TEXT: THE ROLEPLAYING GAME 
  QUICKSTART GUIDE
  
  1732011
  LCARS TERMINAL 978-1-912200-58-0
  191984
  221084
  CREDITS
  AUX SYS
  SYSTEM DESIGN
  NATHAN DOWDELL
  LINE DEVELOPMENT
  DAVE CHAPMAN AND SAM WEBB
  WRITING
  NATHAN DOWDELL, IAN LEMKE 
  AND SAM WEBB
  CANON EDITING
  SCOTT PEARSON
  COVER ARTWORK
  GUILLEM PONGILUPPI AND JOSEPH DIAZ
  INTERNAL ARTWORK
  MARTIN SOBR, STEVE STARK,  
  CONNOR MAGILL, ALAIN RIVARD,  
  RODRIGO TOLEDO, CRISTI BALANESCU, 
  JOSEPH DIAZ, AND NICK GREENWOOD
  ART DIRECTION
  SAM WEBB
  GRAPHIC DESIGN
  MATTHEW COMBEN
  LAYOUT
  RICHARD L. GALE 
  PRODUCED BY
  CHRIS BIRCH
  PUBLISHING ASSISTANT
  SALWA AZAR
  OPERATIONS MANAGER
  GARRY HARPER
  PRODUCTION MANAGER
  STEVE DALDRY
  COMMUNITY SUPPORT
  LLOYD GYAN
  WITH THANKS TO
  GENE RODDENBERRY, JOHN VAN CITTERS, 
  MARIAN CORDRY, VERONICA HART,  
  KEITH LOWENADLER, DAYTON WARD  
  AND SCOTT PEARSON
  PLAYTESTERS
  THE CREWS OF THE: 
  USS LEXINGTON
  USS VENTURE
  USS THUNDERCHILD
  USS BELLEROPHON
  Published by Modiphius Entertainment Ltd.
  2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K.
  INFO@MODIPHIUS.COM 
  WWW.MODIPHIUS.COM
  Modiphius Entertainment Product Number: MUH051246
  ISBN: 978-1-912200-58-0
  The 2d20 system and Modiphius Logos are copyright Modiphius 
  Entertainment Ltd 2017. All 2d20 system text is copyright Modiphius 
  Entertainment Ltd. Any unauthorised 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 
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  those people and events described in an historical context. TM & © 2017 
  CBS Studios inc. © 2017 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., 
  except the Modiphius Logo which is Modiphius Entertainment Ltd. This 
  is a work of fiction. Any similarity with actual people and events, past or 
  present, is purely coincidental and unintentional except for those people 
  and events described in an historical context.
  2 CHAPTER 01
  
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  5
  QUICKSTART RULES
  01.10 
  INTRODUCTION 
  06
  01.20 
  BASIC OPERATIONS 
  08
  01.30 
  CONFLICT 
  13
  QUICKSTART RULES
  CHAPTER 
  01.00 
  3874-2849222 284 87 
  8392 2994-66 001
  
  6
  Welcome to the Final Frontier. You are about to embark as 
  a Starfleet officer on a Federation starship headed for the 
  unknown, to boldly go where no one has gone before. As a 
  Starfleet officer you are among the best and brightest in the 
  Federation – commanders, pilots, scientists, engineers, and 
  doctors. Your starship, a vessel of great speed and power, 
  is the pinnacle of space exploration technology allowing 
  you and your crew to investigate new spatial anomalies and 
  support Federation worlds through the Galaxy.
  Star Trek takes place in a future in which Humans have 
  formed an alliance with hundreds of other worlds to support 
  one another and explore the Galaxy, pushing the boundaries 
  of both known space and knowledge. Scarcity of resources 
  is no longer an issue: replicators synthesize meals and 
  equipment. Peoples of all worlds travel faster than light 
  between systems, at warp, crossing whole sectors of space 
  in days or weeks. Away teams are teleported instantly to the 
  surface of a planet or between starships. Energy weapons 
  are used by both security personnel and starships, and 
  energy shields protect vessels from damage.
  The United Federation of Planets is surrounded by potentially 
  hostile powers on all sides. In the Alpha Quadrant, the 
  Cardassian Union and the Federation enjoy a tenuous peace 
  as their border is hit by militant colonists calling themselves 
  the Maquis. In the Beta Quadrant, the allied Klingon Empire 
  is a powerful militarist civilization spanning hundreds of 
  light years. The Romulan Empire, further toward the center 
  of the Galaxy, has been an adversary for centuries, indeed 
  CHAPTER 01 
  INTRODUCTION
  CHAPTER
  01.10 QUICKSTART RULES
  “ TO EXPLORE STRANGE NEW WORLDS, TO SEEK OUT NEW LIFE AND NEW CIVILIZATIONS, TO BOLDLY GO WHERE NO ONE  
  HAS GONE BEFORE.” 
  – CAPTAIN JEAN-LUC PICARD
   §
  Twenty-sided dice: d20s are used for resolving Tasks, and for 
  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 once.
   §
  Six-sided dice: You’ll need a half a dozen or so old-fashioned, 
  six-sided dice, otherwise referred to as d6s. These are used 
  relatively infrequently, mainly to roll on certain small tables.  
  If multiple six-sided dice are required, it will be noted as Xd6, 
  where X is the number of dice required so 2d6 shows that two 
  six-sided dice should be rolled.
   §
  Tokens: You’ll need some way to keep track of Momentum 
  and Threat (covered later). You’ll need six tokens, beads or 
  chips for Momentum, and around a dozen for Threat.
   §
  Paper, pens, pencils, etc.: For making note of Traits, or  
  making maps.
  WHAT YOU NEED TO PLAY
  
  7
  QUICKSTART RULES
  since before the Federation was formed. The Neutral Zone 
  is a buffer between the Federation and the Romulans. And 
  through a wormhole to the Gamma Quadrant thousands 
  of lightyears away, the Dominion poses a new threat to 
  everyone in the Alpha and Beta Quadrants.
  STARFLEET NEEDS A NEW CREW
  Star Trek Adventures is a roleplaying game using the 
  2d20 System. This quick start guide summarizes rules for 
  the game of discovery and adversity on alien worlds and 
  beyond the stars. You should read these rules before running 
  the sample mission in the second part of this booklet. The 
  mission itself introduces key concepts as you play through 
  the encounter.
  The next section addresses all the rules needed to play this 
  mission, beginning with a description of how Starfleet officers 
  are constructed and how Tasks are resolved.
  CHALLENGE DICE
  The third type of dice used are Challenge Dice, denoted in 
  Star Trek Adventures by this symbol: . These six-sided 
  dice are used primarily for inflicting damage and determining 
  how much protection a character receives from cover. Each  
  has four faces with three possible results – a score of 1,  
  a score of 2, and two faces showing the Starfleet insignia, 
  which is an Effect – and two blank faces for “no result”.
  A group of Challenge Dice is usually rolled all at once, and 
  the results added together. Multiple Challenge Dice are noted 
  as X , where X is the number of Challenge Dice rolled. So,  
  4  indicates four Challenge Dice should be rolled, and their 
  results added together.
  If you don’t have special Challenge Dice available, you can 
  use normal six-sided dice instead. Treat any die which rolls a 
  3 or 4 as blank, and any die which rolls a 5 or 6 as an Effect.
  D6 RESULT
  CHALLENGE DICE RESULT
  1
  1
  2
  2 
  3
  0
  4
  0
  5
  1, plus Effect
  6
  1, plus Effect
  CHALLENGE DICE RESULT TABLE
  Example: Lieutenant Commander Data hits a Borg Drone 
  with a blast from his Phaser, and rolls 6  for the damage.  
  He rolls 1, 2, and an Effect, and three blank faces for a total 
  score of 4 and he can activate an Effect. 
  
