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MSTA The Klingon Empire - Quickstart (v1.0)

The Klingon Empire Quickstart Rules document provides an introduction to the Star Trek Adventures roleplaying game, where players assume the roles of Klingon warriors in a time of conflict. It outlines the game's mechanics, including character attributes, disciplines, and the process for resolving tasks through dice rolls. Additionally, it explains the use of Challenge Dice, advantages, and complications that influence gameplay outcomes.

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Nicolas Bertrand
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0% found this document useful (0 votes)
56 views37 pages

MSTA The Klingon Empire - Quickstart (v1.0)

The Klingon Empire Quickstart Rules document provides an introduction to the Star Trek Adventures roleplaying game, where players assume the roles of Klingon warriors in a time of conflict. It outlines the game's mechanics, including character attributes, disciplines, and the process for resolving tasks through dice rolls. Additionally, it explains the use of Challenge Dice, advantages, and complications that influence gameplay outcomes.

Uploaded by

Nicolas Bertrand
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE KLINGON EMPIRE

QUICKSTART RULES
910132

CREDITS
26871’

6246 37931

LEAD DESIGNER INTERIOR ARTWORK ARTISTS VIDEO CONTENT PRODUCER


NATHAN DOWDELL TOMA FEIZO GAS, NICK STEVE DALDRY
GREENWOOD, WAYNE MILLER,
ADDITIONAL RULES DEVELOPMENT GRZEGORZ PEDRYCZ, PAOLO HEAD OF RETAIL
SAM WEBB PUGGIONI, TOBIAS RICHTER, WILL SOBEL
MARTIN SOBR & CBS STUDIOS
WRITERS CUSTOMER SERVICE
FRED LOVE & JIM JOHNSON PROJECT MANAGER LLOYD GYAN
JIM JOHNSON
EDITOR OFFICE MANAGER
JIM JOHNSON PRODUCTION MANAGER SHAUN HOCKING
PETE GROCHULSKI
GRAPHIC DESIGN DATA ANALYST
MICHAL E. CROSS CHIEF CREATIVE OFFICER BENN GRAYBEATON
CHRIS BIRCH
LAYOUT DESIGN BOOKKEEPER
RICHARD L. GALE & CHIEF OPERATIONS OFFICER VALYA MKRTCHYAN
MICHAL E. CROSS RITA BIRCH
FOR VIACOMCBS
LAYOUT MANAGING DIRECTOR MARIAN CORDRY
ROXANNE THOMPSON CAMERON DICKS
WITH THANKS TO
ART DIRECTORS HEAD OF PRODUCT GENE RODDENBERRY, JOHN VAN
KATYA THOMAS, JIM JOHNSON, SAM WEBB CITTERS, MARIAN CORDRY, DR.
MICHAL E. CROSS & LAWRENCE M. SCHOEN, AND TO THE
RICHARD L. GALE HEAD OF CREATIVE SERVICES MANY FANS WHO HAVE SUPPORTED
JON WEBB THIS GAME
COVER ARTIST
RODRIGO GONZALEZ

Modiphius Entertainment Ltd.


2nd Floor, 39 Harwood Rd, The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd.
London SW6 4QP, 2021. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any unauthorised
United Kingdom use of copyrighted material is illegal. Any trademarked names are used in a fictional
manner; no infringement is intended. This is a work of fiction. Any similarity with actual
people and events, past or present, is purely coincidental and unintentional except for
[email protected]
those people and events described in an historical context. TM & © 2021 CBS Studios
www.modiphius.com Inc. © 2021 Paramount Pictures Corp. STAR TREK and related marks and logos are
trademarks of CBS Studios Inc. All Rights Reserved.

Artwork and graphics © and ™ CBS Studios Inc. All Rights Reserved.,
Modiphius Entertainment except the Modiphius Logo which is Modiphius Entertainment Ltd.
Product Number: MUH052278-PDF
KLINGON QUICKSTART

CONTENTS
96241

14501 97136

9262

378

5732

9574
372
24
7’

01.10 Quickstart rules 02


01.20 Basic Operations 04
01.30 Conflict 13
02.10 The Tip of the Bat'Leth 21
02.20 Pregenerated characters 28

6246 37931
26871’

1
CHAPTER KLINGON QUICKSTART
01.10

QUICKSTART RULES
lIH

“WE ARE KLINGONS…WE DON’T EMBRACE OTHER CULTURES, WE CONQUER THEM.”

– GENERAL MARTOK

introduction superpowers in the Alpha Quadrant capable of resisting the


encroaching might of the Dominion.
Welcome to Star Trek Adventures, where you, the players,
take on roles of fearless Klingon warriors, venturing into the You may be assigned to a warship caught up in the heat
Galaxy to investigate, claim, conquer, or encounter the wide of these events, or sent on a different mission altogether –
diversity of beings and locations the Star Trek universe has perhaps venturing into unexplored regions of space such as
to offer. Your characters may be captains, commanders, the Shackleton Expanse to be the first to claim resource-rich
lieutenants, rank and file warriors, or even junior officers eager worlds for the Empire or to make amazing discoveries that will
for their first taste of battle and glory. Whatever their role or bring honor to your House and glory to the Empire.
rank, your characters are assigned to warships, space stations,
border outposts, and colonies across the Galaxy. Engage Roleplaying
There is a good chance that you already have experience
It is a dangerous time in the Empire’s history – Earth year 2371. with roleplaying games, and are familiar with the concepts
Starfleet’s U.S.S. Voyager NCC-74656 is reported as missing used in this game. In basic terms, roleplaying games are
after beginning a secret mission in the Badlands, the traitors a form of shared storytelling. They are about stretching
Lursa and B’Etor will engage and destroy the Federation the imagination to experience exciting adventures out in
flagship U.S.S. Enterprise NCC-1701-D at Veridian III, and the vastness of space, on hostile planets, and in exotic
the combined Tal Shiar-Obsidian Order fleet will be wiped out locations. With the power of the players’ imagination, they
during a battle in the Gamma Quadrant, leaving the Klingon can experience encounters and situations far beyond that of
Empire and the United Federation of Planets as the only a traditional board game or video game.

