TEXT: THE ORIGINAL SERIES 
  PLAYER CHARACTERS
  
  TERMINAL 978-1-912200-63-4
  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: MUH051315-PDF
  ISBN: 978-1-912200-63-4
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  2018. 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 events, past or present, is purely coincidental and unintentional except for 
  those people and events described in an historical context. TM & © 2018 CBS Studios 
  inc. © 2018 Paramount Pictures Corp. STAR TREK and related marks and logos are 
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  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.
  1370
  22
  101
  ND
  SYSTEM DESIGN
  NATHAN DOWDELL
  LINE DEVELOPMENT
  SAM WEBB
  WRITING
  PATRICK GOODMAN
  CANON EDITING
  MICHAL E. CROSS
  GRAPHIC DESIGN
  MATTHEW COMBEN
  LAYOUT
  RICHARD L. GALE
  ART DIRECTION
  SAM WEBB
  PRODUCED BY
  CHRIS BIRCH
  PUBLISHING ASSISTANT
  SALWA AZAR
  OPERATIONS MANAGER
  GARRY HARPER
  PRODUCTION MANAGER
  STEVE DALDRY
  COMMUNITY SUPPORT
  LLOYD GYAN
  3290
  21
  845
  SW
  CREDITS
  2
  
  THE ORIGINAL SERIES
  CHARACTERS
  3391
  107
  72
  AS
  THE ORIGINAL SERIES CHARACTERS
  3
  CONTENTS
  01.10 
  Introduction 
  04
  01.20 
  Captain James T. Kirk 
  05
  01.30 
  Commander Spock 
  06 
  01.40 
  Doctor Leonard McCoy 
  07
  01.50 
   Lieutenant Commander 
  Montgomery Scott 
  08
  01.60 
  Lieutenant Hikaru Sulu 
  09
  01.70 
  Lieutenant Nyota Uhura 
  10 
  01.80 
  Ensign Pavel A. Chekov 
  11
  01.90 
  Ensign Christine Chapel 
  12
  02.00 
  U.S.S. Enterprise 
   
  NCC-1701 
  13
  
  THE CREW OF THE
  U.S.S. ENTERPRISE NCC-1701
  4
  We didn’t set out to make history. I mean, I don’t 
  suppose anybody really does, but the crew of the 
  Enterprise? We were just doing our jobs. History 
  just sort of found us.
  Which is impressive, because space is 
  big. It’s hard to find something as small 
  as a starship, even a ship the size of 
  a Constitution-class heavy cruiser, in 
  something so big. But it found us 
  anyway, and soon enough, there 
  were stories about Captain Kirk and 
  the rest of the crew. Some of the 
  stories grew into tall tales and 
  legends, of course, and some 
  of them were thought to be 
  nothing else from the beginning, 
  but I was there. I saw what 
  happened. In the former 
  category, the captain didn’t 
  take on a dozen Gorn warriors 
  mano a mano; there was just 
  the one, and that was enough. 
  Commander Spock really did 
  have his brain stolen, though, and the giant space 
  amoeba? That one really happened, too.
  Something else that’s not a tall tale? The relationship 
  that Captain Kirk had with his crew. All of them. It’s 
  customary for a captain to know his crew, of course, 
  but Captain Kirk took it a little further than other 
  captains I’ve served under. He took the time to at least 
  ask how our families were back home when we’d meet 
  in a corridor; not everybody does that. It made doing 
  the job easier, knowing he cared about his crew.
  His loyalty to the ship and the crew isn’t a tall tale, 
  either; he risked his life more than once to save both. 
  01.10
  We lost more than fifty crewmen over the course of 
  those five years, and he took every one of those 
  deaths personally. That kind of loyalty filters down, 
  and I think that’s one of the reasons why history 
  found us. We were tight. We worked well 
  together, because we learned by the captain’s 
  example. We would have fought the Devil for 
  each other. Matter of fact, I think we actually 
  did once, but that’s a different story.
  That’s how we achieved so much, I 
  suppose. I think the ship’s first contact 
  record is still intact, for instance. 
  I know that where I was, down in 
  engineering, the Enterprise’s speed 
  records were something that all of 
  us, not just Commander Scott, 
  took immense pride in. Lieutenant 
  Uhura practically created a 
  whole new position because she 
  wasn’t content to just sit there 
  and open hailing frequencies; 
  that’s going to change crew 
  organization from now on.
  It wasn’t all about Starfleet records, though; the 
  Enterprise wound up helping the entire Federation. 
  Doctor McCoy developed dozens of medicines 
  and medical procedures, for example, which have 
  already saved countless lives. Commander Spock 
  and the Science division made breakthroughs in more 
  scientific disciplines than I care to count, which have 
  gone on to revolutionize everything from computer 
  design to crop fertilization.
  I’m on the Kongo now, but I’ve already put in to be 
  reassigned to the Enterprise after her refit. I want to  
  be a part of what she does next!
  