  8 CHAPTER 01 
  BASIC OPERATIONS
  CHAPTER
  01.20 QUICKSTART RULES
  The following section covers the core rules of Star Trek 
  Adventures, which will be used throughout the rest of 
  the game. These rules are the foundation for the other 
  rules in the game, and every Player should have a basic 
  understanding of these concepts during play.
  CHARACTERS
  Each character has several statistics, indicating their 
  competency with different physical and mental Attributes,  
  as well as their expertise in various Disciplines.
  ATTRIBUTES
  A character has six Attributes, ranging from 7 to 12:
   §
  Control – a character’s self-discipline, coordination and 
  fine motor skills.
   §
  Daring – a character’s bravery and quick thinking, or 
  acting without hesitation.
   §
  Fitness – a character’s physical strength and stamina.
   §
  Insight – a character’s understanding about their 
  environment and other people.
   §
  Presence –  a character’s personality, and ability to 
  command attention or respect.
   §
  Reason – a character’s logical and problem-solving 
  abilities.
  DISCIPLINES
  A character has six Disciplines, based on their training in 
  Starfleet:
   §
  Command – a character’s ability to direct a crew or lead 
  a team.
   §
  Conn – a character’s ability to pilot a starship or ground 
  vehicle.
   §
  Security – a character’s ability to defend themselves or 
  conduct investigations.
   §
  Engineering – a character’s ability to resolve mechanical 
  or technical problems.
   §
  Science – a character’s knowledge and understanding of 
  the universe.
   §
  Medicine – a character’s ability to heal others and treat 
  illnesses.
  FOCUSES
  Focuses represent specialized subjects about which the 
  character has more precise knowledge or experience.  
  These Focuses can be any topic, and apply to any  
  Attribute + Discipline combination where the Focus is 
  relevant to the Task.
  Examples: Astronavigation, Astrophysics, Cybernetics, 
  Diplomacy, Espionage, EVA, Exo-tectonics, Genetics, Hand 
  Phasers, Hand-to-hand Combat, Helm Operations, Infectious 
  Diseases, Quantum Mechanics, Shipboard Tactical Systems, 
  Spatial Phenomena, Transporters and Replicators, Virology, 
  Warp Field Dynamics, Xenobiology
  TASKS
  Whenever a character attempts to complete an activity where 
  the outcome is in doubt or failure is interesting, the character 
  attempts a Task.
  ATTEMPTING A TASK
  A Task involves a character’s Attributes, Disciplines, and 
  Focuses, and requires rolling two or more d20s.
  1. The Gamemaster chooses which Attribute and 
  which Discipline are appropriate for the Task being 
  attempted. They also consider whether any of the 
  character’s Focuses are applicable. Add together the 
  Attribute and the Discipline chosen. This is the Target 
  Number for the Task.
  2. The Gamemaster then sets the Difficulty of the Task. 
  This is normally between 0 and 5, but can go higher. The 
  Difficulty is the number of successes the Player must roll 
  on their d20s to successfully complete the Task.
  
  9
  QUICKSTART RULES
  3. The Player rolls their dice pool. The Player takes two 
  d20s, and may choose to purchase up to three additional 
  d20s by spending Momentum, adding to Threat, or using 
  Determination (see “Improving the Odds”, p.10). Once 
  additional dice – if any – have been purchased the Player 
  rolls their dice pool.
  4. Each die that rolls equal to or less than the Target 
  Number scores a single success.
  A. If there is an applicable Focus, then each die that 
  rolls equal to or less than the Discipline being used 
  scores two successes.
  B. Each die that rolls a natural 1 scores two successes.
  C. Each die that rolls a 20 causes a Complication (see 
  “Complications”, later)
  5. If the number of successes scored equals or exceeds 
  the Difficulty of the Task, then the Task is completed 
  successfully. If the number of successes is less than the 
  Difficulty of the Task, then the Task fails. Any successes 
  in excess of the Difficulty of the Task become Momentum 
  (see “Momentum”, p.11).
  6. The Gamemaster describes the outcome of the 
  Task. If the Task was successful, the Player may spend 
  Momentum to improve the result further. After this, the 
  effects of any Complications are applied. 
  Example: Scotty is attempting to squeeze additional 
  power out of the Enterprise’s engines. His Target Number 
  is his Control Attribute (11) and Engineering Discipline 
  (4), for a target of 15, and he has a Focus in Starship 
  Propulsion, and the Task has a Difficulty of 2. He rolls two 
  d20s, rolling a 4 and a 19: the 4 scores two successes 
  (thanks to his Focus in Starship Propulsion), while the 19 
  scores no success. With a total of two successes, Scotty 
  succeeds at his Task.
  TRAITS
  Locations, characters, and situations all come in a variety  
  of shapes and sizes, and these differences are handled in-
  game as Traits. Each Trait is a single word or a short  
  phrase, which describes a single significant fact about 
  whatever it is the Trait belongs to and remains in play so  
  long as it is true about the scene, character or place to  
  which it is attached.
  Traits, Advantages and Complications will do one of the 
  following things:
   §
  The Trait would not impact the Task and does not have 
  any effect.
   §
  The Trait is beneficial, and allows the Task to be 
  attempted when it might normally be impossible.
   §
  The Trait is beneficial, and reduces the Difficulty of the 
  Task by 1.
  
  10 CHAPTER 01
   §
  The Trait is detrimental, and increases the Difficulty of the 
  Task by 1.
   §
  The Trait is detrimental. It either prevents the Task from 
  being attempted when it might normally be possible, or 
  means the situation now requires a Task when one would 
  not normally be required.
  ADVANTAGES
  An Advantage is a Trait which is inherently positive or 
  beneficial, and which will never have a detrimental effect to 
  its owners.
  COMPLICATIONS
  A Complication is a Trait which is inherently negative or 
  problematic, and which will never have a beneficial effect 
  upon its owners.
  TASK DIFFICULTY
  Unless otherwise noted, most Tasks have a basic Difficulty 
  of 1, though more routine or straightforward Tasks may have 
  a Difficulty of 0, and more complex or problematic Tasks 
  will have higher Difficulties. After this, the Gamemaster then 
  considers if there are any other factors in the current scene or 
  environment, or affecting the characters involved, that would 
  alter the basic Difficulty.
  Example: Dr. McCoy is attempting to perform complex heart 
  surgery on Ambassador Sarek. This has a basic Difficulty of 
  2, but there are other factors. Firstly, Sarek is Vulcan, and 
  McCoy’s knowledge of Vulcan physiology is limited, which 
  increases the Difficulty by 1. Secondly, without a Vulcan 
  blood donor, the operation can’t be performed at all; this 
  Complication is overcome by having Spock donate blood 
  to the procedure, however. Thirdly, the Enterprise is Under 
  Attack, which is obviously disruptive, increasing the Difficulty 
  by 1. Together, these increase the Difficulty to 4. Fortunately, 
  McCoy has the Enterprise Sickbay and Nurse Chapel to  
  assist him.
  IMPROVING THE ODDS
  Star Trek Adventures provides several ways for characters 
  to improve their chances of success by buying additional 
  d20s to roll on a Task:
   §
  Assistance: One or more characters may assist the 
  Task. Each character attempting to assist rolls 1d20, 
  using a Target Number of their own Attribute + Discipline 
  combination. Any successes they score are added to the 
  Task’s success, providing the main character attempting 
  the Task scores 1 success.
   §
  Momentum: The spend Create Opportunity allows 
  characters to buy additional dice, representing 
  coordination, teamwork, and building upon prior 
  successes.
   §
  Threat: The Create Opportunity spend can be paid for by 
  adding to Threat instead of spending Momentum. This 
  represents taking risks or acting recklessly.
   §
  Determination: A character may spend Determination 
  to buy a single bonus d20 for the Task. This die is 
  considered to have already rolled a 1, and therefore 
  scores two automatic successes. Determination may  
  only be spent in certain circumstances, as described on 
  pages 12-13.
   §
  TALENTS: A few Talents that a character may have grant 
  them bonus d20s in specific circumstances. This costs 
  nothing but it must be the correct situation for use and 
  they still count towards the number of bonus d20s that 
  can be purchased.
  For the Gamemaster buying bonus d20s for Non-Player 
  Characters there are fewer options. The Gamemaster 
  may spend points of Threat to add dice to a Non-Player 
  Character’s Task roll. Typically, Non-Player Characters do not 
  have Determination.
  Circumstances can reduce the Difficulty of a Task, even down 
  to zero. At other times a Task may be so simple that it does 
  not require dice to be rolled at all. These are Simple Tasks. If 
  a Task is Difficulty 0, it does not require dice to be rolled. It is 
  automatically successful with zero successes and with no risk 
  of Complications. However, because no roll is made, it does not 
  generate Momentum of any kind, even bonus Momentum from 
  Talents, particularly advantageous situations, and the like. A 
  character also cannot spend Momentum on the result.
  At the Gamemaster’s discretion, a character can roll the dice 
  against a Difficulty of 0 and generate Momentum as normal. 
  Zero successes are required in this case so every success 
  generates Momentum, but this comes with the normal risk of 
  Complications as well. This sort of Difficulty 0 Task is useful if 
  it’s important to see how well a character does something, but 
  there’s no real chance of failure.
  DIFFICULTY ZERO TASKS
  
  11
  QUICKSTART RULES
  MOMENTUM
  Whenever a character attempts a Task and scores a 
  greater number of successes than the Difficulty, these extra 
  successes become Momentum, a valuable resource that 
  allows characters to complete Tasks more quickly or more 
  thoroughly than normal, or otherwise gain additional benefits. 
  Each success above and beyond the Difficulty of a Task 
  becomes one point of Momentum, which the character may 
  immediately use or save for later. Each point of Momentum 
  can be used or saved separately.
  The Player group may only ever have a pool of 6 
  Momentum at any one time.
  THREAT
  While not something that the Players interact with directly, 
  Threat is an integral part of Star Trek Adventures.  
  The Gamemaster makes uses of Threat to alter scenes,  
  empower Non-Player Characters, and generally make  
  things increasingly perilous and exciting. Players can 
  add points of Threat to the Gamemaster’s pool instead of 
  spending Momentum.
  DETERMINATION
  Determination can be used by any Player citing one of their 
  Values. The Player must justify how the Value applies to the 
  current situation. A point of Determination spent provides one 
  of the following benefits:
  The most common ways to use Momentum are listed below. 
  Immediate Momentum spends can happen at any time. Repeatable 
  Momentum spends can be done more than once in succession.
   §
  Create Advantage: spending two Momentum establishes some 
  new Advantage in addition to whatever effect the successful 
  Task had, or removes a Complication from the scene.
   §
  Create Opportunity (Immediate, Repeatable): add additional 
  d20s to a Task. These dice must be purchased before any 
  dice are rolled for the Task. The first die purchased costs 1 
  Momentum, the second one costs 2 Momentum, and the third 
  die costs 3 (for a total of 6 Momentum).
   §
  Create Problem (Immediate, Repeatable): a character 
  can choose to make things more difficult for an opponent, 
  increasing the Difficulty of a single Task by 1 for every two 
  Momentum spent. Create Problem must be done before any 
  dice are rolled for a Task.
   §
  Obtain Information (Repeatable): each point of Momentum 
  can be spent to ask the Gamemaster a single question, 
  answered truthfully, about the current situation.
  EXAMPLE USES 
  FOR MOMENTUM
  