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.

X Security – A character’s ability to defend themselves or Attempting a Task


conduct investigations. A task uses your character’s attributes, disciplines, and
focuses, and requires rolling a pool of two to five d20s.
X Engineering – A character’s ability to resolve mechanical Attempting a task follows a specific process:
or technical problems.
1. Choose Attribute + Discipline: The gamemaster chooses
X Science – A character’s knowledge and understanding of which attribute and which discipline are appropriate for
the universe. the task, and if any of the character’s focuses apply. Add

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.

Task Difficulty Complication


When the gamemaster asks you to attempt a task, they A complication is a trait which is inherently negative or
set the Difficulty of that task. Most tasks will have a basic problematic, and which will never have a beneficial effect
Difficulty of 1, though more routine or straightforward tasks upon its owners.
may have a Difficulty of 0, and more complex or problematic
tasks will have higher Difficulties. Tasks detailed elsewhere in Task Difficulty
this book list a basic Difficulty but even those tasks should be Unless otherwise noted, most tasks have a basic Difficulty
evaluated in context to determine if other factors impact how of 1, though more routine or straightforward tasks may have
difficult the task is. The gamemaster should also determine if a Difficulty of 0, and more complex or problematic tasks

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.

Both you and your opponent attempt a task as normal, each


with their own Difficulty. Both you and the gamemaster can Momentum than the Jem’Hadar. The gamemaster narrates that
spend Momentum (or Threat in the gamemaster’s case) to after a few moments of struggle, Worf forces his way past the
buy more d20s for the roll. The outcome of the opposed task Jem’Hadar’s defenses and brings down his foe. Worf has 1
depends on both characters’ task results, and Momentum Momentum to spend as desired.
can be generated as normal.

X Active character succeeds, reactive character fails: Tasks


The active character achieves their goal, and their task is
successful. Each success generated by the active player Whenever you attempt a task and generate more successes
above their Difficulty generates 1 Momentum. than the Difficulty, these extra successes become
Momentum, a valuable resource that allows you to improve
X Active character fails, reactive character succeeds: on your success or save for the group. You don’t begin a
The active character fails to achieve their goal, and each mission with any Momentum – it only comes from action!
success generated by the reactive player above their
Difficulty generates 1 Momentum. Spending Momentum
The normal use for Momentum is to improve the outcome
X Both characters fail: The active character fails to of a successful task, such as gaining more information from
achieve their goal, and no Momentum is generated. research, inflicting more damage with an attack, or making
more progress with an ongoing problem.
X Both characters succeed: Compare the total
Momentum generated on each character’s task roll. The When a task is successful, the gamemaster will describe the
character with the higher Momentum wins, and achieves basic outcome of that task. You can then spend Momentum
their goal, but loses one Momentum for each Momentum to improve this outcome, or provide other benefits.
their opponent scored. The loser then discards all the Momentum used in this way doesn’t need to be declared
Momentum they generated, and cannot spend any. In the in advance, and each point can be spent one at a time as
case of a tie, the active character wins, but doesn’t have required. For example, a character may see how much
any Momentum left. damage an attack has inflicted before spending Momentum
to inflict more. Therefore, Momentum can’t be wasted on
Example: Lt. Commander Worf is locked in hand-to-hand something that wasn’t necessary.
combat with a Jem’Hadar warrior, and Worf lashes out with
his mek’leth. This is an opposed task, with a Difficulty of 1 Most uses for Momentum can only be used once on a task,
for each participant. Worf has Daring 11 and Security 4, for a or once in any given round in a conflict. Some Momentum
target number of 15, and is using his focus in Mok’bara. The spends are Repeatable, which means that they can be
Jem’Hadar warrior has Daring 11 and Security 3, for a target used as many times as you want and have the Momentum
number of 14. Worf rolls an 8 and a 12, scoring two successes, available to spend on them.
enough to generate 1 Momentum. The Jem’Hadar rolls a 6
and a 15, scoring only a single success and no Momentum. Some Momentum spends can be used whenever they
Worf wins, since he succeeded at the task and generated more are required, and may use points directly from the group’s

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.

A character has a complication range of 1 normally, meaning determination


whenever you roll a 20 you generate a complication.
Increasing the complication range by 1 (to range 2) means Determination represents your warrior’s drive to victory, their
that complications occur on the result of a 19 or 20 on a d20. relentless pursuit of glory, and their ability to push themselves
Increasing the complication range by 2 (to range 3) means when their beliefs align with their actions. You begin each
complications will occur on an 18, 19, or 20, and so forth, as session with 1 point of Determination, and you can have up
summarized on the Complication Range table. to 3 points of Determination at any time.

