MSTA The Klingon Empire - Quickstart (v1.0)
MSTA The Klingon Empire - Quickstart (v1.0)
QUICKSTART RULES
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CREDITS
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Artwork and graphics © and ™ CBS Studios Inc. All Rights Reserved.,
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KLINGON QUICKSTART
CONTENTS
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CHAPTER KLINGON QUICKSTART
01.10
QUICKSTART RULES
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– GENERAL MARTOK
2
There is no formal start or end to the game – the players and What you
the gamemaster get together and the sessions can range in need to play
length from a couple of hours to a whole weekend. There is no
winning or losing; just a great way to get together, engage in X Twenty-sided dice: d20s are used for resolving tasks, and for
conversation, create a story, and have a good time. rolling results on certain large tables. Often, a player will roll two
twenty-sided dice, or 2d20, but as many as 5d20 can be rolled at
Star Trek Adventures is a roleplaying game using the 2d20 once.
System. This quickstart guide summarizes rules for the game
of discovery and adversity on alien worlds and beyond the X Six-sided dice: You’ll need a half a dozen or so old-fashioned,
stars. You should read these rules before running the sample six-sided dice, otherwise referred to as d6s. These are used
mission in the second part of this booklet. relatively infrequently, mainly to roll on certain small tables. If
multiple six-sided dice are required, it will be noted as Xd6, where
CHALLENGE DICE X is the number of dice required so 2d6 shows that two six-sided
Challenge Dice are denoted in Star Trek Adventures by dice should be rolled.
this symbol: A. These six-sided dice are used primarily for
inflicting damage and determining how much protection a X Tokens: You’ll need some way to keep track of Momentum and
character receives from cover. Each A has four faces with Threat (covered later). You’ll need 6 tokens, beads or chips for
three possible results – a score of 1, a score of 2, two faces Momentum, and around a dozen for Threat.
showing the Klingon symbol, which is an effect – and two
blank faces for “no result.” X Paper, pens, pencils, etc.: For making note of traits, or making
maps.
A group of Challenge Dice is usually rolled all at once, and
the results added together. Multiple Challenge Dice are noted
as XA, where X is the number of Challenge Dice rolled. So,
4A indicates four Challenge Dice should be rolled, and their
results added together.
Challenge Dice
D6 RESULT CHALLENGE DICE RESULT
If you don’t have special Challenge Dice available, you can use
1 1
normal six-sided dice instead. Treat any die which rolls a 3 or 4
2 2
as blank, and any die which rolls a 5 or 6 as an Effect.
3 0
4 0
Example: Lieutenant Klag hits a Jem’Hadar warrior with a
5 1, plus Effect
blast from his disruptor, and rolls 6A to inflict Stress. He
6 1, plus Effect
rolls 1, 2, an effect, and three blank faces for a total score of
4, plus the ability to activate an effect.
quickstart rules
3
CHAPTER KLINGON QUICKSTART
01.20
BASIC OPERATIONS
lIH
The following section covers the core rules of Star Trek X Medicine – A character’s ability to heal others and
Adventures. These rules are the foundation for the other treat illnesses.
rules in the game, and every player should have a basic
understanding of these concepts during play. Focuses
Focuses represent specialized subjects about which the
character has more precise knowledge or experience. These
Characters focuses can be any topic, and apply to any attribute +
discipline combination where the focus is relevant to the task.
Each character has several statistics, indicating their
competency with different physical and mental attributes, as Examples: Astronavigation, Astrophysics, Cybernetics,
well as their expertise in various disciplines. Diplomacy, Disruptor Weapons, Espionage, EVA, Exo-
tectonics, Genetics, Hand-to-hand Combat, Helm Operations,
Attributes Infectious Diseases, Quantum Mechanics, Shipboard Tactical
A character has six attributes, ranging from 7 to 12: Systems, Spatial Phenomena, Transporters and Replicators,
Virology, Warp Field Dynamics, Xenobiology
X Control – A character’s self-discipline, coordination and
fine motor skills.
Tasks
X Daring – A character’s bravery and quick thinking, or
acting without hesitation. Your characters in Star Trek Adventures are incredibly
skilled in battle and experienced as warriors to ensure that
X Fitness – A character’s physical strength and stamina. you can defeat your foes and earn glory for the Empire.
Whenever your character’s success is in doubt or when
X Insight – A character’s understanding about their failure or complications are interesting, you roll dice in
environment and other people. something called a task.
X Presence – A character’s personality, and ability to A task is an attempt to achieve a single activity, or forms
command attention or respect. part of a larger goal or objective that could require several
tasks to complete. Succeeding at your task roll means that
X Reason – A character’s logical and problem-solving abilities. your character achieves what they set out to do, while failure
means your character didn’t achieve their goal; either way,
Disciplines the story progresses.
A character has six disciplines, based on their training
in Starfleet: You should be informed of the potential consequences for
success and failure before you attempt a task – Klingon
X Command – A character’s ability to direct a crew or lead warriors are skilled and intelligent enough to know the most
a team. likely outcomes for their actions, and it’s assumed that given
enough time and the correct tools, your character will be able
X Conn – A character’s ability to pilot a ship or ground vehicle. to succeed at just about anything they set their mind to.
Chapter 1
4
together the attribute and the discipline chosen – this is the task is possible or not, given the circumstances and the
your target number for each d20. methods at the characters’ disposal.
2. Set the Difficulty: The gamemaster sets the Difficulty of Traits, advantages, and complications will affect how
the task, normally between 0 and 5. The Difficulty is the difficult a task is or whether it is possible:
number of successes you must generate to successfully
complete the task. X Advantages reduce the Difficulty of a task by 1, or make
a task possible if it was previously impossible.
3. Roll the Dice Pool: Assemble your dice pool. You start
with 2d20, but you may buy up to 3 more d20s with X Disadvantages increase the Difficulty of a task by 1, or
Momentum, and after you’ve added any dice, you roll make a task impossible if it was previously possible.
the entire dice pool.
X Traits can function as advantages or complications,
4. Check for Successes: Each d20 that rolls equal to or less depending on the circumstances.
than your target number generates 1 success. However:
Traits
X If you have an applicable focus, you generate 2 Locations, characters, and situations all come in a variety of
successes if a d20 rolls equal to or less than your shapes and sizes, and these differences are handled in-game
discipline rating. as traits. Each trait is a single word or a short phrase, which
describes a single significant fact about whatever it is the
X If you do not have an applicable focus, then any d20 trait belongs to and remains in play so long as it is true about
that rolls a 1 is a critical success, and generates the scene, character or place to which it is attached.
2 successes.
Traits, advantages, and complications will do one of the
X Each die that rolls a 20 causes a complication. following things:
Sometimes, complications occur on rolls other than 20.
X The trait would not impact the task and does not have
5. Check Successes Against the Difficulty: If the number any effect.
of successes generated equals or beats the Difficulty of
the task, then it is completed successfully. If the number X The trait is beneficial, and allows the task to be
of successes is less than the Difficulty, you have failed attempted when it might normally be impossible.
and brought dishonor on your House.
