will be using UFP's Teamspeak, Roll20's video/audio system will not be used. Using your Character Sheet Your character sheet should have already been added by the GM, so accessing it will be a simple affair. To find your character sheet, click the button that looks like a newspaper to access the Journal. Go through the list until you find your character, as pictured below, and click that character's name: A Window will pop up with your character's image, and nothing else. From here, you can choose to Edit your character's Bio and Name by clicking the edit button, this can be done on your own time. To use your Character sheet, click the Character Sheet tab to bring up the following: This should already be filled in for you, if not, the GM will walk you through filling in the Character Sheet. Using the character sheet is easy. To perform a task, you select one Attribute and one Discipline (In the image, Presence and Command are highlighted). Next, you determine if a Focus is being used (In the image, this is set to 'No'). You then select the complication range as outlined by the GM (Default is 1). Next, you roll your task, by choosing how many d20's you'll be rolling (by clicking the numbers next to 'Task Roll', default is 2 for basic roll, 1 to assist, or 2 or more to a max of 5 d20s), and clicking the Comm Badge button. This will roll the Task, and produce the following in the Games chat pane: This represents that Presence (9) + Command (5) was rolled, producing 1 success, and 1 failure, with no complication. If a Complication is rolled, then the numbers will be Red. If a Critical Success is rolled, a 2 will be displayed. Hovering your mouse over the result will display the algorithm used to roll the result. To roll an attack, you scroll down on your character sheet to the Weapons Section. To roll an attack, you click the Combadge Button next to that weapon, and it will roll the challenge dice listed in the field next to it, as pictured below: An attack roll will produce the following in the Games Chat Pane: The roll above shows that out of 4 challenge dice rolled, only 1 damage and 1 effect was rolled. Since a Type-2 Phaser was used, which has the 'Charge' quality, if the Prepare minor action was taken before the attack was rolled, the character could then apply one of the effects listed. This Guide is a work in progress, and is subject to Additions and Changes Lieutenant Commander Aceman67 Starfleet Tactical Operators Officer
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Learn all about Star Trek Adventures with our brief guide designed to help new players navigate the world of tabletop gaming.

Learn How To Play Star Trek Adventures

Learn all about Star Trek Adventures and how to play!

What is Star Trek Adventures?

star trek adventures how many players

Star Trek is such a beloved franchise, so there has to be a lot of games based on it, right? Indeed, you’ve probably seen video games and board games centered around crewing a ship and exploring planets. But did you know that there’s a Star Trek tabletop roleplaying game (TTRPG)? One that puts you in charge of your own ship on a mission to explore the final frontier? There’s several, in fact, but the newest is Star Trek Adventures .

How do you play Star Trek Adventures ?

Before you can boldly go, you need to decide who you boldly go as. Star Trek Adventures lets you pick from several different species seen over the course of the series. You can also select talents and attributes that help you specialize in various tasks. Whether you want to be a ship engineer or planetary explorer, you can craft your dream character using talents and attributes. Once you and the other players have formed your crew, the game can begin. 

The Game Master comes up with the story and sets a challenge in front of the players. Perhaps there’s problems with your ship or a hostile force appears. The players decide how they want to tackle the challenge. If the players’ actions lead to an uncertain outcome, the dice must be rolled to decide. Star Trek Adventures uses a 2d20 system, which means you roll two twenty sided dice and hope they are low numbers. Each number lower than whatever limit the Game Master sets counts as a success. Players can spend points called Momentum to buy extra dice, but the GM has their own resource called Threat that they can spend to raise the stakes. This back-and-forth continues as the mission leads towards its exciting conclusion!

star trek adventures how many players

How to Play Star Trek Adventures Online

It’s fun to get a group together at someone’s house and play TTRPGs with snacks and laughs all around. But it’s hard to get a group of adults to align their schedules, and many friend groups live in different parts of the world. Fortunately, video chat programs like Zoom and Discord let you play TTRPGs from home at any time. A popular way to play is “theater of the mind” where everything takes place in your imagination. The GM moves the story along purely with narration, and all the players need are characters and dice, both of which can be done on websites. 

If you want more visual pizazz, you can use a virtual tabletop (VTT). A VTT is a software or website that everyone in your group can connect to. It can host your characters, give you 3D digital dice, and the GM can use it to show art and maps. Popular VTTs like Roll20 and Foundry have adaptations of the official Star Trek Adventures rules. This allows you to set up automatic dice rolls that take your abilities into account as well as many other convenient functions. 

How to Find a Star Trek Adventures Group

Try visiting your local game store to find new TTRPG groups. They may have a board where GMs post ads looking for players, or the shop itself might host a weekly “Learn to Play'' night. You might also check with Star Trek fan groups. In fact, there’s a whole Reddit community dedicated to Star Trek Adventures . Here at StartPlaying, we have a powerful, intuitive search tool for browsing open games that fit your schedule and experience level! Finally, if you have a group of friends who love Star Trek , you can always have everyone pitch in for the rulebook and learn to play together. In this case, one of you will need to step up and be the Game Master.

Why Hire A Professional Game Master for Star Trek Adventures?

The role of Game Master takes a lot: they need to know the rules, make up an engaging story, and make the whole experience fun for the players above all else. If you’re genuinely excited to do all of that, awesome! Welcome to a club of awesome people! But many people already have a lot on their plate and just want game night to be a relaxing, fun time. That’s where a professional GM comes in!

A professional GM has years of experience telling stories and designing exciting challenges around game rules. When it comes to Star Trek Adventures, a professional GM is probably also a superfan. They know the different eras of Star Trek and what parts of the series would be most interesting to play a game in. Many will also use cinematic music to set the perfect tone, one that makes you feel like you’re the main character of the next big Star Trek show. If you’re looking for a one-of-a-kind Star Trek experience, hire a professional GM. 

star trek adventures how many players

Why hire a professional Game Master?

Convenience and flexibility:.