  12 CHAPTER 01
   §
  Perfect Opportunity: a point of Determination may be 
  spent to grant the character a single bonus d20. This 
  bonus d20 is different because it is considered to have 
  resulted in a 1, giving two automatic successes. The limit 
  for additional d20s bought for a Task still applies.
   §
  Moment of Inspiration: a point of Determination may be 
  spent to re-roll all the character’s dice in their dice pool.
   §
  Surge of Activity: the character may immediately 
  perform another Task as soon as the current one has 
  been resolved.
   §
  Make It So: the character immediately creates an 
  Advantage that applies to the current scene.
  Example: Spock is attempting to uncover the truth behind a 
  conspiracy. Suspecting that the Enterprise’s computers have 
  been tampered with, he sets about testing his hypothesis. 
  This is a Reason + Engineering Task, using his Computers 
  Focus, with a Difficulty of 3. Given the Difficulty, and the 
  urgency, Spock buys an additional d20 for the Task. As Spock 
  is motivated by his Value, “Logic is the Beginning, not the 
  end, of Wisdom”, Spock may spend one Determination to 
  aid in his Task, which he does to buy an extra d20. This die is 
  considered to be a roll of 1, giving two successes.
  THREAT
  Throughout a game session, the Gamemaster will collect 
  Threat, and spend it to create problems for the Player 
  Characters. In this way, Threat creates tension that builds 
  throughout a story, eventually culminating in an exciting finale 
  that exhausts the Threat pool.
  The Gamemaster begins each session with 2 points of 
  Threat for every Player in the group. They gain Threat in 
  the following circumstances:
   §
  Immediate Momentum: whenever a character uses an 
  Immediate Momentum Spend, such as buying bonus 
  d20s, they can do this by adding to the Gamemaster’s 
  Threat pool, point for point.
   §
  Complications: when a character suffers one or more 
  Complications on a Task they or the Gamemaster may 
  choose not to have the Complication take effect, but this 
  is in exchange for adding two points to the Threat pool.
   §
  Threatening Circumstances: the environment or 
  circumstances of a new scene may be threatening 
  enough to warrant adding one or two points of Threat to 
  the pool. 
   §
  Non-Player Character Momentum: Non-Player 
  Characters with unspent Momentum cannot save it like 
  Player Characters because they do not have a group 
  Momentum pool. Instead, a Non-Player Character adds 
  unspent Momentum to the Threat pool.
  In return, the Gamemaster can spend Threat in a few 
  ways. Examples of these can be found in the mission that 
  accompanies these rules:
   §
  Non-Player Character Momentum: Non-Player 
  Characters may use Threat in all the ways that Player 
  Characters use group Momentum.
   §
  Non-Player Character Threat Spends: for any action 
  that would add one or more points to Threat, a Non-
  Player Character performing the same action or choice 
  must spend an equivalent number of points of Threat.
   §
  Non-Player Character Complications: if a Non-Player 
  Character suffers a Complication, the Gamemaster may 
  prevent the Complication by spending two Threat.
   §
  Complication: the Gamemaster may create a 
  Complication by spending two Threat.
   §
  Reinforcements: the Gamemaster may bring in 
  additional Non-Player Characters during a scene.  
  Minor NPCs cost one Threat apiece, while Notable NPCs 
  cost two.
   §
  Environmental Effects: the Gamemaster may trigger  
  or cause problems within the environment by  
  spending Threat.
   
  567-28 2037
  3077 3108-44 1045
  33 2795-72 5100
  302 4300-26 0066
  378-33 0235
  11-40 3016
  202-12 7734
  37947
  300369
  6411
  340
  4783
  TOXICOLOGY
  17
  19
  ORG
  122
  110
  55
  END
  EXO
  RAD
  12-3788
  19-3300
  17-2880
  21-5540
  12-3788
  19-3300
  
  13
  QUICKSTART RULES
  ENCOUNTERS
  Starfleet officers always do their upmost to avoid violence 
  and conflict, seeking a diplomatic resolution wherever 
  possible. There will always be times, however, when 
  diplomacy breaks down and Starfleet personnel must  
  defend themselves.
  ROUNDS AND TURNS
  Combat is played out in Rounds and Turns.
  Within each Round each character in a conflict encounter 
  takes one Turn. At the start of a conflict, the Gamemaster 
  determines a single character to take the first Turn. This is 
  normally a Player Character unless there is a story reason for 
  a Non-Player Character to go first.
  Order of play goes back and forth from Player Characters to 
  Non-Player Characters until everyone has had a Turn. The 
  next Round begins with the first Turn going to the side that 
  did not act last.
  ZONES AND DISTANCES
  Zones are defined by the terrain around the characters, and 
  tracking a character can be a matter of simple description. 
  An enemy might be “behind the control console” or “standing 
  by the shuttle”. This has the advantage of relying on natural 
  language and intuitive concepts rather than specific game 
  terms, and avoids the tracking of fiddly distances when there 
  are many characters present.
  Movement and ranged attacks need some sense of distance 
  to make them meaningful. In combat, the relative placement 
  of zones determines this distance. To keep things simple and 
  fluid, range is measured in one state and four categories:
   §
  The state of Reach is when an object or character is 
  within arm’s length of the character. It’s necessary to 
  be in Reach of a character to make a melee attack. 
  Being within Reach of an enemy is quite disruptive and 
  distracting, adding +1 to the Difficulty of any Task other 
  than a melee attack.
   §
  Close range is defined as the zone the character is 
  within at the time. Moving within Close range is a trivial 
  affair. Close range is, in essence, a distance of 0 zones.
   §
  Medium range is defined as any zone adjacent to the 
  character’s current zone. Medium range is a distance of 
  1 zone.
   §
  Long range is defined as objects and creatures two 
  zones away from a character’s current zone. Long range 
  is a distance of 2 zones.
   §
  Extreme range is any creatures and objects beyond Long 
  range. Extreme range is a distance of 3 or more zones.
  CONFLICT ACTIONS
  During a Turn in combat a character can attempt one Task 
  and several Minor Actions. A character can perform one 
  Minor Action for free. Each additional Minor Action costs 
  Momentum (Immediate) equal to the number of Minor Actions 
  already performed that Turn. Each Minor Action can only be 
  attempted once per Turn.
  MINOR ACTIONS
   §
  Aim: the character may re-roll a single d20 made on an 
  attack during this Turn.
   §
  Draw Item: the character may pick up an item within 
  Reach, draw a weapon or pull out another item carried on 
  their person or stowed in their gear.
   §
  Drop Prone: the character immediately drops to the 
  ground, making them a smaller target. A character may 
  not Drop Prone and Stand in the same Turn.
   §
  Interact: the character interacts with an object in the 
  environment. Complex interactions may require a  
  Task instead.
   §
  Movement: the character moves to any point within 
  Medium range. This Minor Action cannot be carried out if 
  the character performs any movement-related Tasks. 
  CONFLICT
  CHAPTER
  01.30 QUICKSTART RULES
  
  14 CHAPTER 01
   §
  Prepare: the character prepares for, or spends time 
  setting up, a Task. Some Tasks require a Minor Action to 
  be taken before the Task can be attempted, or the Minor 
  Action gives a bonus.
   §
  Stand: if the character is prone they may use a 
  Minor Action to stand, removing all the benefits and 
  disadvantages of being prone. A character may not 
  Stand and Drop Prone in the same Turn.
  COMBAT TASKS
   §
  Assist: the character performs some activity that will 
  grant an ally an advantage. The character nominates a 
  single ally with whom they can communicate and assists 
  their next Task. 
   §
  Attack: the character attacks an enemy or another  
  viable target.
   §
  Create Advantage: the character creates some 
  beneficial circumstance or removes a Complication.
   §
  Direct: this action is only available for commanding 
  officers. The character nominates a single other character 
  present who may immediately attempt a single Task, 
  assisted by the commanding character. 
   §
  Guard: the character finds some defensible position, 
  focuses on their surroundings, or otherwise gains 
  additional readiness for an attack.
   §
  Pass: the character chooses not to attempt a Task.
   §
  Ready: the character declares that they are waiting for  
  a specific situation or event to occur before attempting 
  a Task.
   §
  Recover: the character gets behind cover, and attempts 
  a Fitness + Command Task with a Difficulty of 2. They 
  gain one additional Resistance for each Effect rolled 
  on Cover Dice and regain the ability to Avoid an Injury. 
  (Regain 2 Stress per Momentum spent.)
   §
  Sprint: the character attempts to move further and more 
  quickly. This is a Fitness + Security Task, Difficulty 0. 
  Success means you move one zone, one additional zone 
  per Momentum spent (Repeatable).
   §
  First Aid: the character attempts to treat the injury of a 
  character within Reach. 
   §
  Other Tasks: a range of other Tasks can be performed 
  during combat. The Gamemaster can use their discretion 
  in setting limits on these tasks.
  