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:

COMPLICATION COMPLICATION OCCURS X Automatic Successes: You can spend 1 Determination


RANGE ON... to add a single bonus d20 to your dice pool that has
1 20
already rolled a 1, generating 2 successes automatically.
2 19-20
This must be the first d20 you buy using either
3 18-20
Determination or Momentum.
4 17-20
5 16-20
X Re-roll: You can spend 1 Determination to re-roll any
number of d20s in your dice pool.
Success at Cost
Some tasks can’t really be failed outright – rather, there X Additional Task: You can spend 1 Determination to
is uncertainty as to whether the task can be completed immediately perform another task as soon as this one
without problems. Your gamemaster may allow characters has been resolved. In combat, if you use Determination
to Succeed at Cost, either stating this before the task is to attempt an additional task, do not increase the
attempted, or providing the option after the dice have been Difficulty of the additional task.
rolled. If this option is provided, you can choose to succeed
at a task and suffer one automatic complication, in addition X Execute!: You can spend 1 Determination to immediately
to any caused by 20s being rolled. These complications create an advantage that applies to the current scene.
function exactly as those generated by rolling a 20, including
being able to trade them for 2 points of Threat, or using them X Ignore Injury: In combat, you may spend 1
to create other effects. Determination to ignore the effects of an injury, and
continue to act in the scene. You do not need to cite a
value to use this Determination spend.
RE-ROLLS
X Special Technique: You can spend 1 Determination to
When re-rolling your dice pool, you always choose the number of dice gain the benefits of a single talent for the duration of the
you want to re-roll. The new results replace the original results, even if current scene. You must meet the prerequisites for this
they’re worse than the original results. talent, and the gamemaster may veto talents which make
no sense for a character to suddenly obtain for a short
Some situations allow you to re-roll a specific number of dice, while while. This might represent some incidental knowledge
others allow you to re-roll all the dice in your dice pool. Either way, you or training the character possesses which isn’t normally
can always choose how many dice you want to re-roll, up to the number relevant, or the benefits of some piece of equipment or
of dice listed. other circumstantial factor.

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

encounters KEEPING THE INITIATIVE


Alternatively, at the end of your turn, you can spend 2
The Klingon way of life is full of conflict, from the campaigns Momentum (Immediate) to Keep the Initiative, handing the
of war throughout its myth and history, to the political conflict action to another player character instead. A character who
of noble houses, the High Council, and the challenges of takes a turn due to keeping the initiative must hand the next
power and honor amongst Klingon warriors in their posts turn over to the opposition. In any case, no character may
serving the Empire. This chapter deals with ways that Star take more than one turn per round in a conflict.
Trek Adventures resolves those conflicts.
Example: A trio of Klingon warriors (two player characters
and an NPC) are ambushed by a pair of Jem’Hadar. The
conflict structure Jem’Hadar are invisible, concealed by their Shrouding
ability, so the gamemaster determines that they go first. The
The sequence of events in a conflict scene is split into rounds gamemaster chooses the Jem’Hadar leader to take the first
and turns. In a round, each character takes a single turn, turn, killing the NPC Klingon in the process. After this, the
during which you can attempt a single task and several minor action passes to the Klingon player characters. One acts, and
actions. The round ends when the all the characters present generates 2 Momentum from her task, choosing to spend it
in the scene have taken a turn, if they can. to Keep the Initiative and pass to another warrior, who acts,
and then passes to the Jem’Hadar again. As all the (surviving)
At the start of a conflict, the gamemaster determines a Klingons have acted, and there is one Jem’Hadar remaining,
single character to take the first turn. They choose based on that Jem’Hadar acts and finishes the round. The next round
the following: begins with one of the Klingon warriors.

X Player characters: By default, the gamemaster chooses


a single player character to take the first turn. This may the warrior's way
be obvious, based on events that built up to the start of
combat, but if there is any uncertainty, they select the Combat, warfare, and martial prowess are where you earn
player character with the highest Daring attribute to take glory for your House, and for the Klingon Empire. There
the first turn. is no greater honor than victory, and these rules will give
you the means to attain those victories. Klingon warriors
X Non-player characters: If the NPCs have an obvious make up the greatest military force in the Alpha and Beta
reason to take the first turn, then the gamemaster can Quadrants, respected and feared in equal measure by allies
select an NPC to take the first turn. and enemies alike.

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).

MELEE COMBAT OPTIONS


minor actions
While risky, hand-to-hand combat is a versatile option: a successful
ACTION DESCRIPTION
melee attack can be used not only to inflict Stress, but also to disengage
Aim f Y
 ou can re-roll a single d20 when
you make an attack this turn. from the fighting, and potentially more besides this. The following are the
options for a character succeeding at a melee attack:
Draw Item f Y ou pick up an item within reach
or draw an item you are carrying.
f If the item doesn’t require a task X Disengage: The character may move safely away from their
to use, you can use it immediately opponent. The character moves to any point within Close range
for free.
which is outside of their opponent’s reach.
Stand/ f Y ou can drop to the ground,
Drop Prone making yourself a smaller target,
X Grapple: The character grabs their opponent. This requires that the
or move from prone to standing,
losing all the effects of being prone. character has an empty hand. This places a Grappled complication
f You cannot stand and drop prone on the target, which will prevent them from taking any actions
in the same turn. other than trying to break free (Difficulty 2, Fitness + Security) or
Interact f Y ou interact with an object in the attacking the grappling character (which increases in Difficulty by 1).
environment. The grappling character gains one bonus Momentum on all melee
f Complex interactions may require a attacks against the grappled character. The complication is removed
task instead. automatically when the grappling character chooses, or when they
Movement f M ove to any point within Medium move out of reach.
range. You cannot take this
minor action if you perform any
X Shove: The character forces their opponent away. The target
movement-related tasks this turn.
f This movement is slow and careful is moved out of reach, to any other point within Close range. In
enough to move through difficult addition, the character rolls their normal unarmed strike Stress dice,
or hazardous terrain without a but does not inflict any Stress; the Stress dice are rolled only to see
problem. if the knockdown effect triggers. If there is a hazard that a character
f If there are any enemies within
could be pushed over, then they will only fall if they are knocked
Reach of you, you cannot perform
this action. prone as part of this attack.

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.