X The trait is beneficial, and reduces the Difficulty of the
X Each success above the Difficulty of the task task by 1.
becomes a point of Momentum, a valuable resource
that tips the odds in your favor. X The trait is detrimental, and increases the Difficulty of the
task by 1.
6. Get the Result: The gamemaster describes the outcome,
and if the task was successful you can spend Momentum X The trait is detrimental. It either prevents the task from
to improve the result further. After this, the gamemaster being attempted when it might normally be possible, or
introduces any complications. means the situation now requires a task when one would
not normally be required.
Combinations of attributes and disciplines are stated
throughout this rulebook, but the gamemaster can choose to Advantages
change that combination if they wish. You can also suggest An advantage is a trait which is inherently positive or
an attribute and discipline combination to the gamemaster, beneficial, and which will never have a detrimental effect to
but they have the final say. its owners.
basic operations
5
DIFFICULTY ZERO TASKS Example: The Earther Doctor McCoy is attempting to
perform CPR on the critically injured Chancellor Gorkon. This
Traits can reduce the Difficulty of a task to zero. A task may also be task has a basic Difficulty of 2, but there are other factors.
so simple that it does not require dice to be rolled in the first place. Firstly, Dr. McCoy is not familiar with Klingon anatomy, which
These are Difficulty 0 tasks. increases the Difficulty by 1. Secondly, McCoy (along with
the rest of his fellow senior officers) had endured a very late
If a task is Difficulty 0, you don’t need to make a die roll – it is night of tense diplomatic interactions over the banquet table
automatically successful with zero successes and no risk of with the Klingons, adding a complication, Look Who Came to
complications. However, because no roll is made, you can’t generate Dinner. Thirdly, tensions are high on both the Enterprise and
any Momentum – even bonus Momentum – and you cannot spend Qo’noS One, increasing the Difficulty by 1. Collectively, this
any Momentum on the task’s result either. increases the Difficulty to 4 and increases the complication
range from 20 to 19–20. McCoy has no sickbay to rely on and
You can still ask permission from the gamemaster to roll your no nurses or other staff to assist him.
dice pool against a Difficulty of 0, with every success generating
1 Momentum. This comes with the normal risk of generating Assistance
complications by rolling a 20, as well. This sort of Difficulty 0 task can When you want to help another character with their task,
be useful if it’s important to see how successful a character is, but you can roll 1d20 and add any successes you generate to
there’s no real chance of failure. their result, so long as they score at least 1 success. The
character attempting the task is the leader, and rolls their
Example: Lieutenant Kolach is piloting a bird-of-prey around a slow dice pool as normal. The gamemaster always has the final
Orion merchantman during battle. There’s no real chance of failure, so say on whether you can assist someone else – there might
the gamemaster decides that the task has a Difficulty of 0. However, be limited space that keeps people from helping, for example
it’s still valuable to see how well he succeeds, so Kolach rolls for the – or apply other factors to the task roll, like increasing the
task, generating Momentum that can be used to benefit himself and complication range. A starship often assists characters
the crew later. on tasks which use the ship’s systems, such as piloting it
through stellar phenomena or firing its disruptors.
will have higher difficulties. After this, the gamemaster then When you assist someone, you use your own attribute +
considers if there are any other factors in the current scene discipline target number and relevant focus, and count
and environment, or affecting the characters involved, that any successes from your 1d20 roll and add them to the
would alter the basic Difficulty. leader’s task result (so long as the leader generates at least
1 success). When you assist someone, you can’t buy any
Chapter 1
6
more d20s with Momentum, but your dice don’t count TODAY IS A GOOD DAY TO DIE!
against the leader’s dice pool limit of 5d20.
One common element of the exploits and successes of player
Example: Kurak is attempting to repair a faulty warp coil, with characters is a tendency to employ creative, often bizarre, strategies
help from her subordinate. Kurak attempts the task as normal, to resolve seemingly-impossible situations. This is the kind of bold and
scoring 2 successes. Her subordinate rolls 1d20 against her fearless Klingon warrior the KDF trains and employs with determination
Control + Engineering, and scores 1 success of her own, and ingenuity.
which she adds to Kurak’s total, making 3 successes in total.
Consequently, when running Star Trek Adventures, the gamemaster
Opposed Tasks should not only expect, but encourage, plans that seem foolhardy or
When you are attempting a task against direct opposition, unachievable, though even if such a plan is possible, that doesn’t mean
like swinging a bat’leth at a foe who is trying to dodge out the it should be easy. The listed combinations of attribute and discipline for
way, you attempt an opposed task. The character attempting a given task may not necessarily apply to these unusual approaches,
to do something is known as the active character, and the so the gamemaster should feel free to use a different combination if
other character seeking to resist or avoid the first character’s the situation calls for it. Similarly, entertain the players’ suggestions for
attempts is known as the reactive character. Momentum spends, advantages, and complications.
Basic operations
7
Personal momentum spends
OPTION COST/IMMEDIATE/REPEATABLE DESCRIPTION
Added Stress 1 Momentum, Repeatable Increase the Stress inflicted by a successful attack by 1 for
each Momentum spent.
Avoid Injury 2 Momentum, Immediate Avoid suffering a single injury. You can pay the cost by
suffering a complication, instead of spending Momentum. You
can only avoid an injury once per scene, until you take the
Recover action.
Buy d20s 1-6 Momentum, Immediate, Before you roll for a task, you can buy up to 3 more d20s for
Repeatable your dice pool.
Create Advantage 2 Momentum You can establish a new advantage for you in the scene, or
remove a scene complication.
Disarm 2 Momentum Target drops one weapon they are holding, dropping to within
their Reach.
Extra Minor Action 1+ Momentum, Immediate, Take an additional minor action. The cost is equal to number of
Repeatable minor actions already taken that turn – 1 for the second minor
action, 2 for the third, 3 for fourth, etc.
Increase Difficulty 2 Momentum, Immediate, Repeatable You can increase an opponent’s task Difficulty by 1 for every 2
Momentum spent.
Keep the Initiative 2 Momentum, Immediate Pass the next turn to an ally instead of the enemy. May only be
done once before passing the next turn to the enemy.
Obtain Information 1 Momentum, Repeatable You can ask the gamemaster a single question about the scene,
per Momentum spent.
Penetration 1 Momentum, Repeatable Ignore 2 Resistance for each Momentum spent.
Re-Roll Challenge Dice Pool 1 Momentum Re-roll any number of A in your current dice pool.
Secondary Target 2 Momentum You target a second character or object within Reach of your
initial target. They suffer half the attack’s Stress, rounding
down.
Swift task 2 Momentum You can attempt one additional task, increasing the Difficulty of
your second task by 1. You may only do this once per turn.