  15
  QUICKSTART RULES
  ATTACKS AND DAMAGE
  The process for making an attack is as follows:
  1. The attacker chooses a weapon for the attack. This 
  can be a ranged weapon, a melee weapon, or attacking 
  with no weapon (an Unarmed Strike).
  2. The attacker then nominates a viable target for that 
  weapon. A melee weapon (or an Unarmed Strike) can 
  only be used to attack enemies and objects within 
  Reach. A ranged weapon can be used to attack enemies 
  that are visible to the attacker.
  3. The character declares whether the attack is  
  intended to be Non-lethal or Lethal. If the character 
  intends to make a Lethal attack, add a single point to the 
  Threat pool.
  4. The attacker attempts a Task, determined by the type 
  of attack:
  A. For a melee attack, the attacker attempts a Daring 
  + Security Task with a Difficulty of 1, opposed by 
  the target’s Daring + Security (also Difficulty 1). If 
  the target wins the Opposed Task, then they are 
  considered to have made a successful attack instead.
  B. For a ranged attack, the attacker attempts a Control 
  + Security Task with a Difficulty of 2. This is not an 
  Opposed Task. The Difficulty of this Task increases 
  by 1 if there is an enemy within Reach of the attacker. 
  The Complication Range of the attack increases by 
  1 if there are creatures within Reach of the target. 
  A Complication may indicate that one of the other, 
  nearby creatures is struck by the attack.
  5. If the attack is successful the attacker inflicts 
  damage. Roll the number of  for the attack or hazard’s 
  damage rating. The total rolled is amount of damage the 
  attack or hazard inflicts.
  6. If the target has any Resistance Dice  (from Cover 
  and the like), roll those dice, and add the total rolled 
  to the character’s static Resistance, if any. The total is 
  the character’s total Resistance for that attack.
  7. Reduce the total damage rolled by one for each point 
  of total Resistance. If there’s one or more damage 
  remaining after this reduction, the character loses one 
  point of Stress for each point of remaining damage. The 
  character may also suffer an Injury if one or more of the 
  following conditions occurs: 
  A. If the character suffers five or more damage from 
  a single attack or hazard, after reduction from 
  Resistance, the character suffers an Injury.
  B. If the character is reduced to 0 Stress by that attack 
  or hazard, they suffer an Injury.
  C. If the character had 0 Stress before the attack or 
  hazard, and the attack or hazard inflicts one or more 
  damage, the character suffers an Injury. 
  If two of the conditions occur the character suffers two 
  Injuries, resolved one at a time. 
  When a character suffers an Injury they are incapacitated. They 
  cannot carry out any Minor Actions or attempt any Tasks for 
  the remainder of the scene. A character that suffers a second 
  Injury when already suffering from a Non-lethal Injury now 
  suffers from a Lethal Injury instead. A character that suffers an 
  Injury while already suffering from a Lethal Injury is dead.
  When a character suffers an Injury, they have the option to 
  avoid it as they can dive aside at the last moment, duck into 
  cover, or otherwise dodge out of the way. Avoiding an Injury 
  in this way has a price: it costs 2 Momentum (Immediate), 
  SCHEMATICS
  PHASERS
  PHASER TYPE-1
  PHASER TYPE-2
  PHASER TYPE-3
  
  16 CHAPTER 01
  or requires that the character suffer a Complication (minor 
  injury, collateral damage, etc.). A character may only Avoid an 
  Injury once per scene, though they may regain the ability (up 
  to one use) by taking the Recover Task.
  A character who succeeds at a melee attack whether they 
  were the attacker or the target can immediately leave their 
  enemy’s Reach instead of inflicting damage. The character 
  fends off their opponent instead of attacking.
  COMBAT MOMENTUM SPENDS
  Momentum is a key tactical resource during combat. When 
  a character generates Momentum in combat, they have 
  numerous options available to overcome their enemies, 
  empower their allies, and bolster their own prowess.
  The table below provides additional options available to 
  a character when they generate one or more Momentum 
  in combat. These are in addition to the normal uses of 
  Momentum, and any others that Players or the GM creates.
  Under Cost, where a spend is listed with an “R”, it is 
  Repeatable. Where the spend is listed with an “I”, it  
  means the spend is Immediate. If neither note is present, 
  then the Momentum spend may only be used once per 
  Round at most.
  TYPES OF ATTACK
  Weapons and other forms of attack, as well as the damage 
  caused by hazards, have a few common traits and values 
  that determine the specifics of how they function. The 
  key elements of a weapon are what type of weapon it is, 
  its damage rating, the weapon’s size, and any Qualities it 
  possesses that influence how it is used.
   §
  Type: this will either be Melee or Ranged, determining 
  how the weapon is used.
   §
  Damage Rating: this will be a number of , and possibly 
  one or more Damage Effect(s) that trigger when Effects 
  are rolled. All weapons gain additional  to their damage 
  rating equal to the Security Discipline of the character.
   §
  Size: weapons will either be one-handed (1H) or two-
  handed (2H). A 2H weapon can be used in one hand to 
  make an attack, but the Difficulty increases by 1.
   §
  Qualities: these are any additional rules, setting out 
  restrictions or benefits that apply to the weapon’s use.
  DAMAGE EFFECTS
  The following abilities provide additional benefits whenever 
  an Effect is rolled on the  (see Challenge Dice on page 7). 
  When one or more Effects are rolled, all Damage Effects that 
  apply to that attack are used:
   §
  Area: the attack covers a wide area and can 
  affect several targets at the same time. The attack 
  automatically affects any character or damageable 
  object within Reach of the initial target. It also affects 
  one additional target within Close range of the initial 
  target for each Effect result on the , starting with 
  the closest as determined by the Gamemaster. If 
  one or more Complications are rolled when using 
  an Area attack, the Gamemaster may choose to use 
  Complications to have the attack apply to an ally in the 
  area of the attack. A target cannot be hit if it would have 
  been more difficult to hit than the initial target.
   MOMENTUM SPEND
  COST
  EFFECT
  Bonus Damage
  1 (R)
  A character can increase the damage inflicted by a successful attack, regardless of the type of 
  attack. Each Momentum spent adds +1 damage.
  Disarm
  2
  One weapon held by the target is knocked away and falls to the ground within Reach.
  Extra Minor Actions
  1 (I, R)
  Take additional Minor Actions.
  Keep the Initiative
  2 (I)
  Pass the action order to another ally instead of the enemy; may only be done once before the 
  enemy has taken at least one Turn.
  Penetration
  1 (R)
  The damage inflicted by the current attack ignores two Resistance for each Momentum spent.
  Re-Roll Damage
  1
  The Player may re-roll any number of  from the current attack
  Avoid an Injury
  2 (I)
  Avoid suffering a single Injury. The cost may be paid by suffering a Complication instead. Other 
  factors may increase the cost further. May only  be used once per scene, though additional uses 
  can be obtained.
  Secondary Target
  2
  A second target within Reach of the attack’s target is also affected by the attack, and suffers half 
  the attack’s damage, rounding down.
  Swift Task
  2
  The character may attempt one additional Task, increasing the Difficulty by 1 over what the Task 
  would normally require.
  COMBAT MOMENTUM SPEND TABLE
  