TASKS Koloth buys an extra d20 by adding to Threat, and scores


You can attempt one task during your turn. You can attempt enough successes to not only hit the guard but boost his
a second task in your turn by spending Determination, Stress so that the guard is incapacitated.
spending 2 Momentum after your first successful task (your
next task increases in Difficulty by 1), or if you are the subject Ranged Combat Example: During battle, several Jem’Hadar
of the Direct task. soldiers beam onto General Martok’s warship, and Martok
and his loyal bridge crew find themselves surrounded. Martok
Melee Combat Example: Koloth, along with his allies, enters pulls his disruptor pistol and declares that he’s attacking to
the Albino’s stronghold and immediately engages with the kill a Jem’Hadar (adding 1 to Threat), buys an extra d20 with
security guards. Koloth attacks a guard to kill (adding 1 to Momentum, and opens fire, rolling his Control 9 + Security
Threat) and rolls his Daring + Security, scoring only a single 4 task. He generates the necessary 2 successes and hits his
success, while the guard generates one success on his own target. Martok rolls his 7A for Stress and deals enough to
Daring + Security task. Since Koloth was the aggressor, he incapacitate the Jem’Hadar.
wins the tie and rolls to inflict Stress. Not inflicting enough
Stress to knock out the guard, the fight continues, and the
guard attacks back during his own turn. On the 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.

Injured characters cannot be targeted by any further attacks


unless you generate 1 Threat (or the gamemaster spends
1 Threat for an NPC). Inflicting an injury on an already-
323765 injured character will kill them immediately, if the attack is
lethal – there’s only so much a body can take, even with the
423o89562 resilience of a Klingon warrior.
9347562
AVOIDING INJURY
298562175 Characters don’t sit idly by and suffer injuries. Many proud
42960298 warriors – including all player characters – have a limited
ability to fend off mortal wounds, by diving aside at the last
possible moment, pushing through the pain, or otherwise
dodging out of the way. This kind of desperate act cannot be
You sustain an injury if: done indefinitely, and it always comes at a price – whether
giving up on opportunities, giving the enemy an edge, or
X You suffer 5 or more Stress from a single attack or allowing some other problem to occur.
hazard, after reduction from Resistance.
When your character suffers an injury, you have the option
X Your Stress track is filled by that attack or hazard. of avoiding it. Avoiding an Injury is a Momentum spend
that prevents the injury from happening. Avoiding an Injury
X If your stress track was full before the attack or costs 2 Momentum (Immediate), and the character suffers
hazard, and the attack or hazard inflicts any Stress. no effects from being injured, and may continue to act as
normal. Avoiding an Injury does not remove any other effects
If two of these conditions are true from a single attack, you from the attack – Stress is still inflicted, the character may
sustain 2 injuries. have been knocked prone, etc.

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.

Consequences of Injuries Example: Commander Kurn, in hand-to-hand combat with


If the injury came from a non-lethal attack, your character several other Klingons during the Klingon civil war, disables
recovers from their injury at the start of the next scene, one of his attackers but is attacked from behind by another,
though not any complications they suffered because of those who stabs him with a d’k tahg dagger. The Klingon has 1
injuries. Your character regains consciousness, though they Momentum left from his attack, and rolls 4A for Stress,
might be a little dizzy or disoriented for a few moments. for a result of 1, 2, 0, and an effect, for a total of 4 Stress.
Of course, they may also have been captured while Spending his Momentum to add 1 to the Stress for a total
unconscious, which brings a new set of problems. of 5, the Klingon inflicts an injury on Kurn. Kurn chooses to
suffer a complication to pay for avoiding the injury, describing
If the injury came from lethal attack, then things can only it as taking a minor wound. He’s hurt, but can still stand and
get worse. At the end of a scene in which a character was fight for now.

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.

HEALING, INJURIES, AND COMPLICATIONS Effects


You may provide first aid to your fallen comrades to The following effects provide additional benefits whenever an
fight another day! If you succeed with the First Aid task, effect symbol is rolled on A. When one or more effects are
attempting a Daring + Medicine task with a Difficulty of 1, rolled, all effects that apply to that attack are triggered.
the injured character is stabilized and will not die at the end
of the scene. Your patient still requires proper treatment to X Area: The attack affects a wider area and can affect
recover from the injury fully and will be incapacitated until several targets at once. You automatically affect any
you do. character or damageable object within reach of the initial
target, and then one additional target within Close range
Recovering from the injury is a different matter and cannot of the initial target for each effect rolled, as determined
be done during a combat scene. When you are injured you by the gamemaster. If one or more complications is rolled
require treatment to remove your injury and return to active when using an Area attack, the gamemaster can choose
duty. Medical treatment to remove an injury is a Control to use complications to have an ally in the area affected
+ Medicine task with a Difficulty of 3, though traits such by the attack. A target cannot be hit if it would have been
as the equipment available, the place where the treatment more difficult to hit than the initial target.
is being performed, and the number of injury-related
complications the patient is suffering from can all adjust X Intense: The attack inflicts massive harm on a target,
this Difficulty. It is, naturally, much easier to treat serious incapacitating them far more swiftly. The Momentum
injuries in a well-stocked medical ward than it is to provide cost to Avoid an Injury caused by an Intense weapon
that same treatment in a damp cave with a basic medkit. increases by 1 for each effect rolled.
Success on this task removes the injury completely, as well
as all related complications. X Knockdown: If one or more effects are rolled on this
attack, then the target is knocked prone. The target can
If you need to heal any medical complications – any resist this effect by adding a number of points to Threat
complications that affect a character’s physical or mental health (or spend for NPCs) equal to the number of effects rolled.
– it takes a Control + Medicine task with a Difficulty of 2 to
remove one such complication, and additional complications X Piercing X: The attack ignores X points of the target’s
can be removed for 2 Momentum each (Repeatable). total Resistance for each effect rolled.

X Vicious X: The attack inflicts X additional Stress for each


weapons and effects effect rolled.