Momentum pool rather than waiting for a successful task. representing the benefits of your collective successes. This
These spends are referred to as Immediate, and they can be pool cannot contain more than 6 points of Momentum. Any
used at any point in play. Momentum that cannot be added to the group pool is lost if
it isn’t spent immediately.
Example: Lieutenant Maltz’s scan of a spatial anomaly
generated 3 Momentum. He spends the first point to After succeeding on a task, you may spend points of
gain additional information from his scan. Not yet having Momentum from the group pool in addition to those
enough information, he spends the second point to get generated during that task. As normal, Momentum only
even more information. needs to be spent as needed, so you don’t have to choose
how much Momentum you’re spending from the group pool
Saving Momentum until you spend it, nor does it need to be spent all at once.
Any Momentum you don’t spend is saved to a group pool,
which can be added to or used by any player in the group, Example: Lieutenant Maltz has 1 Momentum remaining from
his scan. He chooses to save it, rather than spending it. It’s
added to the group pool, and can be used by someone else
USING THREAT during the scene.
TO PAY INSTEAD
At the end of each scene, 1 point of Momentum in the
If you don’t have any Momentum, or you don’t want to use Momentum, pool is lost; Momentum cannot be saved forever.
you can pay for some of these options by allowing the gamemaster
to increase their Threat pool instead: this specifically applies to any BONUS MOMENTUM
Momentum option listed as Immediate. If you pay for an Immediate Some situations and talents grant you bonus Momentum.
Momentum spend using Threat, the cost is the same, but the This is added to the amount of Momentum the character
gamemaster increases their Threat pool by that amount instead. You generates upon a successful task of that type. Bonus
can always use a mix of Momentum and Threat to pay for these spends. Momentum may specify that it may only be used in a specific
Threat is explained in more detail on page 11. way. Bonus Momentum cannot be saved – if it is not used
immediately, it is lost.
chapter 1
8
traits and complications back on-line, the Power Off-line trait will disappear, because
it will no longer be true.
Locations, characters, and situations all come in a variety of
shapes and sizes, and these differences are handled in-game Traits serve one vital purpose for the game: they help the
as traits. Each trait is a single word or a short phrase, which gamemaster determine what is and what isn’t possible.
describes a single significant fact about the scene. In rules terms, whenever you try to attempt a task, the
gamemaster uses the traits present to assess the following:
Because a trait represents a significant fact, it imposes a
context upon the world around it, and upon anything that X If the trait has no effect.
would interact with whatever possesses that trait. These are
useful for the gamemaster in adjudicating what is and isn’t X If the trait is beneficial – it allows the task to be
possible – as well as how difficult those things are to attempt attempted when it might normally be impossible, or
– and for the players in imagining the scene and figuring out reduces its Difficulty by 1.
how they can interact with it.
X If the trait is detrimental – it prevents the task from
X A situation trait is one that applies to the current being attempted when it might normally be possible, or
situation, but which is inherently temporary, lasting no increases the Difficulty by 1.
longer than the current scene. Every character in the
scene is affected by situation traits. Darkness is an Advantages
example of a situation trait. An advantage is a trait which is inherently positive or
beneficial, and which will never have a detrimental effect to
X A location trait is one that applies to the current location, its owners. Advantages only ever make an activity possible
and is permanent (or, at least as permanent as the that wasn’t possible before, or reduce the Difficulty of a task.
location itself is). Any character in that location is affected They can also cancel out a complication, preventing either
by location traits when they interact with some facet of from influencing the scene.
that location. Lava Flows is an example of a location trait.
Complications
X A personal trait is one that applies to a single character A complication is a trait which is inherently negative or
or creature, and is permanent (or, at least, cannot change problematic, and which will never have a beneficial effect
without significant effort). A character or creature is upon its owners. Complications can prevent a character
naturally affected by its own personal traits, and they from attempting something that might otherwise be possible,
may also affect the characters and creatures who interact increase the Difficulty of a task, or cancel out an advantage,
with them. A character’s species (e.g., Klingon) is an preventing either from influencing the scene.
example of a personal trait.
When attempting a task, each d20 that rolls a 20 creates
X An equipment trait is one that describes a single piece a complication, which comes into play once the task has
of equipment. It’s permanent – so long as the item is been resolved.
functional, it is represented by the trait – and can be
passed freely between characters as needed. An EV Suit If you roll a 20, and you don’t want to suffer a complication,
is an example of an equipment trait. or the gamemaster doesn’t want to impose a complication
at this point, the complication can instead be ‘bought off’ by
Traits have no specific or exact duration. Instead, they exist adding 2 points to the gamemaster’s Threat pool.
so long as they remain true. As soon as a trait stops being
true, it is removed from play. When establishing a scene, Example: Lieutenant Dax is trying to convince her longtime
the gamemaster assigns whatever traits they feel are most friend Kor to help convince Koloth and Kang that she should
important to the scene, thinking of the environment and go with them to hunt down their mutual enemy, the Albino.
current circumstances. The gamemaster should be open with Unfortunately, Dax fails at her task, and worse, rolls a 20 on
this process, allowing you to suggest traits at the start of a
scene, and allow for the possibility that traits may change
during the scene. POTENT TRAITS
Example: Commander Kor and several engineers are If a trait has a particularly potent or intense effect, the gamemaster
boarding an abandoned Gorn space station. The gamemaster adds a number after the name of the trait, to show how much it
decides that the station itself has the traits Abandoned Gorn changes the Difficulty of a task. For example, Darkness 2 means that
Station and Power Off-line. These are both location traits – the Difficulty of tasks related to spotting things in the scene is increased
they’re both facts about the location itself, and they will stay by 2, rather than 1.
around while they remain true. If the engineers get the power
Basic operations
9
one of her d20s, creating a complication: Kor’s Deepening Though the task has technically been successful, you can’t
Depression. In her efforts to enlist Kor’s help, she accidentally spend Momentum to improve the outcome of a task that
triggers his depression regarding his declining physique Succeeded at Cost – Momentum can only be spent if the
and capabilities. Kor acts upon the problems that the task was truly successful.
complication represents, and calls for more wine.
In some cases, the “cost” can be increased further, at the
COMPLICATION RANGE gamemaster’s discretion, causing your character to suffer
Some circumstances can make a task more uncertain, more than one automatic complication on a failed task. This
though not necessarily any more difficult. These factors should be made clear when the option to Succeed at Cost
increase the complication range of a task, making it more is presented.
likely that complications will occur.
The complication range can never be increased to more than 5. You can spend Determination by citing one of your values that
supports the action you are taking. A point of Determination
complication range spent provides you with one of the following benefits:
chapter 1
10
Example: Captain Kang is leading a raiding party on a The gamemaster begins play with 2 Threat for each
smuggler’s den. Taking up position outside the den, he player, though this can change based on the tone of the
analyzes the situation to find the best advantage for his story or the risk of the battle at hand.
squad. Doing so is a Daring + Security task with a Difficulty of
3. His attempt at the task fails, so he decides to reference his Generating Threat
value “Be Patient, Be Vigilant,” and spends 1 Determination The gamemaster gains Threat in the following ways:
to re-roll his dice pool.