StartPlaying allows you to easily find and book sessions with professional Dungeon Masters and Game Masters that work for your schedule. You can focus on enjoying the game without worrying about the logistics of organizing sessions. Playing online provides flexibility, as you can join games from anywhere with an internet connection.

Tailored Play Experience:

Player reviews on StartPlaying make it easy to find a Dungeon Master whose style aligns with your preferences. With reviews from other players, you can gauge whether a DM is the right fit for how you want to play, whether it’s combat, role-playing, storytelling, or a specific genre.

Quality and Consistency:

Professional Dungeon Masters on StartPlaying are committed to running the best game ever. When a Dungeon Master is focused on running the best game every and are doing so professionally, games are less likely to get cancelled. Players who play in professionally run games are also incredibly invested, and not likely to flake on sessions.

How to StartPlaying

star trek adventures how many players

StartPlaying gives you the opportunity to join fellow tabletop games players across the world. Use the filters to refine your search to Dungeons & Dragons to see who's looking to add a new player to their party.

star trek adventures how many players

Once you've found a group you're interested in, head to their game description page to learn more about the adventure they're embarking on. When you're ready to jump in, just hit Join Game and start your quest with your new party.

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star trek adventures how many players

Actual Play

Actual Play (or AP) podcasts and streams are a common entry point for thousands of new players. They offer an entertaining way to watch or listen to the way games like Star Trek Adventures work—and the stories and shenanigans that result! Check out this playlist for a few shining examples of Actual Play.

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Play starfinder online, play warhammer fantasy roleplay online, frequently asked questions, find a star trek adventures group and start playing today.

You don’t need a Holodeck to have an adventure, just search for a GM on StartPlaying.Games! The easy-to-use search tool shows you GMs who run games in different styles and in different time zones. GM profiles and reviews give more details about each GM, so you can find the right captain for your crew. Come find an open game today!

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Published Jan 12, 2021

What You Need To Get Started On Your Star Trek Adventures

Ring in the new year by starting your own Star Trek adventure.

Star Trek Adventures

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It’s a new year, which often comes with the drive to try new things. There are plenty of articles on how to start exercising or organize your life, so this one is going to take a slightly different tactic. We’re going to talk about how to start running a game of Star Trek Adventures ! Role-playing games are an excellent way to spend time with friends and family telling stories. The role of Game Master (also known as GM) is a challenging and exciting way to explore the Star Trek universe.

The first thing needed is the Star Trek Adventures core rulebook , which is currently available in physical and digital forms. The book has all the details on the rules needed to play the game, such as how to create characters, how to resolve actions within the game and advice on how to write Star Trek stories. The original book allows for play in the Enterprise, Next Generation and Original Series timelines, while the recently released Klingon Empire core book allows characters to play as a ship full of the classic aliens. You’ll also need some dice, which can be acquired in the usual local game shops or even official dice in the classic Starfleet colors .

Star Trek Adventures RPG

New Game Masters can write their own adventures but there are a lot of prebuilt scenarios already out there. Two books, These Are The Voyages and Strange New Worlds , collect several adventures from across the different timelines in one place. There are also several single adventures available from digital storefronts like DriveThruRPG . Finally, the publishers offer a living campaign for two series set in the original timeline and the Next Generation era. The campaign is on hiatus, but the adventures are all available to download for free and can be used any time. Reading adventures helps new GMs learn how to structure game ideas and provide examples on how to use the mechanics of the game. They also provide material that can be used in a pinch if the GM is not inspired that week; even if they don’t use a full adventure, there might still be a scene or a character that inspires them.

Fans looking to focus their campaigns have some excellent choices for add on books. The Division sourcebooks focus on one of the three divisions of Starfleet: Command, Science and Operations. Not only do those books offer more detailed options for characters from that division, they also offer more advice on stories that focus on these areas. Want to tell stories of intrigue within Starfleet? Pick up the Command Division book. Want to explore the technologies that make Star Trek ? Get the Operations Division book. Want to dive into exploration and the wonders of the scientific world? That’s in the Science Division book.

The publishers have covered the galaxy with four books divided by the Quadrants used by the Federation. The classic worlds and species of the Federation are detailed in Beta Quadrant . Adversaries and allies from the Next Generation like the Betazed and Ferengi get their due in Alpha Quadrant . The Gamma Quadrant offers plenty of information on the Dominion and the war played out during Deep Space Nine . Finally, Delta Quadrant features details on the unstoppable Borg, including options for players to emulate characters like Seven of Nine and Hugh. All of these books offer new player options and storyline hooks in addition to setting info.

Advice From The Captain’s Chair

Star Trek Adventures

startrek.com

Now that you’ve decided to take command of a Star Trek Adventures game, let’s offer some advice for the new Game Master.

Talk to your players about the game. Make sure you’re all of the same mind of what stories you want to tell. The universe of Star Trek is a big one, and if the Game Master wants to tell tense stories of starship combat while the players want to peacefully explore the galaxy, that can cause tensions between everyone in the group. Ask questions before the game and check in as the campaign plays on.

Fail forward. Starfleet officers are competent and well-trained but not infallible. When things go wrong in a Star Trek story it’s usually because of an unforeseen complication or something out of the character’s control. Make sure that if the player needs something to keep the story going like a clue or an unlocked door, there’s a way to get it if they fail their roll. If they can’t override the door locks to get into the engine room, maybe they can crawl through the Jeffries tube. Even when the characters fail, the story moves forward.

Run A-story/B-story plots. On TV shows like Star Trek , most episodes have a main plot that everyone must deal with and a subplot that develops one of the characters. Using this in the game helps keep everyone at the table engaged while also giving spotlight time to one of the players during an episode. It’s a great way to look for personal connections to a story in a player’s background to make for interesting and dramatic complications. It’s hard enough dealing with a violation of the Neutral Zone, but when the defecting enemy commander was responsible for the destruction of a player’s previous vessel, that’s the stuff of high drama.

Now is a great time to start playing Star Trek Adventures. And the future looks even brighter with recent announcements of Star Trek: Discovery and Star Trek: Picard sourcebooks on the way!