Stress inflicted by weapons and hazards have a few common QUALITIES


functions. The key elements of a weapon are the type of The following additional qualities alter the way the weapon
weapon it is, its Stress rating, the size of the weapon, and functions, some in positive ways, others by applying restrictions.
any qualities it possesses that influence how it is used.
X Accurate: The weapon is especially precise, often
X Weapon Type: Either melee or ranged, determining what incorporating sights that allow increased accuracy. If you
kind of attack you can make. perform the Aim minor action before making an attack with
this weapon, then you can re-roll any d20s in your dice pool.

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’!

the tip of the bat'leth


21
The scenario makes use of text to “set the scene” for the Call for a Control + Conn roll with a Difficulty of 2 as the
players at various junctures. The gamemaster can read this player characters attempt to recalibrate the guidance
text aloud to the players or paraphrase the information. mechanisms of each of their torpedoes. Success means a
player character’s torpedo skids safely to a stop near the
The main objective for this mission is to disable the Dominion intended rendezvous point on the moon’s surface. Failure
tachyon emitter on the moon orbiting Tylannis VII. means the torpedo plummets out of the sky and crash-lands
several kilometers away.
The gamemaster begins this scenario with 2 points of Threat
for each player character in the group. Characters who miss the landing zone emerge from their
torpedoes into a frozen wasteland.

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.

The Tip of the Bat'leth


23
The player characters also can attempt to gain entry by player characters to attempt to sneak past the patrolling
shutting down the forcefield protecting the hangar entrance. Jem’Hadar. This requires each player character to attempt
Doing so requires a Difficulty 3 Daring + Engineering task a Difficulty 1 Daring + Security task opposed by a Difficulty
to move in closely to the outpost and hack the forcefield 1 Insight + Security roll by the Jem’Hadar. You can roll for
by removing a panel from the outpost’s exterior, exposing each Jem’Hadar soldier individually or just make a single
the forcefield generator. They can also shut down the roll. If the player characters’ lowest roll generates a number
forcefield by dealing a total of 15 Stress to the forcefield with of Momentum points equal to or greater than the highest
energy weapons in a single round. In this case, the sound roll of the Jem’Hadar, then the player characters can move
of weapons fire alerts the Jem’Hadar soldiers inside the anywhere within medium range without being detected. If
hangar, activating the High Alert trait as described in the the Jem’Hadar win the opposed roll, they spot the player
accompanying sidebar. characters and attack.

If combat occurs, you might consider using Threat in several


act 2: carrying out different ways to make the fight more dynamic. Spending
the objective 1 Threat pays the escalation cost to allow a Jem’Hadar to
carry a Kar’takin blade. This might make for a more dramatic
The player characters might enter the compound through confrontation if the player characters choose to use daggers
the subbasement or enter directly into the hangar if they or bat’leths. You can also spend Threat to bring more
manage to shut down the forcefield. In any case, they will Jem’Hadar soldiers into the fight at a cost of 1 Threat per
have to make their way to the turbolift in the northeastern Jem’Hadar. These Jem’Hadar warriors drop their shroud in
corner of the hangar to access the emitter control room on any zone you choose.
the upper floor. The hangar deck also has a small infirmary
and a computer core, and each room is described in its own Player characters who examine the shuttle in the center of
section below. the hangar and successfully complete Difficulty 2 Insight +
Engineering task realize the shuttle’s warp core has been shut
Six Jem’Hadar warriors await in the hangar, and it’s likely down and several of the components for its warp nacelles
that a combat situation will break out. If the High Alert trait have been removed for maintenance. More information on
is activated, the soldiers are shrouded and await the player repairing the shuttle can be found in the next act.
characters. If the High Alert trait is not activated, two of the
Jem’Hadar patrol the hangar in a routine pattern while the A computer console in the southeastern corner of the hangar
other four work on the shuttle and engineering equipment controls the forcefield, which can be activated or deactivated
scattered throughout the hangar. You should allow the player with a Difficulty 2 Control + Conn roll.
characters to come up with a plan to reach the turbolift.
Infirmary: The doors along the southern edge of the corridor
Utility Basement: If the player characters swam into the open into an infirmary. Player characters can find basic
water pipes in the lake, they emerge into this room, which is medical equipment here with which to treat any injuries they
filled with machinery and is not routinely guarded. Analyzing may sustain during the course of this scenario. Any player
the machinery with a successful Difficulty 1 Reason + characters suffering from frostbite can remove the trait with a
Engineering task allows a player character to deduce that successful Difficulty 1 Control + Medicine roll.
the machinery pumps freshwater from the lake and also
harnesses geothermal energy from the moon’s core to power Computer Core: The doors along the northern edge of
the outpost. The power conduits lead upward, an indication the corridor open into a room crammed with computer
that most of the outpost’s heavy equipment resides equipment. The computer core receives and sorts all of the
aboveground. A metal stairway leads upward into the hangar. coded transmissions sent and received at the outpost. Player
characters who examine the computer core suspect they
Hangar Deck: A single shuttle rests in the center of an might be able to extract valuable intelligence if they manage
expansive hangar deck. Engineering equipment and shuttle to overcome the security measures the Dominion uses to
components lie scattered throughout the deck, and a large protect sensitive data.
doorway in the south wall allows small craft to enter and
exit the hangar. A forcefield protects the hangar from the A successful Difficulty 4 Daring + Engineering task allows
icy conditions outside. Two automatic doorways line a short the player characters to overcome the security lockout
corridor in the northwestern corner of the hangar. At the end and access Dominion fleet deployment data for the
of the corridor is a set of turbolift doors. entire Tylannis Sector. Failing the task activates a security
subroutine that shuts the computer core down and activates
The six Jem’Hadar in the hangar will fight to the death to the High Alert trait if it has not already been activated.
stop the player characters from reaching the turbolift. If
the outpost has not gone to high alert, it’s possible for the

chapter 2
24
Jem'hadar warrior [MINOR]
TRAIT: Jem'Hadar

Attributes
CONTROL 10 FITNESS 12 PRESENCE 07

DARING 11 INSIGHT 10 REASON 07

Disciplines
COMMAND 01 SECURITY 02 SCIENCE –

CONN 02 ENGINEERING01 MEDICINE –

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.