X Immediate Momentum Spends: Whenever you want to
use an immediate Momentum spend – such as buying
THREAT bonus d20s – you can choose to pay some or all of that
cost by generating Threat for the gamemaster’s Threat
As players generate and spend Momentum, the gamemaster pool. Add 1 point of Threat to the pool for each point of
generates and has their own pool of points to spend, called Momentum that you would have otherwise spent.
Threat. The gamemaster spends Threat to alter scenes and
to empower NPCs in the same way you empower your player X Ignore Complications: When you get a complication on
characters. Threat is also a means of building tension – the a task, you or the gamemaster can choose to ignore the
larger the Threat pool, the greater the danger or challenge complication by adding 2 points to the Threat pool per
to your characters. While your characters don’t know about complication generated.
Threat, they will have a sense of the stakes involved in a
mission, and of the potential risks, which is what Threat X Threatening Circumstances: The circumstances of a
represents in Star Trek Adventures. new scene may be threatening enough to generate 1 or
2 Threat automatically. Similarly, some NPCs generate
Throughout a game session, the gamemaster will collect Threat just for turning up, in response to circumstances,
Threat and spend it to create problems for your characters. In or by taking certain actions.
this way, Threat mimics the rise and fall of tension that builds
throughout a story, eventually culminating in a high-tension X Non-Player Character Momentum: NPCs with unspent
finale that exhausts the Threat pool. Momentum save it as Threat, adding 1 point to the
gamemaster’s Threat pool for each unspent Momentum
from their successful tasks.
11
WHAT CAN I USE by In return, the gamemaster can spend Threat in a few
GENERATING THREAT? common ways:
You can only generate Threat in place of spending Momentum on X NPC Momentum: The Threat pool serves as a mirror for
Immediate Momentum spends. That means, once you’ve rolled your the players’ group Momentum pool. Thus, NPCs can use
dice pool, you can only spend the Momentum you have generated, and Threat in all the ways that player characters use group
the Momentum you have in the group pool – you can’t generate Threat Momentum.
for the gamemaster to Obtain Information, for bonus Stress, or any other
Momentum spend that isn’t immediate. X Threatening Circumstances: For an NPC to take an
action or choice where a player character would generate
IMMEDIATE MOMENTUM SPENDS Threat because of threatening circumstances, the
X Buy d20s: Add d20s to your dice pool. The first d20 generates gamemaster must spend Threat instead.
1 Threat, the second generates 2 Threat, and the third generates
3 Threat. X Ignore NPC Complications: If an NPC rolls a
complication, the gamemaster can ignore the
X Increase Difficulty (Repeatable): Increase the Difficulty of an complication by spending 2 Threat.
opponent’s task by 1 by generating 2 Threat. You must decide to do
this before any dice are rolled for that task. X Create Complication: The gamemaster can create a
new complication in a scene by spending 2 Threat.
X Additional Minor Action (Repeatable): Take an additional minor
action by generating 1 Threat per minor action. X Reinforcements: The gamemaster can bring in
additional NPCs during a scene. Minor NPCs cost 1
X Keep the Initiative: Pass the order of play to an ally by generating Threat each, and Notable NPCs cost 2 each. Starship
2 Threat (see Personal Momemtum Spends, page 8). reinforcements cost Threat equal to their Scale.
X Avoid Injury: Avoid suffering a single injury by generating 2 Threat. X Environmental Effects: The gamemaster can trigger or
cause problems with the environment by spending Threat
– the cost depends on the severity of the problem.
Basic operations
12
CHAPTER KLINGON QUICKSTART
01.30
CONFLICT
lIH
X Threat spend: If there is doubt as to who should act Klingon history is full of heroes, battles won against
first, the gamemaster can spend 1 point of Threat to insurmountable odds, and wars fought for the expansion of
allow an NPC to take the first turn, instead of choosing the Empire. Ritualized combat also has deeper meaning and
a player character. consequence, from the challenge of a superior to deciding
the winning candidate to chancellorship of the High Council.
Turn Order However it is framed, personal combat is a proud and
Once you have completed your turn – attempted a single honorable part of Klingon culture that is well practiced and
task and any minor actions you want to perform – you hand devastatingly effective.
the action to the opposing side (typically the gamemaster)
who will choose a single character to act next. Once the Combat is first framed by the gamemaster in terms of the
gamemaster has taken their turn, they hand play back to the battlefield – in zones and any environmental traits. Then,
group, who decides which of the player characters left to act the turn order is established as normal, and you act on your
takes the next turn. turn and the round ends when every character has had the
chance to act.
Conflict
13
the Battlefield Distances
Movement and ranged attacks are measured in four
In battle, knowing where every combatant is vitally distances, and one state, based on the battlefield’s zones.
importance, and determining both absolute position (where
you are on the battlefield) and relative position (how far X The state of Reach is when an object or character is
you are from a given friend or foe) is essential. Rather than within arm’s length of your character. You enter Reach to
track everything in precise distances, Star Trek Adventures interact with objects manually or to make a melee attack.
resolves this matter using zones and distances. Reach isn’t a specific range, rather a state you can enter
when you move. When you move your character into or
Zones within a zone, you can declare that they are moving into
A battlefield in which you fight is always a discrete location or out of Reach of something. Being within Reach of an
– a building, a colony street, an area of wilderness, part of enemy increases the Difficulty of any task that isn’t a
a starship, or other area. A battlefield is divided into several melee attack by 1.
zones based on the terrain in the area. A relatively simple
battlefield may consist of three to five significant zones, X Close range is defined as the zone you are in, or a
while complex environments may have many more. For distance of 0 zones.
example, combat inside a starship may treat individual rooms
as distinct zones, using the internal walls and bulkheads X Medium range is defined as an adjacent zone, or a
as natural divisions, while a city street may focus zones distance of 1 zone.
around features like parked vehicles, the fronts of buildings,
alleyways, and so forth. X Long range is defined as two zones away, or a distance
of 2 zones.
You track your character’s place in combat by noting which
zone they are in. This should be relatively easy in most X Extreme range is any zone beyond long range, or a
cases, as zones are defined by the terrain around them, so distance of 3 or more zones.
tracking your character can be a matter of simple description
– “behind the control console” or “standing by the shuttle.” Movement and Terrain
This has the advantage of relying on natural language and Moving to anywhere within Medium range is a minor action.
intuitive concepts, rather than specific game terms, and Moving farther than this requires a task, though this has a
avoids the tracking of relative distances which can become Difficulty of 0 under normal circumstances.
fiddly where there are many characters present.