  THE ORIGINAL SERIES CHARACTERS
  5
  TRAITS: Human
  VALUES: 
   
  ●
  I Don’t Believe in a No-Win Scenario
   
  ●
  Married to the Enterprise
   
  ●
  Risk Is Our Business 
   
  ●
  There’s No Such Thing as the Unknown
  ATTRIBUTES
  CONTROL 09
  FITNESS 09
  PRESENCE 10
  DARING 11
  INSIGHT 09
  REASON 08
  DISCIPLINES
  COMMAND 05
  CONN 02
  SECURITY 03
  SCIENCE 02
  MEDICINE 01
  ENGINEERING 03
  FOCUSES:  
  Hand-to-Hand Combat, History, Leadership, 
  Persuasion, Phasers, Starship Tactics
  COMMANDING OFFICER
  THE ORIGINAL SERIES CHARACTERS
  01.20
  CAPTAIN JAMES T. KIRK
  Captain Kirk didn’t demand perfection, but 
  he did require you to give as much to the job 
  as he did: everything. If you could do that, he 
  stayed out of your way. He expected every 
  crew member to do their job. If you didn’t, he 
  let you hear about it. If you did it well, he let 
  your supervisor hear about it. And there was 
  no one – no one – he wouldn’t face down in 
  defense of his crew.
  TALENTS:
   
  ●
  Bold (Command): When you attempt a Task with Command and 
  buy additional d20s using Threat, you may re-roll a single d20.
   
  ●
  Follow My Lead: Once per scene, when you succeed at a Task 
  during combat or another perilous situation, you may spend one 
  Determination. If you do, choose a single ally. The next Task that 
  ally attempts counts as having assistance from you, using your 
  Presence + Command.
   
  ●
  Mean Right Hook: Your Unarmed Strike attack gains the Vicious 1 
  damage effect.
   
  ●
  Spirit of Discovery: You may spend one Determination to add 
  three points to the Momentum pool. The normal conditions for 
  spending Determination still apply.
  DETERMINATION:  
  (Start with 1)  nnn
  STRESS: 
  nnnnnnnnnnnn
  RESISTANCE: 0
  ATTACKS:
   
  ●
  Unarmed Strike 
  (Melee,  
  4 A Knockdown, 
  Vicious 1, Size 1H, 
  Non-lethal)
   
  ●
  Phaser Type-2 (Ranged, 6 A, 
  Size 1H, Charge)
  EQUIPMENT: 
  Communicator, phaser type-2
  So yes, he was a hard man to serve 
  under. And I’d go back in a second if I 
  had the chance.
  
  6
  TRAITS: Vulcan, Human
  VALUES: 
   
  ●
  Caught Between Two Worlds
   
  ●
  Logic Is the Beginning of Wisdom, Not the End
   
  ●
  The Needs of the Many Outweigh the Needs of  
  the Few. Or the One
   
  ●
  There Are Always Possibilities
  ATTRIBUTES
  CONTROL 12
  FITNESS 09
  PRESENCE 08
  DARING 08
  INSIGHT 08
  REASON 11
  DISCIPLINES
  COMMAND 03
  CONN 02
  SECURITY 02
  SCIENCE 05
  MEDICINE 01
  ENGINEERING 03
  FOCUSES:  
  Astrophysics, Composure, Computers, Debate, 
  Starfleet Protocols, Temporal Physics
  THE ORIGINAL SERIES CHARACTERS
  01.30
  COMMANDER SPOCK
  I know Spock considered his Human heritage a 
  weakness, but I always considered it a hidden 
  strength, something that tempered the rigidity of 
  his Vulcan upbringing. In a crisis, most Vulcans 
  are models of stoic calm, before, during, and 
  after. They are unable or unwilling to present 
  any other demeanor. Spock was like that during 
  emergencies, but afterwards – not always, just 
  every now and then, mostly when he thought no 
  one else was looking – he might let the Human 
  out. His shoulders would relax, there might be a 
  barely audible exhalation. Then the Vulcan would 
  re-emerge, but stronger for having taken that brief 
  respite. Most Vulcans never learn to do that.
  TALENTS:
   
  ●
  Cautious (Science): Whenever you attempt a Task with Science, 
  and you buy one or more d20s by spending Momentum, you may 
  re-roll a single d20.
   