Rob Wieland (he/him) is an author, game designer and professional nerd who developed the adventure classifications for Star Trek Adventures. He lives in Milwaukee, Wisconsin with his wife, two cats and a future Starfleet Admiral.

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Modiphius Entertainment Ltd Star Trek Adventures: Player's Guide - Expansion to RPG Star Trek Adventures Core Rulebook, Hardcover

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Modiphius Entertainment Ltd Star Trek Adventures: Player's Guide - Expansion to RPG Star Trek Adventures Core Rulebook, Hardcover

Purchase options and add-ons, about this item.

  • EXPANSION BOOK: The Player's Guide is an Expansion and requires Star Trek Adventures core rulebook to use.

GUIDANCE: How to be an engaged, active, and supportive player. Insights on building characters.

  • NEW OPTIONS: Character options, 40+ new talents, add'l details on existing characters and insights into using the game mechanics

SIX STAR TREK ERAS: Take part in stories anywhere in the Star Trek timeline. NINE PLAY STYLES: Deep space exploration to close to home, and beyond.

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SPACE, THE FINAL FRONTIER. The Player's Guide for the Star Trek Adventures roleplaying game presents a wealth of information and advice for gamers new to Star Trek and to Star Trek Adventures, as well as for experienced players looking for additional guidance and new options to enhance their characters and games. The Star Trek universe is ready to be explored. What character will you play? This full color, 264 page digest is packed full of player-focused options, advice, tables, and artwork, all designed to enhance your Star Trek Adventures game. This guide requires a Star Trek Adventures core rulebook to use. A wealth of new character options, including new non-Starfleet character roles, more than 40 new talents, additional details on existing character roles and insights into using the game mechanics gleaned from 4 years of feedback and development. An overview of key Star Trek setting details and technology to help immerse you and your fellow players into the setting. Definitions of six key Star Trek eras, enabling you to take part in stories anywhere in the Star Trek timeline; and nine distinct play styles, from deep space exploration to close to home, and beyond. Guidance on how to be an engaged, active, and supportive player, and insights on building characters collaboratively with your group. All contents are adaptable for use with groups of pioneering Starfleet officers, fearless Klingon warriors, or daring crews of any polity. Made in Lithuania.

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NEW OPTIONS: Character options, 40+ new talents, add'l details on existing characters and insights into using the game mechanics

Enhance: key star trek setting details and technology to help immerse you and your fellow players into the setting., star trek adventures: player's guide, expansion book: the player's guide is an expansion and requires star trek adventures core rulebook to use., what's in the box.

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Player's Guide (Decipher)

To Boldly Go Where No One Has Gone Before...

Experience all the danger and excitement the galaxy has to offer as you and your friends become the actors in your own Star Trek adventures! The Star Trek Player's Guide contains everything you need to create and play your own characters through every era of the Star Trek universe. Intrigue and adventure await you at every turn among the stars. Do you have what it takes to boldly go where no one has gone before?

The Star Trek Player's Guide includes:

  • All the basic rules needed for play, easily convertible from previous Star Trek RPGs
  • Original Star Trek canon consistent with previous versions of the Star Trek RPG
  • Character creation, including six archetypes for fast play, ten player character species, and nine professions
  • Details for playing characters from any Star Trek setting: Star Trek, Star Trek: The Next Generation, Star Trek: Deep Space Nine, or Star Trek: Voyager
  • Equipment and starships from all of the TV shows and films
  • Detailed, never-before-seen information about the Star Trek setting, including a comprehensive history of each Star Trek era

Line Developer, Star Trek RPG Ross A. Isaacs

Development Ross A. Isaacs , Christian Moore , Owen Seylor

Design Ross A. Isaacs , Christian Moore , Owen Seylor

Additional Design Matthew Colville , Kenneth Hite , Steven S. Long , Don Mappin

Authors Matthew Colville , Kenneth Hite , Steven S. Long , Don Mappin , Christian Moore , Owen Seylor

Editing Janice Sellers

Creative Direction Christian Moore , Owen Seylor

Playtesters Jeffrey Beeney , Heather Brightmen , Doug Burke , Randy Burke , Eric Chen , Bruce Gann , Dan Moppin , Amy Riley , Patrick T. Riley , Dan Stack , Patricia Stack , Loki

Product Development, Paramount John van Citters

Graphic Design George Vasilakos

Original Art Kieran Yanner

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Star Trek Adventures: Core Rulebook

Star Trek Adventures: Core Rulebook

Description, starfleet needs a new crew.

Welcome to your new assignment, Captain. Your continuing mission, to explore strange new worlds, seek out new life and new civilizations, to boldly go where no one has gone before…

Star Trek Adventures takes you to the Final Frontier of the Galaxy, where new discoveries await keen explorers of Starfleet. Your duties may take you to the edges of known space, or to Federation colonies in need, to the borders of neighbouring galactic powers or into the eye of interstellar phenomena. Your ship and your crew epitomise the best Starfleet and the United Federation of Planets has to offer, and you are needed more than ever.

A new threat looms from across the Gamma Quadrant, as it is confirmed by Commander Sisko and his crew that the Dominion, led by the Founders, represent a significant threat to the Alpha Quadrant. Tension is already high in the region of Bajor and Deep Space 9, as the Maquis continue to act against the Cardassian-Federation peace treaty, with Captain Janeway and the crew of the U.S.S. Voyager preparing for their mission in the Badlands. It is a volatile time for the Federation and new crews have never been in higher demand.

PDF COPY INCLUDED

Keep hailing frequencies open to see the full range of forthcoming Star Trek Adventures products. Hardcover supplements await along with lots of accessories including maps, gaming tiles, dice sets and the Borg Cube Collector’s Edition game box.

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TM & © 2018 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.

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- Physical orders can be cancelled and refunded before they are shipped, but if the product includes downloadable content, the cost of the PDF version will be deducted from the value of the refund.