Moving as a task increases in Difficulty if the terrain in any of
Zones do not have a fixed size; they are based on the the zones to be moved through is difficult terrain or contains
features of the battlefield. A forest may be divided into many any hazards. The consequences of failure vary based on the
small zones between trees, while its clearings will have larger nature of the terrain – failure may result in your character’s
zones. Larger zones convey quicker movement and easier movement stopping once they reach difficult terrain, they
target acquisition in open areas, while the smaller zones could fall prone, or they might suffer the effects of a hazard
convey cramped conditions and short lines of sight. including stress or injury.
Individual zones often have terrain effects defined when Movement can take many forms – walking, running, jumping,
the gamemaster creates them, like cover or difficult terrain, swimming, climbing, etc. If the gamemaster asks you to
interactive objects, or hazards. Some zones may be defined attempt a task, your movement is now a task and not a minor
more by the absence of terrain than its presence, and action, and they will judge the Difficulty of the tasks based on
some environments are enhanced by a few “empty” zones the terrain.
between obstacles.
Cover
Cover is one of most common terrain effects, representing
objects that interfere with your ability to see or attack a target
BEING PRONE clearly. Cover provides additional Resistance against attacks.
Each piece of cover will grant you a certain number of A of
While prone, a character can re-roll any number of cover dice, and the Resistance (normally 1–4A) and may have additional benefits
Difficulty of all ranged attacks against you from Medium range or farther or drawbacks based on the nature of that cover.
away increase by 1. However, melee attacks and ranged attacks at Close
range gain 2 bonus Momentum against you, and you cannot attempt any A zone will either provide cover to any creature in the zone,
movement-related tasks. or the gamemaster may point out features within the zone
that grant cover (requiring you to be within reach of that
feature to benefit from its Resistance).
chapter 1
14
Interactive Objects Making an attack
Interactive objects are any object or terrain feature that you
1. Attacker chooses a weapon.
can manipulate. Doors and windows are a common example,
as are control panels and computer terminals. Interacting 2. The attacker chooses a target. A melee weapon attack must be within
Reach.
with these objects may only take a minor action, but a
complex object might need a task to interact with properly, at 3. The character declares whether the attack is intended to be Non-
the discretion of the gamemaster. lethal or Lethal. If the attack is Lethal, add a single point to the
Threat pool.
4. The attacker attempts av task, determined by the type of attack:
Actions
a. Daring + Security task with a Difficulty of 1, opposed by the
On your turn you can take one minor action and attempt target’s Daring + Security (also Difficulty 1). If the target wins
one task. You can take more minor actions by spending the opposed task, then they are considered to have made a
Momentum, and attempt a second task by spending successful attack instead.
Momentum or Determination.
b. Control + Security task with a Difficulty of 2. This Difficulty of
Minor Actions this task increases by +1 if there is an enemy within Reach of the
Minor actions are short activities that do not count as a attacker. The Complication Range of the attack increases by 1
task, and do not require dice to be rolled. They are taken in if there are creatures within Reach of the target; a Complication
support of a task, like moving into position before making may indicate that one of those other creatures are struck by the
an attack. You can take one minor action per turn, and take attack as well.
any number of additional minor actions by spending one
Momentum for each extra minor action (Immediate).
Prepare f Y
ou prepare for or set up a task.
Some items or tasks require this X Strike: The character harms their opponent. The character rolls their
minor action before the task can normal melee Stress dice and inflicts Stress normally.
be attempted, or grant special
benefits for performing this task.
CONFLICT
15
Combat tasks
TASK DESCRIPTION TASK DESCRIPTION
Assist f Y ou assist a character with a skill test during Pass f You choose not to attempt a task.
their turn. (See Assistance, page 6.) Ready f Y ou choose another major action to take
f You may declare that you are assisting as a reaction to something else. When the
someone whenever they perform a task, as trigger event occurs, you temporarily interrupt
long as you have not already acted this round, the current character’s turn to resolve your
and assisting another means that you do not readied major action, then play proceeds as
take a turn of your own this round. normal.
Attack f Y
ou attack an enemy or other viable target and f If the triggering event does not occur before
attempt to injure them. See Making an attack your next turn, the action is lost. You can still
(page 15) for details. perform minor actions during your turn as
Create f C
reate a positive trait in the scene. This is a normal.
Advantage task with a Difficulty of 2, using an attribute + Recover f Y ou catch your breath, taking a moment to
discipline and focus based on what you are ready yourself for more fighting. This is a
doing. If successful, you create an advantage or Fitness + Command task with a Difficulty
remove a complication. of 2 (reduce the Difficulty by 1 if you are in
Direct f O nly available to one character on each side in cover). If you succeed you regain your ability
a position of authority, such as the commanding to Avoid an Injury (page 18) and remove 2
officer, you nominate one ally who immediately Stress per Momentum spent (Repeatable).
attempts a single task, and you assist them by f In addition, until the beginning of your next
rolling 1d20 with your own attribute, discipline, turn, each effect rolled on A for cover adds +1
and focus. Resistance to the result.
f The Direct task can only be used once per Sprint f Y ou sprint forward, rushing ahead to battle.
combat, and the targeted character can only This is a Fitness + Security task with a
attempt 2 tasks per round. Difficulty of 0. Success means you move one
First Aid f Y ou attempt to stabilize an injured character zone (to any point in Medium range), and
within Reach. This is a Daring + Medicine one additional zone per Momentum spent
task with a Difficulty of 1. Success means (Repeatable).
you stabilize the injured character so they will f You cannot attempt this task more than once
not die at the end of the scene but remain per round, and not at all if you performed the
incapacitated. Movement minor action. Terrain and other
f You can spend 2 Momentum to bring the factors may increase the Difficulty of this task,
warrior back into the fight, exactly as if they’d and the task can succeed at cost – you move
spent Determination to ignore the injury (see anywhere within Medium range and suffer a
Healing, Injuries, and Complications, page 19). complication.
Guard f Y ou defend yourself, preparing for an attack. Other tasks f P
erform a task at the discretion of the
This is a task with a Difficulty of 0, and gamemaster. Circumstances or objectives
success increases the Difficulty of any attacks may dictate a task, and particularly dangerous
against you by 1 until the start of your next situations may require overcoming extended
turn. tasks or a challenge while battle rages around
f You can confer the benefits of this task to an you.
ally instead of yourself – this increases the
Difficulty of this task by 1, and the benefit lasts
until the start of your ally’s next turn.
chapter 1
16
Stress and injury OBJECTS AND STRESS
When you successfully hit an opponent during combat, they If you’re attacking objects, the gamemaster can also track their integrity
may become injured. Some environmental effects also come by using Stress tracks, functioning the same way as characters’ Stress
with a risk of injury, such as falling from great heights, being tracks, and most objects will have a small amount of Resistance,
set on fire, exposure to hostile environments, industrial or representing their durability. Where a character would suffer an injury,
engineering accidents, and a range of other hazards. an object will break – walls and barriers are opened, complex systems
cease to function, etc. Especially sturdy objects may require several
Stress “injuries” to completely break them.