  17
  QUICKSTART RULES
   §
  Intense: the attack is designed to inflict massive harm 
  on a target, incapacitating them far more effectively. The 
  Cost to Avoid an Injury caused by an Intense weapon 
  increases by one for each Effect rolled.
   §
  Knockdown: if one or more Effects are rolled on this 
  attack, then the target is knocked prone. The target may 
  resist this effect by adding a number of points to Threat 
  equal to the number of Effects rolled. For Non-Player 
  Characters, the Gamemaster spends points from Threat 
  instead of adding to Threat.
   §
  Piercing X: the attack ignores X points of the target’s 
  total Resistance for each Effect rolled.
   §
  Vicious X: the attack inflicts X additional damage for 
  each Effect rolled.
  QUALITIES
  The following additional Qualities alter the way a weapon 
  functions in a variety of ways:
   §
  Accurate: the weapon is especially precise, often 
  incorporating additional sights. If the character performs 
  the Aim Minor Action before making an attack with this 
  weapon then any number of d20s may be re-rolled, 
  instead of the normal benefits of aiming.
   §
  Charge: the weapon has an adaptable energy supply, 
  allowing its potency to be changed to different levels.  
  If the character performs a Prepare Minor Action before 
  attacking with this weapon, one of the following weapon 
  Damage Effects may be used in the attack: Area, Intense, 
  Piercing 2, or Vicious 1.
   §
  Cumbersome: the weapon takes patience and precision 
  to use effectively. The weapon cannot be used to attack 
  unless a Prepare Minor Action is performed during the 
  same Turn.
   §
  Deadly: the weapon is designed to kill; if the character 
  attempts to make a Non-lethal attack with this weapon, 
  the Difficulty of the attack increases by 1.
   §
  Debilitating: Medicine Tasks to perform First Aid on 
  characters injured by this weapon, or to heal Injuries from 
  this weapon, increase in Difficulty by 1.
   §
  Hidden X: the weapon is easy to conceal, or disguised 
  as something else. When the weapon is hidden any 
  search of the owning character requires an Insight + 
  Security or Reason + Security Task with a Difficulty of X 
  to find the weapon. A character may use a Minor Action 
  to conceal a Hidden weapon.
   §
  Inaccurate: the weapon is imprecise and clumsy, and very 
  little can be done to change that. The Aim Minor Action 
  gives no benefit when making an attack with this weapon.
   §
  Non-Lethal: The weapon is debilitating rather than deadly; 
  if the character attempts to make a Lethal attack with this 
  weapon, the Difficulty of the attack increases by 1.
  
  18 CHAPTER 02
  GALAXY CLASS
  RCS THRUSTER QUAD
  DORSAL PHASER ARRAY
  MAIN BRIDGE
  MAIN DEFLECTOR
  BUSSARD COLLECTOR
  WARP ENGINE FIELD GRILL
  IMPULSE ENGINE
  MAIN TRACTOR BEAM
  VENTRAL PHASER
  MAIN IMPLUSE ENGINE
  SHUTTLEBAYS 2 & 3
  MAIN SHUTTLEBAY
  LIFEBOAT HATCH
  VENTRAL PHASER
  
  19
  AWAY MISSION
  AWAY MISSION
  3478-2847308 392 44 
  3947 1643-86 002
  CHAPTER 
  02.00 
  
  20 CHAPTER 02
  INTRODUCTION
  “Signals” is a mission that serves as a great introduction to 
  Star Trek Adventures. This mission is meant to be played by 
  a Gamemaster and 3-6 Players, and has been designed to 
  demonstrate the core mechanics of the game.
  To run this mission, you will need to be familiar with the 
  mission itself and the Star Trek Adventures quick start rules 
  in the previous chapter of this booklet.
  You will need:
   §
  At least two 20-sided dice (d20) per Player, and several 
  6-sided dice (d6) to serve as Challenge Dice
   §
  A set of six chips or tokens for Momentum 
   §
  A set of twenty chips or tokens for Threat 
   §
  The pre-generated characters found in the back of  
  this booklet.
  SCENE 1: BEAMING DOWN
  Once your Players have sat down and you’re ready to begin, 
  read them the Captain’s log aloud (see below left).
  The Captain’s log is used to set the mood of a mission,  
  just like the beginning of a Star Trek episode, and this is the 
  beginning of the first scene. The Player Characters are the 
  members of an away team that have beamed down to the 
  surface of the planet Seku VI. 
  When you’re ready, set the scene by reading the  
  following aloud:
  “The broken and barren volcanic landscape of Seku VI lies 
  before you. The terrain is mostly volcanic rock, ash, and sand. 
  Some sparse vegetation, lichen and pale grass, clings to life. 
  Sharp, rocky ledges and deep ravines will make traversing 
  this terrain slow and tortuous. You have traced the signal of a 
  Starfleet combadge to this location and have beamed down 
  to the planet surface, but no wreckage of a runabout nor any 
  artificial structures or facilities are visible.”
  At this point, ask a member of the team to scan the area, 
  using a tricorder, for the origin of the signal. Ask them to 
  attempt an Insight + Science Task with a Difficulty of 1.  
  To do this, they add their Insight Attribute and their Science 
  Discipline scores together for their Target Number. They need 
  to roll equal to or below this number on each d20 to score a 
  success. By default, the Player will roll 2d20, checking the 
  result on each d20 to see how many successes they score.
  If they succeed, read the following aloud:
  “You get a fix on a location of two combadges, about 100 
  meters from your current location, down in the valley. As you 
  proceed, out of the corner of your eye, Security Officer, you 
  CAPTAIN’S LOG
  STARDATE 48311.3
  We’ve received a message from Narendra Station that a runabout 
  called the Susquehanna has gone missing in the Carina Nebula, 
  deep within the Shackleton Expanse. The Susquehanna was 
  investigating an unusual alien signal that originated from the nebula 
  when all contact was lost. We have been ordered to enter the 
  nebula, find the runabout, and determine the origin and cause of the 
  alien signal. Starfleet has also advised that Romulan and Ferengi 
  ships have been sighted in the region, so we should exercise 
  caution since they may well have detected the alien signal as well.
  SIGNALS
  CHAPTER
  02.10 AWAY MISSION
  “ FOR THAT ONE FRACTION OF A SECOND, YOU WERE OPEN TO OPTIONS YOU HAD NEVER CONSIDERED. THAT IS THE  
  EXPLORATION THAT AWAITS YOU. NOT MAPPING STARS AND STUDYING NEBULAE, BUT CHARTING THE UNKNOWABLE  
  POSSIBILITIES OF EXISTENCE.” 
  – Q
  
  21
  AWAY MISSION
  notice a figure lean around a corner, firing a line of green 
  disruptor energy in your direction, narrowly missing the away 
  team. You get into defensive positions and set your phasers 
  to stun…”
  If they fail, read the following aloud:
  “You cannot get a fix on a location. Security Officer, you 
  notice a figure duck behind a rock above you… You are 
  surrounded, with only enough time to draw your phasers 
  before the first disruptor shot is fired toward you!”
  This is your first conflict encounter. Two Romulans are hiding 
  at the beam down site, hoping to ambush anyone beaming 
  TRAITS: Romulan
  VALUE: I Will Not Fail in My Duty to the Empire
  ATTRIBUTES
  DISCIPLINES
  01
  COMMAND
  02
  SECURITY
  –
  SCIENCE
  02
  CONN
  01
  ENGINEERING
  –
  MEDICINE
  11
  CONTROL
  09
  FITNESS
  08
  PRESENCE
  08
  DARING
  10
  INSIGHT
  11
  REASON
   
  ROMULAN UHLAN [NOTABLE NPC]
  FOCUSES: Paranoid, Guerilla Tactics
  STRESS: 11 
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed Strike (Melee, 3  Knockdown, Size 1H, Non-
  lethal) 
   §
  Dagger (Melee, 3  Vicious 1, Size 1H, Deadly, Hidden 1)
   §
  Disruptor Pistol (Ranged, 5  Vicious 1, Size 1H)
  SPECIAL RULES:
   §
  Guile and Cunning: when attempting to remain hidden or 
  unnoticed, a Romulan may spend one Threat to increase  
  the Difficulty by 1 of any enemy Tasks to detect them. 
   §
  Wary: whenever a Romulan attempts a Task to notice or 
  detect an enemy or hazard they may re-roll one d20.
  down to the location of the Starfleet combadges. The 
  Romulans attack without hesitation and will not listen to  
  any negotiations.
  If the scanning Task succeeded let the Players make the first 
  move, allowing them to decide which away team character 
  will take the first Turn. If the scanning Task failed, and the 
  away team was ambushed, one of the Romulans will take the 
  first Turn.
  ENCOUNTER: ROMULANS
  Following the conflict rules, characters attempt Minor Actions 
  and Tasks and then hand over to the opposing side. With 
  only two Romulan Non-Player Characters, the Players will 
  
  22 CHAPTER 02
  SCENE 2: THE COMBADGE SIGNALS
  Not far from the landing or beam down location and 
  hidden behind a ledge, the away team discovers the two 
  Starfleet officers who attempted to beam down from 
  the Susquehanna. The electromagnetic interference had 
  apparently lead to a fatal miscalculation. Both officers are 
  partially buried in the ground with looks of pain and horror 
  on their faces. Describe the scene to the Players and allow 
  them to investigate the officers’ corpses. To get information 
  about the dead officers the Players will need to attempt more 
  Tasks, using whichever Attribute and Discipline combination 
  that seems most relevant to their actions. If a character has 
  a Focus of Transporter Technology or Replicator Technology 
  then it would apply, and any result on a d20 equal to or less 
  than their Discipline scores 2 successes.
  If they succeed in an investigation Task then tell them the 
  following information:
  “Both officers are partially buried in the ground, which means 
  that they were transported here and there was an accident. 
  They died from materializing inside the scrub floor.”
  If the Players gained any Momentum, tell them they can 
  spend some of it immediately to Obtain Information, learning 
  more about the scene. They can ask you any question about 
  take a few Turns before starting a new Round. Use the following 
  Non-Player Character statistics, using actions and Tasks to attack 
  the Player Characters with the uhlans’ disruptor pistols.
  Once the Romulans have either been stunned by the away team 
  or retreated from their ambush (at the Gamemaster’s discretion), 
  allow the Player Characters to recover any Injuries if this is needed 
  then read the following aloud:
  “Your combadges bleep with a communication from your starship. 
  As you respond, the captain’s voice tells you, ‘We’ve picked up a 
  new distress signal from the Susquehanna. She’s still out there, 
  and someone is alive and transmitting. Unfortunately, we’ve lost 
  contact, but at least we have something to go on. We’re departing 
  to intercept, but we need to you investigate the planet. Remain in 
  contact and we’ll rendezvous shortly.’
  “As you continue your scans of the area, your tricorders still 
  receive the alien signal coming from several kilometers to the  
  east, and two Starfleet combadges register as being nearby. To  
  the north, you see a thin pillar of smoke. Where would you like to 
  go first?”
  At this stage, the Players could follow three avenues of 
  investigation: the alien signal, the combadge signals, or the 
  smoke. You will find information about each of these  
  scenes below.
  