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Customer Reviews

This sourcebook looks stunning, the LCARS design is just gorgeous. The illustrations are great (however, not all of them are top notch) and it's easy to read, especially because of the white-on-black-printing.

Usability however, is its weak spot: The index is far from perfect (and far from complete) making it hard to find what you're looking for. Also, certain topics are quite often split into two or three parts which are divided among the book's many pages, making it hard to find what you're looking for.

I've been gamemastering three adventures so far and we all really like the rules. They're quite easy to learn and guarantee a nice, fluid gaming experience. Of course, it takes a little time to get used to them if you're used to wildly different systems as I am, but we're getting there. The Momentum/Threat-system especially, which allows players and gamemaster to buy certain effects were new to us.

Overall, this finally filled the Star Trek-void in my heart, which existed there since "Enterprise" ended in 2005 and could not been filled by the Abramsverse-Movies and not by the disappointing "Discovery". We're already calling our campaing our very own Star Trek-series, an alternative to the current Star Trek offerings, finally allowing us to get the real Trek-feeling and a possibilty to experience actual Star Trek-storylines.

So, this is very much an endorsement to buy this game and play it. If you love Star Trek, then this is the perfect roleplaying game for you!

First fantastic artwork and style I love Star Trek LCARS design, as well as the mechanics the book tells me everything I didn't realise I would want to know about the star trek universe for the purposes of GMing a star trek RPG game. Only played a handful of sessions but my players seem quite like the system and keep coming back so they must enjoy it :-).

The only problems I've run into is trying to run ship combat and functions smoothly I've found it really tricky to digest the rules and mechanics around ship systems damage, repair, ship systems etc. thus I pass that on to my players in essence I'm finding the learning curve a bit steep but worth the climb. Also ( and this is by no means a deal breaker especially since I have a PDF copy also) by I'm noticing some wear and tear on the hardbook copy after about 2 months of use on the pages I most frequently use (ship and NPC stats) the adhesive is slowly starting to move out of place from the spine so I'm little bit worried about the longevity of the hardbook cover. But overall feels good to branch out into the Sci-fi genre of table-top RPG settings after running sterotypical D&D fantasy settings for so long and with the beloved franchise of Star Trek no less.

Live long and prosper Modiphius (mostly because I really want more of this kind of content).

I wanted to give this book more stars. It's an absolutely stunning book visually, the aesthetic choices make sense and, I suppose, that's fantastic. Except it unusable.

Small, reversed, san-serif typesetting makes the book very difficult to read. The MSD style is, again, an understandable stylistic choice but the jarring colors on the medium-dark gray pages promotes eye strain and makes extracting useful information at the table difficult. Sidebars written in mauves and blues on the same gray background are also very difficult to physically read.

A player at my GenCon test with poor vision borrowed my copy and said that he couldn't read - using a lighted magnifier. He LOVED the game, wanted a copy but can't use the book. My vision isn't perfect, but it's good enough that I can read Conan: Adventures in an Age Undreamed Of. but this is a painful book to use.

Make no mistake, the CONTENT is first rate and it is pretty, but getting to the content through the prettiness is a massive chore. The 2d20 system has been nicely applied to the setting and the application of the rules is well thought out. Gamemaster guidance is good too - really there's no weakness in the actual content, but damn, it's hard to get to.

Aesthetically beautiful. Not nearly as useful as good looking though.

Would love a mobi or background free version of this.

Thanks for the comments - there was a huge amount of work that went in to the design choices and the LCARS design was really the only version that we believed would work the best for this vision of the game. However we've been aware that it's not ideally suited to everyone - as usual we provided a printer friendly version in PDF which is black text on white. In addition we are planning a print on demand (POD) version of the printer friendly edition via DriveThruRPG. We'd like to hear from customers affected by readability issues to contact us at [email protected] so we can make sure the printer friendly POD issue is as useful as possible.

I love what Modiphious has done. I have the PDF and am eagerly awaiting the print edition. The layout is well thought out. I am most pleased with the Star Ship mechanics. I have found them to be easily understand and handled in game.

What would make this game perfect. would be sourcebook that expands upon other aspects of the Star Trek setting, similar to what FASA had done in the 80s. Maybe a sourcebook for each of the Quadrants and one for the Shackleton Expanse.

Even anyone is the US and will be Harrisburg, PA the weekend of October 12 - 14, I will be running Star Trek Adventures at the Save Against Fear convention, run and organized by the Bodhanna Group.

We have Quadrant and Division books coming next :-)

Got my hands on the PDF. Love it. Can't wait for the hardback coy. I have friends who can't wait to start playing.

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star trek adventures how many players

Welcome to Star Trek Adventures , where Players take on the roles of Starfleet personnel, venturing into the Galaxy to explore, discover, and to encounter the wide diversity the universe has to offer. They can be captains, lieutenants, commanders, ensigns, or cadets. Enlisted or officers, they are Humans, Vulcans, Andorians, Trill, Bajorans, and more, assigned to starships, space stations, research vessels, colonies, and starbases across the Galaxy.

Check out these great products to take your Star Trek Adventure to the next level:

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Star Trek: Lower Decks - Buffer Time: The Card Game

Star Trek: Lower Decks - Buffer Time: The Card Game

Description, this is a pre-order.  shipping is expected to begin late october 2024. if your order includes pre-order items, it will delay your shipping until the items are in stock., space, the funnest frontier….

“Explore strange new worlds,” they said… but it’s hard to appreciate the wonders of the Galaxy when you’re stuck lubing the turbolifts. But hey, it’s not like Captain Freeman knows how long any of these assignments really take…

In this push-your-luck card game, 2–6 players work together to complete their assignments while also making time for some well-earned rest and relaxation. Can you squeeze enough fun into your duty rotation before the bridge crew figures out what’s going on?

Star Trek™: Lower Decks “Buffer Time” The Card Game includes :

  • Rules sheet
  • 18 Assignment cards
  • 26 Side Project cards
  • 28 Shift cards
  • 20 Alpha Shift Ability cards
  • 6 Reference cards

For 2–6 cool, scrappy underdogs (aka players). Ages 14+. Average game time 20–40 mins.