All characters have a stress track, representing how much
superficial damage they can sustain, or how much resilience
they have in battle. Your character’s Stress track is equal circumstantial advantages like cover. Resistance comes in
to their Fitness + Security score. When you sustain Stress, two forms – static values, which normally represent armor
you add that value to your Stress track. If you take 5 or more and innate resilience, and A, which represent inconsistent
Stress at once, or an attack fills your Stress track, you could and circumstantial protection, such as cover.
become injured.
Whenever your character suffers Stress, roll any A from
Attacks and other hazards have a Stress rating, which is cover and add that total to any static Resistance you have.
the number of Challenge Dice, or A, with the total rolled Reduce the Stress inflicted on you by this Resistance score
applied against the target’s Stress track. When you make an and add the remainder to your Stress track.
attack, you roll the A listed by the weapon +A equal to your
Security discipline. Injuries
Injuries in Star Trek Adventures represent a final blow or
Resistance disruptor beam hit that knocks you out of the fight, leaving
You may also have some Resistance allowing you to shrug you defeated at the hands of your enemies.
off some Stress through protective gear, innate resilience, or
CONFLICT
17
injured by a lethal attack, then they will die unless they have
92401 725 been stabilized through the First Aid task. If your character
has been stabilized then they’re still injured, and unable to
15961 9641 take minor actions or attempt tasks until the injury has been
healed properly, but they’re no longer in immediate danger
of death.
When your character suffers an injury, they are incapacitated You can pay for Avoid an Injury by generating Threat instead
and unable to take any actions or attempt any tasks for the of spending Momentum, and you can also Avoid an Injury by
remainder of the scene. If your character would suffer two suffering a complication, which represents a minor injury, or
injuries from a single attack, resolve those injuries one at a some other consequence of the attack such as a bystander
time (based on whichever condition occurred first). hit, damage to machinery nearby, etc.
If your character is already injured by a non-lethal attack, Regardless of how it is paid for, you can only Avoid an
then another injury (of any kind) immediately turns that into Injury once per scene until succeeding at a Recover task.
a lethal injury. If your character has already been injured by a You cannot stockpile extra chances to Avoid an Injury – if you
lethal attack, then another injury instantly kills your character. already have a chance to Avoid an Injury, you can’t gain an
At the gamemaster’s discretion, a dead character may be extra chance to use later – and an unused chance left over at
disintegrated entirely. the end of the scene is lost.
chapter 1
18
IGNORING AN INJURY X Stress Rating: This will be a number of A you roll and
Instead of avoiding an injury, you can spend a point of will list any effects that trigger when an effect symbol is
Determination to ignore the effects of an injury for the rolled in the dice pool.
remainder of a scene. Unlike most uses of Determination, this
doesn’t require that the character has a value appropriate for X You roll additional A equal to your character’s
the situation – this use is always available. Security discipline whenever you inflict Stress on a
target with an attack.
It is also risky: the character is still injured, but they’re giving
up the “protection” of being incapacitated (i.e., enemies no X Size: Weapons will either be one-handed (1H) or two-
longer need to spend Threat to target the injured character), handed (2H). A two-handed weapon can be used in one
so another lethal injury will be fatal. At the end of the scene, hand to make an attack, but the Difficulty increases by 1.
the character returns to suffering the effects of the injury
normally, and any Medicine tasks made to heal the injury X Qualities: These are additional rules, providing additional
increases in Difficulty by 1. restrictions or benefits that apply to the weapon’s use.
conflict
19
X Charge: The weapon has an adaptable energy supply, X Inaccurate: The weapon is imprecise and clumsy, and
allowing its potency to be scaled to different levels. If you very little can be done to change that. You do not benefit
perform the Prepare minor action before attacking with from the Aim minor action when making an attack with
this weapon, you may add one of the following effects to this weapon.
the attack: Area, Intense, Piercing 2, or Vicious 1.
X Non-lethal: The weapon is debilitating, rather than
X Cumbersome: The weapon takes patience and precision deadly. When you make lethal attacks with this weapon
to use effectively. You cannot attack with a cumbersome the Difficulty increases by 1.
weapon unless you take the Prepare minor action.
X Deadly: The weapon is designed to be lethal. When you Combat MoMENTUM SPENDS
make non-lethal attacks with this weapon the Difficulty
increases by 1. Momentum is a key tactical resource during combat. When
you generate Momentum in combat you have numerous
X Debilitating: The Difficulty to stabilize or to heal injuries options available to achieve victory over your enemies,
caused by this weapon are increased by 1. empower your fellow warriors, and bolster your own
glorious acts!
X Grenade: The weapon is an explosive or energy device
that can be thrown. You can attack a target up to You have all the normal Momentum options available
Medium range and have enough grenades for 3 attacks. to you in a combat scene, with additional options that
relate directly to combat. As normal, spends listed as
X Hidden X: You can use a minor action to conceal this Repeatable means they can be repeated as many times as
weapon. Any search for the weapon requires an Insight you have Momentum to pay for them, and spends listed
+ Security or Reason + Security task with a Difficulty as Immediate can be played at any time during your turn
of X. (and can be paid for by generating Threat). If a Momentum
spend is neither Immediate nor Repeatable, you can only
use them once per turn.
conflict
20
KLINGON QUICKSTART
CHAPTER
THE TIP OF
02.10
lIH
THE BAT'LETH
Introduction At the start of play, the gamemaster should explain to the
players that they have been ordered by the Klingon High
This scenario is designed for gamemasters and players Command on a covert mission during the Dominion War.
who are new to Star Trek Adventures and are interested in Each player should choose from among the pregenerated
experiencing the Star Trek universe from the perspective of characters at the end of this scenario and introduce their
Klingon warriors. This text is written for the gamemaster, who character to the rest of the group. Once everyone is ready
should read the entire scenario ahead of time. Players should to begin, the gamemaster should read the mission briefing
not read the scenario but rather experience the story as it material to the group.
plays out at the table.
MISSION BRIEFING
Synopsis
MISSION BRIEFING FROM THE KLINGON HIGH
This scenario takes place in the year 2373. The Dominion COMMAND – CLASSIFIED: TOP SECRET
War is going badly for the Klingon Empire and its allies. The
player characters are sent on a crucial covert mission behind The war does not go well for the Empire, but we have
Dominion lines to shut down a tachyon emitter within an developed a plan that could reverse our fortunes
enemy outpost on an icy moon orbiting the planet Tylannis against the Dominion. A cloaked fleet stands an
VII. The outpost forms part of a tachyon defense grid capable excellent chance of routing the Dominion forces
of detecting cloaked vessels. If the player characters shut in the Tylannis Sector. From there, we could stage
down the emitter, a fleet of cloaked Klingon ships can mount raids on several critical ketracel-white facilities
a successful offensive in the Tylannis Sector. in adjacent sectors. However, the Dominion has
erected a tachyon grid in the Tylannis Sector capable
The player characters must ride in modified photon torpedo of detecting our cloaked ships. Luckily, our allies
casings to the moon and brave the frozen conditions on the in Starfleet Intelligence believe they’ve found a
surface. They must infiltrate the outpost, which is defended vulnerability in the detection grid. Shutting down the
by Jem’Hadar troops and a Founder. Finally, they must shut tachyon emitter on a remote and icy moon orbiting
down the emitter and find a way off the moon. Tylannis VII would create a gap for our fleet to pass
through undetected.