  23
  AWAY MISSION
  the scene, although it must be specific to the situation not 
  open ended. For each point of Momentum they spend, they 
  can ask one question. Possible answers are below:
   §
  The electromagnetic interference apparent in 
  the atmosphere and on the surface caused the 
  transporter systems to miscalculate the rematerialize 
  point on the planet.
   §
  Both officers died of severe shock and trauma, as their 
  bodies were effectively dismembered from below the 
  stomach.
   §
  The two officers were members of the Susquehanna 
  crew.
  SCENE 3: THE ROMULAN CRASH SITE
  The plume of smoke in the distance is the crash site of a 
  Romulan shuttle. The Romulans crash-landed just a few 
  kilometers north, and there is nothing of use there. 
  When the Players arrive at the site, read the following aloud: 
  “Several dead Romulans litter the ground around their 
  wrecked shuttlecraft. Tracks lead off to the east, and there are 
  several footprints.”
  Allow the Players to investigate the site if they wish. 
  Ask them to attempt Tasks with appropriate Attributes, 
  Disciplines and Focuses, with a base Difficulty of 1. If you 
  think circumstances would make the way the characters 
  are investigating the scene more difficult then feel free to 
  increase the Difficulty. If they are successful then read the 
  following aloud:
  “It appears the systems of the Romulan craft suffered some 
  form of overload, probably from the fluctuating energy 
  readings in the atmosphere. The pilot would have lost control 
  and crashed with some force by the look of the impact.”
  Any Obtain Information Momentum spends can be used to 
  confirm that the engine did indeed receive an energy strike, 
  overloading it. The piloting controls did not respond and 
  the shuttle crashed as a result. Around half of the personnel 
  aboard survived and made their way to the east.
  The most important piece of information to convey to the 
  Players is that the surviving Romulans moved off eastwards, 
  towards the alien signal.
  SCENE 4: THE ALIEN SIGNAL
  It takes a couple of hours for the away team to travel across 
  the terrain and reach the alien signal. The going is not 
  easy. You may wish them to carry out some Tasks using 
  appropriate Attributes, Disciplines and Focuses with a base 
  Difficulty of 1 while crossing deep crevices or treacherous 
  steep slopes. When they arrive, read out the following:
  “Cresting a ridge, you see a small settlement, a home for 
  about three dozen individuals, in the valley below. The 
  settlement lies at the base of a high ridge and consists of 
  several camouflaged dwellings. They also appear to have dug 
  into the cliff face. Two shuttle-sized ships are also parked and 
  obscured under camouflage netting. The netting is made of a 
  material that deflects sensor scans, which would explain why 
  you didn’t detect the ships or the buildings from orbit. At least 
  a couple of dozen figures move around among the buildings.
  “As you are examining the settlement, the rock in front of 
  you explodes from a phaser blast. Someone calls out from a 
  rocky outcropping nearby, ‘Hands up! That’s the only warning 
  you’re getting!’”
  The Players have two options here: they can try to persuade 
  the colonist who fired that their away team is no threat, or 
  they can fight their way out. Remind them that, as Starfleet 
  officers, they have a duty to resolve matters as peaceably 
  as possible.
  TRAITS: Human
  ATTRIBUTES
  DISCIPLINES
  02
  COMMAND
  03
  SECURITY
  –
  SCIENCE
  01
  CONN
  02
  ENGINEERING
  01
  MEDICINE
  12
  CONTROL
  09
  FITNESS
  09
  PRESENCE
  10
  DARING
  08
  INSIGHT
  07
  REASON
   
  FOCUSES: Guerrilla Tactics
  STRESS: 12 
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed Strike (Melee, 4  Knockdown, Size 1H, Non-lethal) 
   §
  Disruptor Rifle (Ranged, 7  Vicious 1, Size 2H, Accurate)
  DREV KATEL – SNIPER [NOTABLE NPC]
  
  24 CHAPTER 02
  PERSUADING THE AMBUSHER
  The person who ambushed the away team is human and 
  wearing civilian mining overalls, but is carrying a disruptor 
  rifle. To persuade them to stand down the team has to 
  negotiate using social conflict rules. This Task is called a 
  Persuade Task, and is a perfect moment for the first officer 
  to shine. This Persuade Task uses Presence + Command 
  with a Difficulty of 1. This is a challenging Opposed Task 
  that only has a slim chance of success with 2d20, so other 
  Players may want to assist. To do this, anyone assisting 
  the character attempting the Task rolls 1d20 against their 
  own Presence + Command or Security. The assisting 
  characters add any successes they generate to the 
  character attempting the Task, so long as that character 
  scores at least one success. Only two Players can assist the 
  Task, because too many people talking at once will confuse 
  and trouble the ambusher.
  The character attempting the Persuade Task may wish to 
  buy more dice, up to a maximum of 5. They can do this 
  by either spending Momentum or adding to the Threat 
  pool. The first die costs 1 point of Momentum/Threat, the 
  second costs 2 points, and the third additional die costs 
  3 points.
  This in an Opposed Task, which means the Non-Player 
  Character who jumped them will roll as well. Take 2d20 
  and attempt the same Task using the Sniper’s stats below. 
  Their Presence + Command gives you a Target Number 
  of 10. You may wish to buy more dice, to raise the tension 
  and provide yourself with a better chance of success. 
  You can do this with Threat using the same 1-2-3 cost 
  progression as Momentum.
  As an Opposed Task with a Difficulty of 1, there can be 
  several possible outcomes. Compare the number of 
  successes the Players score with your own successes 
  for Drev Katel. To succeed either party needs to score 1 
  success. If both you and the Players succeed, then compare 
  the Momentum scored on each side. The character with the 
  higher Momentum wins and achieves their goal, but loses 
  one point of Momentum for each point of Momentum their 
  opponent scored.
   §
  PLAYERS SUCCEED: If the Players succeed Drev is 
  still suspicious of them, but he will stand down and take 
  them to the settlement as a neutral party.
   §
  NEITHER GROUP SUCCEEDS OR THERE IS A DRAW: 
  Then begin an armed conflict between the away team 
  and Drev, using the conflict rules from scene 1. Bring  
  on two or three reinforcements, with the same stats as 
  Drev, by spending 4 or 6 Threat in the second Round  
  of combat.
   §
  YOU SUCCEED: Describe to the Players how the 
  characters voluntarily hand over their weapons before 
  Drev escorts them to the settlement.
  SCENE 5: MEETING THE BOSS
  If the Players surrender or are overcome by the snipers 
  they are brought before Ero Drallen, the leader of the 
  settlers. Ero is inclined to keep the crew’s weapons and 
  send them back out into the wastes. If asked about the 
  signal, Ero tells the away team that his people discovered 
  a strange pentagonal chamber deep inside the mountain 
  a little over a month ago. When they first entered the 
  chamber, the device activated and the signal has been 
  emanating ever since. If the players can convince him that 
  they can turn off the signal, he will let them into the caves, 
  sending one of his miners along to keep an eye on them. If 
  asked, he will return their weapons.
  