The Jem’Hadar soldiers defend the emitter with their lives,


and they cannot be surprised. The gamemaster should
If the player characters successfully mine the fleet consider spending 2 Threat at the start of this scene to allow
deployment data and deliver it to their superiors, the Klingon the Jem’Hadar to set up an ambush in the control room. This
fleet can use it to great advantage in the battle to conquer means the Jem’Hadar have taken a defensive posture and await
the sector. the player characters. In this case, the initiative begins with the
Jem’Hadar, and they do not waste time with negotiation.
Emitter Control Room: Riding the turbolift to the upper
level of the outpost deposits the player characters in the However, as combat breaks out, the player characters hear
emitter control room. This is a relatively small room filled with the sound of someone yelling for help from the office on the
computer consoles where three Jem’Hadar soldiers operate far side of the control room. Player characters who enter the
and oversee the tachyon emitter. A window above the main office to investigate discover a bruised and beaten Klingon
computer console grants a view of the emitter, which is general tied to a chair. This Klingon general is actually the
an enormous machine that takes up most of the space on Founder attempting to deceive the player characters and
the upper floor of the outpost. A second doorway on the infiltrate the Klingon Defense Force.
opposite side of the control room opens into an office space
where the Founder who commands the outpost spends most Gamemaster Note: The player characters may have to deal
of their time. with two separate situations on the upper floor of the outpost.
The first is shutting down the tachyon emitter. The other is

the tip of the bat'leth


25
dealing with the Founder masquerading as a Klingon general. the second part of the linear challenge, a Difficulty 3 Control
You can handle these situations one at a time in separate + Engineering task. Success means the plan works and
scenes or allow the scenes to play out simultaneously by the emitter machinery whirs to a halt and will take weeks
“cutting” back and forth if the player characters decide to to repair. Failing either of the tasks in the linear challenges
split up. means the Dominion security lockouts prevented the player
characters from sabotaging the emitter.
SHUTTING DOWN THE TACHYON EMITTER
Shutting down the emitter permanently and safely will If the player characters fail the linear challenge, they still have
require the player characters to complete a series of tasks a last-ditch option. Firing a disruptor directly into the tachyon
in a particular order known as a linear challenge. In this generator will cause an explosion that will destroy the emitter.
case, there are two tasks that must be completed. The first However, any character remaining on the top level of the
task is a Difficulty 3 Insight + Engineering roll to analyze outpost will take 6A damage from the explosion.
the tachyon emitter to discover an exploitable weakness in
its design. Success means the player characters determine THE FOUNDER
that overloading the emitter with too much energy from the The Founder tells the player characters that he is General
geothermal power relays in the subbasement will fuse many Glug and that he was taken prisoner in a recent starship
of the emitter’s components. Carrying out the plan requires battle and brought to this outpost where he was interrogated
and beaten by the Jem’Hadar. This is, of course, a lie
intended to gain the sympathy of the player characters.
Founder [Notable]
The player characters can discern the Founder’s true identity
TRAIT: Changeling with a tricorder scan, which requires a Difficulty 5 Insight +
Science task. The Founder does not resist such scans but
VALUE: Never trust a solid. refuses to take a blood test.

Attributes Player characters can expose the Founder’s ruse through


social conflict as well. The Founder will not respond to
CONTROL 07 FITNESS 08 PRESENCE 11 attempts at intimidation or negotiation, but the player
characters can attempt deception or provide evidence
DARING 08 INSIGHT 10 REASON 10
that the Founder is not who they say they are. Deception
might involve tricking the Founder with information only a
Disciplines real Klingon general could know. Evidence might include
asserting that a high-value prisoner is unlikely to be
COMMAND 03 SECURITY 02 SCIENCE 02 imprisoned in an office next to a strategically important
tachyon emitter. If the player characters use either of these
CONN 01 ENGINEERING01 MEDICINE –
strategies, they can attempt a Difficulty 3 Presence +
Command Persuasion task. A success forces the Founder
FOCUSES: Military Tactics, Politics, Deception to admit their true identity. In this case, or if the player
characters insist on taking a blood sample, you can spend
STRESS: 10 RESISTANCE: 2 1 Threat to turn the Founder into a Cardassian vole that
scurries from the room and escapes. The Founder may try
ATTACKS: to mount an assault on the player characters later or simply
X Unarmed Strike (Melee, 3A, Knockdown, Size 1H) hide out until the player characters leave.

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.

the tip of the bat'leth


27
DORANESH
Commander Doranesh, daughter of Tofgar, grew up in the House of Palkar, a minor House on an isolated Klingon colony. She’s a veteran command
officer who has seen extensive action during the Dominion War, though she has never risen above the rank of first officer. Early in her career, she
discovered a finely-crafted bat’leth among an ancient ruin, which has become her prized possession. During a Cardassian ambush, Doranesh
hacked her foe’s transporter buffer to send a team of warriors onto the Cardassian bridge to take command of the enemy ship. The episode likely
would have earned her the rank of captain and her own bird-of-prey had she been born into a major House.

TRAIT: Klingon RESISTANCE: 1 (Armor)

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

CONN 03 ENGINEERING 02 MEDICINE 01

values Stress
X Meditation hones a warrior’s instincts

X When in doubt, attack!