Preparing for play Your squad will travel covertly to the moon outpost
in modified photon torpedoes. From there, you must
This scenario is designed for 4-6 player characters. However, find a way to infiltrate the Dominion outpost and shut
it can work for smaller groups as well. If there are fewer than down the tachyon emitter. The torpedo tubes are too
four players in a group, the gamemaster might consider small to allow for high-yield explosives or any other
reducing the number of Jem’Hadar soldiers that patrol gear beyond your standard equipment, so you’ll
the outpost to keep the combat encounters balanced. For have to devise your own method for disabling the
instance, reducing the number of Jem’Hadar inside the emitter. You’ll also have to find a way off the moon
hangar from six to four may be warranted. because sending a bird-of-prey to pick you up would
undoubtedly tip the Dominion off that we intend to
This text addresses many of the choices the players might attack the sector.
make during the course of this scenario, but it doesn’t
cover every possible situation that could arise. Accordingly, This is a dangerous mission, but your success will
gamemasters should be ready to improvise and tailor this earn you great glory and potentially turn the tide of
scenario to make it the best possible experience for the group. war in our favor. Qapla’!
Act 1: infiltration A shrill wind whistles in your ears and stings your eyes.
Blinding sunlight reflects off the frozen landscape, forcing
To begin play, the gamemaster should read or paraphrase you to squint to see anything. You’ll have to locate the
the following: rendezvous location and make the journey on foot.
A bird-of-prey launched each of your torpedoes into Player characters who miss the landing zone must attempt
Dominion-controlled space eight hours ago. It’s been a Difficulty 2 Reason + Science or Security roll to navigate
a smooth ride, but the cramped accommodations have to the rendezvous location and meet up with their comrades.
tested your patience and caused some muscle cramps. A failed roll means the character gets lost along the way
Your torpedoes begin to buck as they rocket into the and spends too long exposed to the frigid conditions. These
atmosphere of the Tylannis VII moon. Alarms sound characters take on the Frostbite trait, which adds 1 to the
as the exterior temperature spikes dangerously. You Difficulty of any task that requires physical action – such as
notice your torpedo guidance mechanisms need to be firing a weapon, sprinting, or lifting heavy objects. This trait
recalibrated or you’ll miss the intended landing zone. can be removed by receiving medical attention in a starship
22
medical ward, the outpost infirmary, or from a character who High Alert
has an emergency surgical kit. The task to heal the frostbite
is Difficulty 1. Whichever means the players choose to infiltrate the outpost, they run
the risk of alerting the Dominion forces within. Doing so introduces
Once all the player characters arrive at the rendezvous point, the High Alert trait for the rest of the scenario. This means the player
read or paraphrase the following: characters cannot rely on the element of surprise to complete their
mission. All Jem’Hadar soldiers inside the outpost activate their shroud
The Dominion outpost stands along the edge of a frozen ability and take a defensive posture, making it impossible for the player
lake. The near side of the outpost leads into a large hangar, characters to move stealthily inside the compound.
but the entrance is blocked by a shimmering forcefield. You
notice no signs of patrols along the exterior of the outpost. If any player causes a complication by rolling a 20 while attempting a
task to gain entrance to the outpost, they trip a silent alarm that activates
The player characters must find a way into the Dominion this trait. You do not have to inform the players if this occurs. Other
outpost. Scanning the area with a tricorder or similar actions can activate the High Alert trait as well. If the player characters
device requires a Difficulty 0 Reason + Engineering task. discharge energy weapons outside the compound, cause an explosion,
Such scans reveal a series of large pipes connecting the or take any other actions that might reasonably attract the attention of
underside of the outpost with the bottom of the lake. These the Dominion forces, you can assign the High Alert trait to any scene
pipes provide the outpost with a source of freshwater, and at their discretion. If you wish to change the focus of this scenario from
it’s possible to enter the substructure of the outpost by stealth to combat, spend 2 Threat to activate the trait at any time, even if
swimming through the pipes. This course of action requires the player characters take no actions to cause the trait.
the player characters to penetrate the ice on top of the lake
and swim in the frigid water. This is a Difficulty 3 Fitness
+ Security task. Success allows a character to dive below
the lake’s surface and enter one of the pipes, eventually
emerging into the utility basement of the complex, which is
described in the next section.
chapter 2
24
Jem'hadar warrior [MINOR]
TRAIT: Jem'Hadar
Attributes
CONTROL 10 FITNESS 12 PRESENCE 07
Disciplines
COMMAND 01 SECURITY 02 SCIENCE –
STRESS: 14 RESISTANCE: 2
ATTACKS:
X Unarmed Strike (Melee, 3A, Knockdown, Vicious 1, Size 1H)
X Blade (Melee, 4A, Vicious 1, Size 1H)
X Escalation Kar’takin (Melee, 5A, Vicious 1, Size 2H)
X Plasma Rifle (Ranged, 6A, Vicious 1, Size 2H, Accurate, Debilitating)
SPECIAL RULES:
X Immune to Fear
X Immune to Pain
X Brute Force: Jem’Hadar add the Vicious 1 effect to their unarmed
strike, and remove the non-lethal quality.
X The Shroud: A Jem’Hadar may spend 2 Threat as a minor action
to become virtually invisible, increasing the Difficulty of all tasks
to observe, locate, or target the Jem’Hadar by 3. This effect ends
when the Jem’Hadar makes an attack, or takes a minor action to
end the effect. The Jem’Hadar loses this ability when deprived of
ketracel-white.
SPECIAL RULES:
X Manipulative: If the Founder purchases one more d20s when Act 3: Escape
attempting a task to deceive or intimidate another, they may reroll
their dice pool. Once the mission objective has been completed, the player
X Ruthless: The Founder may re-roll any d20s in their dice pool when characters will probably turn their attention to escaping
making an attack against an enemy that was not aware of or prepared the outpost. The most obvious way off the Tylannis VII
for an attack, or against an enemy that is defenseless. moon is to steal the Dominion shuttle on the hangar deck.