  ●
  Intense Scrutiny: Whenever you succeed at a Task using  
  Reason or Control as part of an Extended Task, you may ignore  
  2 Resistance for every Effect rolled.
   
  ●
  Mind-Meld: You have undergone training in telepathic techniques 
  that allow the melding of minds through physical contact. This 
  will always require a Task with a Difficulty of 
  at least 1, which can be opposed by an 
  unwilling participant. If successful, you 
  link minds with the participant, sharing 
  thoughts and memories; Momentum 
  may be spent to gain more information, 
  or perform deeper telepathic 
  exchanges. This link goes both 
  ways, and it is a tiring and 
  potentially hazardous process 
  for you. Complications can 
  result in pain, disorientation, or 
  lingering emotional or behavioral 
  difficulties.
   
  ●
  Nerve Pinch: The nerve pinch 
  counts as a melee weapon with 
  1 A, Size 1H, and the Intense and Non-
  lethal qualities. You may use Science 
  or Medicine instead of Security when 
  attempting a nerve pinch attack, and 
  may increase damage by your Science 
  or Medicine Discipline instead of 
  Security.
  DETERMINATION: (Start with 1) nnn
  STRESS: nnnnnnnnnnn
  RESISTANCE: 0
  ATTACKS:
   
  ●
  Unarmed Strike (Melee,  
  3 A Knockdown, Size 1H, Non-lethal)
   
  ●
  Nerve Pinch (Melee, 6 A Intense,  
  Size 1H, Non-lethal)
   
  ●
  Phaser Type-2 (Ranged, 5 A, 
  Size 1H, Charge)
  EQUIPMENT: Communicator, tricorder, 
  phaser type-2
  FIRST OFFICER / 
  CHIEF SCIENCE OFFICER
  
  THE ORIGINAL SERIES CHARACTERS
  7
  TRAITS: Human
  VALUES: 
   
  ●
  Bartender Therapist
   
  ●
  Hands of a Surgeon
   
  ●
  Never Mind the Blasted Machines 
   
  ●
  Simple Country Doctor
  ATTRIBUTES
  CONTROL 09
  FITNESS 09
  PRESENCE 09
  DARING 08
  INSIGHT 11
  REASON 10
  DISCIPLINES
  COMMAND 02
  CONN 01
  SECURITY 02
  SCIENCE 04
  MEDICINE 05
  ENGINEERING 02
  FOCUSES:  
  Analysis, Anatomy, Composure, Pharmacology, 
  Psychology, Surgery
  CHIEF MEDICAL OFFICER
  THE ORIGINAL SERIES CHARACTERS
  01.40
  DOCTOR LEONARD MCCOY
  I was on shore leave and wandered off. Not my 
  brightest decision; some of the local fauna took 
  exception to my being there. Staggered, bleeding, 
  back to the camp site, my group beamed up, and 
  there’s Dr. McCoy, waiting for me. ‘You just relax, 
  son’ he said, ‘you’re going to be fine.’ Something 
  about the way he said it ... you knew it was true.
  I woke up a little later and he asks me how I’m 
  feeling. I tell him I’m okay, he says, ‘Good,’ and 
  then chews me out like one of my uncles would  
  for doing something stupid. I never did that again, 
  I’ll tell you.
  TALENTS:
   
  ●
  Dauntless: Whenever you attempt a Task to resist being 
  intimidated or threatened, you may add a bonus d20 to your  
  dice pool.
   
  ●
  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.
   
  ●
  Quick Study: When attempting a Task that will involve unfamiliar 
  medical procedures, or which is to treat an unfamiliar species, 
  ignore any Difficulty increase stemming from 
  your unfamiliarity.
   