X Honor the dead – and learn from their mistakes


injuries
X A warrior must be prepared to improvise

Determination

weapons talents

X Brak’lul: Resistance is increased by 2 against non-lethal attacks.


NAME/TYPE Unarmed Strike 5 In addition, whenever Doranesh is the target of a First Aid task,
reduce the Difficulty of that task by 1, to a minimum of 1.
QUALITIES Melee, Knockdown, Size 1H, Non-Lethal X Warrior’s Spirit: When Doranesh attempts a melee attack, and
purchases one or more additional dice with Threat, she may
re-roll any number of d20s.
NAME/TYPE Bat'leth 7 X Veteran: Whenever Doranesh spends a point of Determination,
roll 1A. If an effect is rolled, immediately regain that spent point
QUALITIES Melee, Vicious 1, Size 2H of Determination.
X Follow My Lead: Once per scene, when Doranesh succeeds at a
task during combat or another perilous situation, she may spend
NAME/TYPE one Determination. When she does so, she may choose a single
Disruptor Pistol 7
ally. The next task that ally attempts counts as having assistance
from Doranesh, using her Presence + Command.
QUALITIES Ranged, Vicious 1, Size 1H

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.

TRAIT: Klingon, Ally of Starfleet RESISTANCE: 1 (Armor)

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

CONN 01 ENGINEERING 01 MEDICINE 01

values Stress
X The teachings of Kahless

X Loyalty to the Empire

X It is my destiny to sit on the High Council


injuries
X The Empire is stronger with Starfleet as an ally

Determination

weapons talents

NAME/TYPE X Brak’lul: Resistance is increased by 2 against non-lethal attacks.


Unarmed Strike 6
In addition, whenever you are the target of a First Aid task,
reduce the Difficulty of that task by 1, to a minimum of 1.
QUALITIES Melee, Knockdown, Size 1H, Non-Lethal
X Advisor: Whenever you assist another character using your
Command discipline, the character being assisted may re-roll
one d20.
NAME/TYPE D'k tahg Dagger 6
X Bold (Security): Whenever you attempt a task using the Security
discipline, and buy one or more d20s by adding to Threat, you
QUALITIES Melee, Vicious 1, Size 2H
may re-roll a single d20.
X Studious: Whenever you spend 1 or more Momentum to Obtain
Information, you may ask one additional question (in total, not
NAME/TYPE Bat'leth 7 per Momentum spent on Obtain Information).

QUALITIES Melee, Vicious 1, Size 2H

NAME/TYPE Disruptor Pistol 8

QUALITIES Ranged, Vicious 1, Size 1H

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.

TRAIT: Klingon RESISTANCE: 1 (Armor)

attributes focuses
CONTROL 09 FITNESS 12 PRESENCE 09 X Blades

X Deception
DARING 11 INSIGHT 08 REASON 07
X Hand-to-hand Combat

X Jem’Hadar Ground Tactics


disciplines
X Klingon Opera
COMMAND 01 SECURITY 05 SCIENCE 02
X Survival

CONN 04 ENGINEERING 02 MEDICINE 02

values Stress
X The Empire must expand or it will die

X Never pass up a chance to prove your mettle

X The strength of a warrior; the soul of a poet


injuries
X Foes who are without honor deserve no mercy

Determination

weapons talents

NAME/TYPE X Brak’lul: Resistance is increased by 2 against non-lethal attacks.


Unarmed Strike 6
In addition, whenever you are the target of a First Aid task,
reduce the Difficulty of that task by 1, to a minimum of 1.
QUALITIES Melee, Knockdown, Size 1H, Non-Lethal
X Killer’s Instinct: When you choose to make a lethal attack,
you do not add to Threat for doing so. In addition, whenever an
enemy you can see attempts to make a lethal attack against you,
NAME/TYPE D'k tahg Dagger 6
you may add 1 to Threat to increase the Difficulty of their attack
by 1, as you react to their intent.
QUALITIES Melee, Vicious 1, Size 2H
X Warrior’s Strike: Your unarmed strike attack has the Vicious 1
effect.
X Pack Tactics: Whenever you assist another character during
NAME/TYPE Bat'leth 7 combat, the character you assisted gains 1 bonus Momentum if
they succeed.
QUALITIES Melee, Vicious 1, Size 2H

NAME/TYPE Disruptor Pistol 8

QUALITIES Ranged, Vicious 1, Size 1H

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.

TRAIT: Klingon RESISTANCE: 1 (Armor)

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

CONN 04 ENGINEERING 02 MEDICINE 02

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

X Warrior discipline is overrated


injuries
X Never let them see you sweat

Determination

weapons talents

NAME/TYPE X Brak’lul: Resistance is increased by 2 against non-lethal attacks.


Unarmed Strike 5
In addition, whenever you are the target of a First Aid task,
reduce the Difficulty of that task by 1, to a minimum of 1.
QUALITIES Melee, Knockdown, Size 1H, Non-Lethal
X Starship Expert: Whenever you succeed at a Conn task to
identify a type of starship, or to try and understand an unknown
form of starship, you gain one bonus Momentum, which may
NAME/TYPE D'k tahg Dagger 5
only be used on the Obtain Information Momentum spend, or to
pay part of the cost of the Create Advantage Momentum spend
QUALITIES Melee, Vicious 1, Size 2H
(where the advantage must represent some form of known or
observed weakness in the ship being studied).
X Untapped Potential: You may not have or increase any attribute
NAME/TYPE Bat'leth 6 above 11, or any discipline above 4 while you have this talent.
Whenever you succeed at a task for which you bought one or
QUALITIES Melee, Vicious 1, Size 2H more additional dice with either Momentum or Threat, roll 1A.
You receive bonus Momentum equal to the roll of the A and add
1 point to Threat if an effect is rolled.
NAME/TYPE Disruptor Pistol 7 X Constantly Watching: When you attempt a task to detect
danger or hidden enemies, reduce the Difficulty by 1.
QUALITIES Ranged, Vicious 1, Size 1H

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.