  25
  AWAY MISSION
  THE ALIEN DEVICE
  As the Players go into the mines, read the following aloud:
  “The mines cut deep into the cliff face, and then vertical 
  shafts drop several hundred meters. Rickety grav-lifts 
  of uncertain quality allow the miners, and yourselves, to 
  descend into the darkness. After winding through several 
  more caverns, you come to an area where the mine shaft 
  apparently ends at a metal wall. The wall has been cut 
  through, and on the other side is a pentagonal chamber. 
  Several control devices of some kind line the walls. In the 
  center of the room is what looks like a floating pentagonal 
  obelisk, carved from some type of hard stone. Strange sigils, 
  faintly illuminated with a soft blue light, are engraved into the 
  obelisk’s facings.”
  The obelisk resists all attempts to scan it but this is the origin 
  of the alien signal. Anyone touching the obelisk must make 
  a Control or Fitness + Security Task with a Difficulty of 3 
  or take 3  Damage (Non-lethal). If they are Injured, by you 
  scoring more than five damage in one roll, they are stunned.
  Analyzing the control panels and making a Reason + 
  Science Task with a Difficulty of 3 allows the Players to 
  work out they can shut off the signal using these controls, 
  by cutting off the connection from the faint power signature 
  behind the controls. Doing so will cause the blue light 
  within the obelisk to fade out and the control panels will not 
  respond to any further attempt at manipulation. 
  TRAITS: Romulan
  ATTRIBUTES
  DISCIPLINES
  01
  COMMAND
  02
  SECURITY
  –
  SCIENCE
  02
  CONN
  01
  ENGINEERING
  –
  MEDICINE
  11
  CONTROL
  09
  FITNESS
  08
  PRESENCE
  08
  DARING
  10
  INSIGHT
  11
  REASON
   
  STRESS: 11 
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed Strike (Melee, 3   Knockdown, Size 1H, Non-lethal)
   §
  Disruptor Pistol (Ranged, 5  Vicious 1, Size 1H)
  ROMULAN UHLAN [MINOR NPC]
  THE ALIEN DEVICE
  MAP
  TRAITS: Romulan
  VALUE: I Will Not Fail in My Duty to the Empire
  ATTRIBUTES
  DISCIPLINES
  03
  COMMAND
  02
  SECURITY
  01
  SCIENCE
  02
  CONN
  01
  ENGINEERING
  –
  MEDICINE
  12
  CONTROL
  09
  FITNESS
  09
  PRESENCE
  10
  DARING
  10
  INSIGHT
  10
  REASON
   
  FOCUSES: Paranoid, Guerrilla Tactics
  STRESS: 11 
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed Strike (Melee, 3  Knockdown, Size 1H, Non-lethal) 
   §
  Disruptor Pistol (Ranged, 5  Vicious 1, Size 1H)
  SPECIAL RULES:
   §
  Ambush: Whenever attacking an opponent who is unaware, the 
  Centurion may spend 2 Threat to allow the Centurion and all 
  Romulans under their command to re-roll any number of d20s 
  on their attack rolls.
  ROMULAN CENTURION [NOTABLE NPC]
  OBELISK
  CONTROL 
  PANELS
  ELEVATOR
  MINI-OBELISK
  CONTROL 
  PLATFORMS
  
  26 CHAPTER 02
  ENCOUNTER: THE ROMULANS RETURN
  The Romulan team that survived the shuttle crash has 
  managed to overpower the settlers above and is heading 
  down to take control of the ancient pentagonal site. When 
  the Players have discovered they can shut down the 
  pentagonal obelisk read the following:
  “You hear the distinct sound of disruptor fire, and as you  
  turn to face whatever is coming down the lift shaft, you see 
  the doors swish open and several Romulans step out.  
  Their leader, a male centurion, holding a disruptor pistol,  
  says, ‘Step away from the artifact, Starfleet. We’ve come 
  to take possession of this facility and these priceless 
  archeological finds...’”
  The centurion is lying. The Romulans are here because they 
  believe the obelisk is some form of weapon, and that it struck 
  their shuttle and overloaded their engines. The Romulans 
  aren’t in the mood to talk, so if the Player Characters try 
  to persuade them to work together or leave it will not 
  work. Start a normal combat where a Romulan Non-Player 
  Character takes the first turn.
  Begin combat, with the Romulan centurion and four Romulan 
  uhlans, using the stats on the previous page.
  CONCLUSION
  If the Romulans overwhelm the away team, end the mission 
  on a cliffhanger, with the away team locked up in Romulan 
  cells without weapons or communicators.
  If the Romulans have been stunned, or retreated, then the 
  away team should focus their efforts on shut down the 
  signal. This requires 3 successful Engineering Tasks (let the 
  Players describe which Attribute they will use and how their 
  characters act) with a Difficulty of 2.
  Once those Tasks are complete, the Players receive a 
  communication from their ship, so read aloud:
  “Come in away team... Commander, do you read me...?”
  From here, you are free to improvise a debrief by the captain 
  with the away team, asking them what they found and what 
  they accomplished. Consider these points, as they may 
  inform any missions you want to carry out in future (if you 
  and the group wish to create your own).
   §
  What is this alien obelisk? And what was its purpose?
   §
  Why were the Romulans here and what did they want?
   §
  What will happen now? Will Starfleet order the crew 
  to investigate the planet further? Or will they need to 
  diplomatically resolve this situation with the Romulans?
   §
  What assistance do the miners need?
  696855
  97868
  494743
  878555
  978533
  686
  687733
  987
  978777
  390334
  877000
  568666
  97977
  484003
  8779
  86864
  878228
  9064T4
  38485
  586622
  638409
  494866
  98855
  67655
  DANUBE CLASS RUNABOUT
  
  27
  CHARACTERS
  03.10 
  FIRST OFFICER 
  28
  03.20 
  CONN OFFICER 
  29
  03.30 
  CHIEF OF SECURITY 
  30  
  03.40 
  CHIEF ENGINEER 
  31
  03.50 
  SCIENCE OFFICER 
  32
  03.60 
  MEDICAL OFFICER 
  33
  PREGENERATED
  PLAYER CHARACTERS
  CHAPTER 
  03.00 
  1174-8869390 100 35 
  4802 2572-48 003
  
  28 CHAPTER 03
  COMMANDER LENARIS LOS (FIRST OFFICER)
  FIRST OFFICER
  CHAPTER
  03.10 PREGENERATED CHARACTERS
  ATTACKS:
   §
  Unarmed Strike (Melee, 3  Knockdown, Size 1H,  
  Non-lethal)
   §
  Phaser Type-2 (Ranged, 5 , Size 1H, Charge)
  EQUIPMENT: Combadge, Tricorder
   
  TRAITS: Bajoran
  VALUES:  
   
   
   
   §
  Eager and Ambitious
   §
  The Thrill of Discovery
   §
  True Liberation for All Species
   §
  A Starship Is a Home, a Crew Its Family
  ATTRIBUTES
  DISCIPLINES
  05
  COMMAND
  02
  SECURITY
  03
  SCIENCE
  03
  CONN
  02
  ENGINEERING
  01
  MEDICINE
  09
  CONTROL
  07
  FITNESS
  11
  PRESENCE
  10
  DARING
  09
  INSIGHT
  10
  REASON
  FOCUSES: Guerilla Tactics, Diplomacy, Survival, Composure, 
  Starfleet Protocol, 3D Chess
  TALENTS:
   §
  Executive Officer: When another character in communication 
  with you spends Determination, you may spend 3 Momentum 
  immediately to let that character regain their point of spent 
  Momentum.
   §
  Advisor: Whenever you assist another character using  
  your Command Discipline, the character being assisted  
  may re-roll one d20.
   §
  Tough: Whenever you Avoid an Injury, the cost is decreased  
  by 1, to a minimum of 1.
   §
  Strong Pagh: You have an unwavering faith in the Prophets. 
  Whenever you attempt a Task to resist being coerced or 
  threatened, you reduce the Difficulty of the that Task by 1.
   §
  Constantly Watching: When you attempt a Task to detect 
  danger or hidden enemies, reduce the Difficulty by 1.
  DETERMINATION: (Start with 1)  
    
  STRESS: 
   
   
  RESISTANCE: 0
  
  29
  CHARACTERS
  TRAITS: Human
  VALUES:   
   
   
   
   §
  To Fly the Ship, Know the Ship
   §
  The Drive for Discovery
   §
  Always Something to Learn
   §
  Propulsion Is a Science, Navigation an Art
  ATTRIBUTES
  DISCIPLINES
  01
  COMMAND
  02
  SECURITY
  04
  SCIENCE
  04
  CONN
  03
  ENGINEERING
  02
  MEDICINE
  11
  CONTROL
  08
  FITNESS
  09
  PRESENCE
  10
  DARING
  08
  INSIGHT
  10
  REASON
  FOCUSES: Navigation, Propulsion Systems, Shuttlecraft, 
  Subspace Physics, Quantum Mechanics, Avian Breeding
  TALENTS:
   §
  Flight Controller: When you analyze or repair any technology 
  related to flight or propulsion, you may use the Conn Discipline 
  instead of Engineering.
   §
  Bold (Conn): Whenever you attempt a Task involving your 
  Conn skill, and you buy one or more bonus d20s by adding to 
  Threat, you may re-roll a single die in your dice pool.
   §
  Jury-Rig: Whenever you attempt an Engineering 
  Task to perform repairs, you may reduce the 
  Difficulty by 2. If you do this, however, then 
  the repairs are only temporary, and will last a 
  single scene, plus one additional scene per 
  Momentum spent (Repeatable) before they  
  fail again. Jury-rigged repairs can only be 
  applied once.
   §
  Precise Evasion: Whenever you succeed 
  an Evasive Action Task, you may spend 
  two Momentum. If you do, the ship 
  does not suffer the increased  
  Difficulty for attacks normally caused 
  by the maneuver.
  LT. COMMANDER LIAN ZHANG
  CONN OFFICER
  CHAPTER
  03.20 PREGENERATED CHARACTERS
   §
  Computer Expertise: When you attempt a Task that 
  involves the programming or study of a computer 
  system, you may add one bonus d20 to your pool.
  DETERMINATION: (Start with 1)  
  STRESS: 
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed Strike (Melee, 3  Knockdown, Size 1H,  
  Non-lethal)
   §
  Phaser Type-1 (Ranged, 4 , Size 1H, Charge) 
  EQUIPMENT: Combadge, Tricorder
   