  ●
  Intense Scrutiny: Whenever you succeed  
  at a Task using Reason or Control as part 
  of an Extended Task, you may ignore  
  2 Resistance for every Effect rolled.
  DETERMINATION: (Start with 1) nnn
  STRESS: nnnnnnnnnnn
  RESISTANCE: 0
  ATTACKS:
   
  ●
  Unarmed Strike (Melee,  
  3 A Knockdown, Size 1H, 
  Non-lethal)
   
  ●
  Phaser Type-2 (Ranged, 5 A,  
  Size 1H, Charge)
  EQUIPMENT: Communicator, medical 
  tricorder, phaser type-2
  
  8
  TRAITS: Human
  VALUES: 
   
  ●
  Always Pad Your Estimates
   
  ●
  An Old Aberdeen Pub-Crawler
   
  ●
  I Cannae Change the Laws of Physics
   
  ●
  My Poor, Wee Bairns
  ATTRIBUTES
  CONTROL 11
  FITNESS 08
  PRESENCE 09
  DARING 09
  INSIGHT 08
  REASON 11
  DISCIPLINES
  COMMAND 03
  CONN 02
  SECURITY 02
  SCIENCE 03
  MEDICINE 02
  ENGINEERING 04
  FOCUSES:  
  Alcoholic Beverages, Analysis, Physics,  
  Power Systems, Starship Propulsion, Transporters
  CHIEF ENGINEER
  THE ORIGINAL SERIES CHARACTERS
  01.50
  LT. CMDR. MONTGOMERY SCOTT
  That infamous brawl with the Klingons 
  on the K-7 space station? Nothing about 
  that surprises me at all. It could have been 
  Klingons, it could have been Nausicaans, it 
  could have been the crew of the Lexington.  
  I believe that anyone saying that sort of thing 
  about the Enterprise would have roused his ire 
  (though, admittedly, it might not have come to 
  blows had it not been Klingons). With no family 
  of his own, Scott had poured all his paternal 
  instinct into that ship, especially her engines, 
  and no one at all was going to insult his 
  children like that and get away with it.
  TALENTS:
   
  ●
  A Little More Power: Whenever you succeed at an Engineering 
  Task aboard your own ship, you may spend one Momentum to 
  regain one spent Power.
   
  ●
  Cautious (Engineering): Whenever you attempt a Task with 
  Engineering, and you buy one or more d20s by spending 
  Momentum, you may re-roll a single d20.
   
  ●
  I Know My Ship: Whenever you attempt a Task to determine the 
  source of a technical problem with your ship, add one bonus d20.
   
  ●
  Resolute: You increase your maximum Stress by 3.
  DETERMINATION: (Start with 1) nnn
  STRESS: nnnnnnnnnnnnn
  RESISTANCE: 0
  ATTACKS:
   
  ●
  Unarmed Strike 
  (Melee, 3 A 
  Knockdown, 
  Size 1H, Non-lethal)
   
  ●
  Phaser Type-2 
  (Ranged, 5 A,  
  Size 1H, Charge)
  EQUIPMENT:  
  Communicator, phaser type-2
  
  THE ORIGINAL SERIES CHARACTERS
  9
  TRAITS: Human
  VALUES: 
   
  ●
  I’ll Protect You, Fair Maiden!
   
  ●
  If It’s Important to You, You Make Time for It
   
  ●
  Panic Gets You Nowhere
   
  ●
  Renaissance Man
  ATTRIBUTES
  CONTROL 09
  FITNESS 11
  PRESENCE 09
  DARING 10
  INSIGHT 08
  REASON 09
  DISCIPLINES
  COMMAND 03
  CONN 04
  SECURITY 02
  SCIENCE 03
  MEDICINE 02
  ENGINEERING 02
  FOCUSES:  
  Astrophysics, Botany, Fencing, Hand-to-Hand 
  Combat, Helm Operations, Mathematics
  FLIGHT CONTROLLER
  THE ORIGINAL SERIES CHARACTERS
  01.60
  LIEUTENANT HIKARU SULU
  People called him a dilettante, but that wasn’t 
  right. He didn’t dabble. You only had to know 
  Lieutenant Sulu for five minutes to realize that 
  he didn’t do things halfway. He could change 
  directions in his hobbies – and the rest of 
  his life, really – with virtually no effort, but 
  whatever he was doing, that’s what he was 
  doing. Time in the botany lab? He was working 
  with his plants. Sitting at the helm? He was 
  flying the ship. Sulu did so many things that 
  we occasionally wondered when he had the 
  chance to try something new ... like sleep.”
  TALENTS:
   
  ●
  Bold (Conn): Whenever you attempt a Task with Conn, and you 
  buy one or more d20s by adding to Threat, you may re-roll a  
  single d20. 
   