TRAIT: Klingon RESISTANCE: 1 (Armor)

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

CONN 02 ENGINEERING 04 MEDICINE 01

values Stress
X Blow ‘em all to Gre’thor

X For the glory of the Empire!

X A superior warrior requires superior gear


injuries
X A cloaking device is often the best weapon

Determination

weapons talents

NAME/TYPE X Brak’lul: Resistance is increased by 2 against non-lethal attacks.


Unarmed Strike 4
In addition, whenever you are the target of a First Aid task,
reduce the Difficulty of that task by 1, to a minimum of 1.
QUALITIES Melee, Knockdown, Size 1H, Non-Lethal
X Tough: Whenever you Avoid an Injury, the cost is reduced by 1,
to a minimum of 1.
X Bold (Engineering): Whenever you attempt a task with the
NAME/TYPE D'k tahg Dagger 4
Engineering discipline, and you buy one or more d20s by adding
to Threat, you may re-roll a single d20.
QUALITIES Melee, Vicious 1, Size 2H
X Jury Rig: Whenever you attempt an Engineering task to perform
repairs, you may reduce the Difficulty by 2, to a minimum of
0. If you do this, however, then the repairs are only temporary
NAME/TYPE Bat'leth 5 and will last only a single scene, plus one additional scene per
Momentum spent (Repeatable) before they fail again. Jury-rigged
QUALITIES Melee, Vicious 1, Size 2H repairs can only be applied once, and the Difficulty to repair a
device that has been jury-rigged increases by 1.

NAME/TYPE Disruptor Pistol 6

QUALITIES Ranged, Vicious 1, Size 1H

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.

TRAIT: Klingon, Prosthetic Right Eye RESISTANCE: 1 (Armor)

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

CONN 02 ENGINEERING 01 MEDICINE 05

values Stress
X Today is a good day to die, but tomorrow is better

X Frontier medicine

X Every battlefield needs doctors


injuries
X Wisdom with age

Determination

weapons talents

NAME/TYPE Unarmed Strike 4


X Brak’lul: Resistance is increased by 2 against non-lethal attacks.
In addition, whenever you are the target of a First Aid task,
QUALITIES Melee, Knockdown, Size 1H, Non-Lethal
reduce the Difficulty of that task by 1, to a minimum of 1.
X Field Medicine: When attempting a Medicine task, you may
ignore any increase in Difficulty for working without the proper
NAME/TYPE D'k tahg Dagger 4
tools or equipment.
X Veteran: Whenever you spend a point of Determination, roll
QUALITIES Melee, Vicious 1, Size 2H
1A. If an effect is rolled, immediately regain that spent point of
Determination.
X Personal Effects: Emergency Surgical Kit. This device allows
NAME/TYPE Bat'leth 5 Hur’Krel to attempt Medicine tasks to remove the injured or
frostbite trait without the need for a medical ward. However, this
QUALITIES Melee, Vicious 1, Size 2H device can be used only once.

NAME/TYPE Disruptor Pistol 6

QUALITIES Ranged, Vicious 1, Size 1H

Pregenerated Characters
33
EXPLORE STRANGE NEW
WORLDS ALL ACROSS
THE GALAXY

Expand the Star Trek Adventures Roleplaying Game core rulebook


with the complete collection of quadrant sourcebooks:
Alpha, Beta, Gamma, and Delta.

Each volume presents setting details focused on a specific quadrant,


information to expand the game beyond 2371, descriptions of worlds
and civilizations, many new playable character species themed around
the quadrant, and a wide selection of NPC vessels and characters to
challenge your crew. Set your course and engage warp drive!

® TM & © 2020 CBS Studios Inc. © 2020 Paramount


Pictures Corp. STAR TREK and related marks and
logos are trademarks of CBS Studios Inc.
All Rights Reserved.
EXPLORE NEW WORLDS

tales from the loop

The landscape was full of machines and scrap metal


connected to the facility in one way or another. Always
present on the horizon were the colossal cooling towers,
with their green obstruction lights. If you put your ear to the
ground, you could hear the heartbeat of the Loop – the
purring of the Gravitron, the central piece of engineering
magic that was the focus of the Loop’s experiments.

Scifi artist Simon Stålenhag’s paintings of Swedish 1980s


suburbia, populated by fantastic machines and strange
beasts, have won global acclaim. Now, you can step into
the amazing world of the Loop.

In this roleplaying game you’ll play teenagers solving mysteries


connected to the Loop. The game rules are based on Mutant:
Year Zero, which was awarded with a Silver ENnie for Best Rules
at Gen Con 2015.

the roleplaying game

Key features:
■ Create your unique player character – including skills, items, prides,
problems, and relationships – in mere minutes.
■ Explore the secrets of the Loop in two main game settings – one
based on the Swedish Mälaren Islands, the other on Boulder City,
Nevada.
■ Investigate mysteries and overcome trouble using fast and effective
rules, based on the Mutant: Year Zero game engine.
■ Play the four complete scenarios included, tied together in the
campaign named Four Seasons of Mad Science.

“RPG Tales from the Loop lets you channel Stranger Things and ET.”
the Verge

“Tales from the Loop could very well be the RPG phenomenon of 2017.”
geek & sundry

ISBN 978-1-910132-75-3
MUH050645

COPYRIGHT © 2017
SIMON STÅLENHAG AND FRIA LIGAN AB
9 781910 132753 roleplaying in the ’80s that neVer Was

®
modiphius.net
facebook.com/modiphius

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