  
  30 CHAPTER 03
  LIEUTENANT COMMANDER CUELLAS ZHARATH
  TRAITS: Andorian
  VALUES: 
   §
  Lead by Example
   §
  Fortune Favours the Bold
   §
  Rash and Reckless
   §
  Proud Daughter of Andoria
  ATTRIBUTES
  DISCIPLINES
  04
  COMMAND
  04
  SECURITY
  01
  SCIENCE
  03
  CONN
  02
  ENGINEERING
  02
  MEDICINE
  08
  CONTROL
  10
  FITNESS
  09
  PRESENCE
  12
  DARING
  09
  INSIGHT
  08
  REASON
  FOCUSES: Squad Tactics, Fearless, Hand Phasers, Blades,  
  Starship Internal Security, Klingon Opera
  TALENTS:
   §
  Chief of Security: When aboard the ship, you have the 
  Advantage “Security Detachment”, which represents the ship’s 
  security personnel.
   §
  Bold (Security): Whenever you attempt a Task with Security 
  and buy one or more d20 by adding to Threat, you may re-roll a 
  single die in your pool.
   §
  Follow My Lead: Once per scene, when you succeed at a 
  Task during combat or another perilous situation, you may also 
  spend two Momentum. If you do, choose a single ally. The next 
  Task that ally attempts counts as having assistance from you, 
  using your Presence + Command.
   §
  Close Protection: When you make a successful attack, you 
  may spend one Momentum to protect a single ally within Close 
  range. The next attack against that ally, before the start of your 
  next turn, increases in Difficulty by 1.
   §
  The Ushaan: You are experienced in the tradition of honor 
  dueling known as the Ushaan; when you make, or defend  
  against, a melee attack, and you buy one or more dice with 
  Threat, you may re-roll your dice pool. Further, you have your 
  own Ushaan-tor.
  DETERMINATION: (Start with 1)  
  STRESS: 
   
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed Strike (Melee, 5  Knockdown, Size 1H,  
  Non-lethal)
   §
  Phaser Type-2 (Ranged, 7 , Size 1H, Charge)
   §
  Ushaan-tor (Melee, 6  Vicious 1, Size 1H)
  EQUIPMENT: Combadge, Tricorder
  CHIEF OF SECURITY
  CHAPTER
  03.30 PREGENERATED CHARACTERS
  
  31
  CHARACTERS
  TRAITS: Trill, Del Symbiote
  VALUES:   
   
   
   
   §
  Test Everything to Its Limits
   §
  Four Lifetimes of Adventure
   §
  Always Pad Your Estimates
   §
  Love Your Ship Like You Would Love a Child
  ATTRIBUTES
  DISCIPLINES
  02
  COMMAND
  01
  SECURITY
  03
  SCIENCE
  03
  CONN
  05
  ENGINEERING
  02
  MEDICINE
  09
  CONTROL
  08
  FITNESS
  08
  PRESENCE
  09
  DARING
  10
  INSIGHT
  12
  REASON
  FOCUSES: Astrophysics, Power Systems, Warp Drive, Damage 
  Reporting Procedures, Small Craft, Oenology
  TALENTS:
   §
  Chief Engineer: When aboard the ship, you have the 
  Advantage “Engineering Department”, which represents the 
  ship’s complement of engineers and technicians.
   §
  Joined: You have a Symbiote. Once per mission, you may 
  declare that a former host had a specific expertise. You gain a 
  single Focus for the remainder of the scene, as you draw upon 
  those memories.
   §
  Untapped Potential: Whenever you succeed at a Task where 
  you bought one or more additional dice with either Momentum 
  or Threat, you roll 1 . You receive bonus Momentum equal to 
  the total on the , or add one to Threat if an Effect is rolled.
   §
  Testing a Theory: When you attempt a Task using Engineering 
  or Science, you may roll one additional d20, so long as you 
  have completed a previous Task covering the same scientific or 
  technological discipline earlier in the same game session.
   §
  In the Nick of Time: Whenever you succeed at an Engineering 
  or Science Task that is part of an Extended Task, you may 
  ignore up to two Resistance for every Effect rolled.
  LT. (JUNIOR GRADE) HANOR DEL
  CHIEF ENGINEER
  CHAPTER
  03.40 PREGENERATED CHARACTERS
  DETERMINATION: (Start with 1) 
  STRESS: 
   
  RESISTANCE: 0
  ATTACKS:
   §
  Unarmed Strike (Melee, 2  Knockdown, Size 1H,  
  Non-lethal)
   §
  Phaser Type-1 (Ranged, 3 , Size 1H, Charge)
  EQUIPMENT: Combadge,  
  Tricorder, Engineering Toolkit
   
  
  32 CHAPTER 03
  TRAITS: Denobulan
  VALUES:   
   
   
   
   §
  Safety in Numbers
   §
  The First Step to Discovery Is the Theoretical
   §
  Serving Starfleet Is a Family Tradition
   §
  I Am the Voice of the Crew
  ATTRIBUTES
  DISCIPLINES
  01
  COMMAND
  02
  SECURITY
  05
  SCIENCE
  02
  CONN
  04
  ENGINEERING
  02
  MEDICINE
  09
  CONTROL
  10
  FITNESS
  08
  PRESENCE
  07
  DARING
  11
  INSIGHT
  11
  REASON
  FOCUSES: Anthropology, Biology, Quantum Mechanics,  
  Sensor Operations, EVA, Fencing
  TALENTS:
   §
  Technical Expertise: Whenever you attempt a Task assisted  
  by the ship’s Computers or Sensors, you may re-roll a single die 
  in your dice pool (which may be the ship’s die).
   §
  Studious: Whenever you spend one or more Momentum to 
  Obtain Information, you may ask one additional question (in 
  total, not per Momentum spent).
   §
  Parent Figure: When attempting or assisting a Task, and two 
  or more other characters are involved in the Task, the first 
  Complication generated on the Task may be ignored.
   §
  I Know My Ship: Whenever you attempt a Task to determine 
  the source of a technical problem with your ship, add one 
  bonus d20.
  DETERMINATION: (Start with 1)  
  STRESS: n n n n n n n n n n n n 
  RESISTANCE: 0
  LIEUTENANT NATALA
  SCIENCE OFFICER
  CHAPTER
  03.50 PREGENERATED CHARACTERS
  ATTACKS:
   §
  Unarmed Strike (Melee, 3  Knockdown, Size 1H,  
  Non-lethal)
   §
  Phaser Type-1 (Ranged, 4 , Size 1H, Charge)
  EQUIPMENT: Combadge,  
  Tricorder
   
  
  33
  CHARACTERS
  TRAITS: Vulcan
  VALUES:   
   
   
   
   §
  To Seek Out New Life…
   §
  Precision and Diligence Are a Doctor’s Primary Tools
   §
  Hesitation Is as Bad as Inaction
   §
  The Needs of the Many Outweigh the Needs of the Few
  ATTRIBUTES
  DISCIPLINES
  02
  COMMAND
  03
  SECURITY
  03
  SCIENCE
  01
  CONN
  02
  ENGINEERING
  05
  MEDICINE
  09
  CONTROL
  08
  FITNESS
  07
  PRESENCE
  10
  DARING
  11
  INSIGHT
  11
  REASON
  FOCUSES: Emergency Medicine, Surgery, Vigilance, Virology, 
  Defensive Tactics, Murder Mystery Stories
  TALENTS:
   §
  First Response: When attempting the First Aid Task during a 
  combat encounter, you gain a bonus d20, and you may always 
  Succeed at a Cost, with each Complication adding +1 to the 
  Difficulty of healing the Injury subsequently.
   §
  Kolinahr: You have undergone the ritual journey to purge 
  emotion. You decrease the Difficulty of all Tasks to resist 
  coercion, mental intrusion, pain, and other mental attacks by 2.
   §
  Quick to Action: During the first Round of combat, you and 
  your allies may ignore the normal Momentum cost to Keep the 
  Initiative.
   §
  Doctor’s Orders: When you attempt a Task to coordinate 
  others, or to coerce someone into taking or refraining from a 
  specific course of action, you may use your Medicine Discipline 
  instead of Command.
  DETERMINATION: (Start with 1)  n n n
  STRESS: n n n n n n n n n n n 
  RESISTANCE: 0
  LIEUTENANT T’PREL
  MEDICAL OFFICER
  CHAPTER
  03.60 PREGENERATED CHARACTERS
  ATTACKS:
   §
  Unarmed Strike (Melee, 4  Knockdown, Size 1H,  
  Non-lethal)
   §
  Phaser Type-1 (Ranged, 5 , Size 1H, Charge)
  EQUIPMENT: Combadge, Tricorder, Medkit
  
SOURCE: textdata/thevault/Star Trek RPG/Star Trek Adventures (2d20)/Star Trek Adventures - Quickstart.pdf