  ●
  Push the Limit: When you attempt a Conn Task that has increased 
  in Difficulty due to environmental conditions or damage to the 
  engines, reduce the Difficulty by 1, to a minimum of 1.
   
  ●
  Precise Evasion: Whenever you succeed at the Evasive Action 
  Task, you may spend two Momentum. If you 
  do, the ship does not suffer the increased 
  Difficulty for attacks normally caused by 
  Evasive Action.
   
  ●
  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 only be used on the Obtain 
  Information Momentum Spend, or to 
  pay part of the cost of the Create 
  Advantage Momentum Spend (where 
  the Advantage must represent 
  some form of known or observed 
  weakness in the ship being studied).
  DETERMINATION: (Start with 1) nnn
  STRESS: nnnnnnnnnnnnn
  RESISTANCE: 0
  ATTACKS:
   
  ●
  Unarmed Strike (Melee, 
  3 A Knockdown, Size 1H, Non-lethal)
   
  ●
  Phaser Type-2 (Ranged, 5 A, 
  Size 1H, Charge)
  EQUIPMENT: Communicator, phaser type-2
  
  10
  TRAITS: Human
  VALUES: 
   
  ●
  More Than Just Hailing Frequencies
   
  ●
  Sorry, Neither!
   
  ●
  The Calm Amidst the Storm
   
  ●
  Voice of an Angel
  ATTRIBUTES
  CONTROL 10
  FITNESS 09
  PRESENCE 10
  DARING 08
  INSIGHT 09
  REASON 10
  DISCIPLINES
  COMMAND 02
  CONN 03
  SECURITY 03
  SCIENCE 03
  MEDICINE 01
  ENGINEERING 04
  FOCUSES:  
  Communications Systems, Composure, Computers, 
  Cryptography, Damage Control Procedures, Singing
  CHIEF COMMUNICATIONS OFFICER
  THE ORIGINAL SERIES CHARACTERS
  01.70
  LIEUTENANT NYOTA UHURA
  She could do just about anything on the bridge 
  of a starship. I saw her fill in at navigation more 
  than once. Saw her cover for Mr. Spock, too. 
  But the communications console... that was 
  where Lieutenant Uhura really made things 
  sing, if you’ll pardon the expression. Sitting 
  there, she was the ship’s guardian angel. All 
  hell would be breaking loose, the ship shaking 
  itself to pieces, the compartment filling up with 
  smoke... and out of all the chaos came that 
  sweet, steady voice. ‘Hang on, boys,’ she’d 
  say. ‘Help is on the way.’ That voice saved us, 
  every bit as much as Kirk or Sulu did.”
  TALENTS:
   
  ●
  Cautious (Engineering): Whenever you attempt a Task with 
  Engineering, and you buy one or more d20s by spending 
  Momentum, you may re-roll a single d20.
   
  ●
  Intense Scrutiny: Whenever you succeed at a Task using  
  Reason or Control as part of an Extended Task, you may ignore  
  2 Resistance for every Effect rolled.
   
  ●
  Jury-Rig: Whenever you attempt an Engineering Task to perform 
  repairs, you may reduce the Difficulty by 1,  
  to a minimum of 0. If you do this, 
  however, then the repairs are only 
  temporary and will last only a single 
  scene, plus one additional scene per 
  Momentum spent (Repeatable) before 
  they fail again. Jury-rigged repairs can only 
  be applied once, and the Difficulty to repair  
  a device that has been jury-rigged 
  increases by 1.
   