TM & © 2024 CBS Studios Inc. © 2024 Paramount Pictures Corp. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.

Payment & Security

Your payment information is processed securely. We do not store credit card details nor have access to your credit card information.

Estimate shipping

Refund policy.

If you have a problem with your order we will do everything we can to sort it out for you. Please note the following:

- We will replace damaged products free of charge, or you can have a refund. We will require photographic evidence of the damage.

- Physical orders can be cancelled and refunded before they are shipped, but if the product includes downloadable content, the cost of the PDF version will be deducted from the value of the refund.

- If you wish to return a product once you have received it, you will have to pay to return it to us, once it's received and verified in same condition it was purchased then a refund can be made.

- Books and PDF's are not generally subject to export or import restrictions, but it is up to the customer to pay any local taxes or custom duties if charged. We have no control over this sorry!

- Simply send us a mail to [email protected] quoting your order number and your problem and we'll be in touch to help.

Please see our Terms & Conditions for more details.

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Continuing Mission

star trek adventures how many players

Species Index

This is a living index of all playable species in official Modiphius Star Trek Adventures  releases, as well as homebrew species here on Continuing Mission , as well as other online sources (where known). Included are those with rules or partial rules. Excluded are NPC species that do not have explicit rules on how to build characters of those species.

This list will be updated when new materials are released or found, so check back from time to time for new materials. We welcome online resources that we may have missed. Just let us know .

Note: There may be spoilers in some sources (either in shows you haven’t watched, or adventures you haven’t played). Take caution, and consult your GM as to which species profiles are available to you.

Also available is our Google Spreadsheet summarizing where to find an assortment of things.

Second Edition Species

  • *: partial Species (Attribute bonuses and Trait descriptions only, no Talents)
  • §: partial Species (additional species Talents and options)
  • ✪: Official Modiphius stats available
  • Core: Star Trek Adventures 2e Core Rulebook

Federation-Affiliated Species

  • Andorian ✪ [Core p. 100]
  • Aenar ✪ [Core p. 101]
  • Betazoid ✪ [Core p. 103]
  • Denobulan ✪ [Core p. 105]
  • Human ✪ [Core p. 107]
  • Tellarite ✪ [Core p. 111]
  • Trill ✪ [Core p. 112]
  • Vulcan ✪ [Core p. 113]

Non-Federation Species

  • Bajoran ✪ [Core p. 102]
  • Cardassian ✪ [Core p. 104]
  • Ferengi ✪ [Core p. 106]
  • Klingon ✪ [Core p. 108]
  • Orion ✪ [Core p. 109]
  • Romulan ✪ [Core p. 110]

Additional Options

  • Augments ✪ [Core p. 155]

star trek adventures how many players

First Edition Species

  • AlphaQ :  Alpha Quadrant Sourcebook  (Store link )
  • BetaQ :  Beta Quadrant Sourcebook  (Store link )
  • CM : Continuing Mission article
  • Core : Star Trek Adventures Core Rulebook (Store link )
  • Disc : Star Trek: Discovery (2256-2258) Campaign Guide (Store link )
  • Disc PC1 : Star Trek Adventures: Discover Season 1 Player Characters (Store link)
  • Disc PC2 : Star Trek Adventures: Discover Season 2 Player Characters (Store link)
  • Disc PC3 : Star Trek Adventures: Discover Season 3 Player Characters (Store link)
  • DeltaQ :  Delta Quadrant Sourcebook (Store link )
  • DS9 PC : S tar Trek Adventures: Deep Space Nine Player Characters  (Store link )
  • GammaQ :  Gamma Quadrant Sourcebook  (Store link )
  • LD : Star Trek: Lower Decks Campaign Guide (Store link )
  • Other : various resources by others elsewhere on the web, unaffiliated with Continuing Mission
  • SE : Shackleton Expanse
  • TNG PC :  Star Trek Adventures: The Next Generation Player Characters  (Store link )
  • Voy PC :  Star Trek Adventures: Voyager Player Characters (Store link )
  • KlingonEmpire : Klingon Empire Core Rulebook (Store link )
  • FK-War , The Federation-Klingon War Tactical Campaign (Store link )