X Morphogenic Matrix: The Changeling may spend 1 Momentum as However, the shuttle was undergoing maintenance, and
a Minor Action once per Turn to assume a different form, gaining an the player characters will have to complete a repair task to
additional Trait to reflect whatever form they have chosen. They must get the ship in running order. This will allow any remaining
return to a liquid state for a few hours of rest every 16 hours. While in Dominion forces one last chance to stop the player
an alternate form, it is a Difficulty 5 task to discern their true nature. characters. If the Founder is still at large, they might take
chapter 2
26
the form of a piece of equipment inside the shuttle and try If the player characters don’t find a way to shut down the
to surprise the player characters. tachyon emitter, they fail their mission completely. In this
case, the cloaked Klingon fleet is detected, allowing the
Repairing the shuttle requires a Difficulty 2 task. If this task Dominion to turn back the Klingon assault and maintain
occurs in the middle of combat, call for a Daring + Engineering control of the Tylannis Sector.
task. If the task occurs under normal circumstances, the
gamemaster should call for Reason + Engineering. Once the This scenario can provide a starting point for an ongoing
shuttle is repaired and the hangar’s forcefield is down, the Klingon campaign as the Empire tries to turn the tide of the
player characters are free to pilot the shuttle away from the Dominion War. Player characters who survive this might
moon and back to Klingon-controlled space. receive a post on a bird-of-prey. Characters that earn great
glory for themselves may even receive posts as commanding
or senior officers.
conclusion
Player characters who dishonor themselves during this
A successful mission allows the cloaked Klingon fleet to mission might be drummed out of the defense force or even
move undetected through the tachyon grid and mount a banished from the Empire altogether. In this case, further
successful attack against the Dominion fleet in the Tylannis adventures might center on restoring their lost honor or
Sector. If the player characters managed to extract the fleet seeking refuge in distant corners of the Galaxy. Whatever
deployment data from the outpost’s computer core, the the case, if you and your players enjoyed this experience,
Klingon fleet routes the Dominion forces with few losses, consider picking up a copy of The Klingon Empire core
truly a glorious victory in the Empire’s war effort. If the player rulebook and use the full Star Trek Adventures ruleset to
characters failed to recover the data, the Klingon fleet suffers continue their glorious journey!
heavy losses in a grueling battle before the Dominion finally
abandons the sector.
attributes focuses
CONTROL 10 FITNESS 09 PRESENCE 09 X Composure
X Disruptors
DARING 11 INSIGHT 09 REASON 08
X Endurance
X Infiltration
disciplines
X Klingon History
COMMAND 04 SECURITY 04 SCIENCE 02
X Survival
values Stress
X Meditation hones a warrior’s instincts
Determination
weapons talents
chapter 2
28
DREG
Lt. Dreg, son of Voraken of the House of Kor, grew up on Qo’noS as a member of a highly influential family. Dreg joined the Klingon Defense
Force with the goal of earning enough glory for himself to receive a seat on the High Council. During a planetary skirmish in the earliest days of
the Dominion War, Dreg dashed across enemy lines to personally deliver intelligence to a platoon of Starfleet soldiers after communications were
jammed by Jem’Hadar. His heroism saved the Starfleet personnel, earning Dreg a commendation and some friends in Starfleet.
attributes focuses
CONTROL 09 FITNESS 12 PRESENCE 09 X Athletics
X Blades
DARING 10 INSIGHT 07 REASON 09
X Etiquette
X Federation Culture
disciplines
X High Council Politics
COMMAND 04 SECURITY 05 SCIENCE 04
X Intimidation
values Stress
X The teachings of Kahless
Determination
weapons talents
Pregenerated Characters
29
krovek
Sergeant Krovek, son of Groloth of the House of Grilka, was raised on a Klingon enclave overseeing a conquered world. His upbringing instilled
in him an unshakable belief that Klingons must conquer additional systems to ensure the health of the Empire. Krovek has proven himself a fierce
warrior in some of the bloodiest planetary battles of the Dominion War, making him the muscle of the Tylannis VII operation. He balances his
bloodlust with a passion for Klingon opera and poetry.
attributes focuses
CONTROL 09 FITNESS 12 PRESENCE 09 X Blades
X Deception
DARING 11 INSIGHT 08 REASON 07
X Hand-to-hand Combat
values Stress
X The Empire must expand or it will die
Determination
weapons talents
chapter 2
30
LURAL
Bekk Lural, daughter of none, grew up in an orphanage on a Klingon frontier colony under constant threat of Romulan attack. She enlisted in the
Klingon Defense Force as a way to get away from the harsh realities of her homeworld. She received a posting as a bekk helm officer on a bird-
of-prey, but, when several junior officers led a disastrous mutiny against the captain, her expert piloting kept the ship from crashing on the rocky
surface of a planet. The mutineers all belonged to noble Houses, so Lural was wrongly convicted for leading the rebellion. She was sentenced to a
term on the prison colony Rura Penthe. Accepting this dangerous mission to Tylannis VII might be the only way Lural will ever get out of prison.
attributes focuses
CONTROL 11 FITNESS 09 PRESENCE 08 X Astronavigation
X Atmospheric Maneuvering
DARING 09 INSIGHT 09 REASON 10
X Disruptors
X Helm Operations
disciplines
X Small Craft
COMMAND 02 SECURITY 04 SCIENCE 02
X Transporter Systems
values Stress
X The moment you let down your guard could be the moment
death strikes
X Any job in the defense force is better than Rura Penthe
Determination
weapons talents
Pregenerated Characters
31
karvara
Lieutenant Karvara, Daughter of Hurth, is an experienced engineer and demolitions officer. Growing up on a core world instilled in her a sense
of pride in the Empire. She studied cloaking devices and explosives alongside some of the brightest engineering minds in the Empire and was
recruited for the mission because of her demonstrated ability to improvise engineering feats under pressure.
attributes focuses
CONTROL 09 FITNESS 08 PRESENCE 08 X Cloaking Devices
X Composure
DARING 10 INSIGHT 09 REASON 12
X Explosives
X Mechanical Diagnostics
disciplines
X Structural Engineering
COMMAND 03 SECURITY 03 SCIENCE 03
X Warp Field Dynamics
values Stress
X Blow ‘em all to Gre’thor
Determination
weapons talents
chapter 2
32
Hur'krel
Lieutenant Hur’Krel, son of K’Chang, is a veteran surgeon in the Klingon Defense Force. He learned at an early age the importance of medicine
while growing up on a remote colony world surrounded by unforgiving wilderness. On an earlier duty posting, his ship was destroyed and Hur’Krel
and a handful of shipmates spent weeks on a jungle world before they were rescued. Hur’Krel lost his right eye in the explosion, which he replaced
with a prosthetic eye of his own design. The prosthetic works exactly as a natural eye and confers no special advantages or disadvantages, though
he’s quite proud of how well the color matches his natural eye.
attributes focuses
CONTROL 10 FITNESS 09 PRESENCE 08 X Battlefield Trauma
X Genetics
DARING 10 INSIGHT 08 REASON 11
X Klingon Philosophy
X Surgery
disciplines
X Survival
COMMAND 01 SECURITY 03 SCIENCE 04
X Virology
values Stress
X Today is a good day to die, but tomorrow is better
X Frontier medicine
Determination
weapons talents
Pregenerated Characters
33
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