  ●
  Resolute: You increase your maximum 
  Stress by 3. 
  DETERMINATION: 
  (Start with 1) nnn
  STRESS: 
  nnnnnnnnnnnnnnn
  RESISTANCE: 0
  ATTACKS:
   
  ●
  Unarmed Strike (Melee, 
  4 A Knockdown, Size 1H, 
  Non-lethal)
   
  ●
  Phaser Type-2 (Ranged, 6 A, 
  Size 1H, Charge)
  EQUIPMENT: Communicator, phaser type-2
  
  THE ORIGINAL SERIES CHARACTERS
  11
  TRAITS: Human
  VALUES: 
   
  ●
  Better to be Too Thorough than Not Thorough 
  Enough
   
  ●
  Every Day is an Adventure
   
  ●
  I’m Not That Green
   
  ●
  It’s a Russian Inwention
  ATTRIBUTES
  CONTROL 10
  FITNESS 09
  PRESENCE 09
  DARING 10
  INSIGHT 09
  REASON 09
  DISCIPLINES
  COMMAND 03
  CONN 04
  SECURITY 03
  SCIENCE 03
  MEDICINE 01
  ENGINEERING 02
  FOCUSES:  
  Astronavigation, Astrophysics, Investigation, Sensors, 
  Shipboard Tactical Systems, Stellar Cartography
  NAVIGATOR
  THE ORIGINAL SERIES CHARACTERS
  01.80
  ENSIGN PAVEL A. CHEKOV
  Ensign Chekov? He was a hard kid to nail 
  down, those first couple of years he was on 
  board. There was a part of him that was this 
  wide-eyed 22-year-old kid saying, ‘Bozhe 
  moi, look at me, I’m on the bridge of a 
  starship!’ But there was another side of him 
  that was meticulous, diligent. He wanted to 
  be a good officer, to learn everything, even if 
  he did try to learn it all at once. He was sharp 
  and he paid attention. I think that’s the thing 
  that Captain Kirk noticed in him, the thing he 
  tried most to nurture.
  TALENTS:
   
  ●
  Fly-By: Whenever you use the Swift Task Momentum spend, you 
  do not increase the Difficulty of the second Task if either of the 
  Tasks you attempt is to pilot a vessel or vehicle.
   
  ●
  Spirit of Discovery: You may spend one Determination to add 
  three points of Momentum to the group Momentum pool. The 
  normal conditions for spending Determination still apply.
   
  ●
  Technical Expertise: Whenever you attempt a Task assisted by 
  the ship’s Computers or Sensors, you may re-roll  
  one d20 (which may be the ship’s die).
   
  ●
  Untapped Potential: Whenever you 
  succeed at a Task for which you bought 
  additional dice with either Momentum 
  or Threat, roll 1 A. You receive bonus 
  Momentum equal to the score of the  A,  
  and add one point to Threat if an 
  Effect is rolled.
  DETERMINATION: 
  (Start with 1) nnn
  STRESS: 
  nnnnnnnnnnnn
  RESISTANCE: 0
  ATTACKS:
   
  ●
  Unarmed Strike (Melee,  
  4 A Knockdown, Size 1H, 
  Non-lethal)
   
  ●
  Phaser Type-2 (Ranged, 6 A, 
  Size 1H, Charge)
  EQUIPMENT: Communicator,  
  phaser type-2
  
  12
  TRAITS: Human
  VALUES: 
   
  ●
  Attracted to Brilliance
   
  ●
  Better to Have Loved and Lost
   
  ●
  Nurse First, Starfleet Officer Second
   
  ●
  The Mind Can Help Heal the Body
  ATTRIBUTES
  CONTROL 08
  FITNESS 09
  PRESENCE 10
  DARING 09
  INSIGHT 10
  REASON 10
  DISCIPLINES
  COMMAND 03
  CONN 01
  SECURITY 02
  SCIENCE 04
  MEDICINE 04
  ENGINEERING 02
  FOCUSES:  
  Ballet, Biofeedback, Endocrinology, Medical 
  Archaeology, Psychology, Psychotherapy
  CHIEF NURSE
  THE ORIGINAL SERIES CHARACTERS
  01.90
  ENSIGN CHRISTINE CHAPEL
  To this day, I don’t understand how she went 
  from being a promising biofeedback researcher 
  at Johns Hopkins to being McCoy’s nurse on 
  the Enterprise without feeling like she’d taken 
  a huge step backward ... but she did it. For 
  love, of all things. But that was quintessentially 
  Christine Chapel. She loved, sometimes 
  specifically, like Korby or Spock ... but more 
  often, and most importantly, very broadly. 
  She cared deeply about everybody, even 
  though it might be to her detriment. It was her 
  compassion, which many see as a weakness, 
  that was actually the core of her strength.
  TALENTS:
   
  ●
  Quick Study: When attempting a Task that will involve unfamiliar 
  medical procedures, or which is to treat an unfamiliar species, 
  ignore any Difficulty increase stemming from your unfamiliarity.
   