Enterprise/TOS/TNG/DS9/Voyager Canon Species

  • Acamarian [ CM ] [ CM ]*
  • Aenar ✪ [FK-War, p.7] [ CM ] [ Other ]
  • Anabaj ✪ [LD, p.191]*
  • Andorian ✪  [Core, p.103] [ CM ]§
  • Android (Generic) [ CM ]
  • Android (Soong-Type) ✪  [TNG PC]
  • Angosian  [ Other ]
  • Ankari ✪  [DeltaQ, p.61]
  • Apergosian ✪ [LD, p.97]
  • Aquan [ CM ]
  • Arbazan ✪  [AlphaQ, p.72]
  • Arcadian ✪  [FK-War, p.8] [ CM ]
  • Ardanan ✪  [BetaQ, p.72]
  • Argrathi ✪ [GammaQ, p.66]
  • Ariolo ✪  [FK-War, p.9]
  • Arkarian ✪  [BetaQ, p.73] [ CM ]*
  • Assigned Agent [ Other ]
  • Aurelian ✪ [BetaQ, p.74]
  • Axanar  [ CM ]
  • Bajoran  [Core, p.104] [ CM ]§
  • Barzan ✪ [Disc, p.91] [ CM ]
  • Ba’ku  [ CM ]
  • Benzite ✪  [BetaQ, p.77] [ CM ]
  • Betazoid ✪ [Core, p.105] [ CM ]§
  • Betelgeusian ✪  [FK-War, p.10]
  • Bolian ✪  [BetaQ, p.78] [ CM ] [ Other ]
  • Borg  ✪ [Core, p.324]*
  • Borg Drone (Disconnected) ✪  [DeltaQ, p.74]§
  • Borg (Liberated) ✪  [Voy PC] [DeltaQ, p.64]  [ CM ] [ Other ]
  • Boslic  [ CM ] [ CM ]*
  • Breen ✪  [AlphaQ, p.116]* [ CM ]
  • Bynar [ CM ] [ Other ]
  • Cairn [ CM ]
  • Caitian ✪  [AlphaQ, p.79] [ CM ] [ Other ]
  • Caldonian [ CM ]
  • Capellan [ Other ]
  • Cardassian ✪ [AlphaQ, p.76] [Core, p.329]* [ CM ]
  • Catullan [ Other ]
  • Cetacean ✪  [LD, p.98] [ CM ]
  • Chalnoth [ CM ]
  • Chameloid [ CM ]
  • Changeling ✪ [GammaQ, p.68] [DS9PC] [ CM ]
  • Clicket ✪ [LD, p.99]
  • Coridan ite ✪  [FK-War, p.11] [ CM ]
  • Cybernetically Enhanced ✪ [Disc, p.96] [ Other ]
  • Deltan ✪  [BetaQ, p.79] [ CM ]
  • Denobulan ✪ [Core, p.106] [ CM ]§
  • Dopterian [ CM ]
  • Dosi ✪ [GammaQ, p.69]
  • Drai ✪  [GammaQ, p.70]
  • Edosian ✪  [AlphaQ, p.77] [ CM ] [ Other ]
  • Efrosian ✪ [BetaQ, p.80] [ CM ]
  • El-Aurian [ CM ] [ Other ]
  • Elasian [ Other ]
  • Elaysian  [ CM ]
  • Ellora [ CM ]
  • Excalbian [ Other ]
  • Exocomp ✪ [LD, p.100] [ CM ]
  • Ferengi ✪  [AlphaQ, p.78] [DS9PC] [Core, p.326]* [ CM ] [ Other ]
  • Fesarian (Linnik)  [ Other ]
  • Gideonite  [ Other ]
  • Gorn ✪ [LD, p.101] [BetaQ, p.113]* [AlphaQ, p.116]* [ CM ] [ Other ] [ Other ]
  • Grazerite ✪ [AlphaQ, p.79]
  • Haliian ✪ [AlphaQ, p.80] [ CM ]
  • Hazari [ CM ]
  • Hirogen [ CM ]
  • Hologram  [Voy PC] [ CM ]
  • Horta [ CM ]
  • Human ✪ [Core, p.107] [ CM ]§
  • Human (Augment) [ CM ]
  • Hupyrian [ CM ]
  • Hur’q [ CM ]
  • Hysperian ✪ [LD, p.199]*
  • Idanian  [ CM ] [ Other ]
  • Ikaaran [ CM ]
  • Iotian  [ Other ]
  • Jarada  [ Other ]
  • Jem’Hadar ✪ [Core, p.332]* [ CM ]
  • Jye ✪  [DeltaQ, p.63]
  • Kaelon ✪ [LD, p.102]
  • Karemma ✪ [GammaQ, p.70]
  • Kelpien ✪ [Disc, p.92] [Disc PC1, p. 6] [Disc PC2, p.6] [Disc PC3, p.5] [ CM ] [ Other ] [ Other ]
  • Klingon ✪  [KlingonEmpire, p.98] [BetaQ, p.81] [Core, p.318]* [ CM ] [ CM ]* [ Other ] [ Other ]
  • Klingon (Augment Virus)  ✪ [KlingonEmpire, p.98] [ Other ]
  • Klingon choH’a’ Infiltrator ✪ [Disc, p.97] specialty rules
  • Kobali ✪  [DeltaQ, p.74]§  [ CM ]
  • Kreetassan [ CM ]
  • Ktarian ✪  [AlphaQ, p.81]
  • Kzinti [ CM ]
  • Lethean [ CM ] [ Other ]
  • Lissepian [ CM ]
  • Loque’eque  [ CM ]
  • Lokirrim ✪  [DeltaQ, p.66]
  • Lurian ✪ [GammaQ, p.71] [ CM ]
  • Malcorian [ CM ]
  • Mari ✪  [DeltaQ, p.67]
  • Medusan  [ CM ]
  • Megarite ✪  [FK-War, p.12] [ CM ]
  • Miradorn  [ CM ]
  • Mizarian [ CM ] [ Other ]
  • Monean ✪  [DeltaQ, p.68]
  • Nasat  [ Other ]
  • Nausicaan  ✪ [AlphaQ, p.116]* [ CM ] [ Other ]
  • Ocampa ✪  [DeltaQ, p.69]
  • Oran’taku [ CM ]
  • Orion ✪  [BetaQ, p.110]* [ CM ] [ Other ] [ Other ]
  • Osnullus ✪ [Disc, p.93]
  • Overlooker [ CM ]
  • Pakled ✪ [LD, p.103] [ CM ]
  • Pandronian [ Other ]
  • Paradan ✪ [GammaQ, p.71]
  • Pendari ✪  [DeltaQ, p.70]
  • Rakhari ✪ [GammaQ, p.72]
  • Reman  ✪ [BetaQ, p.106]* [ CM ] [ Other ] [ Other ]
  • Retellian  [ Other ]
  • Rigellian Chelon ✪  [BetaQ, p.82] [ CM ]
  • Rigellian Jelna ✪ [BetaQ, p.82] [ Other ]
  • Risian ✪ [BetaQ, p.83]
  • Romulan ✪  [Core, p.321]* [ CM ] [ Other ] [ Other ]
  • Saurian ✪ [Disc, p.95] [ CM ]
  • Sikarian ✪  [DeltaQ, p.71]
  • Silver Blood   ✪  [DeltaQ, p.74]§   [ CM ]
  • Skorr [ CM ]
  • Skreeaa ✪  [GammaQ, p.73]
  • Son’a ✪ [GammaQ, p.74] [ CM ]
  • Suliban (Natural)  [ CM ]
  • Suliban (Enhanced)  [ CM ]
  • Takarian  [ Other ]
  • Talaxian ✪  [DeltaQ, p.72]
  • Talemstra [ CM ]
  • Talosian  [ CM ]
  • Tamarian ✪ [LD, p.104]
  • Tarlac [ CM ]
  • Tellarite ✪ [Core, p.108] [ CM ]§
  • Tholian [ CM ]
  • Tiburonian [ CM ]
  • Tosk ✪ [GammaQ, p.75]
  • Tribble [ Free Supplement ]
  • Trill ✪ [Core, p.109] [ CM ]§ [ CM ]§
  • Turei ✪  [DeltaQ, p.67]
  • Tzenkethi ✪ [AlphaQ, p.116]* [ CM ]
  • Undine (Species 8472) [ CM ]
  • Vaadwaur [ CM ]
  • Vissian  [ Other ]
  • Vorta ✪ [Core, p.332]* [ CM ] [ Other ]
  • Vulcan ✪ [Core, p.110] [ CM ]§
  • Wadi ✪ [GammaQ, p.76]
  • Xahean ✪ [Disc, p.94] [ Other ] [ Other ]
  • Xindi-Aquatic  [ CM ]
  • Xindi-Arboreal ✪  [BetaQ, p.83] [ CM ] [ CM ] [ Other ]
  • Xindi-Insectoid ✪  [BetaQ, p.85] [ CM ] [ CM ]
  • Xindi-Primate ✪ [BetaQ, p.84] [ CM ] [ CM ] [ Other ]
  • Xindi-Reptilian ✪ [BetaQ, p.84] [ CM ] [ CM ] [ CM ]
  • Xyrillian [ CM ]
  • Yridian [ CM ]
  • Zahl ✪  [DeltaQ, p.76]
  • Zakdorn ✪ [BetaQ, p.85] [ CM ]
  • Zaldan [ CM ]
  • Zaranite ✪ [AlphaQ, p.82]