  ●
  First Response: Whenever you attempt the First Aid Task during 
  combat, you gain a bonus d20. Further, you may always Succeed 
  at a Cost, with each Complication you suffer adding 1 to the 
  Difficulty of healing the patient’s Injury subsequently.
   
  ●
  Studious: Whenever you spend one or 
  more Momentum to Obtain Information, 
  you may ask one additional question  
  (in total, not per Momentum spent.)
   
  ●
  Triage: When you attempt a Task to 
  identify specific injuries or illnesses, 
  or to determine the severity of a patient’s 
  condition, you may spend one Momentum 
  (Repeatable) to diagnose 
  one additional patient.
  DETERMINATION:  
  (Start with 1) nnn
  STRESS: 
  nnnnnnnnnnn
  RESISTANCE: 0
  ATTACKS:
   
  ●
  Unarmed Strike (Melee, 3 A 
  Knockdown, Size 1H, Non-lethal)
   
  ●
  Phaser Type-1 (Ranged, 4 A,  
  Size 1H, Charge, Hidden 1)
  EQUIPMENT: PADD, medical tricorder, 
  phaser type-1
  
  THE ORIGINAL SERIES CHARACTERS
  13
  CLASS: Constitution
  COMMISSIONED: 2245
  MISSION PROFILE: Multirole Explorer
  TRAITS: Federation Starship, Renowned, Long-Serving
  SYSTEMS
  COMMS 08
  ENGINES 08
  STRUCTURE 08
  COMPUTERS 08
  SENSORS 08
  WEAPONS 08
  DEPARTMENTS
  COMMAND 03
  CONN 02
  SECURITY 03
  SCIENCE 03
  MEDICINE 02
  ENGINEERING 02
  POWER: 8  
  SCALE: 4  
   
  SHIELDS: nnnnnnnnnnn
  RESISTANCE: 4
  CREW SUPPORT (TOTAL): 4
  FEDERATION STARSHIP
  THE ORIGINAL SERIES CHARACTERS
  02.00
  U.S.S. ENTERPRISE NCC-1701
  One of only a few Constitution-class starships 
  commissioned by Starfleet, the Enterprise 
  was undoubtedly one of the 
  most successful ships of 
  her class, serving with 
  distinction under the 
  commands of Robert 
  April, Christopher Pike, and, most famously, 
  James Kirk, whose triumphant five-year mission 
  became the stuff of legend.
  At the end of Kirk’s five-year mission, the 
  Enterprise underwent a massive refit program, 
  essentially building an entirely new ship upon her 
  aging spaceframe. However, no vessel holds a place 
  in history quite like Kirk’s Enterprise in the years before 
  this refit.
  ATTACKS:
   
  ●
  Phaser Banks (Energy, Range M, 8 A, Versatile 2)
   
  ●
  Photon Torpedoes (Torpedo, Range L, 6 A High Yield)
   
  ●
  Tractor Beam (Strength 3)
  TALENTS:
   
  ●
  Improved Power Systems: The ship’s power systems are 
  especially efficient. On a successful Power Management Task,  
  the ship gains 2 Power per Momentum spent (Repeatable),  
  instead of 1.
   
  ●
  Independent Phaser Supply: The ship’s phasers use an 
  independent power supply, rather than drawing directly from the 
  ship’s other power. Attacking with the ship’s phasers no longer has 
  a Power Requirement. However, the ship may not spend additional 
  Power to boost the effectiveness of an attack with the Phasers.
   
  ●
  Modular Laboratories: At the start of an adventure, choose how 
  the laboratories are configured; this counts as an Advantage which 
  applies to work performed within the laboratories.
   
  ●
  Rugged Design: Reduce the Difficulty of all Tasks to repair the 
  ship by 1, to a minimum of 1.
  
SOURCE: textdata/thevault/Star Trek RPG/Star Trek Adventures (2d20)/MUH051315 Star Trek Adventures - TOS Player Characters (Update)[OEF][2017].pdf