Mirror Universe Species Variants

  • Andorian  [ CM ]
  • Bajoran [ CM ]
  • Betazoid [ CM ]
  • Denobulan  [ CM ]
  • Tellarite [ CM ]
  • Terran [ CM ] [ Other ]
  • Trill [ CM ]
  • Vulcan [ CM ]

Star Trek Picard Species

  • Beta Annari [ Other (under Maps and Legends ]
  • Coppelius Android [ Other (under Maps and Legends ]
  • Golem [ Other (under Maps and Legends ]
  • xB [ Other (under Maps and Legends ]

Beta Canon Species

  • Arkenite [ CM ]
  • Bottlenose Dolphin (see Cetacean in canon Species above)
  • Brikar [ Other ]
  • Chandir [ CM ]
  • Deferi [ CM ]
  • Ferasan  [ Other ] [ Other ]
  • Hamalki [ CM ]
  • Iconian [ CM ]
  • Kazarite [ CM ]
  • Lukari [ CM ]
  • Takaya’s Whale [ CM ]

Kelvin-Timeline Species

  • Roylan [ Other ]
  • Teenaxi [ Other ]

Original Species

  • Ailor  [ CM ]
  • Bayt’Ihat [ CM ]*
  • Cabalosian [ Other ]
  • Ceratodraco [ CM ]
  • Csini  [ CM ]
  • Ctenophoran  [ Other ]
  • Drauodot [ CM ]*
  • Eavarnian [ CM ]*
  • Gearwork Android  [ CM ]
  • Kentauros  [ CM ]
  • Maloculan [ CM ]
  • Nelbinar [ Other ]*
  • Pranir [ CM ]
  • Qaruodot [ CM ]
  • Quoborite [ CM ]*
  • Santari [ CM ]
  • Saphelis [ CM ]
  • Sloix [ CM ]
  • Sthenian [ Other ]
  • Tekli [ Other ]
  • T!rir [ CM ]
  • Uyrror  [ CM ] [ CM ]*
  • Wairara [ CM ]
  • Zenian  [ Other ]

Species From Other Media

  • Draenei  [ CM ]
  • Exo  [ CM ]
  • Jelly [ CM ]
  • Kaylon [ CM ]
  • Khornette [ CM ]
  • Krill [ CM ]
  • Moclan [ CM ]
  • Tzeenette [ CM ]
  • Xeleyan [ CM ]

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New Starship for Star Trek Adventures

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COMMENTS

  1. Ideal number of players? : r/startrekadventures

    Use the optional rules for supporting charcters where the players have an extra character, for ship combat in particular, and you'll be fine. Since players generate two characters, I would say the minimum is probably 3 players, but ideally I have played between 4-6 players, and it has worked out really well.

  2. Is there a minimum-maximum number of players/crew allowed in a ...

    The primary subreddit dedicated to the "Star Trek Adventures" Tabletop Role Playing Game by Modiphius Entertainment. ... There are no hard rules as to number of players. It comes down to the GM to decide how many he is comfortable with. Personally I would work with 3-5 players, maybe 6 at most. ...

  3. Running ST:A for the first time for few players

    Hello everyone! I'll be running for the first time next month a Star Trek: Adventures game - I've been meaning to do so for a long time, so I'm rather eager to try it! One thing has been nagging me, though. My table will have three players other than myself: two relative newcomers to RPGs in general, and one Veteran of many systems, but who has never played ST:A before.

  4. Star Trek Adventures In-Depth Review

    There are three types of metacurrencies in Star Trek Adventures: Momentum, Threat, and Determination. Momentum is a player resource, gained via extra successes - 3 successes on a Difficulty 2 check, you get 1 Momentum. Momentum has a lot of uses. When used immediately it can be used to boost attacks by doing more damage, ignoring Resistance ...

  5. Star Trek Adventures

    The Star Trek Adventures - Player's Guide is a player's supplement for the Star Trek Adventures role playing game scheduled to be published in early 2022. Solicitation blurb SPACE, THE FINAL FRONTIER... The Player's Guide for the Star Trek Adventures roleplaying game presents a wealth of information and advice for gamers new to Star Trek and to Star Trek Adventures, as well as for ...

  6. Any tips for a first time STA GM?

    Have a discussion with your players about the sort of game they want. 2d20 can go in many directions, especially STA which can draw from TOS, TNG, Voyager, DS9, Discovery & Picard (In roughly decreasing value of heroics) A game based on TNG will be radically different to one following DS9 for instance. Ask questions on the forums.

  7. [Guide]

    Creating a Starship in Star Trek Adventures. In Star Trek Adventures, a Starship is just as important as the Player Characters. Creating a Starship is as straightforward as creating a Character. We will be creating a Starship as a Group so that everyone has a say in its creation. Step One.

  8. Use Focuses, Talents, and Values to Get Your Players Addicted to Star

    Star Trek is all about values and conflict resolution. It adds to the realism and Star Trek feel of the game." I can gush all day about how the mechanics of Star Trek Adventures truly encapsulates the real feel of the Star Trek genre. Just like in the TV and movies, this game centers around the development of epic characters.

  9. PDF Quick Reference Guide

    There are a number of things a player can do to improve their odds on a given roll. More information can be found on pages 80-88 of the Star Trek Adventures core rulebook. • Characters can spend Momentum to add extra d20s. The first costs 1 Momentum, the second 2, the third 3, etc. You cannot gain more than 3d20 this way.

  10. Play Star Trek Adventures Online

    How to Play Star Trek Adventures Online. It's fun to get a group together at someone's house and play TTRPGs with snacks and laughs all around. But it's hard to get a group of adults to align their schedules, and many friend groups live in different parts of the world. Fortunately, video chat programs like Zoom and Discord let you play ...

  11. What You Need To Get Started On Your Star Trek Adventures

    Role-playing games are an excellent way to spend time with friends and family telling stories. The role of Game Master (also known as GM) is a challenging and exciting way to explore the Star Trek universe. The first thing needed is the Star Trek Adventures core rulebook, which is currently available in physical and digital forms.

  12. Star Trek Adventures Player's Guide

    The Player's Guide for the Star Trek Adventures roleplaying game presents a wealth of all-new information and advice for gamers new to Star Trek and to Star Trek Adventures, as well as for experienced players looking for additional guidance and new player character options to enhance their characters and games.All content in this book is new and supplements the material and advice found in ...

  13. Modiphius Entertainment Ltd Star Trek Adventures: Player's Guide

    The Player's Guide for the Star Trek Adventures roleplaying game presents a wealth of information and advice for gamers new to Star Trek and to Star Trek Adventures, as well as for experienced players looking for additional guidance and new options to enhance their characters and games. The Star Trek universe is ready to be explored.

  14. Player's Guide (Decipher)

    The Star Trek Player's Guide includes: All the basic rules needed for play, easily convertible from previous Star Trek RPGs. Original Star Trek canon consistent with previous versions of the Star Trek RPG. Character creation, including six archetypes for fast play, ten player character species, and nine professions.

  15. Player's Guide Review, Part 2

    Player's Guide Review, Part 2. Mephit James. December 2, 2021. Ambassador, Cadet, Character Roles, Child, Civilian, Lifepath, Player's Guide. Last time I told you about the new Player's Guide for Star Trek Adventures but I only made it halfway through. I'm back today for the rest… and folks?

  16. Star Trek Adventures Game: Core Rulebook

    Star Trek Adventures takes you to the Final Frontier of the Galaxy, where new discoveries await keen explorers of Starfleet. Your duties may take you to the edges of known space, or to Federation colonies in need, to the borders of neighbouring galactic powers or into the eye of interstellar phenomena. ... which allows players and gamemaster to ...

  17. Star Trek Adventures

    Welcome to Star Trek Adventures, where Players take on the roles of Starfleet personnel, venturing into the Galaxy to explore, discover, and to encounter the wide diversity the universe has to offer.They can be captains, lieutenants, commanders, ensigns, or cadets. Enlisted or officers, they are Humans, Vulcans, Andorians, Trill, Bajorans, and more, assigned to starships, space stations ...

  18. Player's Guide Review, Part 1

    The Star Trek Universe. The first two chapters of this Player's Guide are something that a lot of my friends (unfortunately, shockingly) need and that's an introduction to the universe of Star Trek.It starts off with the source material, going through each of the series and films currently licensed to Star Trek Adventures (TOS, TAS, the original movies, TNG, DS9, Voyager, Enterprise ...

  19. Starship Index

    Tony Pi. September 11, 2020. This is a living index of all starship stats in official Modiphius Star Trek Adventures releases that are ready-to-play, as well as homebrew designs and player ships that we were able to find after scouring every shipyard on the Internet. We do not include ships with incomplete stats in this particular list.

  20. Star Trek: Lower Decks

    As well as our own worlds Achtung! Cthulhu, Cohors Cthulhu and Dreams and Machines, Modiphius also publishes tabletop games based on other major licensed properties, Dune Adventures in the Imperium, Star Trek Adventures, The Elder Scrolls Skyrim and Call to Arms, Fallout the Roleplaying Game and Wasteland Warfare miniatures game, and many more.

  21. Question about dice usage : r/startrekadventures

    The primary subreddit dedicated to the "Star Trek Adventures" Tabletop Role Playing Game by Modiphius Entertainment. ... Momentum, you only need 6 tokens as that is the maximum amount the players can pool. And Threat I'd have as many tokens as you can get, the pool of Threat can get pretty high, though that depends on GM style I guess. ...

  22. Species Index

    Disc: Star Trek: Discovery (2256-2258) Campaign Guide (Store link) Disc PC1: Star Trek Adventures: Discover Season 1 Player Characters (Store link) Disc PC2: Star Trek Adventures: Discover Season 2 Player Characters (Store link) Disc PC3: Star Trek Adventures: Discover Season 3 Player Characters (Store link) DeltaQ: Delta Quadrant Sourcebook ...